Power doubles if user is damaged by the target.
Cannot be selected the turn after it's used.
Uses user's Def stat as Atk in damage calculation.
30% chance to paralyze the target.
Destroys screens, unless the target is immune.
100% chance lower adjacent Pkmn Speed by 1.
Raises the user's Sp. Atk and Sp. Def by 1.
20% chance to lower the target's Defense by 1.
Digs underground turn 1, strikes turn 2.
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.
Flings the user's item at the target. Power varies.
10% chance to lower the target's Sp. Def by 1.
Fails if the user takes damage before it hits.
Hits 2-5 times in one turn.
User cannot move next turn.
30% chance to poison the target.
Lowers the user's Speed by 1.
Raises the user's Defense by 1.
More power the more HP the target has left.
Lowers the user's Defense and Sp. Def by 1.
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.
No additional effect. Hits adjacent foes.
10% chance to freeze the target.
Lowers the foe(s) Defense by 1.
30% chance to paralyze the target.
More power the heavier the target.
10% chance to raise the user's Attack by 1.
30% chance to lower the target's Sp. Atk by 1.
Heals the user by a weather-dependent amount.
100% chance to lower the target's Speed by 1.
Power doubles if the user moves after the target.
Lowers the target's Attack 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.
Forces the target to switch to a random ally.
30% chance to make the foe(s) flinch.
100% chance to lower the target's Speed by 1.
Lowers the target's Speed 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.
User must be asleep. 30% chance to flinch target.
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.
This move does not check accuracy. Hits foes.
Raises the user's Attack by 2.
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.
10% chance to paralyze the target.
100% chance to raise the user's Speed by 1.
Lasts 3 turns. Active Pokemon cannot fall asleep.