This move does not check accuracy.
Raises the user's Speed by 2.
This move does not check accuracy.
Destroys screens, unless the target is immune.
Raises the user's Sp. Atk and Sp. Def by 1.
70% chance to raise the user's Sp. Atk by 1.
Lowers the user's Defense and Sp. Def by 1.
Raises an ally's Attack and Defense by 1.
No additional effect. Hits adjacent foes.
If an opponent knocks out the user, it also faints.
For 4 turns, disables the target's last move used.
Raises the user's evasiveness by 1.
User recovers 50% of the damage dealt.
5 turns. Grounded: +Electric power, can't sleep.
Target repeats its last move for its next 3 turns.
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.
Always leaves the target with at least 1 HP.
Nullifies Detect, Protect, and Quick/Wide Guard.
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.
Power doubles with each hit, up to 160.
Hits two turns after being used.
User cannot move next turn.
More power the heavier the target.
One adjacent ally's move power is 1.5x this turn.
Power doubles if the target has a status ailment.
User cannot move next turn.
No additional effect. Hits adjacent foes.
Causes the target to fall asleep.
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.
1.5x damage if foe holds an item. Removes item.
For 5 turns, special damage to allies is halved.
20% chance to lower the target's Defense by 1.
More power the heavier the target.
This move does not check accuracy.
5 turns. Can't status,-Dragon power vs grounded.
30% chance to lower the target's Sp. Atk by 1.
30% chance to poison the target.
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.
Protects allies from priority attacks this turn.
For 5 turns, physical damage to allies is halved.
User sleeps 2 turns and restores HP and status.
More power the less HP the user has left.
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.
100% chance to lower the target'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.
This move does not check accuracy. Hits foes.
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.
10% chance to paralyze the target.
10% chance to paralyze the target.
User switches its held item with the target's.
Goes last. For 5 turns, turn order is reversed.
Protects allies from multi-target moves this turn.
20% chance to make the target flinch.