This move does not check accuracy.
A target of the opposite gender gets infatuated.
User loses 50% max HP. Maximizes Attack.
30% chance to make the target flinch.
30% chance to paralyze the target.
Destroys screens, unless the target is immune.
Raises the user's Attack and Defense by 1.
100% chance lower adjacent Pkmn Speed by 1.
Lowers the target's Sp. Atk by 1.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Raises the user's Defense by 1.
Digs underground turn 1, strikes turn 2.
Raises the user's evasiveness by 1.
User recovers 50% of the damage dealt.
Hits 2 times in one turn.
Lowers the target's HP to the user's HP.
10% chance to lower the target's Sp. Def by 1.
Power doubles if user is burn/poison/paralyzed.
Lowers the target's accuracy by 1.
Flings the user's item at the target. Power varies.
Fails if the user takes damage before it hits.
Max 102 power at minimum Happiness.
User recovers 50% of the damage dealt.
More power the heavier the target.
Use with Fire or Water Pledge for added effect.
Lowers the foe(s) Attack by 1.
More power the slower the user than the target.
One adjacent ally's move power is 1.5x this turn.
Varies in type based on the user's IVs.
Raises the user's Defense by 2.
30% chance to make the target flinch.
30% chance to lower the target's Defense by 1.
1/8 of target's HP is restored to user every turn.
More power the heavier the target.
100% chance to lower the target's Speed by 1.
100% chance to lower the target's Speed by 1.
Attack depends on terrain (default Tri Attack).
Shares HP of user and target equally.
Power doubles if the user moves after the target.
Hits 2-5 times in one turn.
30% chance to poison the target.
100% chance to raise the user's Attack by 1.
Prevents moves from affecting the user this turn.
Protects allies from priority attacks this turn.
For 5 turns, physical damage to allies is halved.
User sleeps 2 turns and restores HP and status.
Power doubles if an ally fainted last turn.
Max 102 power at maximum Happiness.
Forces the target to switch to a random ally.
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.
Effect varies with terrain. (30% paralysis chance)
User must be asleep. Uses another known move.
30% chance to poison the target.
Removes the target's Ground immunity.
User must be asleep. 30% chance to flinch target.
Charges turn 1. Hits turn 2. No charge in sunlight.
Hurts grounded foes on switch-in. Max 3 layers.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
Does damage equal to 1/2 target's current HP.
Lowers the user's Attack and Defense by 1.
Raises the target's Attack by 2 and confuses it.
Raises the user's Attack by 2.
Heals the user by a weather-dependent amount.
Target can't use status moves its next 3 turns.
10% chance to paralyze the target.
Badly poisons the target. Poison types can't miss.
The target's Ability becomes Insomnia.
20% chance to make the target flinch.