Power doubles if the user has no held item.
This move does not check accuracy.
Power doubles if target was damaged this turn.
A target of the opposite gender gets infatuated.
This move does not check accuracy.
All healthy allies aid in damaging the target.
Uses user's Def stat as Atk in damage calculation.
30% chance to paralyze the target.
Destroys screens, unless the target is immune.
Raises the user's Attack and Defense by 1.
Lowers the user's Defense and Sp. Def by 1.
Raises an ally's Attack and Defense by 1.
If hit by physical attack, returns double damage.
20% chance to lower the target's Defense by 1.
Ignores the target's stat stage changes.
20% chance to make the target flinch.
Prevents moves from affecting the user this turn.
Digs underground turn 1, strikes turn 2.
User recovers 50% of the damage dealt.
100% chance to confuse the target.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Always leaves the target with at least 1 HP.
10% chance to burn the target.
Flings the user's item at the target. Power varies.
10% chance to lower the target's Sp. Def by 1.
Raises the user's critical hit ratio by 2.
Fails if the user takes damage before it hits.
Uses target's Attack stat in damage calculation.
User cannot move next turn.
30% chance to make the target flinch.
One adjacent ally's move power is 1.5x this turn.
10% chance to freeze the target.
Raises the user's Defense by 2.
30% chance to make the target flinch.
2x power if the user had a stat lowered this turn.
Lowers the foe(s) Defense by 1.
More power the heavier the target.
100% chance to lower the target's Speed by 1.
Power doubles if the user moves after the target.
30% chance to poison the target.
Prevents moves from affecting the user this turn.
User sleeps 2 turns and restores HP and status.
Power doubles if an ally fainted last turn.
Power doubles if user is damaged by the target.
More power the less HP the user has left.
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.
Lowers the target's Speed by 2.
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.
User takes 1/4 its max HP to put in a substitute.
Usually goes first. Fails if target is not attacking.
Lowers the user's Attack and Defense by 1.
This move does not check accuracy. Hits foes.
Target can't use status moves its next 3 turns.
For 2 turns, the target cannot use sound moves.
10% chance to paralyze the target.
User switches out after damaging the target.
Always results in a critical hit.
Raises the user's Attack and Sp. Atk by 1.
20% chance to make the target flinch.