User recovers 50% of the damage dealt.
10% chance to raise all stats by 1 (not acc/eva).
A target of the opposite gender gets infatuated.
Prevents the target from switching out.
100% chance lower adjacent Pkmn Speed by 1.
Hits 2-5 times in one turn.
Raises the user's Sp. Atk and Sp. Def by 1.
Lowers the target's Sp. Atk by 1.
10% chance to confuse the target.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
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.
Hits adjacent Pokemon. The user faints.
10% chance to make the target flinch.
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.
User on Grassy Terrain: +1 priority.
5 turns. Grounded: +Grass power, +1/16 max HP.
5 turns: no Ground immunities, 1.67x accuracy.
30% chance to make the target flinch.
User cannot move next turn.
Causes the target to fall asleep.
Traps and damages the target for 4-5 turns.
Traps/grounds user; heals 1/16 max HP per turn.
Lowers the user's Sp. Atk by 2.
1/8 of target's HP is restored to user every turn.
For 5 turns, special damage to allies is halved.
More power the heavier the target.
This move does not check accuracy.
User recovers 50% of the damage dealt.
The last move the target used replaces this one.
Heals the user by a weather-dependent amount.
Attack depends on terrain (default Tri Attack).
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.
Copies the target's current stat stages.
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 with each hit. Repeats for 5 turns.
Power doubles if others used Round this turn.
Hits adjacent Pokemon. The user faints.
The user and the target trade Abilities.
Causes the target to fall asleep.
User must be asleep. Uses another known move.
30% chance to poison the target.
User must be asleep. 30% chance to flinch target.
Charges turn 1. Hits turn 2. No charge in sunlight.
30% chance to make the target flinch.
Power doubles if the user's last move failed.
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.
Lowers the foe(s) evasiveness by 2.
Raises the user's Attack by 2.
Heals the user by a weather-dependent amount.
User on terrain: power doubles, type varies.
If the user has no item, it steals the target's.
Badly poisons the target. Poison types can't miss.
Goes last. For 5 turns, turn order is reversed.
Lasts 3 turns. Active Pokemon cannot fall asleep.
Next turn, 50% of the user's max HP is restored.
The target's Ability becomes Insomnia.
20% chance to make the target flinch.