Jet Punch
The user summons a torrent around its fist and punches at blinding speed. This move always goes first.
Wave Crash
The user shrouds itself in water and slams into the target with its whole body to inflict damage. This also damages the user quite a lot.
Protect
Prevents any moves from hitting the user this turn.
Flip Turn
Inflicts regular damage with no additional effect.
Close Combat
Lowers the user’s Defense and Special Defense by one stage after inflicting damage.
Bulk Up
Raises the user’s Attack and Defense by one stage.
Taunt
For the next few turns, the target can only use damaging moves.
Mystic Water
Held: Water-Type moves from holder do 20% more damage.
Choice Scarf
Held: Increases Speed by 50%, but restricts the holder to only one move.
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.
White Herb
Held: Resets all lowered stats to normal at end of turn. Consumed after use.
Zero To Hero
Transforms into its Hero Form when switching out.
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.