30% chance to make the target flinch.
+1 SpD, user's next Electric move 2x power.
70% chance to raise the user's Sp. Atk by 1.
20% chance to make the target flinch.
30% chance to paralyze adjacent Pokemon.
Raises the user's evasiveness 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.
Power doubles if user is burn/poison/paralyzed.
Uses target's Attack stat in damage calculation.
One adjacent ally's move power is 1.5x this turn.
Power doubles if the target has a status ailment.
No additional effect. Hits adjacent foes.
For 5 turns, special damage to allies is halved.
Raises the user's Sp. Atk by 2.
Does damage equal to the user's level.
Shares HP of user and target equally.
Fails if the target has no held item.
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.
20% chance to lower the target's Sp. Def by 1.
This move does not check accuracy.
User must be asleep. Uses another known move.
Lowers the PP of the target's last move by 4.
+ 20 power for each of the user's stat boosts.
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.
User switches its held item with the target's.
Lasts 3 turns. Active Pokemon cannot fall asleep.
User switches out after damaging the target.