100% confuse target that had a stat rise this turn.
Power doubles if user is damaged by the target.
10% chance to freeze foe(s). Can't miss in Snow.
30% chance to paralyze the target.
Destroys screens, unless the target is immune.
100% chance lower adjacent Pkmn Speed by 1.
Raises the user's Sp. Atk and Sp. Def by 1.
Lowers the target's Attack by 2.
100% chance to lower the target's Attack by 1.
Uses the last move used in the battle.
If the user has no item, it steals the target's.
No additional effect. Hits adjacent foes.
Raises the user's Defense by 1.
This move does not check accuracy. Hits foes.
User recovers 50% of the damage dealt.
Hits adjacent Pokemon. Double damage on Dig.
Power increases when used on consecutive turns.
5 turns. Grounded: +Electric power, can't sleep.
Lowers the target's HP to the user's HP.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
10% chance to burn the target.
10% chance to burn the target.
10% chance to burn the target.
Flings the user's item at the target. Power varies.
10% chance to lower the target's Sp. Def by 1.
Fails if the user takes damage before it hits.
User cannot move next turn.
More power the heavier the target.
5 turns: no Ground immunities, 1.67x accuracy.
Cures the user's party of all status conditions.
User faints. Next hurt Pokemon is fully healed.
Heals the target by 50% of its max HP.
One adjacent ally's move power is 1.5x this turn.
User cannot move next turn.
No additional effect. Hits adjacent foes.
10% chance to freeze the target.
10% chance to freeze the target.
100% chance to lower the foe(s) Speed by 1.
Fails unless each known move has been used.
Heals the user and its allies by 1/4 their max HP.
For 5 turns, special damage to allies is halved.
40, 80, 120 power, or heals target 1/4 max HP.
Prevents moves from affecting the user this turn.
10% chance to lower the target's Sp. Def by 1.
Copies the target's current stat stages.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
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.
Does damage equal to the user's level.
20% chance to lower the target's Sp. Def by 1.
Causes the target to fall asleep.
The user and the target trade Abilities.
User must be asleep. Uses another known move.
For 5 turns, snow falls. Ice: 1.5x Def.
Heals the user by 50% of its max HP.
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.
Causes the target to become confused.
This move does not check accuracy. Hits foes.
Lowers the foe(s) Defense by 1.
If Terastallized: Phys. if Atk > SpA, type = Tera.
If the user has no item, it steals the target's.
30% chance to paralyze. Can't miss in rain.
10% chance to paralyze the target.
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.
20% chance to confuse the target.
20% chance to make the target flinch.