The user swaps positions with its ally.
A target of the opposite gender gets infatuated.
10% chance to lower the target's Attack by 1.
30% chance to paralyze the target.
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 Sp. Atk by 1.
10% chance to confuse the target.
Raises the user's evasiveness by 1.
User gains 1/2 HP inflicted. Sleeping target only.
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.
Power doubles with each hit, up to 160.
Hits two turns after being used.
User cannot move next turn.
More power the heavier the target.
5 turns: no Ground immunities, 1.67x accuracy.
Swaps Defense and Sp. Def changes with target.
One adjacent ally's move power is 1.5x this turn.
User cannot move next turn.
10% chance to freeze the target.
100% chance to lower the foe(s) Speed by 1.
For 5 turns, special damage to allies is halved.
User faints. Next hurt Pkmn is cured, max HP/PP.
Bounces back certain non-damaging moves.
For 5 turns, all held items have no effect.
For 5 turns, protects user's party from stat drops.
30% chance to lower the target's Sp. Atk by 1.
Heals the user by a weather-dependent amount.
100% chance to lower the target's accuracy by 1.
Swaps Attack and Sp. Atk stat stages with target.
Prevents moves from affecting the user this turn.
10% chance to confuse the target.
10% chance to lower the target's Sp. Def by 1.
Transfers the user's status ailment to the target.
Copies the target's current stat stages.
Damages target based on Defense, not Sp. Def.
For 5 turns, heavy rain powers Water moves.
Restores the item the user last used.
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.
20% chance to lower the target's Sp. Def by 1.
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.
+ 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.
This move does not check accuracy. Hits foes.
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.
20% chance to make the target flinch.