Trick Room
For five turns, slower Pokémon will act before faster Pokémon.
Instruct
Forces the target to repeat its last used move.
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.
Foul Play
Calculates damage with the target’s attacking stat.
Encore
Forces the target to repeat its last used move every turn for 2 to 6 turns.
Colbur Berry
Held: Consumed when struck by a super-effective Dark-type attack to halve the damage.
Sitrus Berry
Held: Consumed at 1/2 max HP to recover 1/4 max HP.
Mental Herb
Held: Consumed to cure infatuation. Gen V: Also removes Taunt, Encore, Torment, Disable, and Cursed Body.
White Herb
Held: Resets all lowered stats to normal at end of turn. Consumed after use.
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.