In addition to protecting the user from attacks, this move also poisons any attacker that makes direct contact.
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
The target is infested and attacked for four to five turns. The target can't flee during this time.
The user and its allies are protected from wide-ranging attacks for one turn.
The user regenerates its cells, restoring its own HP by up to half its max HP.
The user stores power and boosts its Defense and Sp. Def stats. This move can be used up to three times.
The user attacks the target by showering it with water that's so cold it saps the target's power. This also lowers the target's Attack stat.
The user slams into the target using a full-force blast of water. This may also lower the target's Defense stat.
The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle.
The user lays a trap of poison spikes at the feet of the opposing team. The spikes will poison opposing Pokémon that switch into battle.
The Pokémon has a little of its HP restored when withdrawn from battle.
The Pokémon's attacks become critical hits if the target is poisoned.
The Pokémon's limber body prevents it from being paralyzed.
Heals a little HP at the end of each turn.
Restores 30 HP in Generation III . Restores ¼ of maximum HP from Generation IV onwards.
Reduces damage taken from a super effective Ground-type move.
Prevents attraction. Consumed after use.
Lowers the opponent's accuracy. Note: Formatted as BrightPowder prior to Generation VI.
May allow the user to move first.
Reduces damage from a super effective Psychic-type move.
Raises the power of Poison-type moves.
Reduces damage taken from a super effective Electric-type move.
Cures any status condition .