10% chance to raise all stats by 1 (not acc/eva).
Uses user's Def stat as Atk in damage calculation.
20% chance to paralyze the target.
100% chance to lower the foe(s) Attack by 1.
No additional effect. Hits adjacent Pokemon.
70% chance to raise the user's Sp. Atk by 1.
Lowers the target's Sp. Atk by 1.
20% chance to lower the target's Defense by 1.
-1 evasion; ends user and target hazards/terrain.
Raises the user's evasiveness by 1.
Lowers the user's Sp. Atk by 2.
30% chance to paralyze the target.
Raises the user's Attack and Speed by 1.
Forces the target to switch to a random ally.
Hits 2 times in one turn.
10% chance to lower the target's Sp. Def by 1.
Power increases when used on consecutive turns.
More power the faster the user is than the target.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
10% chance to lower the target's Sp. Def by 1.
Flings the user's item at the target. Power varies.
Flies up on first turn, then strikes the next turn.
10% chance to lower the target's Sp. Def by 1.
Power doubles if used after Fusion Flare this turn.
User cannot move next turn.
Eliminates all stat changes.
One adjacent ally's move power is 1.5x this turn.
Raises the user's Attack and accuracy by 1.
User cannot move next turn.
No additional effect. Hits adjacent foes.
No foe can use any move known by the user.
Until the end of the next turn, user's moves crit.
For 5 turns, special damage to allies is halved.
For 5 turns, the user has immunity to Ground.
Lowers the target's Attack and Sp. Atk by 1.
Lasts 2-3 turns. Confuses the user afterwards.
Power doubles if the user moves after the target.
Prevents moves from affecting the user this turn.
10% chance to lower the target's Sp. Def by 1.
For 5 turns, heavy rain powers Water moves.
For 5 turns, physical damage to allies is halved.
User sleeps 2 turns and restores HP and status.
2x power if target is grounded in Electric Terrain.
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.
For 5 turns, protects user's party from status.
Hits 2-5 times. User: -1 Def, +1 Spe after last hit.
20% chance to lower the target's Sp. Def by 1.
This move does not check accuracy.
User must be asleep. Uses another known move.
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.
Raises the target's Attack by 2 and confuses it.
This move does not check accuracy. Hits foes.
For 4 turns, allies' Speed is doubled.
30% chance to paralyze. Can't miss in rain.
10% chance to paralyze the target.
10% chance to paralyze. 10% chance to flinch.
10% chance to paralyze the target.
Badly poisons the target. Poison types can't miss.
User switches out after damaging the target.
Power doubles and type varies in each weather.
20% chance to make the target flinch.