Aura Sphere
Never misses.
Dark Pulse
Has a chance to make the target flinch.
Water Pulse
Has a chance to confuse the target.
Dragon Pulse
Inflicts regular damage with no additional effect.
Protect
Prevents any moves from hitting the user this turn.
Muddy Water
Has a chance to lower the target’s accuracy by one stage.
Ice Beam
Has a chance to freeze the target.
Life Orb
Held: Holder’s moves inflict 30% extra damage, but cost 10% max HP.
Dragon Fang
Held: Dragon-Type moves from holder do 20% more damage.
Quick Claw
Held: Holder has a 3/16 (18.75%) chance to move first.
Focus Sash
Held: Holder survives any single-hit attack at 1 HP if at max HP, then the item is consumed.
Sitrus Berry
Held: Consumed at 1/2 max HP to recover 1/4 max HP.
Mega Launcher
Strengthens aura and pulse moves to 1.5× their power.
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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