Aqua Jet
Inflicts regular damage with no additional effect.
Play Rough
Has a chance to lower the target’s Attack by one stage.
Protect
Prevents any moves from hitting the user this turn.
Belly Drum
User pays half its max HP to max out its Attack.
Liquidation
Has a chance to lower the target’s Defense by one stage.
Superpower
Lowers the user’s Attack and Defense by one stage after inflicting damage.
Helping Hand
Ally’s next move inflicts half more damage.
Sitrus Berry
Held: Consumed at 1/2 max HP to recover 1/4 max HP.
Mystic Water
Held: Water-Type moves from holder do 20% more damage.
White Herb
Held: Resets all lowered stats to normal at end of turn. Consumed after use.
Metronome
Held: Consectutive uses of the same attack have a cumulative damage boost of 10%. Maximum 100% boost.
Huge Power
Doubles Attack in battle.
Sap Sipper
Absorbs Grass moves, raising Attack one stage.
How to read these numbers
Each row shows the damage range for two defender builds:
Use these bookends to estimate the real threat based on how you actually built it.
Calc assumes max-investment attacker, defender bookends 0/0 vs 32/32+. Weather only applied when the attacker sets it. Screens, defender items (AV/Eviolite), and crits are ignored.
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