This move does not check accuracy.
30% chance to make the target flinch.
30% chance to make the target flinch.
Lowers the target's Sp. Atk by 1.
20% chance to lower the target's Defense by 1.
50% chance to lower the target's Defense by 1.
-1 evasion; ends user and target hazards/terrain.
Hits 2 times in one turn.
Raises the user's evasiveness by 1.
Lowers the user's Sp. Atk by 2.
User survives attacks this turn with at least 1 HP.
Hits adjacent Pokemon. The user faints.
Power doubles if user is burn/poison/paralyzed.
10% chance to burn. 10% chance to flinch.
100% chance to raise the user's Speed by 1.
10% chance to burn the target.
10% chance to lower the target's Sp. Def by 1.
User cannot move next turn.
Use with Fire or Water Pledge for added effect.
For 5 turns, hail crashes down.
10% chance to burn the foe(s).
User cannot move next turn.
No additional effect. Hits adjacent foes.
10% chance to freeze the target.
10% chance to freeze. 10% chance to flinch.
100% chance to lower the foe(s) Speed by 1.
No foe can use any move known by the user.
Raises the user's Defense by 2.
30% chance to make the target flinch.
Until the end of the next turn, user's moves crit.
Fails unless each known move has been used.
Bounces back certain non-damaging moves.
Lowers the target's Sp. Def by 2.
Type varies based on the held Memory.
Lasts 2-3 turns. Confuses the user afterwards.
Lowers target's Atk, Sp. Atk by 1. User switches.
Power doubles if the user moves after the target.
50% chance to badly poison the target.
Prevents moves from affecting the user this turn.
Destroys screens, unless the target is immune.
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.
Forces the target to switch to a random ally.
30% chance to make the foe(s) flinch.
Power doubles if others used Round this turn.
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Lowers the target's Speed by 2.
Hits adjacent Pokemon. The user faints.
20% chance to lower the target's Sp. Def by 1.
User must be asleep. Uses another known move.
100% chance to lower the foe(s) Sp. Atk by 1.
User must be asleep. 30% chance to flinch target.
10% chance to raise the user's Defense by 1.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
Hits adjacent Pokemon. Double damage on Dive.
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.
User on terrain: power doubles, type varies.
10% chance to paralyze the target.
10% chance to paralyze. 10% chance to flinch.
Badly poisons the target. Poison types can't miss.
20% chance to paralyze or burn or freeze target.
User switches out after damaging the target.
Raises the user's Attack and Sp. Atk by 1.
20% chance to make the target flinch.