Raises the user's Speed by 2.
A target of the opposite gender gets infatuated.
Lowers the target's Attack by 1.
User switches, passing stat changes and more.
30% chance to make the target flinch.
30% chance to paralyze the target.
70% chance to raise the user's Sp. Atk by 1.
Lowers the target's Attack by 2.
Lowers the target's Sp. Atk by 1.
Uses the last move used in the battle.
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.
30% chance to paralyze adjacent Pokemon.
Hits 2 times in one turn.
Raises the user's evasiveness by 1.
Power increases when used on consecutive turns.
More power the faster the user is than the target.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Lowers the target's Sp. Def by 2.
More power the less HP the user has left.
Raises the user's critical hit ratio by 2.
User cannot move next turn.
Lowers the foe(s) Attack by 1.
30% chance to make the target flinch.
Cures the user's party of all status conditions.
One adjacent ally's move power is 1.5x this turn.
User cannot move next turn.
No additional effect. Hits adjacent foes.
30% chance to lower the target's Defense by 1.
Until the end of the next turn, user's moves crit.
Fails unless each known move has been used.
For 5 turns, special damage to allies is halved.
For 5 turns, the user has immunity to Ground.
The last move the target used replaces this one.
100% chance to lower the target's accuracy by 1.
Hits 2-5 times in one turn.
Prevents moves from affecting the user this turn.
For 5 turns, heavy rain powers Water moves.
For 5 turns, physical damage to allies is halved.
User sleeps 2 turns and restores HP and status.
Power doubles if an ally fainted last turn.
2x power if target is grounded in Electric Terrain.
Forces the target to switch to a random ally.
50% chance to lower the target's Defense by 1.
Power doubles if others used Round this turn.
Lowers the target's accuracy by 1.
20% chance to lower the target's Sp. Def by 1.
This move does not check accuracy.
Causes the target to fall asleep.
Raises user's Defense by 1 on turn 1. Hits turn 2.
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.
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.
Lowers the foe(s) Defense by 1.
30% chance to paralyze. Can't miss in rain.
10% chance to paralyze the target.
10% chance to paralyze. 10% chance to flinch.
10% chance to paralyze the target.
Lowers the target's Attack and Defense by 1.
Badly poisons the target. Poison types can't miss.
User switches out after damaging the target.
Power doubles and type varies in each weather.
Next turn, 50% of the user's max HP is restored.
Raises the user's Attack and Sp. Atk by 1.
Puts the target to sleep after 1 turn.
100% chance to paralyze the target.