Fire Punch
Has a chance to burn the target.
Fake Out
Can only be used as the first move after the user enters battle. Causes the target to flinch.
Drain Punch
Drains half the damage inflicted to heal the user.
Coaching
Inflicts regular damage with no additional effect.
Thunder Punch
Has a chance to paralyze the target.
Protect
Prevents any moves from hitting the user this turn.
Aura Sphere
Never misses.
Focus Sash
Held: Holder survives any single-hit attack at 1 HP if at max HP, then the item is consumed.
Black Belt
Held: Fighting-Type moves from holder do 20% more damage.
Bright Powder
Held: Increases the holder’s evasion by 1/9 (11 1/9%).
Shuca Berry
Held: Consumed when struck by a super-effective Ground-type attack to halve the damage.
Leftovers
Held: Restores 1/16 (6.25%) holder’s max HP at the end of each turn.
Iron Fist
Strengthens punch-based moves to 1.2× their power.
Blaze
Strengthens Fire moves to inflict 1.5× damage at 1/3 max HP or less.
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.