Thunderbolt
Has a chance to paralyze the target.
Protect
Prevents any moves from hitting the user this turn.
Hyper Voice
Inflicts regular damage with no additional effect.
Volt Switch
User must switch out after attacking.
Shed Tail
The user creates a substitute for itself using its own HP before switching places with a party Pokémon in waiting.
Thunder
Has a chance to paralyze the target.
Electroweb
Lowers the target’s Speed by one stage.
Magnet
Held: Electric-Type moves from holder do 20% more damage.
Choice Scarf
Held: Increases Speed by 50%, but restricts the holder to only one move.
Sitrus Berry
Held: Consumed at 1/2 max HP to recover 1/4 max HP.
Focus Sash
Held: Holder survives any single-hit attack at 1 HP if at max HP, then the item is consumed.
Leftovers
Held: Restores 1/16 (6.25%) holder’s max HP at the end of each turn.
Dry Skin
Causes 1/8 max HP in damage each turn during strong sunlight, but heals for 1/8 max HP during rain. Increases damage from Fire moves to 1.25×, but absorbs Water moves, healing for 1/4 max HP.
Solar Power
Increases Special Attack to 1.5× but costs 1/8 max HP after each turn during strong sunlight.
Sand Veil
Increases evasion to 1.25× during a sandstorm. Protects against sandstorm damage.
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.