User recovers 50% of the damage dealt.
30% chance to make the target flinch.
30% chance to paralyze the target.
Hits 2-5 times in one turn.
Resets all of the target's stat stages to 0.
Raises the user's Defense by 1.
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.
Uses target's Attack stat in damage calculation.
User recovers 50% of the damage dealt.
User cannot move next turn.
More power the heavier the target.
5 turns. Grounded: +Grass power, +1/16 max HP.
Raises user's Attack and Sp. Atk by 1; 2 in Sun.
Power doubles if the target has a status ailment.
User cannot move next turn.
Traps/grounds user; heals 1/16 max HP per turn.
Lowers the user's Sp. Atk by 2.
This move does not check accuracy.
User recovers 50% of the damage dealt.
If the target is an ally, heals 50% of its max HP.
Prevents moves from affecting the user this turn.
The foes' moves target the user on the turn used.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
Power doubles with each hit. Repeats for 5 turns.
Lowers the target's Speed by 2.
User must be asleep. Uses another known move.
30% chance to poison the target.
Charges turn 1. Hits turn 2. No charge in sunlight.
Causes the target to fall asleep.
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.
Lowers the foe(s) evasiveness by 2.
Heals the user by a weather-dependent amount.
If Terastallized: Phys. if Atk > SpA, type = Tera.
Badly poisons the target. Poison types can't miss.
Power doubles if the target is poisoned.
The target's Ability becomes Insomnia.