Power doubles if the user has no held item.
This move does not check accuracy.
A target of the opposite gender gets infatuated.
User passes its held item to the target.
10% chance to freeze foe(s). Can't miss in Hail.
Bounces turn 1. Hits turn 2. 30% paralyze.
10% chance to lower the foe(s) Speed by 1.
Changes user's type by terrain (default Normal).
Lowers the target's Sp. Atk 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.
Power increases when used on consecutive turns.
10% chance to make the target flinch.
Power doubles if user is burn/poison/paralyzed.
This move does not check accuracy.
Flings the user's item at the target. Power varies.
Max 102 power at minimum Happiness.
User cannot move next turn.
More power the heavier the target.
Lowers the foe(s) Attack by 1.
30% chance to poison the target.
Eliminates all stat changes.
Varies in type based on the user's IVs.
User cannot move next turn.
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.
30% chance to paralyze the target.
More power the heavier the target.
Protects allies from damaging attacks. Turn 1 only.
User's next move will not miss the target.
For 5 turns, Electric-type attacks have 1/3 power.
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.
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.
User replaces its Ability with the target's.
Power doubles if others used Round this turn.
30% chance to burn the target. Thaws target.
Effect varies with terrain. (30% paralysis chance)
User must be asleep. Uses another known move.
Removes the target's Ground immunity.
Lowers the target's accuracy by 1.
User steals certain support moves to use itself.
User must be asleep. 30% chance to flinch target.
Hurts grounded foes on switch-in. Max 3 layers.
Lowers the PP of the target's last move by 4.
User takes 1/4 its max HP to put in a substitute.
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.
If the user has no item, it steals the target's.
Badly poisons the target. Poison types can't miss.
Poisons grounded foes on switch-in. Max 2 layers.
User switches out after damaging the target.
20% chance to make the target flinch.
Use with Grass or Fire Pledge for added effect.
20% chance to confuse the target.
Usually goes first. Hits 2-5 times in one turn.
For 5 turns, Fire-type attacks have 1/3 power.