48 / 937
#289
Steals the target’s move, if it’s self-targeted.
#290
Has a 30% chance to inflict a status effect which depends upon the terrain.
#291
User dives underwater, dodging all attacks, and hits next turn.
#292
Hits 2-5 times in one turn.
#293
User’s type changes to match the terrain.
#294
Raises the user’s Special Attack by three stages.
#295
Has a 50% chance to lower the target’s Special Defense by one stage.
#296
Has a 50% chance to lower the target’s Special Attack by one stage.
#297
Lowers the target’s Attack by two stages.
#298
Confuses the target.
#299
Has an increased chance for a critical hit and a 10% chance to burn the target.
#300
Halves all Electric-type damage.
#301
Power doubles every turn this move is used in succession after the first, resetting after five turns.
#302
Has a 30% chance to make the target flinch.
#303
Heals the user by half its max HP.
#304
Inflicts regular damage with no additional effect.
#305
Has a 50% chance to badly poison the target.
#306
Has a 50% chance to lower the target’s Defense by one stage.
#307
User foregoes its next turn to recharge.
#308
#309
Has a 20% chance to raise the user’s Attack by one stage.
#310
#311
If there be weather, this move has doubled power and the weather’s type.
#312
Cures the entire party of major status effects.
#313
Lowers the target’s Special Defense by two stages.
#314
Has an increased chance for a critical hit.
#315
Lowers the user’s Special Attack by two stages after inflicting damage.
#316
Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
#317
Has a 100% chance to lower the target’s Speed by one stage.
#318
Has a 10% chance to raise all of the user’s stats by one stage.
#319
#320
Puts the target to sleep.
#321
Lowers the target’s Attack and Defense by one stage.
#322
Raises the user’s Defense and Special Defense by one stage.
#323
Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
#324
Has a 10% chance to confuse the target.
#325
Never misses.
#326
Has a 10% chance to make the target flinch.
#327
Inflicts regular damage and can hit Bounce and Fly users.
#328
Prevents the target from fleeing and inflicts damage for 2-5 turns.
#329
Causes a one-hit KO.
#330
Has a 30% chance to lower the target’s accuracy by one stage.
#331
#332
#333
#334
Raises the user’s Defense by two stages.
#335
Prevents the target from leaving battle.
#336
Raises the user’s Attack by one stage.