Raises the user's Speed by 2.
10% chance to freeze foe(s). Can't miss in Snow.
+1 SpD, user's next Electric move 2x power.
70% chance to raise the user's Sp. Atk by 1.
Changes user's type to match its first move.
Changes user's type to resist target's last move.
20% chance to make the target flinch.
Raises the user's Defense by 1.
30% chance to paralyze adjacent Pokemon.
Lowers the target's Sp. Atk by 2.
100% chance to lower the foe(s) Speed by 1.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Uses target's Attack stat in damage calculation.
User cannot move next turn.
5 turns: no Ground immunities, 1.67x accuracy.
User cannot move next turn.
10% chance to freeze the target.
100% chance to lower the foe(s) Speed by 1.
User's next move will not miss the target.
For 5 turns, the user has immunity to Ground.
Raises the user's Sp. Atk by 2.
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.
Damages target based on Defense, not Sp. Def.
For 5 turns, heavy rain powers Water moves.
Heals the user by 50% of its max HP.
Restores the item the user last used.
User sleeps 2 turns and restores HP and status.
20% chance to lower the target's Sp. Def by 1.
User must be asleep. Uses another known move.
Charges turn 1. Hits turn 2. No charge in sunlight.
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.
If Terastallized: Phys. if Atk > SpA, type = Tera.
If the user has no item, it steals the target's.
30% chance to paralyze. Can't miss in rain.
10% chance to paralyze the target.
10% chance to paralyze the target.
20% chance to paralyze or burn or freeze target.
User switches its held item with the target's.
Goes last. For 5 turns, turn order is reversed.
Lasts 3 turns. Active Pokemon cannot fall asleep.
100% chance to paralyze the target.
20% chance to make the target flinch.