10% chance to raise all stats by 1 (not acc/eva).
A target of the opposite gender gets infatuated.
30% chance to make the target flinch.
Prevents the target from switching out.
30% chance to paralyze the target.
Bounces turn 1. Hits turn 2. 30% paralyze.
Destroys screens, unless the target is immune.
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
20% chance to lower the target's Defense by 1.
20% chance to make the target flinch.
Digs underground turn 1, strikes turn 2.
Dives underwater turn 1, strikes turn 2.
Raises the user's evasiveness by 1.
10% chance to lower the target's Sp. Def by 1.
Hits adjacent Pokemon. Double damage on Dig.
For 5 turns, the target's item has no effect.
Target repeats its last move for its next 3 turns.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Hits first. First turn out only. 100% flinch chance.
10% chance to burn. 10% chance to flinch.
OHKOs the target. Fails if user is a lower level.
More power the less HP the user has left.
Max 102 power at minimum Happiness.
Varies in type based on the user's IVs.
30% chance to lower the target's Defense by 1.
1.5x damage if foe holds an item. Removes item.
Lowers the foe(s) Defense by 1.
Hits adjacent Pokemon. Power varies; 2x on Dig.
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.
Prevents moves from affecting the user this turn.
If a foe is switching out, hits it at 2x power.
For 5 turns, heavy rain powers Water moves.
Frees user from hazards, binding, Leech Seed.
User sleeps 2 turns and restores HP and status.
Max 102 power at maximum Happiness.
Forces the target to switch to a random ally.
30% chance to make the foe(s) flinch.
Power doubles with each hit. Repeats for 5 turns.
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Traps and damages the target for 4-5 turns.
Lowers the target's Defense by 2.
Effect varies with terrain. (30% paralysis chance)
User must be asleep. Uses another known move.
User steals certain support moves to use itself.
User must be asleep. 30% chance to flinch target.
More power with more uses of Stockpile.
Raises user's Defense, Sp. Def by 1. Max 3 uses.
User takes 1/4 its max HP to put in a substitute.
Usually goes first. Fails if target is not attacking.
For 5 turns, intense sunlight powers Fire moves.
Lowers the user's Attack and Defense by 1.
Raises the target's Attack by 2 and confuses it.
Heals the user based on uses of Stockpile.
Target can't use status moves its next 3 turns.
10% chance to paralyze. 10% chance to flinch.
Badly poisons the target. Poison types can't miss.
User switches out after damaging the target.