Raises the user's Speed by 2.
The user swaps positions with its ally.
Cures the user's party of all status conditions.
User switches, passing stat changes and more.
Hits 2-5 times in one turn.
Raises the user's Sp. Atk and Sp. Def by 1.
10% chance to confuse the target.
User recovers 75% of the damage dealt.
Target repeats its last move for its next 3 turns.
User survives attacks this turn with at least 1 HP.
10% chance to lower the target's Sp. Def by 1.
User on Psychic Terrain: 1.5x power, hits foes.
Power doubles if user is burn/poison/paralyzed.
Hits two turns after being used.
User recovers 50% of the damage dealt.
User cannot move next turn.
More power the heavier the target.
5 turns. Grounded: +Grass power, +1/16 max HP.
Raises user's Attack and Sp. Atk by 1; 2 in Sun.
Swaps Defense and Sp. Def changes with target.
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.
No foe can use any move known by the user.
Lowers the user's Sp. Atk by 2.
1/8 of target's HP is restored to user every turn.
Heals the user and its allies by 1/4 their max HP.
For 5 turns, special damage to allies is halved.
This move does not check accuracy.
For 5 turns, all held items have no effect.
User recovers 50% of the damage dealt.
If the target is an ally, heals 50% of its max HP.
Swaps Attack and Sp. Atk stat stages with target.
Prevents moves from affecting the user this turn.
10% chance to lower the target's Sp. Def by 1.
5 turns. Grounded: +Psychic power, priority-safe.
Damages target based on Defense, not Sp. Def.
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.
For 5 turns, protects user's party from status.
The user and the target trade Abilities.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
Charges turn 1. Hits turn 2. No charge in sunlight.
Charges turn 1. Hits turn 2. No charge in sunlight.
Swaps Speed stat with target.
+ 20 power for each of the user's stat boosts.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
This move does not check accuracy. Hits foes.
20% chance to paralyze or burn or freeze target.
User switches its held item with the target's.
Goes last. For 5 turns, turn order is reversed.
For 5 turns, all Defense and Sp. Def stats switch.
20% chance to make the target flinch.