This move does not check accuracy.
10% chance to raise all stats by 1 (not acc/eva).
Power doubles if target was damaged this turn.
Power doubles if user is damaged by the target.
30% chance to make the target flinch.
10% chance to freeze foe(s). Can't miss in Snow.
Uses user's Def stat as Atk in damage calculation.
30% chance to paralyze the target.
100% chance to lower the foe(s) Attack by 1.
Destroys screens, unless the target is immune.
100% chance lower adjacent Pkmn Speed by 1.
20% chance to lower the target's Defense by 1.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
20% chance to make the target flinch.
Digs underground turn 1, strikes turn 2.
Raises the user's Attack and Speed by 1.
Forces the target to switch to a random ally.
10% chance to lower the target's Sp. Def by 1.
Hits adjacent Pokemon. Double damage on Dig.
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.
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.
Raises the user's critical hit ratio by 2.
Fails if the user takes damage before it hits.
Uses target's Attack stat in damage calculation.
User cannot move next turn.
More power the more HP the target has left.
More power the heavier the user than the target.
One adjacent ally's move power is 1.5x this turn.
User cannot move next turn.
10% chance to freeze the target.
10% chance to freeze. 10% chance to flinch.
10% chance to freeze the target.
100% chance to lower the foe(s) Speed by 1.
Raises the user's Defense by 2.
30% chance to make the target flinch.
1.5x damage if foe holds an item. Removes item.
2x power if the user had a stat lowered this turn.
Lowers the foe(s) Defense by 1.
More power the heavier the target.
30% chance to lower the foe(s) accuracy by 1.
100% chance to lower the target's Speed by 1.
100% chance to lower the target's accuracy by 1.
Lasts 2-3 turns. Confuses the user afterwards.
Power doubles if the user moves after the target.
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.
Forces the target to switch to a random ally.
Hits 2-5 times in one turn.
30% chance to make the foe(s) flinch.
100% chance to lower the target's Speed by 1.
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Traps and damages the target for 4-5 turns.
Lowers the target's Speed by 2.
Lowers the target's Defense by 2.
User must be asleep. Uses another known move.
Removes the target's Ground immunity.
100% chance to lower the foe(s) Sp. Atk by 1.
Lowers the PP of the target's last move by 4.
Hurts foes on switch-in. Factors Rock weakness.
30% chance to make the target flinch.
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.
Hits adjacent Pokemon. Double damage on Dive.
Target can't use status moves its next 3 turns.
If Terastallized: Phys. if Atk > SpA, type = Tera.
Lasts 2-3 turns. Confuses the user afterwards.
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.