100% chance to lower the target's Sp. Def by 2.
Raises the user's Speed by 2.
30% chance to make the target flinch.
This move does not check accuracy.
Power doubles if user is damaged by the target.
10% chance to freeze foe(s). Can't miss in Snow.
Uses user's Def stat as Atk in damage calculation.
30% chance to paralyze the target.
Destroys screens, unless the target is immune.
10% chance to lower the target's Sp. Def by 1.
Raises the user's Attack and Defense by 1.
100% chance lower adjacent Pkmn Speed by 1.
Hits 2-5 times in one turn.
Raises the user's Sp. Atk and Sp. Def by 1.
70% chance to raise the user's Sp. Atk by 1.
100% chance to lower the target's Attack by 1.
Raises the user's Defense and Sp. Def by 1.
20% chance to make the target flinch.
No additional effect. Hits adjacent foes.
Lowers the user's Sp. Atk by 2.
Raises the user's Attack and Speed by 1.
Forces the target to switch to a random ally.
10% chance to lower the target's Sp. Def by 1.
Hits adjacent Pokemon. Double damage on Dig.
5 turns. Grounded: +Electric power, can't sleep.
User survives attacks this turn with at least 1 HP.
10% chance to lower the target's Sp. Def by 1.
Nearly always goes first.
Power doubles if user is burn/poison/paralyzed.
10% chance to burn the target.
10% chance to burn the target.
Has 33% recoil. 10% chance to burn. Thaws user.
10% chance to lower the target's Sp. Def by 1.
Flies up on first turn, then strikes the next turn.
10% chance to lower the target's Sp. Def by 1.
Uses target's Attack stat in damage calculation.
Hits two turns after being used.
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.
5 turns: no Ground immunities, 1.67x accuracy.
30% chance to poison the target.
User faints. Next hurt Pokemon is fully healed.
10% chance to burn the foe(s).
More power the heavier the user than the target.
Power doubles if the target has a status ailment.
30% chance to confuse target. Can't miss in rain.
User cannot move next turn.
No additional effect. Hits adjacent foes.
10% chance to freeze the target.
100% chance to lower the foe(s) Speed by 1.
No foe can use any move known by the user.
Raises the user's Defense by 2.
30% chance to make the target flinch.
Type varies based on the held Plate.
For 5 turns, special damage to allies is halved.
20% chance to lower the target's Defense by 1.
This move does not check accuracy.
Raises user's Sp. Atk by 1 on turn 1. Hits turn 2.
5 turns. Can't status,-Dragon power vs grounded.
Lasts 2-3 turns. Confuses the user afterwards.
Lowers the user's Sp. Atk by 2.
All active Pokemon will faint in 3 turns.
Disappears turn 1. Hits turn 2. Breaks protection.
30% chance to poison the target.
Prevents moves from affecting the user this turn.
10% chance to lower the target's Sp. Def by 1.
5 turns. Grounded: +Psychic power, priority-safe.
Copies the target's current stat stages.
Damages target based on Defense, not Sp. Def.
For 5 turns, heavy rain powers Water moves.
Heals the user by 50% of its max HP.
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.
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Lowers the target's Speed by 2.
30% chance to burn the target. Thaws target.
Does damage equal to the user's level.
20% chance to lower the target's Sp. Def by 1.
User must be asleep. Uses another known move.
30% chance to poison the target.
100% chance to lower the foe(s) Sp. Atk by 1.
Charges turn 1. Hits turn 2. No charge in sunlight.
Hurts foes on switch-in. Factors Rock weakness.
Power doubles if the user's last move failed.
+ 20 power for each of the user's stat boosts.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
User is hurt by 50% of its max HP if it misses.
Hits adjacent Pokemon. Double damage on Dive.
This move does not check accuracy. Hits foes.
Raises the user's Attack by 2.
For 4 turns, allies' Speed is doubled.
Target can't use status moves its next 3 turns.
If Terastallized: Phys. if Atk > SpA, type = Tera.
30% chance to paralyze. Can't miss in rain.
10% chance to paralyze the target.
100% chance to raise the user's Speed by 1.
User switches its held item with the target's.
Goes last. For 5 turns, turn order is reversed.
20% chance to make the target flinch.
20% chance to confuse the target.
20% chance to make the target flinch.