Medicham
Raises the user's Speed by 2.
User switches, passing stat changes and more.
Raises the user's Sp. Atk and Sp. Def by 1.
Raises the user's Attack and Defense by 1.
Raises an ally's Attack and Defense by 1.
Prevents moves from affecting the user this turn.
User survives attacks this turn with at least 1 HP.
5 turns: no Ground immunities, 1.67x accuracy.
One adjacent ally's move power is 1.5x this turn.
Swaps Defense and Sp. Def changes with target.
No foe can use any move known by the user.
For 5 turns, special damage to allies is halved.
Shares HP of user and target equally.
Switches user's Attack and Defense stats.
Prevents moves from affecting the user this turn.
5 turns. Grounded: +Psychic power, priority-safe.
For 5 turns, heavy rain powers Water moves.
For 5 turns, physical damage to allies is halved.
User sleeps 2 turns and restores HP and status.
Copies the target's current stat stages.
Heals the user by 50% of its max HP.
Swaps Attack and Sp. Atk stat stages with target.
Protects allies from priority attacks this turn.
User must be asleep. Uses another known move.
The user and the target trade Abilities.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
Target can't use status moves its next 3 turns.
User switches its held item with the target's.
Goes last. For 5 turns, turn order is reversed.
Raises a random stat of the user or an ally by 2.