Raises the user's Speed by 2.
Raises the user's Sp. Def by 2.
User recovers 1/16 max HP per turn.
A target of the opposite gender gets infatuated.
10% chance to freeze foe(s). Can't miss in Hail.
Bounces turn 1. Hits turn 2. 30% paralyze.
Power doubles if the target's HP is 50% or less.
10% chance to lower the target's Speed by 1.
+1 SpD, user's Electric move next turn 2x power.
70% chance to raise the user's Sp. Atk by 1.
Lowers the target's Sp. Atk by 1.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
No additional effect. Hits adjacent foes.
30% chance to paralyze adjacent Pokemon.
Dives underwater turn 1, strikes turn 2.
Raises the user's evasiveness by 1.
Lowers the target's Sp. Atk by 2.
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.
More power the less HP the user has left.
User cannot move next turn.
For 5 turns, hail crashes down.
Cures the user's party of all status conditions.
User cannot move next turn.
10% chance to freeze the target.
100% chance to lower the foe(s) Speed by 1.
The last move the target used replaces this one.
For 5 turns, protects user's party from stat drops.
Prevents moves from affecting the user this turn.
10% chance to confuse the target.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
2x power if target is grounded in Electric Terrain.
Power doubles if others used Round this turn.
30% chance to burn the target. Thaws target.
Lowers the target's Defense by 2.
This move does not check accuracy.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
Changes the target's type to Water.
30% chance to paralyze the target.
More power with more uses of Stockpile.
Raises user's Defense, Sp. Def by 1. Max 3 uses.
User takes 1/4 its max HP to put in a substitute.
Usually goes first. Fails if target is not attacking.
Causes the target to become confused.
Hits adjacent Pokemon. Double damage on Dive.
Raises the target's Attack by 2 and confuses it.
Heals the user based on uses of Stockpile.
30% chance to paralyze. Can't miss in rain.
10% chance to paralyze the target.
Badly poisons the target. Poison types can't miss.
User switches out after damaging the target.
20% chance to make the target flinch.
20% chance to confuse the target.
Traps and damages the target for 4-5 turns.
100% chance to paralyze the target.