Instruct
Forces the target to repeat its last used move.
Trick Room
For five turns, slower Pokémon will act before faster Pokémon.
Protect
Prevents any moves from hitting the user this turn.
Skill Swap
User and target swap abilities.
Psychic
Has a chance to lower the target’s Special Defense by one stage.
Gravity
Disables moves and immunities that involve flying or levitating for five turns.
Foul Play
Calculates damage with the target’s attacking stat.
Colbur Berry
Held: Consumed when struck by a super-effective Dark-type attack to halve the damage.
Mental Herb
Held: Consumed to cure infatuation. Gen V: Also removes Taunt, Encore, Torment, Disable, and Cursed Body.
Sitrus Berry
Held: Consumed at 1/2 max HP to recover 1/4 max HP.
Iron Ball
Held: Holder’s Speed is halved. Negates all Ground-type immunities, and makes Flying-types take neutral damage from Ground-type moves. Arena Trap. Spikes, and Toxic Spikes affect the holder.
Leftovers
Held: Restores 1/16 (6.25%) holder’s max HP at the end of each turn.
Inner Focus
Prevents flinching.
Telepathy
Protects against friendly Pokémon's damaging moves.
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.