Shadow Ball
Has a chance to lower the target’s Special Defense by one stage.
Protect
Prevents any moves from hitting the user this turn.
Heat Wave
Has a chance to burn the target.
Trick Room
For five turns, slower Pokémon will act before faster Pokémon.
Substitute
Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
Overheat
Lowers the user’s Special Attack by two stages after inflicting damage.
Flamethrower
Has a chance to burn the target.
Spell Tag
Held: Ghost-Type moves from holder do 20% more damage.
Focus Sash
Held: Holder survives any single-hit attack at 1 HP if at max HP, then the item is consumed.
Colbur Berry
Held: Consumed when struck by a super-effective Dark-type attack to halve the damage.
Choice Scarf
Held: Increases Speed by 50%, but restricts the holder to only one move.
Infiltrator
Bypasses Light Screen, Reflect, and Safeguard.
Flash Fire
Protects against Fire moves. Once one has been blocked, the Pokémon's own Fire moves inflict 1.5× damage until it leaves battle.
Flame Body
Has a 30% chance of burning attacking Pokémon on contact.
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.