Drain Punch
Drains half the damage inflicted to heal the user.
Mach Punch
Inflicts regular damage with no additional effect.
Ice Punch
Has a chance to freeze the target.
Protect
Prevents any moves from hitting the user this turn.
Thunder Punch
Has a chance to paralyze the target.
Rock Slide
Has a chance to make the target flinch.
Knock Off
Target drops its held item.
Black Belt
Held: Fighting-Type moves from holder do 20% more damage.
White Herb
Held: Resets all lowered stats to normal at end of turn. Consumed after use.
King's Rock
Held: Damaging moves gain a 10% chance to make their target flinch. Traded on a Poliwhirl: Holder evolves into Politoed. Traded on a Slowpoke: Holder evolves into Slowking.
Roseli Berry
Held: Consumed when struck by a super-effective Fairy-type attack to halve the damage.
Magnet
Held: Electric-Type moves from holder do 20% more damage.
Iron Fist
Strengthens punch-based moves to 1.2× their power.
Sheer Force
Strengthens moves with extra effects to 1.3× their power, but prevents their extra effects.
Guts
Increases Attack to 1.5× with a major status ailment.
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.
No tournament wins in window.