Power doubles if the user has no held item.
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.
Destroys screens, unless the target is immune.
20% chance to lower the target's Defense by 1.
20% chance to make the target flinch.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Always leaves the target with at least 1 HP.
User cannot move next turn.
Eliminates all stat changes.
Power doubles if the target has a status ailment.
User cannot move next turn.
10% chance to freeze. 10% chance to flinch.
Ends the effects of terrain.
30% chance to make the target flinch.
100% chance to lower the foe(s) Speed by 1.
2x power if the user had a stat lowered this turn.
Prevents the target from switching out.
For 5 turns, protects user's party from stat drops.
Power doubles if the user moves after the target.
10% chance to freeze the foe(s).
Prevents moves from affecting the user this turn.
Destroys screens, unless the target is immune.
For 5 turns, heavy rain powers Water moves.
Heals the user by 50% of its max HP.
User sleeps 2 turns and restores HP and status.
Does damage equal to 1/2 target's current HP.
Ignores the target's stat stage changes.
Lowers the target's Speed by 2.
OHKOs non-Ice targets. Fails if user's lower level.
User must be asleep. Uses another known move.
100% chance to lower the foe(s) Sp. Atk by 1.
For 5 turns, snow falls. Ice: 1.5x Def.
Lowers the PP of the target's last move by 4.
User takes 1/4 its max HP to put in a substitute.
Usually goes first. Fails if target is not attacking.
Raises the user's Attack by 2.
Target can't use status moves its next 3 turns.
If Terastallized: Phys. if Atk > SpA, type = Tera.
For 2 turns, the target cannot use sound moves.