Power doubles if the user has no held item.
This move does not check accuracy.
Raises the user's Speed by 2.
30% chance to make the target flinch.
Power doubles if target was damaged this turn.
A target of the opposite gender gets infatuated.
User switches, passing stat changes and more.
Destroys screens, unless the target is immune.
No additional effect. Hits adjacent Pokemon.
User steals and eats the target's Berry.
10% chance to lower the target's Sp. Def by 1.
Lowers the target's Sp. Atk by 1.
If hit by physical attack, returns double damage.
High critical hit ratio. 10% chance to poison.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
-1 evasion; ends user and target hazards/terrain.
Prevents moves from affecting the user this turn.
Hits 2 times in one turn.
Raises the user's evasiveness by 1.
Hits 2 times in one turn.
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 Detect, Protect, and Quick/Wide Guard.
Raises the user's critical hit ratio by 2.
Power doubles with each hit, up to 160.
User cannot move next turn.
30% chance to make the target flinch.
User cannot move next turn.
1.5x damage if foe holds an item. Removes item.
Until the end of the next turn, user's moves crit.
Lowers the foe(s) Defense by 1.
For 5 turns, special damage to allies is halved.
The last move the target used replaces this one.
Heals the user by a weather-dependent amount.
Prevents moves from affecting the user this turn.
Protects allies from priority attacks this turn.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
More power the less HP the user has left.
50% chance to lower the target's Defense by 1.
Heals 50% HP. Flying-type removed 'til turn ends.
Power doubles if others used Round this turn.
For 5 turns, protects user's party from status.
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.
10% chance to raise the user's Defense by 1.
100% chance to lower the foe(s) Sp. Atk by 1.
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.
Raises the user's Attack by 2.
For 4 turns, allies' Speed is doubled.
If the user has no item, it steals the target's.
Badly poisons the target. Poison types can't miss.
User switches out after damaging the target.