This move does not check accuracy.
User loses 50% max HP. Maximizes Attack.
30% chance to make the target flinch.
30% chance to paralyze the target.
Destroys screens, unless the target is immune.
Raises the user's Attack and Defense by 1.
100% chance lower adjacent Pkmn Speed by 1.
Hits 2-5 times in one turn.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Digs underground turn 1, strikes turn 2.
User recovers 50% of the damage dealt.
Lowers the target's HP to the user's HP.
User survives attacks this turn with at least 1 HP.
10% chance to lower the target's Sp. Def by 1.
Power doubles if user is burn/poison/paralyzed.
Flings the user's item at the target. Power varies.
Fails if the user takes damage before it hits.
User recovers 50% of the damage dealt.
More power the heavier the target.
Use with Fire or Water Pledge for added effect.
User on Grassy Terrain: +1 priority.
5 turns. Grounded: +Grass power, +1/16 max HP.
Lowers the foe(s) Attack by 1.
More power the slower 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.
Lowers the user's Sp. Atk by 2.
1/8 of target's HP is restored to user every turn.
More power the heavier the target.
100% chance to lower the target's Speed by 1.
This move does not check accuracy.
10% chance to raise the user's Attack by 1.
100% chance to lower the target's Speed by 1.
Shares HP of user and target equally.
Hits 2-5 times in one turn.
30% chance to poison the target.
Prevents moves from affecting the user this turn.
Protects allies from priority attacks this turn.
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.
Forces the target to switch to a random ally.
30% chance to make the foe(s) flinch.
100% chance to lower the target's Speed by 1.
Power doubles with each hit. Repeats for 5 turns.
User must be asleep. Uses another known move.
Charges turn 1. Hits turn 2. No charge in sunlight.
Hurts grounded foes on switch-in. Max 3 layers.
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.
Does damage equal to 1/2 target's current HP.
This move does not check accuracy. Hits foes.
Heals the user by a weather-dependent amount.
Target can't use status moves its next 3 turns.
If Terastallized: Phys. if Atk > SpA, type = Tera.
10% chance to paralyze the target.
100% chance to raise the user's Speed by 1.
Protects allies from multi-target moves this turn.
20% chance to make the target flinch.