Raises the user's Speed by 2.
10% chance to raise all stats by 1 (not acc/eva).
Power doubles if target was damaged this turn.
A target of the opposite gender gets infatuated.
30% chance to make the target flinch.
10% chance to freeze foe(s). Can't miss in Hail.
Bounces turn 1. Hits turn 2. 30% paralyze.
Power doubles if the target's HP is 50% or less.
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Lowers the target's Sp. Atk by 1.
20% chance to lower the target's Defense by 1.
20% chance to make the target flinch.
If an opponent knocks out the user, it also faints.
Dives underwater turn 1, strikes turn 2.
Raises the user's evasiveness by 1.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Raises the user's critical hit ratio by 2.
Max 102 power at minimum Happiness.
Power doubles with each hit, up to 160.
For 5 turns, hail crashes down.
Varies in type based on the user's IVs.
10% chance to freeze the target.
10% chance to freeze. 10% chance to flinch.
100% chance to lower the foe(s) Speed by 1.
Lowers the foe(s) Defense by 1.
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.
Power doubles if the user moves after the target.
50% chance to badly poison the target.
Prevents moves from affecting the user this turn.
Raises the user's Attack by 1 if hit during use.
For 5 turns, heavy rain powers Water moves.
User cures its burn, poison, or paralysis.
User sleeps 2 turns and restores HP and status.
Power doubles if an ally fainted last turn.
Max 102 power at maximum Happiness.
Power doubles if others used Round this turn.
30% chance to burn the target. Thaws target.
Lowers the target's Speed by 2.
Lowers the target's Defense by 2.
Effect varies with terrain. (30% paralysis chance)
User must be asleep. Uses another known move.
100% chance to lower the foe(s) Sp. Atk by 1.
User must be asleep. 30% chance to flinch target.
Lowers the PP of the target's last move by 4.
User takes 1/4 its max HP to put in a substitute.
Does damage equal to 1/2 target's current HP.
Hits adjacent Pokemon. Double damage on Dive.
Raises the target's Attack by 2 and confuses it.
This move does not check accuracy. Hits foes.
Target can't use status moves its next 3 turns.
If the user has no item, it steals the target's.
Lasts 2-3 turns. Confuses the user afterwards.
Target can't select the same move twice in a row.
Badly poisons the target. Poison types can't miss.
Lasts 3 turns. Active Pokemon cannot fall asleep.
20% chance to make the target flinch.
20% chance to confuse the target.
Traps and damages the target for 4-5 turns.
20% chance to make the target flinch.