Raises the user's Sp. Def by 2.
User switches, passing stat changes and more.
30% chance to make the target flinch.
10% chance to freeze foe(s). Can't miss in Snow.
30% chance to paralyze the target.
No additional effect. Hits adjacent Pokemon.
Raises the user's Attack and Defense by 1.
Raises the user's Sp. Atk and Sp. Def by 1.
20% chance to lower the target's Defense by 1.
No additional effect. Hits adjacent foes.
Digs underground turn 1, strikes turn 2.
For 4 turns, disables the target's last move used.
User recovers 50% of the damage dealt.
Target repeats its last move for its next 3 turns.
User survives attacks this turn with at least 1 HP.
User on Psychic Terrain: 1.5x power, hits foes.
Power doubles if user is burn/poison/paralyzed.
Lowers the target's Sp. Def by 2.
10% chance to burn the target.
10% chance to burn. 10% chance to flinch.
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.
User cannot move next turn.
More power the heavier the target.
More power the slower the user than the target.
One adjacent ally's move power is 1.5x this turn.
Raises the user's and ally's Attack by 1.
User cannot move next turn.
No additional effect. Hits adjacent foes.
10% chance to freeze the target.
10% chance to freeze. 10% chance to flinch.
10% chance to freeze the target.
No foe can use any move known by the user.
For 5 turns, special damage to allies is halved.
User faints. User on Misty Terrain: 1.5x power.
5 turns. Can't status,-Dragon power vs grounded.
Lowers the target's Attack and Sp. Atk by 1.
All active Pokemon will faint in 3 turns.
10% chance to lower the target's Attack by 1.
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.
Destroys screens, unless the target is immune.
For 2 turns, the target is prevented from healing.
5 turns. Grounded: +Psychic power, priority-safe.
Copies the target's current stat stages.
Damages target based on Defense, not Sp. Def.
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.
Forces the target to switch to a random ally.
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.
Causes the target to fall asleep.
User must be asleep. Uses another known move.
For 5 turns, snow falls. Ice: 1.5x Def.
Hurts foes on switch-in. Factors Rock weakness.
Power doubles if the user's last move failed.
+ 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.
If Terastallized: Phys. if Atk > SpA, type = Tera.
30% chance to paralyze. Can't miss in rain.
10% chance to paralyze the target.
10% chance to paralyze. 10% chance to flinch.
10% chance to paralyze the 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.
20% chance to confuse the target.
Next turn, 50% of the user's max HP is restored.
20% chance to make the target flinch.