The target is blasted by a huge volume of water launched under great pressure.
The user shoots a sinister flame at the target to inflict a burn.
The user attacks the target with a strong electric blast. This may also leave the target with paralysis.
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats.
The user catches the target off guard and swaps the target's held item with its own.
The user strikes everything around it by letting loose a flare of electricity. This may also leave those hit by the attack with paralysis.
A wondrous wall of light is put up to reduce damage from special moves for five turns.
The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat.
By floating in the air, the Pokémon receives full immunity to all Ground-type moves.
Restores 30 HP in Generation III . Restores ¼ of maximum HP from Generation IV onwards.
Raises user's Speed , but they can only use one move.
Heals a little HP at the end of each turn.
Raises the power of Electric-type moves.
Reduces damage from a super effective Grass-type move.
Raises the power of Water-type moves.
Prevents a one-hit knockout.
Lowers the opponent's accuracy. Note: Formatted as BrightPowder prior to Generation VI.
Prevents attraction. Consumed after use.
May allow the user to move first.