Raises the user's Defense by 2.
User and ally swap positions; using again can fail.
30% chance to make the target flinch.
Raises the user's Sp. Atk and Sp. Def by 1.
Lowers the target's Attack by 2.
10% chance to confuse the target.
Target repeats its last move for its next 3 turns.
Lowers the target's HP to the user's HP.
User survives attacks this turn with at least 1 HP.
10% chance to lower the target's Sp. Def by 1.
User on Psychic Terrain: 1.5x power, hits foes.
Power doubles if user is burn/poison/paralyzed.
10% chance to lower the target's Sp. Def by 1.
Hits two turns after being used.
5 turns: no Ground immunities, 1.67x accuracy.
More power the slower the user than the target.
One adjacent ally's move power is 1.5x this turn.
No foe can use any move known by the user.
Raises the user's Defense by 2.
For 5 turns, special damage to allies is halved.
Does damage equal to the user's level.
Shares HP of user and target equally.
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.
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.
30% chance to make the foe(s) flinch.
100% chance to lower the target's Speed by 1.
20% chance to lower the target's Sp. Def by 1.
The user and the target trade Abilities.
User must be asleep. Uses another known move.
+ 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.
This move does not check accuracy. Hits foes.
If Terastallized: Phys. if Atk > SpA, type = Tera.
30% chance to paralyze. Can't miss in rain.
User switches its held item with the target's.
Goes last. For 5 turns, turn order is reversed.
For 5 turns, all Defense and Sp. Def stats switch.
20% chance to make the target flinch.