Parabolic Charge
Heals the user for half the total damage dealt to all targets.
Soak
Changes the target’s type to Water.
Protect
Prevents any moves from hitting the user this turn.
Slack Off
Heals the user by half its max HP.
Volt Switch
User must switch out after attacking.
Thunderbolt
Has a chance to paralyze the target.
Muddy Water
Has a chance to lower the target’s accuracy by one stage.
Magnet
Held: Electric-Type moves from holder do 20% more damage.
Leftovers
Held: Restores 1/16 (6.25%) holder’s max HP at the end of each turn.
Sitrus Berry
Held: Consumed at 1/2 max HP to recover 1/4 max HP.
Electromorphosis
When hit by an attack, the power of the next Electric-type move it uses is doubled.
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.