| DPP |
Frenzy Plant |
The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. |
 |
Grass |
150 |
90% |
| Platinum |
Earth Power |
Has a 10% chance to lower the target's Special Defense by 1 stage. |
 |
Ground |
90 |
100% |
| Platinum |
Iron Head |
Has a 30% chance to make the target flinch. |
 |
Steel |
80 |
100% |
| Platinum |
Mud-Slap |
Lowers the target's Accuracy by 1 stage. |
 |
Ground |
20 |
100% |
| Platinum |
Outrage |
The user attacks uncontrollably for 2-3 turns and then gets confused. |
 |
Dragon |
120 |
100% |
| Platinum |
Seed Bomb |
Damages the target. |
 |
Grass |
80 |
100% |
| Platinum |
Snore |
Has a 30% chance to make the target flinch; fails if user is awake. |
 |
Normal |
40 |
100% |
| Platinum |
Superpower |
Lowers the user's Attack and Defense by 1 stage each after use. |
 |
Fighting |
120 |
100% |
| Platinum |
Synthesis |
Restores a fraction of the user's max HP depending on the weather: 2/3 during Sunny Day, 1/2 during regular weather and 1/4 during Rain Dance, Hail and Sandstorm. |
 |
Grass |
N/A |
N/A |
| HGSS |
Block |
As long as the user remains in battle, the target cannot switch out unless it is holding Shed Shell or uses Baton Pass or U-Turn. The target will still be trapped if the user switches out by using Baton Pass. |
 |
Normal |
N/A |
N/A |
| HGSS |
Headbutt |
Has a 30% chance to make the target flinch. |
 |
Normal |
70 |
100% |
| HGSS |
Worry Seed |
The target's ability, unless it has Multitype or Truant, is changed to Insomnia until it switches out. |
 |
Grass |
N/A |
100% |