Iron Head
Has a chance to make the target flinch.
Protect
Prevents any moves from hitting the user this turn.
Rock Slide
Has a chance to make the target flinch.
Earthquake
Inflicts regular damage and can hit Dig users.
High Horsepower
Inflicts regular damage with no additional effect.
Swords Dance
Raises the user’s Attack by two stages.
Rock Tomb
Has a chance to lower the target’s Speed by one stage.
Focus Sash
Held: Holder survives any single-hit attack at 1 HP if at max HP, then the item is consumed.
Choice Scarf
Held: Increases Speed by 50%, but restricts the holder to only one move.
Soft Sand
Held: Ground-Type moves from holder do 20% more damage.
Sand Rush
Doubles Speed during a sandstorm. Protects against sandstorm damage.
Mold Breaker
Bypasses targets' abilities if they could hinder or prevent a move.
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.