obi
formerly david stone
[NAME]
Absorb
[SHORT DESC]
Leeches 50% damage.
[LONG DESC]
Gives 50% of the damage dealt to the user as HP.
[NAME]
Acid
[SHORT DESC]
10% chance to lower Def 1 stage.
[LONG DESC]
Has a 10% chance to lower target's Defense one stage.
[NAME]
Acid Armor
[SHORT DESC]
Boosts Def 2 stages.
[LONG DESC]
Boosts user's Defense two stages.
[NAME]
Aerial Ace
[SHORT DESC]
Ignores Accuracy modifiers.
[LONG DESC]
Aerial Ace ignores all Accuracy and Evasion modifiers.
[NAME]
Aeroblast
[SHORT DESC]
High Critical Hit rate.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal.
[NAME]
Agility
[SHORT DESC]
Boosts Spd 2 stages.
[LONG DESC]
Boosts user's Speed two stages.
[NAME]
Air Cutter
[SHORT DESC]
High Critical Hit rate.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal.
[NAME]
Amnesia
[SHORT DESC]
Boosts SpDef 2 stages.
[LONG DESC]
Boosts user's Special Defense two stages.
[NAME]
Ancientpower
[SHORT DESC]
10% chance to boost all stats 1 stage.
[LONG DESC]
Has a 10% chance to boost the user's Attack, Defense, Special Attack, Special Defense, and Speed one stage.
[NAME]
Arm Thrust
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.
[NAME]
Aromatherapy
[SHORT DESC]
Cures status on the user's team.
[LONG DESC]
Cures Burn, Confusion, Freeze, Paralysis, Poison, and Sleep from every Pokemon on the user's team.
[NAME]
Assist
[SHORT DESC]
Uses a random move from the user's team.
[LONG DESC]
Uses a random move from a random Pokemon in user's party, other than the user and eggs. Can pick moves from a fainted Pokemon.
Assist cannot select the following attacks:
<ul>
<li>Assist</li>
<li>Counter</li>
<li>Covet</li>
<li>Destiny Bond</li>
<li>Detect</li>
<li>Endure</li>
<li>Focus Punch</li>
<li>Follow Me</li>
<li>Helping Hand</li>
<li>Metronome</li>
<li>Mimic</li>
<li>Mirror Coat</li>
<li>Mirror Move</li>
<li>Protect</li>
<li>Sketch</li>
<li>Sleep Talk</li>
<li>Snatch</li>
<li>Struggle</li>
<li>Thief</li>
<li>Trick</li>
</ul>
[NAME]
Astonish
[SHORT DESC]
30% chance to flinch.
[LONG DESC]
Has a 30% chance to flinch.
[NAME]
Attract
[SHORT DESC]
Targets of the opposite gender have a 50% chance to do nothing.
[LONG DESC]
Targets of the opposite gender have a 50% chance to do nothing each turn when affected with this condition.
[NAME]
Aurora Beam
[SHORT DESC]
10% chance to lower Atk.
[LONG DESC]
Has a 10% chance to lower target's Attack one stage.
[NAME]
Barrage
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.
[NAME]
Barrier
[SHORT DESC]
Boosts Def 2 stages.
[LONG DESC]
Boosts user's Defense two stages.
[NAME]
Baton Pass
[SHORT DESC]
User switches, but passes on all stat changes and some special conditions.
[LONG DESC]
The following are the only things that are Baton Passed:
<ul>
<li>Block (both on you and your opponent)</li>
<li>Confusion</li>
<li>Curse (when used by a Ghost on the Baton Passer)</li>
<li>Focus Energy</li>
<li>Ingrain</li>
<li>Leech Seed</li>
<li>Lock-On</li>
<li>Mean Look</li>
<li>Mind Reader</li>
<li>Spider Web</li>
<li>Perish Count</li>
<li>Substitute (keeps its HP)</li>
<li>Stat boosts / drops</li>
</ul>
[NAME]
Beat Up
[SHORT DESC]
All healthy Pokemon aid in damaging the target.
[LONG DESC]
All Pokemon on the user's team that are not fainted and do not have a status condition do a 10 power typeless attack on the target. Beat Up uses base Attack and base Defense for these calculations; EVs, IVs, and Natures are irrelevant. Beat Up hits through Wonder Guard, even if the Pokemon isn't weak to Dark. If the user targets its ally in 2v2, this results in the ally beating itself up if it doesn't have a status condition.
[NAME]
Belly Drum
[SHORT DESC]
User loses 50% max HP. Maximizes Atk.
[LONG DESC]
Costs the user 50% of its max HP, but brings Attack to +6 stages. It fails if the user has 50% HP or less.
[NAME]
Bide
[SHORT DESC]
Charges for 2-3 turns; returns double the damage received in those turns.
[LONG DESC]
Does nothing for 2-3 turns, but damages the target for twice the damage received in those turns. Does not take type effectiveness into account, but does not hit Ghosts..
[NAME]
Bind
[SHORT DESC]
Traps and damages over multiple turns.
[LONG DESC]
This move lasts for 2-5 turns as a passive effect, so the user can choose other moves after using this while it is still in effect. It does 1/16 damage at the end of the turn for each turn in effect, and prevents the target from switching. The effect goes away when the user switches, even if the 2-5 turn counter isn't up.
[NAME]
Bite
[SHORT DESC]
30% chance to flinch.
[LONG DESC]
Has a 30% chance to flinch.
[NAME]
Blast Burn
[SHORT DESC]
User cannot move next turn.
[LONG DESC]
User cannot attack or switch next turn.
[NAME]
Blaze Kick
[SHORT DESC]
High Critical Hit rate. 10% chance to Burn the target.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal. Has a 10% chance to Burn the target.
[NAME]
Blizzard
[SHORT DESC]
10% chance to Freeze.
[LONG DESC]
Has a 10% chance to Freeze target.
[NAME]
Block
[SHORT DESC]
The target cannot switch out.
[LONG DESC]
The target cannot switch out. The effect is lost when the user switches.
[NAME]
Body Slam
[SHORT DESC]
30% chance to Paralyze.
[LONG DESC]
Has a 30% chance to Paralyze the target.
[NAME]
Bone Club
[SHORT DESC]
10% chance to flinch.
[LONG DESC]
Has a 10% chance to flinch.
[NAME]
Bone Rush
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.
[NAME]
Bonemerang
[SHORT DESC]
Hits twice in one turn.
[LONG DESC]
Hits twice in one turn.
[NAME]
Bounce
[SHORT DESC]
User is made invulnerable for one turn, then hits the next turn. 30% chance to Paralyze.
[LONG DESC]
User is made invulnerable for one turn, then hits the next turn. Has a 30% chance to Paralyze the target. Sky Uppercut and Thunder have regular accuracy and base power against a Pokemon in the middle of Bounce. The base power of Gust and Twister doubles against a Pokemon in the charge up stage of Bounce.
[NAME]
Brick Break
[SHORT DESC]
Destroys Light Screen and Reflect, then hits.
[LONG DESC]
Destroys Light Screen and Reflect, then hits. Destroys the screens even if it targets a Ghost or misses the target.
[NAME]
Bubble
[SHORT DESC]
10% chance to lower Spd.
[LONG DESC]
Has a 10% chance to lower the target's Speed one stage.
[NAME]
Bubblebeam
[SHORT DESC]
10% chance to lower Spd.
[LONG DESC]
Has a 10% chance to lower the target's Speed one stage.
[NAME]
Bulk Up
[SHORT DESC]
Boosts Atk and Def 1 stage.
[LONG DESC]
Boosts user's Attack and Defense one stage each.
[NAME]
Bullet Seed
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.
[NAME]
Calm Mind
[SHORT DESC]
Boosts SpAtk and SpDef 1 stage.
[LONG DESC]
Boosts user's Special Attack and Special Defense one stage each.
[NAME]
Camouflage
[SHORT DESC]
Changes user's type to Normal in link battles.
[LONG DESC]
Changes user's type to Normal in link battles.
[NAME]
Charge
[SHORT DESC]
Doubles power of an Electric move used next turn.
[LONG DESC]
Doubles the power of any Electric move used by this Pokemon next turn.
[NAME]
Charm
[SHORT DESC]
Lowers foe's Atk 2 stages.
[LONG DESC]
Lowers the target's Attack two stages.
[NAME]
Clamp
[SHORT DESC]
Traps and damages over multiple turns.
[LONG DESC]
This move lasts for 2-5 turns as a secondary effect, so the user can choose other moves after using this while it is still in effect. It does 1/16 damage at the end of the turn for each turn in effect, and prevents the target from switching. The effect goes away when the user switches, even if the 2-5 turn counter isn't up.
[NAME]
Comet Punch
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.
[NAME]
Confuse Ray
[SHORT DESC]
Confuses the target.
[LONG DESC]
Confuses the target.
[NAME]
Confusion
[SHORT DESC]
10% chance to Confuse.
[LONG DESC]
Has a 10% chance to Confuse the target.
[NAME]
Constrict
[SHORT DESC]
10% chance to lower Spd.
[LONG DESC]
Has a 10% chance to lower the target's Speed one stage.
[NAME]
Conversion
[SHORT DESC]
Changes user into a new type based on the user's moves.
[LONG DESC]
The user is changed into the same type as one of moves of the user, chosen at random. The user is always changed into a new type. Curse cannot be selected by Conversion. Hidden Power and Weather Ball are considered Normal moves. The move fails if all the user's moves are the same type as the user.
[NAME]
Conversion2
[SHORT DESC]
Changes user into a new type that resists the last attack to hit the user.
[LONG DESC]
Changes user into a new type that resists / is immune to the last attack to hit the user. Works even if the attack hits a Substitute. It only picks from types different from the current type of the user, meaning that if the Pokemon can change types and still resist the attack, it will change types.
[NAME]
Cosmic Power
[SHORT DESC]
Boosts Def and SpDef 1 stage.
[LONG DESC]
Boosts Defense and Special Defense one stage each.
[NAME]
Cotton Spore
[SHORT DESC]
Lowers foe's Spd 2 stages.
[LONG DESC]
Lowers target's Speed two stages.
[NAME]
Counter
[SHORT DESC]
If hit by a physical attack, returns double the damage.
[LONG DESC]
If hit by a physical attack, returns double the damage done. Does not affect Ghosts, but hits everything else for the same damage.
[NAME]
Covet
[SHORT DESC]
Steals target's item.
[LONG DESC]
Steals target's item. If the user already has an item, then damage is still dealt, but with no additional effect. If the target does not have an item, damage is still dealt, but with no additional effect. Sticky Hold prevents the effect, but not the damage.
[NAME]
Crabhammer
[SHORT DESC]
High Critical Hit rate.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal.
[NAME]
Cross Chop
[SHORT DESC]
High Critical Hit rate.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal.
[NAME]
Crunch
[SHORT DESC]
20% chance to lower SpDef 1 stage.
[LONG DESC]
Has a 20% chance to lower target's Special Defense one stage.
[NAME]
Crush Claw
[SHORT DESC]
50% chance to lower Def 1 stage.
[LONG DESC]
Has a 50% chance to lower target's Defense one stage.
[NAME]
Curse
[SHORT DESC]
Does 1/4 damage per turn at the cost of half the user's max HP if the user is a Ghost. Boosts Atk and Def and lowers Spd 1 stage otherwise.
[LONG DESC]
Does 1/4 damage per turn at the cost of half the user's max HP if the user is a Ghost. Boosts Attack and Defense one stage and lowers Speed one stage if the user is not a Ghost.
[NAME]
Cut
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Defense Curl
[SHORT DESC]
Boosts Def 1 stage.
[LONG DESC]
Boosts user's Defense one stage. Doubles the power of Ice Ball and Rollout for as long as the user is in the battle. The Defense boost can be Baton Passed, but the Ice Ball / Rollout boost cannot.
[NAME]
Destiny Bond
[SHORT DESC]
If the user faints, the foe faints.
[LONG DESC]
If the user faints before their next move, the Pokemon that fainted the user will faint as well. This does not take into account any end-of-turn damage, such as Hail, Sandstorm, Leech Seed, status, Doom Desire, or Future Sight.
[NAME]
Detect
[SHORT DESC]
Prevents anything from working on the user that turn.
[LONG DESC]
Prevents anything from working on the user next turn. Perish Song hits through Detect. Consecutive uses lower the chance of working by 50%, so the first use has a 100% success rate, and if it is used the following turn again, it has a 50% chance to work, and then it has a 25% chance to work. Detect, Endure, and Protect are all on the same counter, so if a Pokemon uses Detect, Endure, and Protect, Protect will have a 25% chance to work.
[NAME]
Dig
[SHORT DESC]
User is made invulnerable for one turn, then hits the next turn.
[LONG DESC]
User is made invulnerable for one turn, then hits the next turn. Earthquake and Magnitude hit Pokemon on the charge-up turn with double base power.
[NAME]
Disable
[SHORT DESC]
Prevents the last move used from being used again for 4-7 turns.
[LONG DESC]
Prevents the last move the target used from being used again for 4-7 turns. Only one move per target can be Disabled. Disable fails if the targeted move has no remaining PP. The target does nothing if the move it was about to use is Disabled that turn.
[NAME]
Dive
[SHORT DESC]
User is made invulnerable for one turn, then hits the next turn.
[LONG DESC]
User is made invulnerable for one turn, then hits the next turn. Surf hits Pokemon on the charge-up turn with double base power.
[NAME]
Dizzy Punch
[SHORT DESC]
20% chance to Confuse.
[LONG DESC]
Has a 20% chance to Confuse the target.
[NAME]
Doom Desire
[SHORT DESC]
Deals damage at the end of the turn after three turns.
[LONG DESC]
<p>Deals damage at the end of the turn after three turns.</p>
<p>The damage is based on the Attack and Defense at the time of using Doom Desire, not at the time of striking. This means that if you use Doom Desire on a Pokemon with 100 Special Defense, and then your opponent switches to a Pokemon with 300 Special Defense, the damage calculations will be done as though the target has 100 Special Defense.</p>
<p>Doom Desire is technically typeless, so it does not get STAB, and hits all Pokemon neutrally. It hits through Wonder Guard. Because it damages at the end of the turn, it is not blocked by Detect or Protect, and can KO a Pokemon that used Endure. If the target uses Detect or Protect on the turn Doom Desire is selected, however, that will count as a successful Detect or Protect against Doom Desire.</p>
<p>Multiple Doom Desires cannot be queued for the same Pokemon. Doom Desire must hit the target before it can target that Pokemon again. It uses the same queue as Future Sight, so they cannot be stacked together.</p>
[NAME]
Double Kick
[SHORT DESC]
Hits twice in 1 turn.
[LONG DESC]
Hits twice in one turn.
[NAME]
Double Team
[SHORT DESC]
Boosts Evasion 1 stage.
[LONG DESC]
Boosts Evasion one stage.
[NAME]
Double-Edge
[SHORT DESC]
Has 1/3 recoil.
[LONG DESC]
Does 1/3 of the damage done to the user as recoil.
[NAME]
Doubleslap
[SHORT DESC]
Hits 2-5 times in 1 turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.
[NAME]
Dragon Claw
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Dragon Dance
[SHORT DESC]
Boosts Atk and Spd 1 stage.
[LONG DESC]
Boosts user's Attack and Speed one stage.
[NAME]
Dragon Rage
[SHORT DESC]
Does 40 damage.
[LONG DESC]
Always does 40 damage.
[NAME]
Dragonbreath
[SHORT DESC]
30% chance to Paralyze.
[LONG DESC]
Has a 30% chance to Paralyze the target.
[NAME]
Dream Eater
[SHORT DESC]
Leeches 50% damage. Only works on a Sleeping Pokemon.
[LONG DESC]
Gives 50% of the damage dealt to the user as HP. Only works on a Sleeping Pokemon.
[NAME]
Drill Peck
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Dynamicpunch
[SHORT DESC]
Confuses the foe.
[LONG DESC]
Confuses the target.
[NAME]
Earthquake
[SHORT DESC]
Hits Pokemon using Dig with double base power.
[LONG DESC]
Hits Pokemon using Dig with double base power.
[NAME]
Egg Bomb
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Ember
[SHORT DESC]
10% chance to Burn.
[LONG DESC]
Has a 10% chance to Burn the target.
[NAME]
Encore
[SHORT DESC]
Causes the target to repeat the move 4-8 turns.
[LONG DESC]
Causes the target to repeat the move it last used for 4-8 turns. In 2v2, targeted moves target a random foe.
[NAME]
Endeavor
[SHORT DESC]
Lowers the target's HP to the user's HP.
[LONG DESC]
If the target has more HP than the user, then the target's HP is reduced to the user's HP. If the target has less HP than the user, nothing happens. It is not affected by resistances, but it does not hit Ghosts.
[NAME]
Endure
[SHORT DESC]
The user always survives with at least 1 HP.
[LONG DESC]
No attack will faint the user. If an attack would have done enough damage to cause the user to faint, it instead leaves them with 1 HP. Consecutive uses lower the chance of working by 50%, so the first use has a 100% success rate, and if it is used the following turn again, it has a 50% chance to work, and then it has a 25% chance to work. Detect, Endure, and Protect are all on the same counter, so if a Pokemon uses Detect, Endure, and Protect, Protect will have a 25% chance to work.
[NAME]
Eruption
[SHORT DESC]
Does less damage as the user's HP decreases.
[LONG DESC]
The formula for the power is 150 * Current HP / Max HP. At 100% health, therefore, the power is 150.
[NAME]
Explosion
[SHORT DESC]
Faints the user.
[LONG DESC]
Faints the user. Damage is calculated as though the defender has half of its Defense.
[NAME]
Extrasensory
[SHORT DESC]
10% chance to flinch.
[LONG DESC]
Has a 10% chance to flinch the target.
[NAME]
Facade
[SHORT DESC]
Has 140 power when Burned, Paralyzed, or Poisoned.
[LONG DESC]
Has 140 power when Burned, Paralyzed, or Poisoned.
[NAME]
Faint Attack
[SHORT DESC]
Ignores Accuracy modifiers.
[LONG DESC]
Faint Attack ignores all Accuracy and Evasion modifiers.
[NAME]
Fake Out
[SHORT DESC]
Flinches the foe. Can only be used on the first turn out.
[LONG DESC]
Flinches the target. Can only be used on the first turn out. Switching the user back in will allow it to be used again.
[NAME]
Fake Tears
[SHORT DESC]
Lowers SpDef 2 stages.
[LONG DESC]
Lowers the target's Special Defense two stages.
[NAME]
False Swipe
[SHORT DESC]
Always leaves the foe with at least 1 HP.
[LONG DESC]
If this move would faint the target, it leaves the target with 1 HP instead.
[NAME]
Featherdance
[SHORT DESC]
Lowers Atk 2 stages.
[LONG DESC]
Lowers the target's Attack two stages.
[NAME]
Fire Blast
[SHORT DESC]
10% chance to Burn.
[LONG DESC]
Has a 10% chance to Burn the target.
[NAME]
Fire Punch
[SHORT DESC]
10% chance to Burn.
[LONG DESC]
Has a 10% chance to Burn the target.
[NAME]
Fire Spin
[SHORT DESC]
Traps and damages over multiple turns.
[LONG DESC]
This move lasts for 2-5 turns as a passive effect, so the user can choose other moves after using this while it is still in effect. It does 1/16 damage at the end of the turn for each turn in effect, and prevents the target from switching. The effect goes away when the user switches, even if the 2-5 turn counter isn't up.
[NAME]
Fissure
[SHORT DESC]
Will OHKO the target.
[LONG DESC]
Does damage equal to the target's max HP. If the target uses Endure, it will leave them with 1 HP. If Lock-On or Mind Reader has been used the previous turn, Fissure will hit. Fissure ignores all other Accuracy and Evasion modifiers, but instead has its own accuracy formula.
<code><var>Accuracy</var> = ((<var>U</var> - <var>T</var>) + 30) / 100</code>
<dl>
<dt>U</dt>
<dd>Level of the user</dd>
<dt>T</dt>
<dd>Level of the target</dd>
</dl>
Fissure fails if the user's level is less than the target's level.
[NAME]
Flail
[SHORT DESC]
Does more damage as HP decreases.
[LONG DESC]
<code><var>N</var> = floor(64 * <var>User's current HP</var> / <var>User's total HP</var>)</code>
Value of N: Base Damage
<ul>
<li>0-1: 200</li>
<li>2-5: 150</li>
<li>6-12: 100</li>
<li>13-21: 80</li>
<li>22-42: 40</li>
<li>43-64: 20</li>
</ul>
[NAME]
Flame Wheel
[SHORT DESC]
10% chance to Burn. Thaws the user.
[LONG DESC]
Has a 10% chance to Burn the target. Thaws the user if Frozen.
[NAME]
Flamethrower
[SHORT DESC]
10% chance to Burn.
[LONG DESC]
Has a 10% chance to Burn the target.
[NAME]
Flash
[SHORT DESC]
Lowers foe's Accuracy 1 stage.
[LONG DESC]
Lowers the target's Accuracy one stage.
[NAME]
Flatter
[SHORT DESC]
Confuses the foe. Boosts the foe's SpAtk 1 stage.
[LONG DESC]
Confuses the target and boosts its Special Attack one stage.
[NAME]
Fly
[SHORT DESC]
User is made invulnerable for one turn, then hits the next turn.
[LONG DESC]
User is made invulnerable for one turn, then hits the next turn. Sky Uppercut and Thunder have regular Accuracy and base power against a Pokemon in the middle of Fly. The base power of Gust and Twister doubles against a Pokemon in the charge up stage of Fly.
[NAME]
Focus Energy
[SHORT DESC]
Boosts Critical Hit rate 1 stage.
[LONG DESC]
Boosts the user's Critical Hit rate one stage.
[NAME]
Focus Punch
[SHORT DESC]
Fails if the user is damaged.
[LONG DESC]
This attack fails if the user is damaged.
[NAME]
Follow Me
[SHORT DESC]
All moves target the user.
[LONG DESC]
All targeted moves target the user, regardless of the intended target.
[NAME]
Foresight
[SHORT DESC]
Blocks Evasion modifiers. Allows Fighting and Normal to hit Ghost.
[LONG DESC]
Nullifies all Evasion modifiers, both present and future, on the target. Fighting and Normal moves can hit Ghosts.
[NAME]
Frenzy Plant
[SHORT DESC]
User cannot move next turn.
[LONG DESC]
User cannot attack or switch next turn.
[NAME]
Frustration
[SHORT DESC]
No additional effect.
[LONG DESC]
Base Power = 102 - floor(Happiness * 2 / 5)
If this formula returns 0, the Base Power is changed to 1.
[NAME]
Fury Attack
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.
[NAME]
Fury Cutter
[SHORT DESC]
Power doubles with each consecutive hit.
[LONG DESC]
Power doubles with each consecutive hit. If Fury Cutter misses, power is reset. If a move other than Fury Cutter is used, the power is reset. The power maxes out at 160.
[NAME]
Fury Swipes
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.
[NAME]
Future Sight
[SHORT DESC]
Deals damage at the end of the turn after three turns.
[LONG DESC]
<p>Deals damage at the end of the turn after three turns.</p>
<p>The damage is based on the Special Attack and Special Defense at the time of using Future Sight, not at the time of striking. This means that if you use Future Sight on a Pokemon with 100 Special Defense, and then your opponent switches to a Pokemon with 300 Special Defense, the damage calculations will be done as though the target has 100 Special Defense.</p>
<p>Future Sight is technically typeless, so it does not get STAB, and hits all Pokemon neutrally. It hits through Wonder Guard. Because it damages at the end of the turn, it is not blocked by Detect or Protect, and can KO a Pokemon that used Endure. If the target uses Detect or Protect on the turn Future Sight is selected, however, that will count as a successful Detect or Protect against Future Sight.</p>
<p>Multiple Future Sights cannot be queued for the same Pokemon. Future Sight must hit the target before it can target that Pokemon again. It uses the same queue as Doom Desire, so they cannot be stacked together.</p>
[NAME]
Giga Drain
[SHORT DESC]
Leeches 50% damage.
[LONG DESC]
Gives 50% of the damage dealt to the user as HP.
[NAME]
Glare
[SHORT DESC]
Paralyzes the target.
[LONG DESC]
Paralyzes the target.
[NAME]
Grasswhistle
[SHORT DESC]
Puts the foe to Sleep.
[LONG DESC]
Puts the target to Sleep.
[NAME]
Growl
[SHORT DESC]
Lowers foe's Atk 1 stage.
[LONG DESC]
Lowers the target's Attack one stage.
[NAME]
Growth
[SHORT DESC]
Boosts SpAtk 1 stage.
[LONG DESC]
Boosts user's Special Attack one stage.
[NAME]
Grudge
[SHORT DESC]
If the user faints, the foe's attack loses all of its PP.
[LONG DESC]
If the user faints before its next move, the Pokemon that fainted the user will lose all PP in the move they used to KO the user. This does not take into account any end-of-turn damage, such as Hail, Sandstorm, Leech Seed, status, Doom Desire, or Future Sight.
[NAME]
Guillotine
[SHORT DESC]
Will OHKO the target.
[LONG DESC]
Does damage equal to the target's max HP. If the target uses Endure, it will leave them with 1 HP. If Lock-On or Mind Reader has been used the previous turn, Guillotine will hit. Guillotine ignores all other Accuracy and Evasion modifiers, but instead has its own accuracy formula.
<code><var>Accuracy</var> = ((<var>U</var> - <var>T</var>) + 30) / 100</code>
<dl>
<dt>U</dt>
<dd>Level of the user</dd>
<dt>T</dt>
<dd>Level of the target</dd>
</dl>
Guillotine fails if the user's level is less than the target's level.
[NAME]
Gust
[SHORT DESC]
Hits Bouncers and Fliers for twice base power.
[LONG DESC]
Gust has double base power against Pokemon in the charge-up stage of Bounce or Fly.
[NAME]
Hail
[SHORT DESC]
Summons Hail for 5 turns.
[LONG DESC]
Summons Hail for 5 turns. Does 1/16 damage to all non-Ice types.
[NAME]
Harden
[SHORT DESC]
Boosts Def 1 stage.
[LONG DESC]
Boosts user's Defense one stage.
[NAME]
Haze
[SHORT DESC]
Eliminates all stat changes.
[LONG DESC]
Brings all Pokemon's stat changes to their base amount (0 stages). This does not affect the boost from Choice Band, Choice Scarf, or Choice Specs. This is not blocked by Clear Body or White Smoke.
[NAME]
Headbutt
[SHORT DESC]
30% chance to flinch.
[LONG DESC]
Has a 30% chance to flinch the target.
[NAME]
Heal Bell
[SHORT DESC]
Cures status on the user's team.
[LONG DESC]
Cures Burn, Confusion, Freeze, Paralysis, Poison, and Sleep from every Pokemon on the user's team. It works even if a Soundproof Pokemon is out, but it doesn't heal any Pokemon in the user's party that have the ability Soundproof.
[NAME]
Heat Wave
[SHORT DESC]
10% chance to Burn.
[LONG DESC]
Has a 10% chance to Burn the target.
[NAME]
Helping Hand
[SHORT DESC]
Increases power of ally's moves 50%.
[LONG DESC]
Increases the base power of the user's ally's moves in 2v2 by 50% for that turn.
[NAME]
Hi Jump Kick
[SHORT DESC]
If it misses, 1/2 the damage that would have been done is done to the user.
[LONG DESC]
If it misses, it does 1/2 the damage that would have been done to the user. Hi Jump Kick's miss damage is capped at 1/2 the target's max HP.
[NAME]
Hidden Power
[SHORT DESC]
Can have 30-70 power and can be any type but Normal, based on the user's IVs.
[LONG DESC]
Type depends on the user's IVs, with the following formula:
Type = (A + B + C + D + E + F) * 15 / 63
If the IV of HP is odd, then A = 1.
If the IV of Attack is odd, then B = 2.
If the IV of Defense is odd, then C = 4.
If the IV of Speed is odd, then D = 8.
If the IV of Special Attack is odd, then E = 16.
If the IV of Special Defense is odd, then F = 32.
If the IV of any are even, then their variable = 0
This number is rounded down, and then determined by the following table:
0 = Fighting
1 = Flying
2 = Poison
3 = Ground
4 = Rock
5 = Bug
6 = Ghost
7 = Steel
8 = Fire
9 = Water
10 = Grass
11 = Electric
12 = Psychic
13 = Ice
14 = Dragon
15 = Dark
Power depends on the user's IVs, as well, with the following formula:
Power = (U + V + W + X + Y + Z) * (40 / 63) + 30
If the IV of HP divided by 4 has remainder 2 or 3, then U = 1.
If the IV of Attack divided by 4 has remainder 2 or 3, then V = 2.
If the IV of Defense divided by 4 has remainder 2 or 3, then W = 4.
If the IV of Speed divided by 4 has remainder 2 or 3, then X = 8.
If the IV of Special Attack divided by 4 has remainder 2 or 3, then Y = 16.
If the IV of Special Defense divided by 4 has remainder 2 or 3, then Z = 32.
If the IV of any divided by 4 has remainder 0 or 1, then their variable = 0
In other words, if the IV is 2, 3, 6, 7, 10, 11, 14, 15, 18, 19, 22, 23, 26, 27, 30, or 31, you use the number given, otherwise, use 0.
The final number is rounded down, and that is the power of your Hidden Power.
[NAME]
Horn Attack
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Horn Drill
[SHORT DESC]
Will OHKO the target.
[LONG DESC]
Does damage equal to the target's max HP. If the target uses Endure, it will leave them with 1 HP. If Lock-On or Mind Reader has been used the previous turn, Horn Drill will hit. Horn Drill ignores all other Accuracy and Evasion modifiers, but instead has its own accuracy formula.
Accuracy = ((U - T) + 30) / 100
U = Level of the user
T = Level of the target
Horn Drill fails if the user's level is less than the target's level.
[NAME]
Howl
[SHORT DESC]
Boosts Atk 1 stage.
[LONG DESC]
Boosts the user's Attack one stage.
[NAME]
Hydro Cannon
[SHORT DESC]
User cannot move next turn.
[LONG DESC]
User cannot attack or switch next turn.
[NAME]
Hydro Pump
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Hyper Beam
[SHORT DESC]
User cannot move next turn.
[LONG DESC]
User cannot attack or switch next turn.
[NAME]
Hyper Fang
[SHORT DESC]
10% chance to flinch.
[LONG DESC]
Has a 10% chance to flinch the target.
[NAME]
Hyper Voice
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Hypnosis
[SHORT DESC]
Puts the foe to Sleep.
[LONG DESC]
Puts the target to Sleep.
[NAME]
Ice Ball
[SHORT DESC]
Doubles in power with each hit. Repeats for 5 turns.
[LONG DESC]
Doubles in power with each consecutive hit. Locks the user into it for 5 turns. If the user selects Ice Ball after this 5th turn, the base power resets. Using Defense Curl before Ice Ball doubles its base power for as long as the user stays in the battle.
[NAME]
Ice Beam
[SHORT DESC]
10% chance to Freeze.
[LONG DESC]
Has a 10% chance to Freeze the target.
[NAME]
Ice Punch
[SHORT DESC]
10% chance to Freeze.
[LONG DESC]
Has a 10% chance to Freeze the target.
[NAME]
Ice Shard
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Icicle Spear
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.
[NAME]
Icy Wind
[SHORT DESC]
Lowers foe's Spd 1 stage.
[LONG DESC]
Lowers the target's Speed one stage.
[NAME]
Imprison
[SHORT DESC]
No foe can use any of the user's moves.
[LONG DESC]
No enemy can use any of the user's moves. The effect is lost when the user switches out or faints.
[NAME]
Ingrain
[SHORT DESC]
Heals the user 1/16 its max HP each turn. Prevents the user from switching.
[LONG DESC]
Heals the user by 1/16 its max HP at the end of each turn. Prevents the user from switching. Makes Roar and Whirlwind have no effect on the user.
[NAME]
Iron Defense
[SHORT DESC]
Boosts Def 2 stages.
[LONG DESC]
Boosts user's Defense two stages.
[NAME]
Iron Tail
[SHORT DESC]
30% chance to lower Def 1 stage.
[LONG DESC]
Has a 30% chance to lower the target's Defense one stage.
[NAME]
Jump Kick
[SHORT DESC]
If it misses, it does 1/2 the damage that would have been done to the user.
[LONG DESC]
If it misses, it does 1/2 the damage that would have been done to the user.
[NAME]
Karate Chop
[SHORT DESC]
High Critical Hit rate.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal.
[NAME]
Kinesis
[SHORT DESC]
Lowers Accuracy 1 stage.
[LONG DESC]
Lowers Accuracy one stage.
[NAME]
Knock Off
[SHORT DESC]
Removes the target's item.
[LONG DESC]
Removes the target's item. Has no extra effect on Pokemon with Sticky Hold.
[NAME]
Leaf Blade
[SHORT DESC]
High Critical Hit rate.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal.
[NAME]
Leech Life
[SHORT DESC]
Leeches 50% damage.
[LONG DESC]
Gives 50% of the damage dealt to the user as HP.
[NAME]
Leech Seed
[SHORT DESC]
Leeches 1/8 of the target's HP each turn.
[LONG DESC]
Steals 1/8 of the target's HP at the end of each turn and gives it to the user. Has no effect on Grass Pokemon. Does damage to the user instead of giving health if the target has the ability Liquid Ooze.
[NAME]
Leer
[SHORT DESC]
Lowers foe's Def 1 stage.
[LONG DESC]
Lowers the target's Defense one stage.
[NAME]
Lick
[SHORT DESC]
30% chance to Paralyze.
[LONG DESC]
Has a 30% chance to Paralyze the target.
[NAME]
Light Screen
[SHORT DESC]
Lowers damage from special attacks for 5 turns.
[LONG DESC]
Damage from special attacks is reduced by 1/2 for five turns in a single battle. In 2v2, the damage is lowered by 1/3. The effect remains even if the user switches out.
[NAME]
Lock-On
[SHORT DESC]
The next move used will always hit.
[LONG DESC]
The next move used will always hit.
[NAME]
Lovely Kiss
[SHORT DESC]
Puts the foe to Sleep.
[LONG DESC]
Puts the target to Sleep.
[NAME]
Low Kick
[SHORT DESC]
Deals damage based on the foe's weight.
[LONG DESC]
The base power of this move is determined by the target's weight, as follows:
Below 10 kg = 20 power
10.1 kg - 25 kg = 40 power
25.1 kg - 50 kg = 60 power
50.1 kg - 100 kg = 80 power
100.1 kg - 200 kg = 100 power
200.1 kg and up = 120 power
[NAME]
Luster Purge
[SHORT DESC]
50% chance to lower SpDef 1 stage.
[LONG DESC]
Has a 50% chance to lower the target's Special Defense 1 stage.
[NAME]
Mach Punch
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Magic Coat
[SHORT DESC]
Bounces back certain non-damaging moves.
[LONG DESC]
The following moves will not affect the user of Magic Coat, but rather, are bounced back at their user:
<ul>
<li>All moves that induce status as their only effect (including Yawn), except Teeter Dance</li>
<li>All moves that alter the target's stats (including Flatter and Swagger)</li>
<li>Attract</li>
<li>Block</li>
<li>Leech Seed</li>
<li>Mean Look</li>
<li>Spider Web</li>
</ul>
[NAME]
Magical Leaf
[SHORT DESC]
Ignores Accuracy modifiers.
[LONG DESC]
Magical Leaf ignores all Accuracy and Evasion modifiers.
[NAME]
Magnitude
[SHORT DESC]
Has variable damage.
[LONG DESC]
Base Power = 10 if R is between 0 and 4 (Magnitude 4, 5% chance),
Base Power = 30 if R is between 5 and 14 (Magnitude 5, 10% chance),
Base Power = 50 if R is between 15 and 34 (Magnitude 6, 20% chance),
Base Power = 70 if R is between 35 and 64 (Magnitude 7, 30% chance),
Base Power = 90 if R is between 65 and 84 (Magnitude 8, 20% chance),
Base Power = 110 if R is between 85 and 94 (Magnitude 9, 10% chance),
Base Power = 150 if R is between 95 and 99 (Magnitude 10, 5% chance),
where R is a random whole number between 0 and 99 with uniform probability.
Hits Pokemon using Dig with double base power.
[NAME]
Mean Look
[SHORT DESC]
The target cannot switch out.
[LONG DESC]
The target cannot switch out. The effect is lost when the user switches.
[NAME]
Meditate
[SHORT DESC]
Boosts Atk 1 stage.
[LONG DESC]
Boosts the user's Attack one stage.
[NAME]
Mega Drain
[SHORT DESC]
Leeches 50% damage.
[LONG DESC]
Gives 50% of the damage dealt to the user as HP.
[NAME]
Mega Kick
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Mega Punch
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Megahorn
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Memento
[SHORT DESC]
User faints. Lowers foe's Atk and SpAtk 2 stages.
[LONG DESC]
Faints the user. Lowers the target's Attack and Special Attack two stages.
[NAME]
Metal Claw
[SHORT DESC]
10% chance to boost Atk 1 stage.
[LONG DESC]
Has a 10% chance to raise the user's Attack one stage.
[NAME]
Metal Sound
[SHORT DESC]
Lower's SpDef 2 stages.
[LONG DESC]
Lower's the target's Special Defense two stages.
Absorb
[SHORT DESC]
Leeches 50% damage.
[LONG DESC]
Gives 50% of the damage dealt to the user as HP.
[NAME]
Acid
[SHORT DESC]
10% chance to lower Def 1 stage.
[LONG DESC]
Has a 10% chance to lower target's Defense one stage.
[NAME]
Acid Armor
[SHORT DESC]
Boosts Def 2 stages.
[LONG DESC]
Boosts user's Defense two stages.
[NAME]
Aerial Ace
[SHORT DESC]
Ignores Accuracy modifiers.
[LONG DESC]
Aerial Ace ignores all Accuracy and Evasion modifiers.
[NAME]
Aeroblast
[SHORT DESC]
High Critical Hit rate.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal.
[NAME]
Agility
[SHORT DESC]
Boosts Spd 2 stages.
[LONG DESC]
Boosts user's Speed two stages.
[NAME]
Air Cutter
[SHORT DESC]
High Critical Hit rate.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal.
[NAME]
Amnesia
[SHORT DESC]
Boosts SpDef 2 stages.
[LONG DESC]
Boosts user's Special Defense two stages.
[NAME]
Ancientpower
[SHORT DESC]
10% chance to boost all stats 1 stage.
[LONG DESC]
Has a 10% chance to boost the user's Attack, Defense, Special Attack, Special Defense, and Speed one stage.
[NAME]
Arm Thrust
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.
[NAME]
Aromatherapy
[SHORT DESC]
Cures status on the user's team.
[LONG DESC]
Cures Burn, Confusion, Freeze, Paralysis, Poison, and Sleep from every Pokemon on the user's team.
[NAME]
Assist
[SHORT DESC]
Uses a random move from the user's team.
[LONG DESC]
Uses a random move from a random Pokemon in user's party, other than the user and eggs. Can pick moves from a fainted Pokemon.
Assist cannot select the following attacks:
<ul>
<li>Assist</li>
<li>Counter</li>
<li>Covet</li>
<li>Destiny Bond</li>
<li>Detect</li>
<li>Endure</li>
<li>Focus Punch</li>
<li>Follow Me</li>
<li>Helping Hand</li>
<li>Metronome</li>
<li>Mimic</li>
<li>Mirror Coat</li>
<li>Mirror Move</li>
<li>Protect</li>
<li>Sketch</li>
<li>Sleep Talk</li>
<li>Snatch</li>
<li>Struggle</li>
<li>Thief</li>
<li>Trick</li>
</ul>
[NAME]
Astonish
[SHORT DESC]
30% chance to flinch.
[LONG DESC]
Has a 30% chance to flinch.
[NAME]
Attract
[SHORT DESC]
Targets of the opposite gender have a 50% chance to do nothing.
[LONG DESC]
Targets of the opposite gender have a 50% chance to do nothing each turn when affected with this condition.
[NAME]
Aurora Beam
[SHORT DESC]
10% chance to lower Atk.
[LONG DESC]
Has a 10% chance to lower target's Attack one stage.
[NAME]
Barrage
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.
[NAME]
Barrier
[SHORT DESC]
Boosts Def 2 stages.
[LONG DESC]
Boosts user's Defense two stages.
[NAME]
Baton Pass
[SHORT DESC]
User switches, but passes on all stat changes and some special conditions.
[LONG DESC]
The following are the only things that are Baton Passed:
<ul>
<li>Block (both on you and your opponent)</li>
<li>Confusion</li>
<li>Curse (when used by a Ghost on the Baton Passer)</li>
<li>Focus Energy</li>
<li>Ingrain</li>
<li>Leech Seed</li>
<li>Lock-On</li>
<li>Mean Look</li>
<li>Mind Reader</li>
<li>Spider Web</li>
<li>Perish Count</li>
<li>Substitute (keeps its HP)</li>
<li>Stat boosts / drops</li>
</ul>
[NAME]
Beat Up
[SHORT DESC]
All healthy Pokemon aid in damaging the target.
[LONG DESC]
All Pokemon on the user's team that are not fainted and do not have a status condition do a 10 power typeless attack on the target. Beat Up uses base Attack and base Defense for these calculations; EVs, IVs, and Natures are irrelevant. Beat Up hits through Wonder Guard, even if the Pokemon isn't weak to Dark. If the user targets its ally in 2v2, this results in the ally beating itself up if it doesn't have a status condition.
[NAME]
Belly Drum
[SHORT DESC]
User loses 50% max HP. Maximizes Atk.
[LONG DESC]
Costs the user 50% of its max HP, but brings Attack to +6 stages. It fails if the user has 50% HP or less.
[NAME]
Bide
[SHORT DESC]
Charges for 2-3 turns; returns double the damage received in those turns.
[LONG DESC]
Does nothing for 2-3 turns, but damages the target for twice the damage received in those turns. Does not take type effectiveness into account, but does not hit Ghosts..
[NAME]
Bind
[SHORT DESC]
Traps and damages over multiple turns.
[LONG DESC]
This move lasts for 2-5 turns as a passive effect, so the user can choose other moves after using this while it is still in effect. It does 1/16 damage at the end of the turn for each turn in effect, and prevents the target from switching. The effect goes away when the user switches, even if the 2-5 turn counter isn't up.
[NAME]
Bite
[SHORT DESC]
30% chance to flinch.
[LONG DESC]
Has a 30% chance to flinch.
[NAME]
Blast Burn
[SHORT DESC]
User cannot move next turn.
[LONG DESC]
User cannot attack or switch next turn.
[NAME]
Blaze Kick
[SHORT DESC]
High Critical Hit rate. 10% chance to Burn the target.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal. Has a 10% chance to Burn the target.
[NAME]
Blizzard
[SHORT DESC]
10% chance to Freeze.
[LONG DESC]
Has a 10% chance to Freeze target.
[NAME]
Block
[SHORT DESC]
The target cannot switch out.
[LONG DESC]
The target cannot switch out. The effect is lost when the user switches.
[NAME]
Body Slam
[SHORT DESC]
30% chance to Paralyze.
[LONG DESC]
Has a 30% chance to Paralyze the target.
[NAME]
Bone Club
[SHORT DESC]
10% chance to flinch.
[LONG DESC]
Has a 10% chance to flinch.
[NAME]
Bone Rush
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.
[NAME]
Bonemerang
[SHORT DESC]
Hits twice in one turn.
[LONG DESC]
Hits twice in one turn.
[NAME]
Bounce
[SHORT DESC]
User is made invulnerable for one turn, then hits the next turn. 30% chance to Paralyze.
[LONG DESC]
User is made invulnerable for one turn, then hits the next turn. Has a 30% chance to Paralyze the target. Sky Uppercut and Thunder have regular accuracy and base power against a Pokemon in the middle of Bounce. The base power of Gust and Twister doubles against a Pokemon in the charge up stage of Bounce.
[NAME]
Brick Break
[SHORT DESC]
Destroys Light Screen and Reflect, then hits.
[LONG DESC]
Destroys Light Screen and Reflect, then hits. Destroys the screens even if it targets a Ghost or misses the target.
[NAME]
Bubble
[SHORT DESC]
10% chance to lower Spd.
[LONG DESC]
Has a 10% chance to lower the target's Speed one stage.
[NAME]
Bubblebeam
[SHORT DESC]
10% chance to lower Spd.
[LONG DESC]
Has a 10% chance to lower the target's Speed one stage.
[NAME]
Bulk Up
[SHORT DESC]
Boosts Atk and Def 1 stage.
[LONG DESC]
Boosts user's Attack and Defense one stage each.
[NAME]
Bullet Seed
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.
[NAME]
Calm Mind
[SHORT DESC]
Boosts SpAtk and SpDef 1 stage.
[LONG DESC]
Boosts user's Special Attack and Special Defense one stage each.
[NAME]
Camouflage
[SHORT DESC]
Changes user's type to Normal in link battles.
[LONG DESC]
Changes user's type to Normal in link battles.
[NAME]
Charge
[SHORT DESC]
Doubles power of an Electric move used next turn.
[LONG DESC]
Doubles the power of any Electric move used by this Pokemon next turn.
[NAME]
Charm
[SHORT DESC]
Lowers foe's Atk 2 stages.
[LONG DESC]
Lowers the target's Attack two stages.
[NAME]
Clamp
[SHORT DESC]
Traps and damages over multiple turns.
[LONG DESC]
This move lasts for 2-5 turns as a secondary effect, so the user can choose other moves after using this while it is still in effect. It does 1/16 damage at the end of the turn for each turn in effect, and prevents the target from switching. The effect goes away when the user switches, even if the 2-5 turn counter isn't up.
[NAME]
Comet Punch
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.
[NAME]
Confuse Ray
[SHORT DESC]
Confuses the target.
[LONG DESC]
Confuses the target.
[NAME]
Confusion
[SHORT DESC]
10% chance to Confuse.
[LONG DESC]
Has a 10% chance to Confuse the target.
[NAME]
Constrict
[SHORT DESC]
10% chance to lower Spd.
[LONG DESC]
Has a 10% chance to lower the target's Speed one stage.
[NAME]
Conversion
[SHORT DESC]
Changes user into a new type based on the user's moves.
[LONG DESC]
The user is changed into the same type as one of moves of the user, chosen at random. The user is always changed into a new type. Curse cannot be selected by Conversion. Hidden Power and Weather Ball are considered Normal moves. The move fails if all the user's moves are the same type as the user.
[NAME]
Conversion2
[SHORT DESC]
Changes user into a new type that resists the last attack to hit the user.
[LONG DESC]
Changes user into a new type that resists / is immune to the last attack to hit the user. Works even if the attack hits a Substitute. It only picks from types different from the current type of the user, meaning that if the Pokemon can change types and still resist the attack, it will change types.
[NAME]
Cosmic Power
[SHORT DESC]
Boosts Def and SpDef 1 stage.
[LONG DESC]
Boosts Defense and Special Defense one stage each.
[NAME]
Cotton Spore
[SHORT DESC]
Lowers foe's Spd 2 stages.
[LONG DESC]
Lowers target's Speed two stages.
[NAME]
Counter
[SHORT DESC]
If hit by a physical attack, returns double the damage.
[LONG DESC]
If hit by a physical attack, returns double the damage done. Does not affect Ghosts, but hits everything else for the same damage.
[NAME]
Covet
[SHORT DESC]
Steals target's item.
[LONG DESC]
Steals target's item. If the user already has an item, then damage is still dealt, but with no additional effect. If the target does not have an item, damage is still dealt, but with no additional effect. Sticky Hold prevents the effect, but not the damage.
[NAME]
Crabhammer
[SHORT DESC]
High Critical Hit rate.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal.
[NAME]
Cross Chop
[SHORT DESC]
High Critical Hit rate.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal.
[NAME]
Crunch
[SHORT DESC]
20% chance to lower SpDef 1 stage.
[LONG DESC]
Has a 20% chance to lower target's Special Defense one stage.
[NAME]
Crush Claw
[SHORT DESC]
50% chance to lower Def 1 stage.
[LONG DESC]
Has a 50% chance to lower target's Defense one stage.
[NAME]
Curse
[SHORT DESC]
Does 1/4 damage per turn at the cost of half the user's max HP if the user is a Ghost. Boosts Atk and Def and lowers Spd 1 stage otherwise.
[LONG DESC]
Does 1/4 damage per turn at the cost of half the user's max HP if the user is a Ghost. Boosts Attack and Defense one stage and lowers Speed one stage if the user is not a Ghost.
[NAME]
Cut
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Defense Curl
[SHORT DESC]
Boosts Def 1 stage.
[LONG DESC]
Boosts user's Defense one stage. Doubles the power of Ice Ball and Rollout for as long as the user is in the battle. The Defense boost can be Baton Passed, but the Ice Ball / Rollout boost cannot.
[NAME]
Destiny Bond
[SHORT DESC]
If the user faints, the foe faints.
[LONG DESC]
If the user faints before their next move, the Pokemon that fainted the user will faint as well. This does not take into account any end-of-turn damage, such as Hail, Sandstorm, Leech Seed, status, Doom Desire, or Future Sight.
[NAME]
Detect
[SHORT DESC]
Prevents anything from working on the user that turn.
[LONG DESC]
Prevents anything from working on the user next turn. Perish Song hits through Detect. Consecutive uses lower the chance of working by 50%, so the first use has a 100% success rate, and if it is used the following turn again, it has a 50% chance to work, and then it has a 25% chance to work. Detect, Endure, and Protect are all on the same counter, so if a Pokemon uses Detect, Endure, and Protect, Protect will have a 25% chance to work.
[NAME]
Dig
[SHORT DESC]
User is made invulnerable for one turn, then hits the next turn.
[LONG DESC]
User is made invulnerable for one turn, then hits the next turn. Earthquake and Magnitude hit Pokemon on the charge-up turn with double base power.
[NAME]
Disable
[SHORT DESC]
Prevents the last move used from being used again for 4-7 turns.
[LONG DESC]
Prevents the last move the target used from being used again for 4-7 turns. Only one move per target can be Disabled. Disable fails if the targeted move has no remaining PP. The target does nothing if the move it was about to use is Disabled that turn.
[NAME]
Dive
[SHORT DESC]
User is made invulnerable for one turn, then hits the next turn.
[LONG DESC]
User is made invulnerable for one turn, then hits the next turn. Surf hits Pokemon on the charge-up turn with double base power.
[NAME]
Dizzy Punch
[SHORT DESC]
20% chance to Confuse.
[LONG DESC]
Has a 20% chance to Confuse the target.
[NAME]
Doom Desire
[SHORT DESC]
Deals damage at the end of the turn after three turns.
[LONG DESC]
<p>Deals damage at the end of the turn after three turns.</p>
<p>The damage is based on the Attack and Defense at the time of using Doom Desire, not at the time of striking. This means that if you use Doom Desire on a Pokemon with 100 Special Defense, and then your opponent switches to a Pokemon with 300 Special Defense, the damage calculations will be done as though the target has 100 Special Defense.</p>
<p>Doom Desire is technically typeless, so it does not get STAB, and hits all Pokemon neutrally. It hits through Wonder Guard. Because it damages at the end of the turn, it is not blocked by Detect or Protect, and can KO a Pokemon that used Endure. If the target uses Detect or Protect on the turn Doom Desire is selected, however, that will count as a successful Detect or Protect against Doom Desire.</p>
<p>Multiple Doom Desires cannot be queued for the same Pokemon. Doom Desire must hit the target before it can target that Pokemon again. It uses the same queue as Future Sight, so they cannot be stacked together.</p>
[NAME]
Double Kick
[SHORT DESC]
Hits twice in 1 turn.
[LONG DESC]
Hits twice in one turn.
[NAME]
Double Team
[SHORT DESC]
Boosts Evasion 1 stage.
[LONG DESC]
Boosts Evasion one stage.
[NAME]
Double-Edge
[SHORT DESC]
Has 1/3 recoil.
[LONG DESC]
Does 1/3 of the damage done to the user as recoil.
[NAME]
Doubleslap
[SHORT DESC]
Hits 2-5 times in 1 turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.
[NAME]
Dragon Claw
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Dragon Dance
[SHORT DESC]
Boosts Atk and Spd 1 stage.
[LONG DESC]
Boosts user's Attack and Speed one stage.
[NAME]
Dragon Rage
[SHORT DESC]
Does 40 damage.
[LONG DESC]
Always does 40 damage.
[NAME]
Dragonbreath
[SHORT DESC]
30% chance to Paralyze.
[LONG DESC]
Has a 30% chance to Paralyze the target.
[NAME]
Dream Eater
[SHORT DESC]
Leeches 50% damage. Only works on a Sleeping Pokemon.
[LONG DESC]
Gives 50% of the damage dealt to the user as HP. Only works on a Sleeping Pokemon.
[NAME]
Drill Peck
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Dynamicpunch
[SHORT DESC]
Confuses the foe.
[LONG DESC]
Confuses the target.
[NAME]
Earthquake
[SHORT DESC]
Hits Pokemon using Dig with double base power.
[LONG DESC]
Hits Pokemon using Dig with double base power.
[NAME]
Egg Bomb
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Ember
[SHORT DESC]
10% chance to Burn.
[LONG DESC]
Has a 10% chance to Burn the target.
[NAME]
Encore
[SHORT DESC]
Causes the target to repeat the move 4-8 turns.
[LONG DESC]
Causes the target to repeat the move it last used for 4-8 turns. In 2v2, targeted moves target a random foe.
[NAME]
Endeavor
[SHORT DESC]
Lowers the target's HP to the user's HP.
[LONG DESC]
If the target has more HP than the user, then the target's HP is reduced to the user's HP. If the target has less HP than the user, nothing happens. It is not affected by resistances, but it does not hit Ghosts.
[NAME]
Endure
[SHORT DESC]
The user always survives with at least 1 HP.
[LONG DESC]
No attack will faint the user. If an attack would have done enough damage to cause the user to faint, it instead leaves them with 1 HP. Consecutive uses lower the chance of working by 50%, so the first use has a 100% success rate, and if it is used the following turn again, it has a 50% chance to work, and then it has a 25% chance to work. Detect, Endure, and Protect are all on the same counter, so if a Pokemon uses Detect, Endure, and Protect, Protect will have a 25% chance to work.
[NAME]
Eruption
[SHORT DESC]
Does less damage as the user's HP decreases.
[LONG DESC]
The formula for the power is 150 * Current HP / Max HP. At 100% health, therefore, the power is 150.
[NAME]
Explosion
[SHORT DESC]
Faints the user.
[LONG DESC]
Faints the user. Damage is calculated as though the defender has half of its Defense.
[NAME]
Extrasensory
[SHORT DESC]
10% chance to flinch.
[LONG DESC]
Has a 10% chance to flinch the target.
[NAME]
Facade
[SHORT DESC]
Has 140 power when Burned, Paralyzed, or Poisoned.
[LONG DESC]
Has 140 power when Burned, Paralyzed, or Poisoned.
[NAME]
Faint Attack
[SHORT DESC]
Ignores Accuracy modifiers.
[LONG DESC]
Faint Attack ignores all Accuracy and Evasion modifiers.
[NAME]
Fake Out
[SHORT DESC]
Flinches the foe. Can only be used on the first turn out.
[LONG DESC]
Flinches the target. Can only be used on the first turn out. Switching the user back in will allow it to be used again.
[NAME]
Fake Tears
[SHORT DESC]
Lowers SpDef 2 stages.
[LONG DESC]
Lowers the target's Special Defense two stages.
[NAME]
False Swipe
[SHORT DESC]
Always leaves the foe with at least 1 HP.
[LONG DESC]
If this move would faint the target, it leaves the target with 1 HP instead.
[NAME]
Featherdance
[SHORT DESC]
Lowers Atk 2 stages.
[LONG DESC]
Lowers the target's Attack two stages.
[NAME]
Fire Blast
[SHORT DESC]
10% chance to Burn.
[LONG DESC]
Has a 10% chance to Burn the target.
[NAME]
Fire Punch
[SHORT DESC]
10% chance to Burn.
[LONG DESC]
Has a 10% chance to Burn the target.
[NAME]
Fire Spin
[SHORT DESC]
Traps and damages over multiple turns.
[LONG DESC]
This move lasts for 2-5 turns as a passive effect, so the user can choose other moves after using this while it is still in effect. It does 1/16 damage at the end of the turn for each turn in effect, and prevents the target from switching. The effect goes away when the user switches, even if the 2-5 turn counter isn't up.
[NAME]
Fissure
[SHORT DESC]
Will OHKO the target.
[LONG DESC]
Does damage equal to the target's max HP. If the target uses Endure, it will leave them with 1 HP. If Lock-On or Mind Reader has been used the previous turn, Fissure will hit. Fissure ignores all other Accuracy and Evasion modifiers, but instead has its own accuracy formula.
<code><var>Accuracy</var> = ((<var>U</var> - <var>T</var>) + 30) / 100</code>
<dl>
<dt>U</dt>
<dd>Level of the user</dd>
<dt>T</dt>
<dd>Level of the target</dd>
</dl>
Fissure fails if the user's level is less than the target's level.
[NAME]
Flail
[SHORT DESC]
Does more damage as HP decreases.
[LONG DESC]
<code><var>N</var> = floor(64 * <var>User's current HP</var> / <var>User's total HP</var>)</code>
Value of N: Base Damage
<ul>
<li>0-1: 200</li>
<li>2-5: 150</li>
<li>6-12: 100</li>
<li>13-21: 80</li>
<li>22-42: 40</li>
<li>43-64: 20</li>
</ul>
[NAME]
Flame Wheel
[SHORT DESC]
10% chance to Burn. Thaws the user.
[LONG DESC]
Has a 10% chance to Burn the target. Thaws the user if Frozen.
[NAME]
Flamethrower
[SHORT DESC]
10% chance to Burn.
[LONG DESC]
Has a 10% chance to Burn the target.
[NAME]
Flash
[SHORT DESC]
Lowers foe's Accuracy 1 stage.
[LONG DESC]
Lowers the target's Accuracy one stage.
[NAME]
Flatter
[SHORT DESC]
Confuses the foe. Boosts the foe's SpAtk 1 stage.
[LONG DESC]
Confuses the target and boosts its Special Attack one stage.
[NAME]
Fly
[SHORT DESC]
User is made invulnerable for one turn, then hits the next turn.
[LONG DESC]
User is made invulnerable for one turn, then hits the next turn. Sky Uppercut and Thunder have regular Accuracy and base power against a Pokemon in the middle of Fly. The base power of Gust and Twister doubles against a Pokemon in the charge up stage of Fly.
[NAME]
Focus Energy
[SHORT DESC]
Boosts Critical Hit rate 1 stage.
[LONG DESC]
Boosts the user's Critical Hit rate one stage.
[NAME]
Focus Punch
[SHORT DESC]
Fails if the user is damaged.
[LONG DESC]
This attack fails if the user is damaged.
[NAME]
Follow Me
[SHORT DESC]
All moves target the user.
[LONG DESC]
All targeted moves target the user, regardless of the intended target.
[NAME]
Foresight
[SHORT DESC]
Blocks Evasion modifiers. Allows Fighting and Normal to hit Ghost.
[LONG DESC]
Nullifies all Evasion modifiers, both present and future, on the target. Fighting and Normal moves can hit Ghosts.
[NAME]
Frenzy Plant
[SHORT DESC]
User cannot move next turn.
[LONG DESC]
User cannot attack or switch next turn.
[NAME]
Frustration
[SHORT DESC]
No additional effect.
[LONG DESC]
Base Power = 102 - floor(Happiness * 2 / 5)
If this formula returns 0, the Base Power is changed to 1.
[NAME]
Fury Attack
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.
[NAME]
Fury Cutter
[SHORT DESC]
Power doubles with each consecutive hit.
[LONG DESC]
Power doubles with each consecutive hit. If Fury Cutter misses, power is reset. If a move other than Fury Cutter is used, the power is reset. The power maxes out at 160.
[NAME]
Fury Swipes
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.
[NAME]
Future Sight
[SHORT DESC]
Deals damage at the end of the turn after three turns.
[LONG DESC]
<p>Deals damage at the end of the turn after three turns.</p>
<p>The damage is based on the Special Attack and Special Defense at the time of using Future Sight, not at the time of striking. This means that if you use Future Sight on a Pokemon with 100 Special Defense, and then your opponent switches to a Pokemon with 300 Special Defense, the damage calculations will be done as though the target has 100 Special Defense.</p>
<p>Future Sight is technically typeless, so it does not get STAB, and hits all Pokemon neutrally. It hits through Wonder Guard. Because it damages at the end of the turn, it is not blocked by Detect or Protect, and can KO a Pokemon that used Endure. If the target uses Detect or Protect on the turn Future Sight is selected, however, that will count as a successful Detect or Protect against Future Sight.</p>
<p>Multiple Future Sights cannot be queued for the same Pokemon. Future Sight must hit the target before it can target that Pokemon again. It uses the same queue as Doom Desire, so they cannot be stacked together.</p>
[NAME]
Giga Drain
[SHORT DESC]
Leeches 50% damage.
[LONG DESC]
Gives 50% of the damage dealt to the user as HP.
[NAME]
Glare
[SHORT DESC]
Paralyzes the target.
[LONG DESC]
Paralyzes the target.
[NAME]
Grasswhistle
[SHORT DESC]
Puts the foe to Sleep.
[LONG DESC]
Puts the target to Sleep.
[NAME]
Growl
[SHORT DESC]
Lowers foe's Atk 1 stage.
[LONG DESC]
Lowers the target's Attack one stage.
[NAME]
Growth
[SHORT DESC]
Boosts SpAtk 1 stage.
[LONG DESC]
Boosts user's Special Attack one stage.
[NAME]
Grudge
[SHORT DESC]
If the user faints, the foe's attack loses all of its PP.
[LONG DESC]
If the user faints before its next move, the Pokemon that fainted the user will lose all PP in the move they used to KO the user. This does not take into account any end-of-turn damage, such as Hail, Sandstorm, Leech Seed, status, Doom Desire, or Future Sight.
[NAME]
Guillotine
[SHORT DESC]
Will OHKO the target.
[LONG DESC]
Does damage equal to the target's max HP. If the target uses Endure, it will leave them with 1 HP. If Lock-On or Mind Reader has been used the previous turn, Guillotine will hit. Guillotine ignores all other Accuracy and Evasion modifiers, but instead has its own accuracy formula.
<code><var>Accuracy</var> = ((<var>U</var> - <var>T</var>) + 30) / 100</code>
<dl>
<dt>U</dt>
<dd>Level of the user</dd>
<dt>T</dt>
<dd>Level of the target</dd>
</dl>
Guillotine fails if the user's level is less than the target's level.
[NAME]
Gust
[SHORT DESC]
Hits Bouncers and Fliers for twice base power.
[LONG DESC]
Gust has double base power against Pokemon in the charge-up stage of Bounce or Fly.
[NAME]
Hail
[SHORT DESC]
Summons Hail for 5 turns.
[LONG DESC]
Summons Hail for 5 turns. Does 1/16 damage to all non-Ice types.
[NAME]
Harden
[SHORT DESC]
Boosts Def 1 stage.
[LONG DESC]
Boosts user's Defense one stage.
[NAME]
Haze
[SHORT DESC]
Eliminates all stat changes.
[LONG DESC]
Brings all Pokemon's stat changes to their base amount (0 stages). This does not affect the boost from Choice Band, Choice Scarf, or Choice Specs. This is not blocked by Clear Body or White Smoke.
[NAME]
Headbutt
[SHORT DESC]
30% chance to flinch.
[LONG DESC]
Has a 30% chance to flinch the target.
[NAME]
Heal Bell
[SHORT DESC]
Cures status on the user's team.
[LONG DESC]
Cures Burn, Confusion, Freeze, Paralysis, Poison, and Sleep from every Pokemon on the user's team. It works even if a Soundproof Pokemon is out, but it doesn't heal any Pokemon in the user's party that have the ability Soundproof.
[NAME]
Heat Wave
[SHORT DESC]
10% chance to Burn.
[LONG DESC]
Has a 10% chance to Burn the target.
[NAME]
Helping Hand
[SHORT DESC]
Increases power of ally's moves 50%.
[LONG DESC]
Increases the base power of the user's ally's moves in 2v2 by 50% for that turn.
[NAME]
Hi Jump Kick
[SHORT DESC]
If it misses, 1/2 the damage that would have been done is done to the user.
[LONG DESC]
If it misses, it does 1/2 the damage that would have been done to the user. Hi Jump Kick's miss damage is capped at 1/2 the target's max HP.
[NAME]
Hidden Power
[SHORT DESC]
Can have 30-70 power and can be any type but Normal, based on the user's IVs.
[LONG DESC]
Type depends on the user's IVs, with the following formula:
Type = (A + B + C + D + E + F) * 15 / 63
If the IV of HP is odd, then A = 1.
If the IV of Attack is odd, then B = 2.
If the IV of Defense is odd, then C = 4.
If the IV of Speed is odd, then D = 8.
If the IV of Special Attack is odd, then E = 16.
If the IV of Special Defense is odd, then F = 32.
If the IV of any are even, then their variable = 0
This number is rounded down, and then determined by the following table:
0 = Fighting
1 = Flying
2 = Poison
3 = Ground
4 = Rock
5 = Bug
6 = Ghost
7 = Steel
8 = Fire
9 = Water
10 = Grass
11 = Electric
12 = Psychic
13 = Ice
14 = Dragon
15 = Dark
Power depends on the user's IVs, as well, with the following formula:
Power = (U + V + W + X + Y + Z) * (40 / 63) + 30
If the IV of HP divided by 4 has remainder 2 or 3, then U = 1.
If the IV of Attack divided by 4 has remainder 2 or 3, then V = 2.
If the IV of Defense divided by 4 has remainder 2 or 3, then W = 4.
If the IV of Speed divided by 4 has remainder 2 or 3, then X = 8.
If the IV of Special Attack divided by 4 has remainder 2 or 3, then Y = 16.
If the IV of Special Defense divided by 4 has remainder 2 or 3, then Z = 32.
If the IV of any divided by 4 has remainder 0 or 1, then their variable = 0
In other words, if the IV is 2, 3, 6, 7, 10, 11, 14, 15, 18, 19, 22, 23, 26, 27, 30, or 31, you use the number given, otherwise, use 0.
The final number is rounded down, and that is the power of your Hidden Power.
[NAME]
Horn Attack
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Horn Drill
[SHORT DESC]
Will OHKO the target.
[LONG DESC]
Does damage equal to the target's max HP. If the target uses Endure, it will leave them with 1 HP. If Lock-On or Mind Reader has been used the previous turn, Horn Drill will hit. Horn Drill ignores all other Accuracy and Evasion modifiers, but instead has its own accuracy formula.
Accuracy = ((U - T) + 30) / 100
U = Level of the user
T = Level of the target
Horn Drill fails if the user's level is less than the target's level.
[NAME]
Howl
[SHORT DESC]
Boosts Atk 1 stage.
[LONG DESC]
Boosts the user's Attack one stage.
[NAME]
Hydro Cannon
[SHORT DESC]
User cannot move next turn.
[LONG DESC]
User cannot attack or switch next turn.
[NAME]
Hydro Pump
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Hyper Beam
[SHORT DESC]
User cannot move next turn.
[LONG DESC]
User cannot attack or switch next turn.
[NAME]
Hyper Fang
[SHORT DESC]
10% chance to flinch.
[LONG DESC]
Has a 10% chance to flinch the target.
[NAME]
Hyper Voice
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Hypnosis
[SHORT DESC]
Puts the foe to Sleep.
[LONG DESC]
Puts the target to Sleep.
[NAME]
Ice Ball
[SHORT DESC]
Doubles in power with each hit. Repeats for 5 turns.
[LONG DESC]
Doubles in power with each consecutive hit. Locks the user into it for 5 turns. If the user selects Ice Ball after this 5th turn, the base power resets. Using Defense Curl before Ice Ball doubles its base power for as long as the user stays in the battle.
[NAME]
Ice Beam
[SHORT DESC]
10% chance to Freeze.
[LONG DESC]
Has a 10% chance to Freeze the target.
[NAME]
Ice Punch
[SHORT DESC]
10% chance to Freeze.
[LONG DESC]
Has a 10% chance to Freeze the target.
[NAME]
Ice Shard
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Icicle Spear
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.
[NAME]
Icy Wind
[SHORT DESC]
Lowers foe's Spd 1 stage.
[LONG DESC]
Lowers the target's Speed one stage.
[NAME]
Imprison
[SHORT DESC]
No foe can use any of the user's moves.
[LONG DESC]
No enemy can use any of the user's moves. The effect is lost when the user switches out or faints.
[NAME]
Ingrain
[SHORT DESC]
Heals the user 1/16 its max HP each turn. Prevents the user from switching.
[LONG DESC]
Heals the user by 1/16 its max HP at the end of each turn. Prevents the user from switching. Makes Roar and Whirlwind have no effect on the user.
[NAME]
Iron Defense
[SHORT DESC]
Boosts Def 2 stages.
[LONG DESC]
Boosts user's Defense two stages.
[NAME]
Iron Tail
[SHORT DESC]
30% chance to lower Def 1 stage.
[LONG DESC]
Has a 30% chance to lower the target's Defense one stage.
[NAME]
Jump Kick
[SHORT DESC]
If it misses, it does 1/2 the damage that would have been done to the user.
[LONG DESC]
If it misses, it does 1/2 the damage that would have been done to the user.
[NAME]
Karate Chop
[SHORT DESC]
High Critical Hit rate.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal.
[NAME]
Kinesis
[SHORT DESC]
Lowers Accuracy 1 stage.
[LONG DESC]
Lowers Accuracy one stage.
[NAME]
Knock Off
[SHORT DESC]
Removes the target's item.
[LONG DESC]
Removes the target's item. Has no extra effect on Pokemon with Sticky Hold.
[NAME]
Leaf Blade
[SHORT DESC]
High Critical Hit rate.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal.
[NAME]
Leech Life
[SHORT DESC]
Leeches 50% damage.
[LONG DESC]
Gives 50% of the damage dealt to the user as HP.
[NAME]
Leech Seed
[SHORT DESC]
Leeches 1/8 of the target's HP each turn.
[LONG DESC]
Steals 1/8 of the target's HP at the end of each turn and gives it to the user. Has no effect on Grass Pokemon. Does damage to the user instead of giving health if the target has the ability Liquid Ooze.
[NAME]
Leer
[SHORT DESC]
Lowers foe's Def 1 stage.
[LONG DESC]
Lowers the target's Defense one stage.
[NAME]
Lick
[SHORT DESC]
30% chance to Paralyze.
[LONG DESC]
Has a 30% chance to Paralyze the target.
[NAME]
Light Screen
[SHORT DESC]
Lowers damage from special attacks for 5 turns.
[LONG DESC]
Damage from special attacks is reduced by 1/2 for five turns in a single battle. In 2v2, the damage is lowered by 1/3. The effect remains even if the user switches out.
[NAME]
Lock-On
[SHORT DESC]
The next move used will always hit.
[LONG DESC]
The next move used will always hit.
[NAME]
Lovely Kiss
[SHORT DESC]
Puts the foe to Sleep.
[LONG DESC]
Puts the target to Sleep.
[NAME]
Low Kick
[SHORT DESC]
Deals damage based on the foe's weight.
[LONG DESC]
The base power of this move is determined by the target's weight, as follows:
Below 10 kg = 20 power
10.1 kg - 25 kg = 40 power
25.1 kg - 50 kg = 60 power
50.1 kg - 100 kg = 80 power
100.1 kg - 200 kg = 100 power
200.1 kg and up = 120 power
[NAME]
Luster Purge
[SHORT DESC]
50% chance to lower SpDef 1 stage.
[LONG DESC]
Has a 50% chance to lower the target's Special Defense 1 stage.
[NAME]
Mach Punch
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Magic Coat
[SHORT DESC]
Bounces back certain non-damaging moves.
[LONG DESC]
The following moves will not affect the user of Magic Coat, but rather, are bounced back at their user:
<ul>
<li>All moves that induce status as their only effect (including Yawn), except Teeter Dance</li>
<li>All moves that alter the target's stats (including Flatter and Swagger)</li>
<li>Attract</li>
<li>Block</li>
<li>Leech Seed</li>
<li>Mean Look</li>
<li>Spider Web</li>
</ul>
[NAME]
Magical Leaf
[SHORT DESC]
Ignores Accuracy modifiers.
[LONG DESC]
Magical Leaf ignores all Accuracy and Evasion modifiers.
[NAME]
Magnitude
[SHORT DESC]
Has variable damage.
[LONG DESC]
Base Power = 10 if R is between 0 and 4 (Magnitude 4, 5% chance),
Base Power = 30 if R is between 5 and 14 (Magnitude 5, 10% chance),
Base Power = 50 if R is between 15 and 34 (Magnitude 6, 20% chance),
Base Power = 70 if R is between 35 and 64 (Magnitude 7, 30% chance),
Base Power = 90 if R is between 65 and 84 (Magnitude 8, 20% chance),
Base Power = 110 if R is between 85 and 94 (Magnitude 9, 10% chance),
Base Power = 150 if R is between 95 and 99 (Magnitude 10, 5% chance),
where R is a random whole number between 0 and 99 with uniform probability.
Hits Pokemon using Dig with double base power.
[NAME]
Mean Look
[SHORT DESC]
The target cannot switch out.
[LONG DESC]
The target cannot switch out. The effect is lost when the user switches.
[NAME]
Meditate
[SHORT DESC]
Boosts Atk 1 stage.
[LONG DESC]
Boosts the user's Attack one stage.
[NAME]
Mega Drain
[SHORT DESC]
Leeches 50% damage.
[LONG DESC]
Gives 50% of the damage dealt to the user as HP.
[NAME]
Mega Kick
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Mega Punch
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Megahorn
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.
[NAME]
Memento
[SHORT DESC]
User faints. Lowers foe's Atk and SpAtk 2 stages.
[LONG DESC]
Faints the user. Lowers the target's Attack and Special Attack two stages.
[NAME]
Metal Claw
[SHORT DESC]
10% chance to boost Atk 1 stage.
[LONG DESC]
Has a 10% chance to raise the user's Attack one stage.
[NAME]
Metal Sound
[SHORT DESC]
Lower's SpDef 2 stages.
[LONG DESC]
Lower's the target's Special Defense two stages.