This move does not check accuracy.
30% chance to make the target flinch.
Power doubles if user is damaged by the target.
10% chance to freeze foe(s). Can't miss in Snow.
30% chance to paralyze the target.
Destroys screens, unless the target is immune.
100% chance lower adjacent Pkmn Speed by 1.
100% chance to lower the target's Attack by 1.
Uses the last move used in the battle.
Prevents moves from affecting the user this turn.
Digs underground turn 1, strikes turn 2.
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.
Always leaves the target with at least 1 HP.
Flings the user's item at the target. Power varies.
User switches out after damaging the target.
Raises the user's critical hit ratio by 2.
Power doubles with each hit, up to 160.
User cannot move next turn.
More power the heavier the target.
One adjacent ally's move power is 1.5x this turn.
User cannot move next turn.
User cannot move next turn.
10% chance to freeze the target.
100% chance to lower the foe(s) Speed by 1.
1.5x damage if foe holds an item. Removes item.
20% chance to lower the target's Defense by 1.
Prevents moves from affecting the user this turn.
For 5 turns, heavy rain powers Water moves.
50% chance to lower the target's Defense by 1.
User sleeps 2 turns and restores HP and status.
Power doubles if an ally fainted last turn.
Ignores the target's stat stage changes.
Lowers the target's Speed by 2.
Lowers the target's Defense by 2.
User must be asleep. Uses another known move.
This move does not check accuracy.
For 5 turns, snow falls. Ice: 1.5x Def.
Changes the target's type to Water.
User takes 1/4 its max HP to put in a substitute.
Hits adjacent Pokemon. Double damage on Dive.
This move does not check accuracy. Hits foes.
Raises the user's Attack by 2.
Lowers the foe(s) Defense by 1.
Target can't use status moves its next 3 turns.
If Terastallized: Phys. if Atk > SpA, type = Tera.
If the user has no item, it steals the target's.
100% flinch. Fails unless target using priority.
20% chance to make the target flinch.
Use with Grass or Fire Pledge for added effect.
20% chance to confuse the target.
Traps and damages the target for 4-5 turns.