Raises the user's Defense by 2.
70% chance to raise the user's Sp. Atk by 1.
Lowers the target's Sp. Atk by 1.
30% chance to paralyze adjacent Pokemon.
Raises the user's evasiveness by 1.
5 turns. Grounded: +Electric power, can't sleep.
More power the faster the user is than the target.
100% chance to lower the foe(s) Speed by 1.
User survives attacks this turn with at least 1 HP.
Hits adjacent Pokemon. The user faints.
Power doubles if user is burn/poison/paralyzed.
Lowers the target's accuracy by 1.
10% chance to lower the target's Sp. Def by 1.
Max 102 power at minimum Happiness.
User cannot move next turn.
5 turns: no Ground immunities, 1.67x accuracy.
More power the slower the user than the target.
Varies in type based on the user's IVs.
User cannot move next turn.
Raises the user's Defense by 2.
30% chance to make the target flinch.
For 5 turns, special damage to allies is halved.
User's next move will not miss the target.
Bounces back certain non-damaging moves.
This move does not check accuracy.
Raises Def, Sp. Def of allies with Plus/Minus by 1.
For 5 turns, the user has immunity to Ground.
Lowers the target's Sp. Def by 2.
The last move the target used replaces this one.
If hit by special attack, returns double damage.
30% chance to lower the target's accuracy by 1.
Power and type depends on the user's Berry.
Prevents moves from affecting the user this turn.
Copies the target's current stat stages.
For 5 turns, heavy rain powers Water moves.
Restores the item the user last used.
For 5 turns, physical damage to allies is halved.
User cures its burn, poison, or paralysis.
User sleeps 2 turns and restores HP and status.
Max 102 power at maximum Happiness.
Power doubles with each hit. Repeats for 5 turns.
Power doubles if others used Round this turn.
Lowers the target's Defense by 2.
Effect varies with terrain. (30% paralysis chance)
This move does not check accuracy.
10% chance to confuse the target.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
Always does 20 HP of damage.
30% chance to paralyze the target.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
Causes the target to become confused.
Raises the target's Attack by 2 and confuses it.
This move does not check accuracy. Hits foes.
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.
20% chance to paralyze or burn or freeze target.
User switches out after damaging the target.
100% chance to paralyze the target.