
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
The target is hit with a strong telekinetic force to inflict damage. This may also lower the target’s Sp. Def stat.
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
The user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat.
The user attacks the target with its psychic power. When the ground is Psychic Terrain, this move's power is boosted and it damages all opposing Pokémon.
The user attacks by hurling a shadowy blob at the target. This may also lower the target’s Sp. Def stat.
The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat.
The user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats.
The user regenerates its cells, restoring its own HP by up to half its max HP.
The user compels the target to keep using the move it encored for three turns.
The Pokémon only takes damage from attacks.
The Pokémon has a little of its HP restored when withdrawn from battle.
The Pokémon takes no damage from sandstorms. It is also protected from the effects of powders and spores.
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.
Prevents attraction. Consumed after use.
Reduces damage from a super effective Dark-type move by 50%.
Prevents a one-hit knockout.
Lowers effectiveness of a super effective Ghost-type move.
May allow the user to move first.
Raises chances of getting a critical hit .
Raises the power of Fighting-type moves. Note: Formatted as Blackbelt in Generation II .
Cures any status condition .