This move does not check accuracy.
30% chance to make the target flinch.
Lowers the target's Sp. Atk by 1.
50% chance to lower the target's Defense by 1.
Hits 2 times in one turn.
Raises the user's evasiveness by 1.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
100% chance to raise the user's Speed by 1.
User cannot move next turn.
For 5 turns, hail crashes down.
User cannot move next turn.
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.
Fails unless each known move has been used.
Bounces back certain non-damaging moves.
Lowers the target's Sp. Def by 2.
Power doubles if the user moves after the target.
Prevents moves from affecting the user this turn.
For 5 turns, heavy rain powers Water moves.
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.
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.
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.
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.