Power doubles if the user has no held item.
This move does not check accuracy.
High critical hit ratio. Hits adjacent foes.
30% chance to make the target flinch.
100% confuse target that had a stat rise this turn.
User recovers 1/16 max HP per turn.
Power doubles if the target's HP is 50% or less.
10% chance to lower the target's Speed by 1.
100% chance to lower the target's Attack by 1.
-1 evasion; ends user and target hazards/terrain.
This move does not check accuracy. Hits foes.
Dives underwater turn 1, strikes turn 2.
Lowers the target's HP to the user's HP.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Lowers the target's Attack by 2.
User switches out after damaging the target.
Flies up on first turn, then strikes the next turn.
User cannot move next turn.
Power doubles during Bounce, Fly, and Sky Drop.
One adjacent ally's move power is 1.5x this turn.
30% chance to confuse target. Can't miss in rain.
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.
User sleeps 2 turns and restores HP and status.
Heals 50% HP. Flying-type removed 'til turn ends.
User must be asleep. Uses another known move.
10% chance to raise the user's Defense by 1.
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.
For 4 turns, allies' Speed is doubled.
If Terastallized: Phys. if Atk > SpA, type = Tera.
100% chance to raise the user's Speed by 1.
20% chance to confuse the target.
Power doubles and type varies in each weather.
Traps and damages the target for 4-5 turns.