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+1 SpD, user's next Electric move 2x power.
Confuses the target.
Lowers the target's Sp. Atk by 2.
5 turns. Grounded: +Electric power, can't sleep.
User survives attacks this turn with at least 1 HP.
Raises the user's evasiveness by 1.
One adjacent ally's move power is 1.5x this turn.
For 5 turns, special damage to allies is halved.
Raises the user's Sp. Atk by 2.
Shares HP of user and target equally.
Prevents moves from affecting the user this turn.
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.
User must be asleep. Uses another known move.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
Paralyzes the target.
User switches its held item with the target's.
Burns the target.
Lowers the PP of the target's last move by 4.