10% chance to raise all stats by 1 (not acc/eva).
30% chance to paralyze the target.
100% chance lower adjacent Pkmn Speed by 1.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Digs underground turn 1, strikes turn 2.
10% chance to lower the target's Sp. Def by 1.
Hits adjacent Pokemon. Double damage on Dig.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
OHKOs the target. Fails if user is a lower level.
10% chance to lower the target's Sp. Def by 1.
Raises the user's Defense by 1.
30% chance to make the target flinch.
More power the heavier the user than the target.
One adjacent ally's move power is 1.5x this turn.
Raises the user's Defense by 2.
30% chance to make the target flinch.
Raises user's Sp. Atk by 1 on turn 1. Hits turn 2.
100% chance to lower the target's Speed by 1.
Prevents moves from affecting the user this turn.
For 5 turns, heavy rain powers Water moves.
Heals the user by 50% of its max HP.
User sleeps 2 turns and restores HP and status.
Raises the user's Speed by 2.
30% chance to make the foe(s) flinch.
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
User must be asleep. Uses another known move.
Removes the target's Ground immunity.
Hurts foes on switch-in. Factors Rock weakness.
Power doubles if the user's last move failed.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
If Terastallized: Phys. if Atk > SpA, type = Tera.
20% chance to make the target flinch.