30% chance to make the target flinch.
30% chance to paralyze the target.
Lowers the target's Attack by 2.
20% chance to lower the target's Defense by 1.
20% chance to make the target flinch.
If an opponent knocks out the user, it also faints.
Digs underground turn 1, strikes turn 2.
Lowers the target's HP to the user's HP.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Lowers the target's Sp. Def by 2.
10% chance to burn. 10% chance to flinch.
30% chance to make the target flinch.
One adjacent ally's move power is 1.5x this turn.
Raises the user's Attack and accuracy by 1.
10% chance to freeze. 10% chance to flinch.
Prevents both user and target from switching out.
2x power if the user had a stat lowered this turn.
Lowers the foe(s) Defense by 1.
30% chance to paralyze the target.
Power doubles if the user moves after the target.
10% chance to lower the target's Attack by 1.
Prevents moves from affecting the user this turn.
Destroys screens, unless the target is immune.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
Power doubles if an ally fainted last turn.
More power the less HP the user has left.
Forces the target to switch to a random ally.
Lowers the target's Speed by 2.
User must be asleep. Uses another known move.
100% chance to lower the foe(s) Sp. Atk by 1.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
Raises the target's Attack by 2 and confuses it.
Target can't use status moves its next 3 turns.
If Terastallized: Phys. if Atk > SpA, type = Tera.
If the user has no item, it steals the target's.
10% chance to paralyze. 10% chance to flinch.
100% chance to raise the user's Speed by 1.