Raises the user's Speed by 2.
A target of the opposite gender gets infatuated.
This move does not check accuracy.
30% chance to make the target flinch.
High critical hit ratio. 10% chance to burn.
Hits 2-5 times in one turn.
Destroys screens, unless the target is immune.
Raises the user's Attack and Defense by 1.
100% chance lower adjacent Pkmn Speed by 1.
Raises the user's Sp. Atk and Sp. Def by 1.
Forces the target to switch to a random ally.
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.
Uses the last move used in the battle.
If hit by physical attack, returns double damage.
20% chance to lower the target's Defense by 1.
20% chance to make the target flinch.
Prevents moves from affecting the user this turn.
Digs underground turn 1, strikes turn 2.
Raises the user's evasiveness by 1.
User recovers 50% of the damage dealt.
Hits 2 times in one turn.
Hits adjacent Pokemon. Double damage on Dig.
User survives attacks this turn with at least 1 HP.
Nearly always goes first.
Power doubles if user is burn/poison/paralyzed.
Nullifies Detect, Protect, and Quick/Wide Guard.
Does damage equal to the user's HP. User faints.
10% chance to lower the target's Sp. Def by 1.
Flings the user's item at the target. Power varies.
10% chance to lower the target's Sp. Def by 1.
Raises the user's critical hit ratio by 2.
Fails if the user takes damage before it hits.
The foes' moves target the user on the turn used.
30% chance to paralyze the target.
Power doubles with each hit, up to 160.
User cannot move next turn.
30% chance to make the target flinch.
Heals the target by 50% of its max HP.
One adjacent ally's move power is 1.5x this turn.
User is hurt by 50% of its max HP if it misses.
Raises the user's Attack and accuracy by 1.
Raises the user's and ally's Attack by 1.
User cannot move next turn.
10% chance to freeze the target.
Raises the user's Defense by 2.
30% chance to lower the target's Defense by 1.
Until the end of the next turn, user's moves crit.
Heals the user and its allies by 1/4 their max HP.
More power the heavier the target.
100% chance to lower the target's Speed by 1.
For 5 turns, the user has immunity to Ground.
10% chance to raise the user's Attack by 1.
Lowers the target's Sp. Def by 2.
20% chance to raise the user's Attack by 1.
User's next move will not miss the target.
100% chance to lower the target's accuracy by 1.
Raises the user's Sp. Atk by 2.
Power doubles if the user moves after the target.
30% chance to poison the target.
100% chance to raise the user's Attack by 1.
Prevents moves from affecting the user this turn.
10% chance to lower the target's Sp. Def by 1.
Protects allies from priority attacks this turn.
For 5 turns, heavy rain powers Water moves.
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.
More power the less HP the user has left.
Forces the target to switch to a random ally.
30% chance to make the foe(s) flinch.
50% chance to lower the target's Defense by 1.
100% chance to lower the target's Speed by 1.
User replaces its Ability with the target's.
Power doubles if others used Round this turn.
Lowers the target's Speed by 2.
Lowers the target's Defense by 2.
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.
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.
User on terrain: power doubles, type varies.
10% chance to paralyze the target.
Badly poisons the target. Poison types can't miss.
20% chance to confuse the target.
Raises the user's Attack and Sp. Atk by 1.
20% chance to make the target flinch.