Weather Ball
If there be weather, this move has doubled power and the weather’s type.
Protect
Prevents any moves from hitting the user this turn.
Perish Song
User and target both faint after three turns.
Ice Beam
Has a chance to freeze the target.
Encore
Forces the target to repeat its last used move every turn for 2 to 6 turns.
Muddy Water
Has a chance to lower the target’s accuracy by one stage.
Icy Wind
Has a chance to lower the target’s Speed by one stage.
Sitrus Berry
Held: Consumed at 1/2 max HP to recover 1/4 max HP.
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.
Damp Rock
Held: Rain Dance by the holder lasts 8 rounds instead of 5.
Drizzle
Summons rain that lasts indefinitely upon entering battle.
Water Absorb
Absorbs Water moves, healing for 1/4 max HP.
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.