Power doubles if the user has no held item.
The target makes its move right after the user.
The user swaps positions with its ally.
Raises the user's Sp. Def by 2.
Cures the user's party of all status conditions.
A target of the opposite gender gets infatuated.
Traps and damages the target for 4-5 turns.
Hits 2-5 times in one turn.
Raises the user's Sp. Atk and Sp. Def 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.
-1 evasion; ends user and target hazards/terrain.
Raises the user's evasiveness by 1.
User recovers 75% of the damage dealt.
Power increases when used on consecutive turns.
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.
Power doubles if user is burn/poison/paralyzed.
Flings the user's item at the target. Power varies.
Heals the target by 50% of its max HP.
Raises Defense by 1 of all active Grass types.
User recovers 50% of the damage dealt.
More power the heavier the target.
User on Grassy Terrain: +1 priority.
5 turns. Grounded: +Grass power, +1/16 max HP.
Raises user's Attack and Sp. Atk by 1; 2 in Sun.
Cures the user's party of all status conditions.
One adjacent ally's move power is 1.5x this turn.
User cannot move next turn.
50% chance to lower the target's accuracy by 1.
1/8 of target's HP is restored to user every turn.
For 5 turns, special damage to allies is halved.
This move does not check accuracy.
Bounces back certain non-damaging moves.
Attack depends on terrain (default Tri Attack).
Shares HP of user and target equally.
No additional effect. Hits adjacent Pokemon.
Lasts 2-3 turns. Confuses the user afterwards.
10% chance to lower the target's Attack by 1.
If the target is an ally, heals 50% of its max HP.
Prevents moves from affecting the user this turn.
Copies the target's current stat stages.
User sleeps 2 turns and restores HP and status.
User replaces its Ability with the target's.
Power doubles if others used Round this turn.
For 5 turns, protects user's party from status.
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.
+ 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.
Raises the target's Attack by 2 and confuses it.
Causes the target to become confused.
Lowers the foe(s) evasiveness by 2.
Heals the user by a weather-dependent amount.
For 4 turns, allies' Speed is doubled.
Target can't use status moves its next 3 turns.
If the user has no item, it steals the target's.
Badly poisons the target. Poison types can't miss.
User switches its held item with the target's.
Goes last. For 5 turns, turn order is reversed.
User switches out after damaging the target.
The target's Ability becomes Insomnia.
Traps and damages the target for 4-5 turns.