Power doubles if the user has no held item.
Raises the user's Speed by 2.
The user swaps positions with its ally.
Power doubles if target was damaged this turn.
30% chance to make the target flinch.
A target of the opposite gender gets infatuated.
User switches, passing stat changes and more.
All healthy allies aid in damaging the target.
30% chance to make the target flinch.
30% chance to paralyze the target.
100% chance to lower the foe(s) Attack by 1.
Power doubles if the target's HP is 50% or less.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
For 4 turns, disables the target's last move used.
Dives underwater turn 1, strikes turn 2.
Hits 2 times in one turn.
Raises the user's evasiveness by 1.
Lowers the user's Sp. Atk by 2.
30% chance to paralyze the target.
Raises the user's Attack and Speed by 1.
Hits twice. Doubles: Tries to hit each foe once.
20% chance to make the target flinch.
Forces the target to switch to a random ally.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
10% chance to burn the target.
10% chance to burn the target.
Flies up on first turn, then strikes the next turn.
User cannot move next turn.
If the user faints, the attack used loses all its PP.
One adjacent ally's move power is 1.5x this turn.
Power doubles if the target has a status ailment.
User cannot move next turn.
Traps and damages the target for 4-5 turns.
Fails unless each known move has been used.
For 5 turns, special damage to allies is halved.
User's next move will not miss the target.
Lasts 2-3 turns. Confuses the user afterwards.
Disappears turn 1. Hits turn 2. Breaks protection.
Prevents moves from affecting the user this turn.
Destroys screens, unless the target is immune.
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.
30% chance to burn the target. Thaws target.
20% chance to lower the target's Sp. Def by 1.
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.
10% chance to raise the user's Defense by 1.
User takes 1/4 its max HP to put in a substitute.
Usually goes first. Fails if target is not attacking.
Hits adjacent Pokemon. Double damage on Dive.
This move does not check accuracy. Hits foes.
If the user has no item, it steals the target's.
30% chance to paralyze. Can't miss in rain.
10% chance to paralyze the target.
20% chance to paralyze or burn or freeze target.
User switches out after damaging the target.