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1·0/6
539 moves
  • Power 40Acc. 100PP 20
    Contact
  • Power 80Acc. 85PP 20
    ContactPunch
  • One-hit KO

    Power Acc. 30PP 8
    Contact
  • Raises own Attack by 2

    Power Acc. PP 20
    Dance
  • [Priority -6] Forces the target to switch out

    Power Acc. PP 20
    Wind
  • Traps for 2-5 turns, dealing 1/8 max HP each turn

    Power 15Acc. 85PP 20
    Contact
  • Power 120Acc. 75PP 8
    Contact
  • One-hit KO

    Power Acc. 30PP 8
    Contact
  • Power 40Acc. 100PP 20
    Contact
  • 30% chance: paralysis

    Power 85Acc. 100PP 16
    ContactStomp
  • Traps for 2-5 turns, dealing 1/8 max HP each turn

    Power 15Acc. 90PP 20
    Contact
  • Recoil: 25% of damage dealt

    Power 90Acc. 85PP 20
    Contact
  • Attacks 2-3 turns, then confuses the user

    Power 120Acc. 100PP 12
    Contact
  • Recoil: 33% of damage dealt

    Power 120Acc. 100PP 16
    Contact
  • [Priority -6] Forces the target to switch out

    Power Acc. PP 20
    Sound
  • Inflicts sleep

    Power Acc. 55PP 16
    Sound
  • Disables the target's last move

    Power Acc. 100PP 20
  • User must recharge next turn

    Power 150Acc. 90PP 8
  • [Priority +1]

    Power 40Acc. 100PP 20
    Contact
  • Lowers target's Defense by 2

    Power Acc. 85PP 20
    Sound
  • Raises own evasiveness by 1

    Power Acc. PP 16
  • Restores 50% of max HP

    Power Acc. PP 8
  • Raises own Defense by 1

    Power Acc. PP 20
  • Raises own evasiveness by 2

    Power Acc. PP 12
  • Lowers target's accuracy by 1

    Power Acc. 100PP 20
  • Raises the user's crit stage by 2 (50% crit chance)

    Power Acc. PP 20
  • User faints

    Power 200Acc. 100PP 8
  • Never misses

    Power 60Acc. PP 20
  • Inflicts paralysis

    Power Acc. 100PP 20
  • Transforms into the target

    Power Acc. PP 12
  • Does nothing

    Power Acc. PP 20
    Airborne
  • User faints

    Power 250Acc. 100PP 8
  • Hits 2-5 times

    Power 18Acc. 80PP 16
    Contact
  • 20% chance to paralyze, burn, or freeze

    Power 80Acc. 100PP 12
  • Cuts the target's remaining HP in half

    Power Acc. 90PP 12
    Contact
  • Pays 1/4 max HP to make a substitute

    Power Acc. PP 12
  • 30% chance: flinch

    Power 50Acc. 100PP 16
    Sound
  • More power the less HP the user has left (max 200)

    Power Acc. 100PP 16
    Contact
  • [Priority +4] Blocks moves this turn; success drops to 1/3 if used in succession

    Power Acc. PP 8
  • Lowers target's Speed by 2

    Power Acc. 100PP 12
  • Pays half max HP to maximize Attack (+6)

    Power Acc. PP 12
  • All who hear it faint in 3 turns unless switched out

    Power Acc. PP 8
    Sound
  • Ensures the user's next move hits

    Power Acc. PP 8
  • [Priority +4] Survives this turn with at least 1 HP; success drops to 1/3 in succession

    Power Acc. PP 12
  • Always leaves the target with at least 1 HP

    Power 40Acc. 100PP 20
    Contact
  • Inflicts confusion · Raises target's Attack by 2

    Power Acc. 85PP 16
  • Prevents the target from switching out

    Power Acc. PP 8
  • Inflicts infatuation

    Power Acc. 100PP 16
  • While asleep, uses one of the user's other moves at random

    Power Acc. PP 12
  • Cures the whole party's status conditions

    Power Acc. PP 8
    Sound
  • Protects the party from status conditions for 5 turns

    Power Acc. PP 20
  • Averages HP with the target

    Power Acc. PP 20
  • Switches out, passing stat changes to the replacement

    Power Acc. PP 20
  • Forces the target to repeat its last move for 3 turns

    Power Acc. 100PP 8
  • Raises own Speed by 1

    Power 50Acc. 100PP 20
    Contact
  • Lowers target's evasiveness by 2

    Power Acc. 100PP 20
  • Restores 50% of max HP

    Power Acc. PP 8
  • Copies the target's stat changes

    Power Acc. PP 12
  • [Priority +2]

    Power 80Acc. 100PP 8
    Contact
  • [Priority +3] Only works on the first turn out; makes the target flinch

    Power 40Acc. 100PP 12
    Contact

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