100% confuse target that had a stat rise this turn.
Cannot be selected until the user eats a Berry.
30% chance to make the target flinch.
User cannot move next turn.
30% chance to paralyze the target.
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.
This move does not check accuracy. Hits foes.
10% chance to lower the target's Sp. Def by 1.
Hits adjacent Pokemon. Double damage on Dig.
10% chance to burn the target.
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.
10% chance to burn the target.
10% chance to burn. 10% chance to flinch.
Use with Grass or Water Pledge for added effect.
Traps and damages the target for 4-5 turns.
100% chance to raise the user's Speed by 1.
10% chance to burn the target.
Has 33% recoil. 10% chance to burn. Thaws user.
User cannot move next turn.
More power the heavier the user than the target.
10% chance to burn the foe(s).
One adjacent ally's move power is 1.5x this turn.
Power doubles if the target has a status ailment.
User cannot move next turn.
No additional effect. Hits adjacent foes.
No foe can use any move known by the user.
Destroys the foe(s) Berry/Gem.
Lowers the foe(s) Defense by 1.
30% chance to paralyze the target.
100% chance to lower the target's accuracy by 1.
Does damage equal to the user's level.
Lasts 2-3 turns. Confuses the user afterwards.
Lowers the user's Sp. Atk by 2.
Fails if the target has no held item.
Prevents moves from affecting the user this turn.
User sleeps 2 turns and restores HP and status.
Forces the target to switch to a random ally.
Power doubles if others used Round this turn.
Lowers the target's Speed by 2.
30% chance to burn the target. Thaws target.
20% chance to lower the target's Sp. Def by 1.
Causes the target to fall asleep.
Heals the user by 50% of its max HP.
User must be asleep. Uses another known move.
100% chance to lower the foe(s) Sp. Atk by 1.
Charges turn 1. Hits turn 2. No charge in sunlight.
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.
Power doubles if the user's last move failed.
If Terastallized: Phys. if Atk > SpA, type = Tera.
10% chance to paralyze. 10% chance to flinch.
100% chance to raise the user's Sp. Atk by 1.
Puts the target to sleep after 1 turn.
20% chance to make the target flinch.