Raises the user's Speed by 2.
30% chance to make the target flinch.
30% chance to paralyze the target.
100% chance to lower the foe(s) Attack by 1.
100% chance to lower the target's Attack by 1.
20% chance to lower the target's Defense by 1.
Lowers the user's Sp. Atk by 2.
30% chance to paralyze the target.
Ally: Crit ratio +1, or +2 if ally is Dragon type.
Raises the user's Attack and Speed by 1.
20% chance to make the target flinch.
Forces the target to switch to a random ally.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
10% chance to burn. 10% chance to flinch.
10% chance to burn the target.
User switches out after damaging the target.
User cannot move next turn.
Raises the user's Attack and accuracy by 1.
30% chance to confuse target. Can't miss in rain.
During Sunny Day: 1.5x damage instead of half.
User cannot move next turn.
1.5x damage if foe holds an item. Removes item.
Lowers the foe(s) Defense by 1.
20% chance to lower the target's Defense by 1.
More power the heavier the target.
100% chance to lower the target's Speed by 1.
Lowers the target's Attack and Sp. Atk by 1.
Lasts 2-3 turns. Confuses the user afterwards.
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 burn the target. Thaws target.
Lowers the target's Speed by 2.
User must be asleep. Uses another known move.
100% chance to lower the foe(s) Sp. Atk by 1.
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.
This move does not check accuracy. Hits foes.
If Terastallized: Phys. if Atk > SpA, type = Tera.
20% chance to make the foe(s) flinch.
20% chance to make the target flinch.
20% chance to confuse the target.
Power doubles and type varies in each weather.
Traps and damages the target for 4-5 turns.