The target makes its move right after the user.
The user swaps positions with its ally.
Cures the user's party of all status conditions.
A target of the opposite gender gets infatuated.
Raises the user's Sp. Atk and Sp. Def by 1.
No additional effect. Hits adjacent foes.
This move does not check accuracy. Hits foes.
User recovers 75% of the damage dealt.
User recovers 50% of the damage dealt.
Target repeats its last move for its next 3 turns.
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.
10% chance to make the target flinch.
Power doubles if user is burn/poison/paralyzed.
Hits first. First turn out only. 100% flinch chance.
Hits two turns after being used.
One adjacent ally's move power is 1.5x this turn.
No additional effect. Hits adjacent foes.
No foe can use any move known by the user.
Fails unless each known move has been used.
This move does not check accuracy.
For 5 turns, all held items have no effect.
100% chance to lower the target's Sp. Atk by 1.
Lowers the target's Attack by 1.
10% chance to lower the target's Attack by 1.
Averages Attack and Sp. Atk stats with target.
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.
5 turns. Grounded: +Psychic power, priority-safe.
Copies the target's current stat stages.
Damages target based on Defense, not Sp. Def.
User sleeps 2 turns and restores HP and status.
Power doubles if others used Round this turn.
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.
+ 20 power for each of the user's stat boosts.
User takes 1/4 its max HP to put in a substitute.
This move does not check accuracy. Hits foes.
User on terrain: power doubles, type varies.
20% chance to paralyze or burn or freeze target.
User switches its held item with the target's.
Goes last. For 5 turns, turn order is reversed.
For 5 turns, all Defense and Sp. Def stats switch.
20% chance to make the target flinch.