Raises the user's Sp. Def by 2.
10% chance to raise all stats by 1 (not acc/eva).
A target of the opposite gender gets infatuated.
Power doubles if user is damaged by the target.
30% chance to make the target flinch.
10% chance to freeze foe(s). Can't miss in Hail.
Prevents the target from switching out.
Uses user's Def stat as Atk in damage calculation.
30% chance to paralyze the target.
100% chance lower adjacent Pkmn Speed by 1.
Lowers the target's Attack by 2.
Lowers the target's Sp. Atk by 1.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Raises the user's Defense by 1.
Prevents moves from affecting the user this turn.
Digs underground turn 1, strikes turn 2.
Hits 2 times in one turn.
Raises the user's evasiveness by 1.
10% chance to lower the target's Sp. Def by 1.
Hits adjacent Pokemon. Double damage on Dig.
Lowers the target's HP to the user's HP.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
OHKOs the target. Fails if user is a lower level.
More power the less HP the user has left.
10% chance to freeze. Super effective on Water.
Hits 2-5 times in one turn.
Power doubles with each hit, up to 160.
User cannot move next turn.
For 5 turns, hail crashes down.
30% chance to make the target flinch.
More power the heavier the user than the target.
User cannot move next turn.
10% chance to freeze the target.
10% chance to freeze. 10% chance to flinch.
30% chance to make the target flinch.
Hits 2-5 times in one turn.
100% chance to lower the foe(s) Speed by 1.
30% chance to make the target flinch.
1.5x damage if foe holds an item. Removes item.
For 5 turns, special damage to allies is halved.
The last move the target used replaces this one.
For 5 turns, protects user's party from stat drops.
100% chance to lower the target's Speed by 1.
100% chance to lower the target's accuracy by 1.
10% chance to freeze the foe(s).
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.
Forces the target to switch to a random ally.
Hits 2-5 times in one turn.
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.
Power doubles if others used Round this turn.
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Traps and damages the target for 4-5 turns.
Lowers the target's Speed by 2.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
Hurts foes on switch-in. Factors Rock weakness.
Power doubles if the user's last move failed.
User takes 1/4 its max HP to put in a substitute.
Lowers the user's Attack and Defense by 1.
Raises the target's Attack by 2 and confuses it.
Lasts 2-3 turns. Confuses the user afterwards.
Badly poisons the target. Poison types can't miss.