Raises the user's Defense by 2.
100% confuse target that had a stat rise this turn.
User recovers 1/16 max HP per turn.
User switches, passing stat changes and more.
10% chance to freeze foe(s). Can't miss in Snow.
10% chance to lower the target's 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.
No additional effect. Hits adjacent foes.
This move does not check accuracy. Hits foes.
Dives underwater turn 1, strikes turn 2.
User survives attacks this turn with at least 1 HP.
10% chance to lower the target's Sp. Def by 1.
Power doubles if user is burn/poison/paralyzed.
Lowers the target's Sp. Def by 2.
Flings the user's item at the target. Power varies.
User switches out after damaging the target.
User cannot move next turn.
More power the heavier the target.
Eliminates all stat changes.
Swaps all stat changes with target.
One adjacent ally's move power is 1.5x this turn.
User cannot move next turn.
10% chance to freeze the target.
100% chance to lower the foe(s) Speed by 1.
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.
100% chance to lower the target's accuracy by 1.
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.
Copies the target's current stat stages.
For 5 turns, heavy rain powers Water moves.
For 5 turns, physical damage to allies is halved.
User sleeps 2 turns and restores HP and status.
30% chance to burn the target. Thaws target.
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.
Causes the target to become confused.
Hits adjacent Pokemon. Double damage on Dive.
This move does not check accuracy. Hits foes.
Raises the user's Sp. Atk by 3.
Cures user's status, raises Sp. Atk, Sp. Def by 1.
If Terastallized: Phys. if Atk > SpA, type = Tera.
User switches out after damaging the target.
20% chance to make the target flinch.
20% chance to confuse the target.
Power doubles and type varies in each weather.
Traps and damages the target for 4-5 turns.
20% chance to make the target flinch.