This move does not check accuracy.
10% chance to raise all stats by 1 (not acc/eva).
A target of the opposite gender gets infatuated.
Raises the user's Speed by 2; user loses 100 kg.
Power doubles if user is damaged by the target.
10% chance to freeze foe(s). Can't miss in Hail.
Prevents the target from switching out.
30% chance to paralyze the target.
Destroys screens, unless the target is immune.
100% chance lower adjacent Pkmn Speed by 1.
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Lowers the target's Sp. Atk by 1.
If hit by physical attack, returns double damage.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
20% chance to make the target flinch.
Raises the user's Defense by 1.
Digs underground turn 1, strikes turn 2.
Raises the user's evasiveness by 1.
20% chance to make the target flinch.
Forces the target to switch to a random ally.
100% chance to confuse the target.
10% chance to lower the target's Sp. Def by 1.
Hits adjacent Pokemon. Double damage on Dig.
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.
10% chance to burn the target.
10% chance to burn the target.
10% chance to burn the target.
10% chance to lower the target's Sp. Def by 1.
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.
Max 102 power at minimum Happiness.
Power doubles with each hit, up to 160.
User cannot move next turn.
Raises the user's Defense by 1.
30% chance to make the target flinch.
More power the heavier the user than the target.
Varies in type based on the user's IVs.
Raises the user's Attack and accuracy by 1.
User cannot move next turn.
10% chance to freeze the target.
10% chance to freeze the target.
100% chance to lower the foe(s) Speed by 1.
Destroys the foe(s) Berry/Gem.
Raises the user's Defense by 2.
30% chance to make the target flinch.
30% chance to lower the target's Defense by 1.
More power the heavier the target.
For 5 turns, the user has immunity to Ground.
If hit by an attack, returns 1.5x damage.
10% chance to raise the user's Attack by 1.
Lowers the target's Sp. Def by 2.
The last move the target used replaces this one.
100% chance to lower the target's accuracy by 1.
Power and type depends on the user's Berry.
Lasts 2-3 turns. Confuses the user afterwards.
Power doubles if the user moves after the target.
100% chance to raise the user'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.
Max 102 power at maximum Happiness.
More power the less HP the user has left.
Forces the target to switch to a random ally.
Raises the user's Speed by 2.
30% chance to make the foe(s) flinch.
50% chance to lower the target's Defense by 1.
100% chance to lower the target's Speed by 1.
Power doubles with each hit. Repeats for 5 turns.
Power doubles if others used Round this turn.
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Lowers the target's Defense by 2.
Effect varies with terrain. (30% paralysis chance)
Does damage equal to the user's level.
This move does not check accuracy.
User must be asleep. Uses another known move.
Removes the target's Ground immunity.
Power doubles if target is paralyzed, and cures it.
User must be asleep. 30% chance to flinch target.
Charges turn 1. Hits turn 2. No charge in sunlight.
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.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
Lowers the user's Attack and Defense by 1.
Hits adjacent Pokemon. Double damage on Dive.
Raises the target's Attack by 2 and confuses it.
Target can't use status moves its next 3 turns.
30% chance to paralyze. Can't miss in rain.
10% chance to paralyze the target.
10% chance to paralyze the target.
Badly poisons the target. Poison types can't miss.
Lasts 3 turns. Active Pokemon cannot fall asleep.
20% chance to confuse the target.
Traps and damages the target for 4-5 turns.