Power doubles if the user has no held item.
Raises the user's Speed by 2.
10% chance to raise all stats by 1 (not acc/eva).
30% chance to paralyze the target.
+1 SpD, user's next Electric move 2x power.
70% chance to raise the user's Sp. Atk by 1.
Lowers the target's Sp. Atk by 2.
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.
User survives attacks this turn with at least 1 HP.
Hits adjacent Pokemon. The user faints.
Nearly always goes first.
Power doubles if user is burn/poison/paralyzed.
User cannot move next turn.
User cannot move next turn.
For 5 turns, special damage to allies is halved.
User's next move will not miss the target.
For 5 turns, the user has immunity to Ground.
Prevents moves from affecting the user this turn.
For 5 turns, heavy rain powers Water moves.
Free user from hazards/bind/Leech Seed; +1 Spe.
For 5 turns, physical damage to allies is halved.
User sleeps 2 turns and restores HP and status.
This move does not check accuracy.
User must be asleep. Uses another known move.
User takes 1/4 its max HP to put in a substitute.
User is hurt by 50% of its max HP if it misses.
This move does not check accuracy. Hits foes.
If Terastallized: Phys. if Atk > SpA, type = Tera.
Lasts 2-3 turns. Confuses the user afterwards.
30% chance to paralyze. Can't miss in rain.
10% chance to paralyze the target.
Traps and damages the target for 4-5 turns.
10% chance to paralyze the target.
User switches out after damaging the target.
100% chance to paralyze the target.