Power doubles if the user has no held item.
This move does not check accuracy.
Raises the user's Speed by 2.
High critical hit ratio. Hits adjacent foes.
30% chance to make the target flinch.
30% chance to paralyze the target.
Raises the user's Attack and Defense by 1.
Raises the user's Sp. Atk and Sp. Def by 1.
Lowers the user's Defense and Sp. Def by 1.
50% chance to lower the target's Defense by 1.
No additional effect. Hits adjacent foes.
-1 evasion; ends user and target hazards/terrain.
Hits 2 times in one turn.
User survives attacks this turn with at least 1 HP.
100% chance to raise user Speed by 1. High crit.
User on Psychic Terrain: 1.5x power, hits foes.
Power doubles if user is burn/poison/paralyzed.
Lowers the target's Attack by 2.
Flies up on first turn, then strikes the next turn.
Hits two turns after being used.
User cannot move next turn.
10% chance to burn the foe(s).
One adjacent ally's move power is 1.5x this turn.
Raises the user's Attack and accuracy by 1.
30% chance to confuse target. Can't miss in rain.
User cannot move next turn.
No additional effect. Hits adjacent foes.
100% chance to lower the foe(s) Speed by 1.
Lowers the foe(s) Defense by 1.
10% chance to raise the user's Attack by 1.
Does damage equal to the user's level.
Prevents moves from affecting the user this turn.
10% chance to confuse the target.
10% chance to lower the target's Sp. Def by 1.
For 2 turns, the target is prevented from healing.
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.
User sleeps 2 turns and restores HP and status.
More power the less HP the user has left.
30% chance to make the foe(s) flinch.
50% chance to lower the target's Defense by 1.
100% chance to lower the target's Speed by 1.
Heals 50% HP. Flying-type removed 'til turn ends.
Lowers the target's Speed by 2.
20% chance to lower the target's Sp. Def by 1.
Charges, then hits turn 2. 30% flinch. High crit.
User must be asleep. Uses another known move.
100% chance to lower the foe(s) Sp. Atk by 1.
+ 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.
Lowers the user's Attack and Defense by 1.
This move does not check accuracy. Hits foes.
For 4 turns, allies' Speed is doubled.
If Terastallized: Phys. if Atk > SpA, type = Tera.
Lasts 2-3 turns. Confuses the user afterwards.
User switches out after damaging the target.
Forces the target to switch to a random ally.
20% chance to make the target flinch.