This move does not check accuracy.
Raises the user's Speed by 2.
High critical hit ratio. Hits adjacent foes.
30% chance to make the target flinch.
Power doubles if target was damaged this turn.
A target of the opposite gender gets infatuated.
Raises the user's Speed by 2; user loses 100 kg.
Uses user's Def stat as Atk in damage calculation.
Lowers the target's Sp. Atk by 1.
If hit by physical attack, returns double damage.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
20% chance to make the target flinch.
-1 evasion; ends user and target hazards/terrain.
Prevents moves from affecting the user this turn.
Raises the user's evasiveness by 1.
Hits 2 times in one turn.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Nullifies Detect, Protect, and Quick/Wide Guard.
10% chance to lower the target's Sp. Def by 1.
Flies up on first turn, then strikes the next turn.
Hits 2-5 times in one turn.
Power doubles with each hit, up to 160.
Swaps Defense and Sp. Def changes with target.
100% chance to lower the foe(s) Speed by 1.
Raises the user's Defense by 2.
30% chance to make the target flinch.
Lowers the foe(s) Defense by 1.
10% chance to raise the user's Attack by 1.
Lowers the target's Sp. Def by 2.
The last move the target used replaces this one.
100% chance to lower the target's accuracy by 1.
Power doubles if the user moves after the target.
User steals and eats the target's Berry.
Prevents moves from affecting the user this turn.
User sleeps 2 turns and restores HP and status.
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.
Heals 50% HP. Flying-type removed 'til turn ends.
Power doubles if others used Round this turn.
Lowers the target's accuracy by 1.
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Traps and damages the target for 4-5 turns.
Charges, then hits turn 2. 30% flinch. High crit.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
Hurts grounded foes on switch-in. Max 3 layers.
Hurts foes on switch-in. Factors Rock weakness.
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.
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.
Target can't use status moves its next 3 turns.
If the user has no item, it steals the target's.
Target can't select the same move twice in a row.
Badly poisons the target. Poison types can't miss.
20% chance to make the foe(s) flinch.
Forces the target to switch to a random ally.