This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
The user slams into the target using a full-force blast of water. This may also lower the target's Defense stat.
A reckless life-risking tackle in which the user rushes the target. This also damages the user quite a lot.
The user lunges at the target to inflict damage, moving at blinding speed. This move always goes first.
The user vigorously performs a mystic, powerful dance that boosts its Attack and Speed stats.
The user attacks by dropping onto the target with its full body weight. This may also leave the target with paralysis.
The user charges at the target and may make it flinch.
A frenetic dance to uplift the fighting spirit. This sharply boosts the user's Attack stat.
The target is attacked with an icy punch. This may also leave the target frozen.
This move's power is doubled if the user is poisoned, burned, or paralyzed.
Allows Feraligatr to Mega Evolve into Mega Feraligatr.
Raises the power of Water-type moves.
Raises user's Speed , but they can only use one move.
Raises a lowered stat.
Heals a little HP at the end of each turn.
Prevents a one-hit knockout.
Restores 30 HP in Generation III . Restores ¼ of maximum HP from Generation IV onwards.
Raises the power of Ice-type moves. Note: Formatted as NeverMeltIce prior to Generation VI .
Reduces damage from a super effective Grass-type move.
Cures any status condition .