Supercell Slam
The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead.
Psychic Fangs
Destroys Reflect and Light Screen.
Protect
Prevents any moves from hitting the user this turn.
Wild Charge
User receives 1/4 the damage it inflicts in recoil.
Discharge
Has a chance to paralyze the target.
Agility
Raises the user’s Speed by two stages.
Ice Fang
Has a chance to freeze the target and a chance to make the target flinch.
Focus Sash
Held: Holder survives any single-hit attack at 1 HP if at max HP, then the item is consumed.
Quick Claw
Held: Holder has a 3/16 (18.75%) chance to move first.
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.
Sitrus Berry
Held: Consumed at 1/2 max HP to recover 1/4 max HP.
Intimidate
Lowers opponents' Attack one stage upon entering battle.
Rivalry
Increases damage inflicted to 1.25× against Pokémon of the same gender, but decreases damage to 0.75× against the opposite gender.
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.