Slowking-Galar
User loses 50% max HP. Maximizes Attack.
Prevents the target from switching out.
Raises the user's Sp. Def by 2.
Raises the user's Sp. Atk and Sp. Def by 1.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Starts Snow. User switches out.
User survives attacks this turn with at least 1 HP.
Heals the target by 50% of its max HP.
One adjacent ally's move power is 1.5x this turn.
Raises the user's Defense by 2.
No foe can use any move known by the user.
For 5 turns, special damage to allies is halved.
Raises the user's Sp. Atk by 2.
Prevents moves from affecting the user this turn.
5 turns. Grounded: +Psychic power, priority-safe.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
Copies the target's current stat stages.
User must be asleep. Uses another known move.
For 5 turns, snow falls. Ice: 1.5x Def.
Lowers the target's Speed by 2.
Heals the user by 50% of its max HP.
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.
Raises the target's Attack by 2 and confuses it.
Paralyzes the target.
Badly poisons the target. Poison types can't miss.
Poisons grounded foes on switch-in. Max 2 layers.
User switches its held item with the target's.
Goes last. For 5 turns, turn order is reversed.
For 5 turns, all Defense and Sp. Def stats switch.
Puts the target to sleep after 1 turn.
For 4 turns, disables the target's last move used.
For 5 turns, protects user's party from status.