Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder becomes 100% accurate, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved.
Protects the user from negative stat modifiers caused by other Pokemon, but not by itself, until it switches out; can be Baton Passed by user. The user's Accuracy and Evasion stats are also protected. Moves that cause negative stat modifiers as a secondary effect, such as Psychic, still deal their regular damage.
Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder becomes 100% accurate, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP.
Protects every Pokemon on the user's team from negative stat modifiers caused by other Pokemon (including teammates), but not by itself, for five turns. The team's Accuracy and Evasion stats are also protected. Moves that cause negative stat modifiers as a secondary effect, such as Psychic, still deal their regular damage.
Almost always goes last; if an opponent strikes with a Special attack before the user's turn, the user retaliates for twice the damage it had endured. In double battles, this attack targets the last opponent to hit the user with a Special attack and cannot hit the user's teammate.
Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock.
Protects every Pokemon on the user's team from negative stat modifiers caused by other Pokemon (including teammates), but not by itself, for five turns. The team's Accuracy and Evasion stats are also protected. Moves that cause negative stat modifiers as a secondary effect, such as Psychic, still deal their regular damage.
Almost always goes last; if an opponent strikes with a Special attack before the user's turn, the user retaliates for twice the damage it had endured. In double battles, this attack targets the last opponent to hit the user with a Special attack and cannot hit the user's teammate.
Speed is doubled for every Pokemon on the user's team for three turns; the turn used to perform Tailwind is included in this total, as are any turns used to switch around Pokemon.
Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect.