The target makes its move right after the user.
The user swaps positions with its ally.
Cures the user's party of all status conditions.
Raises an ally's Sp. Def by 1.
A target of the opposite gender gets infatuated.
Raises the user's Sp. Atk and Sp. Def by 1.
70% chance to raise the user's Sp. Atk by 1.
Lowers the target's Attack by 2.
Lowers the target's Sp. Atk by 1.
If the user has no item, it steals the target's.
No additional effect. Hits adjacent foes.
For 4 turns, disables the target's last move used.
This move does not check accuracy. Hits foes.
Raises the user's evasiveness by 1.
User recovers 75% of the damage dealt.
User recovers 50% of the damage dealt.
User gains 1/2 HP inflicted. Sleeping target only.
Power increases when used on consecutive turns.
Target repeats its last move for its next 3 turns.
Lowers the target's HP to the user's HP.
User survives attacks this turn with at least 1 HP.
10% chance to lower the target's Sp. Def by 1.
Power doubles if user is burn/poison/paralyzed.
Lowers the target's Sp. Def by 2.
More power the less HP the user has left.
10% chance to lower the target's Sp. Def by 1.
User cannot move next turn.
More power the slower the user than the target.
Cures the user's party of all status conditions.
Heals the target by 50% of its max HP.
One adjacent ally's move power is 1.5x this turn.
User cannot move next turn.
For 5 turns, special damage to allies is halved.
Bounces back certain non-damaging moves.
User faints. User on Misty Terrain: 1.5x power.
5 turns. Can't status,-Dragon power vs grounded.
30% chance to lower the target's Sp. Atk by 1.
Raises the user's Sp. Atk by 2.
Prevents moves from affecting the user this turn.
10% chance to lower the target's Sp. Def by 1.
Copies the target's current stat stages.
Damages target based on Defense, not Sp. Def.
For 5 turns, heavy rain powers Water moves.
For 5 turns, physical damage to allies is halved.
User sleeps 2 turns and restores HP and status.
Power doubles if others used Round this turn.
The user and the target trade Abilities.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
Raises the target's Attack by 2 and confuses it.
Causes the target to become confused.
Lowers the foe(s) evasiveness by 2.
30% chance to paralyze. Can't miss in rain.
10% chance to paralyze the target.
Target can't select the same move twice in a row.
Badly poisons the target. Poison types can't miss.
Goes last. For 5 turns, turn order is reversed.
Next turn, 50% of the user's max HP is restored.