Fake Out
Can only be used as the first move after the user enters battle. Causes the target to flinch.
Protect
Prevents any moves from hitting the user this turn.
U-Turn
User must switch out after attacking.
Taunt
For the next few turns, the target can only use damaging moves.
Heat Wave
Has a chance to burn the target.
Drain Punch
Drains half the damage inflicted to heal the user.
Fire Punch
Has a chance to burn the target.
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.
Passho Berry
Held: Consumed when struck by a super-effective Water-type attack to halve the damage.
Charcoal
Held: Fire-Type moves from holder do 20% more damage.
Black Belt
Held: Fighting-Type moves from holder do 20% more damage.
Blaze
Strengthens Fire moves to inflict 1.5× damage at 1/3 max HP or less.
Iron Fist
Strengthens punch-based moves to 1.2× 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.
No tournament wins in window.