10% chance to raise all stats by 1 (not acc/eva).
Power doubles if target was damaged this turn.
Power doubles if user is damaged by the target.
10% chance to freeze foe(s). Can't miss in Snow.
Uses user's Def stat as Atk in damage calculation.
30% chance to paralyze the target.
100% chance to lower the foe(s) Attack by 1.
Destroys screens, unless the target is immune.
100% chance lower adjacent Pkmn Speed by 1.
20% chance to lower the target's Defense by 1.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Digs underground turn 1, strikes turn 2.
Ally: Crit ratio +1, or +2 if ally is Dragon type.
Forces the target to switch to a random ally.
10% chance to lower the target's Sp. Def by 1.
Hits adjacent Pokemon. Double damage on Dig.
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.
10% chance to burn the target.
10% chance to burn the target.
10% chance to burn the target.
Flings the user's item at the target. Power varies.
10% chance to lower the target's Sp. Def by 1.
Raises the user's critical hit ratio by 2.
Fails if the user takes damage before it hits.
User cannot move next turn.
Lowers the user's Speed by 1.
30% chance to make the target flinch.
More power the heavier the user than the target.
User cannot move next turn.
10% chance to freeze the target.
30% chance to make the target flinch.
Lowers the foe(s) Defense by 1.
100% chance to lower the target's accuracy by 1.
Lasts 2-3 turns. Confuses the user afterwards.
Prevents moves from affecting the user 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.
Hits 2-5 times in one turn.
30% chance to make the foe(s) flinch.
50% chance to lower the target's Defense by 1.
100% chance to lower the target's Speed by 1.
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Lowers the target's Speed by 2.
Lowers the target's Defense by 2.
User must be asleep. Uses another known move.
Removes the target's Ground immunity.
Hurts foes on switch-in. Factors Rock weakness.
30% chance to make the target flinch.
Power doubles if the user's last move failed.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
User is hurt by 50% of its max HP if it misses.
Hits adjacent Pokemon. Double damage on Dive.
Raises the user's Attack by 2.
If Terastallized: Phys. if Atk > SpA, type = Tera.
If the user has no item, it steals the target's.
Lasts 2-3 turns. Confuses the user afterwards.
30% chance to paralyze. Can't miss in rain.
10% chance to paralyze the target.
10% chance to paralyze the target.
100% chance to raise the user's Speed by 1.
Lasts 3 turns. Active Pokemon cannot fall asleep.
Forces the target to switch to a random ally.
20% chance to make the target flinch.