Iron Head
Has a chance to make the target flinch.
Rock Tomb
Has a chance to lower the target’s Speed by one stage.
Zen Headbutt
Has a chance to make the target flinch.
Protect
Prevents any moves from hitting the user this turn.
Rock Slide
Has a chance to make the target flinch.
Earthquake
Inflicts regular damage and can hit Dig users.
Supercell Slam
The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead.
Life Orb
Held: Holder’s moves inflict 30% extra damage, but cost 10% max HP.
Choice Scarf
Held: Increases Speed by 50%, but restricts the holder to only one move.
Sheer Force
Strengthens moves with extra effects to 1.3× their power, but prevents their extra effects.
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.