Power doubles if target was damaged this turn.
A target of the opposite gender gets infatuated.
30% chance to make the target flinch.
10% chance to freeze foe(s). Can't miss in Hail.
Uses user's Def stat as Atk in damage calculation.
30% chance to paralyze the target.
100% chance lower adjacent Pkmn Speed by 1.
If hit by physical attack, returns double damage.
20% chance to lower the target's Defense by 1.
Digs underground turn 1, strikes turn 2.
Dives underwater turn 1, strikes turn 2.
Forces the target to switch to a random ally.
10% chance to lower the target's Sp. Def by 1.
Hits adjacent Pokemon. Double damage on Dig.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Always leaves the target with at least 1 HP.
Nullifies the target's Ability.
User cannot move next turn.
30% chance to make the target flinch.
User cannot move next turn.
10% chance to freeze the target.
10% chance to freeze. 10% chance to flinch.
Raises the user's Defense by 2.
30% chance to lower the target's Defense by 1.
Prevents both user and target from switching out.
20% chance to lower the target's Defense by 1.
Raises user's Sp. Atk by 1 on turn 1. Hits turn 2.
30% chance to lower the foe(s) accuracy by 1.
100% chance to lower the target's Speed by 1.
Power doubles if the user moves after the target.
30% chance to poison the target.
Prevents moves from affecting the user this turn.
For 5 turns, heavy rain powers Water moves.
50% chance to lower the target's Defense by 1.
User sleeps 2 turns and restores HP and status.
Power doubles if user is damaged by the target.
Hits 2-5 times in one turn.
Raises the user's Speed by 2.
30% chance to make the foe(s) flinch.
100% chance to lower the target's Speed by 1.
Power doubles if others used Round this turn.
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Traps and damages the target for 4-5 turns.
30% chance to burn the target. Thaws target.
Hits 2-5 times. User: -1 Def, +1 Spe after last hit.
Lowers the target's Speed by 2.
100% chance to lower target's Sp. Atk by 1.
Raises user's Defense by 1 on turn 1. Hits turn 2.
User must be asleep. Uses another known move.
This move does not check accuracy.
User must be asleep. 30% chance to flinch target.
Hurts foes on switch-in. Factors Rock weakness.
Power doubles if the user's last move failed.
User takes 1/4 its max HP to put in a substitute.
Lowers the user's Attack and Defense by 1.
Hits adjacent Pokemon. Double damage on Dive.
Raises the user's Attack by 2.
For 2 turns, the target cannot use sound moves.
20% chance to make the target flinch.
Traps and damages the target for 4-5 turns.