This move does not check accuracy.
Raises the user's Speed by 2.
Raises the user's Sp. Def by 2.
Power doubles if target was damaged this turn.
30% chance to make the target flinch.
30% chance to paralyze the target.
100% burns a target that had a stat rise this turn.
Lowers the target's Attack by 2.
100% chance to lower the target's Attack by 1.
If the user has no item, it steals the target's.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
20% chance to make the target flinch.
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.
Hits first. First turn out only. 100% flinch chance.
Lowers the target's Sp. Def by 2.
Nullifies Detect, Protect, and Quick/Wide Guard.
More power the less HP the user has left.
Raises the target's Sp. Atk by 1 and confuses it.
Uses target's Attack stat in damage calculation.
Hits 2-5 times in one turn.
User cannot move next turn.
Lowers the foe(s) Attack by 1.
30% chance to poison the target.
One adjacent ally's move power is 1.5x this turn.
User cannot move next turn.
No additional effect. Hits adjacent foes.
Causes the target to fall asleep.
100% chance to lower the foe(s) Speed by 1.
1.5x damage if foe holds an item. Removes item.
2x power if the user had a stat lowered this turn.
10% chance to raise the user's Attack by 1.
Raises the user's Sp. Atk by 2.
Lowers target's Atk, Sp. Atk by 1. User switches.
10% chance to lower the target's Attack by 1.
Prevents moves from affecting the user this turn.
Copies the target's current stat stages.
Forces the target to move last this turn.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
Forces the target to switch to a random ally.
Lowers the target's Defense by 2.
20% chance to lower the target's Sp. Def by 1.
100% chance to lower target's Sp. Atk by 1.
User must be asleep. Uses another known move.
Removes the target's Ground immunity.
100% chance to lower the foe(s) Sp. Atk by 1.
Lowers the PP of the target's last move by 4.
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.
User switches its held item with the target's.
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.
For 2 turns, the target cannot use sound moves.
30% chance to paralyze. Can't miss in rain.
10% chance to paralyze the target.
100% chance to raise the user's Speed by 1.
User switches out after damaging the target.