30% chance to paralyze the target.
+1 SpD, user's next Electric move 2x power.
Lowers the target's Attack by 2.
This move does not check accuracy. Hits foes.
5 turns. Grounded: +Electric power, can't sleep.
More power the faster the user is than the target.
100% chance to lower the foe(s) Speed by 1.
Target repeats its last move for its next 3 turns.
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.
More power the less HP the user has left.
Flings the user's item at the target. Power varies.
More power the heavier the target.
One adjacent ally's move power is 1.5x this turn.
For 5 turns, special damage to allies is halved.
Raises the user's Sp. Atk by 2.
100% chance to paralyze the target.
Lowers the target's Attack by 1.
10% chance to lower the target's Attack by 1.
40, 80, 120 power, or heals target 1/4 max HP.
Prevents moves from affecting the user this turn.
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.
More power the less HP the user has left.
User must be asleep. Uses another known move.
User takes 1/4 its max HP to put in a substitute.
Hits adjacent Pokemon. Double damage on Dive.
Causes the target to become confused.
This move does not check accuracy. Hits foes.
Lowers the foe(s) Defense by 1.
If Terastallized: Phys. if Atk > SpA, type = Tera.
30% chance to paralyze. Can't miss in rain.
10% chance to paralyze the target.
10% chance to paralyze the target.
10% chance to paralyze the target.
Lowers the target's Attack and Defense by 1.
100% chance to raise the user's Speed by 1.
User switches out after damaging the target.
Has 33% recoil. 10% chance to paralyze target.
Next turn, 50% of the user's max HP is restored.