This move does not check accuracy.
Raises the user's Speed by 2.
A target of the opposite gender gets infatuated.
30% chance to paralyze the target.
Destroys screens, unless the target is immune.
No additional effect. Hits adjacent Pokemon.
Raises the user's Attack and Defense by 1.
100% chance lower adjacent Pkmn Speed by 1.
Lowers the user's Defense and Sp. Def by 1.
Raises an ally's Attack and Defense by 1.
Lowers the target's Sp. Atk by 1.
If hit by physical attack, returns double damage.
If the user has no item, it steals the target's.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Prevents moves from affecting the user this turn.
Digs underground turn 1, strikes turn 2.
Raises the user's evasiveness by 1.
Hits adjacent Pokemon. Double damage on Dig.
Lowers the target's HP to the user's HP.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Hits first. First turn out only. 100% flinch chance.
Nullifies Detect, Protect, and Quick/Wide Guard.
10% chance to lower the target's Sp. Def by 1.
Raises the user's critical hit ratio by 2.
More power the slower the user than the target.
30% chance to make the target flinch.
One adjacent ally's move power is 1.5x this turn.
User is hurt by 50% of its max HP if it misses.
Until the end of the next turn, user's moves crit.
More power the heavier the target.
100% chance to lower the target's Speed by 1.
The last move the target used replaces this one.
User's next move will not miss the target.
100% chance to lower the target's accuracy by 1.
Prevents moves from affecting the user this turn.
Protects allies from priority attacks this turn.
For 5 turns, heavy rain powers Water moves.
Free user from hazards/bind/Leech Seed; +1 Spe.
User sleeps 2 turns and restores HP and status.
Power doubles if an ally fainted last turn.
Power doubles if user is damaged by the target.
30% chance to make the foe(s) flinch.
50% chance to lower the target's Defense by 1.
User replaces its Ability with the target's.
Power doubles with each hit. Repeats for 5 turns.
Power doubles if others used Round this turn.
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Does damage equal to the user's level.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
User takes 1/4 its max HP to put in a substitute.
Usually goes first. Fails if target is not attacking.
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.
If the user has no item, it steals the target's.
Badly poisons the target. Poison types can't miss.
Hits 3 times. Each hit can miss, but power rises.
Hits 3 times. Each hit can miss, but power rises.
20% chance to make the foe(s) flinch.
Lasts 3 turns. Active Pokemon cannot fall asleep.
Protects allies from multi-target moves this turn.
Raises the user's Attack and Sp. Atk by 1.