Raises the user's Defense by 2.
The target makes its move right after the user.
The user swaps positions with its ally.
30% chance to make the target flinch.
A target of the opposite gender gets infatuated.
Raises the user's Sp. Atk and Sp. Def by 1.
Lowers the target's Attack by 2.
Lowers the target's Sp. Atk by 1.
10% chance to confuse the target.
Raises the user's evasiveness by 1.
User recovers 50% of the damage dealt.
User gains 1/2 HP inflicted. Sleeping target only.
Target repeats its last move for its next 3 turns.
Lowers the target's HP to the user's HP.
User survives attacks this turn with at least 1 HP.
10% chance to lower the target's Sp. Def by 1.
User on Psychic Terrain: 1.5x power, hits foes.
Hits adjacent Pokemon. The user faints.
Power doubles if user is burn/poison/paralyzed.
10% chance to burn the target.
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.
Fails if the user takes damage before it hits.
Hits two turns after being used.
User cannot move next turn.
More power the heavier the target.
5 turns: no Ground immunities, 1.67x accuracy.
Swaps Defense and Sp. Def changes with target.
More power the slower the user than the target.
Lowers the user's Speed by 1.
One adjacent ally's move power is 1.5x this turn.
User cannot move next turn.
10% chance to freeze the target.
No foe can use any move known by the user.
Traps and damages the target for 4-5 turns.
Raises the user's Defense by 2.
1.5x damage if foe holds an item. Removes item.
Until the end of the next turn, user's moves crit.
For 5 turns, special damage to allies is halved.
Bounces back certain non-damaging moves.
Does damage equal to the user's level.
Shares HP of user and target equally.
Swaps Attack and Sp. Atk stat stages with target.
100% chance to raise the user's Attack by 1.
Prevents moves from affecting the user this turn.
10% chance to confuse the target.
10% chance to lower the target's Sp. Def by 1.
5 turns. Grounded: +Psychic power, priority-safe.
Copies the target's current stat stages.
Damages target based on Defense, not Sp. Def.
For 5 turns, heavy rain powers Water moves.
Heals the user by 50% of its max HP.
For 5 turns, physical damage to allies is halved.
User sleeps 2 turns and restores HP and status.
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 with each hit. Repeats for 5 turns.
Power doubles if others used Round this turn.
For 5 turns, protects user's party from status.
20% chance to lower the target's Sp. Def by 1.
This move does not check accuracy.
The user and the target trade Abilities.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
Fails if there is no terrain active. Ends the terrain.
+ 20 power for each of the user's stat boosts.
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.
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 its held item with the target's.
Goes last. For 5 turns, turn order is reversed.
For 5 turns, all Defense and Sp. Def stats switch.
20% chance to make the target flinch.