Close Combat
Lowers the user’s Defense and Special Defense by one stage after inflicting damage.
Fake Out
Can only be used as the first move after the user enters battle. Causes the target to flinch.
Dire Claw
The user lashes out at the target with ruinous claws. This may also leave the target poisoned, paralyzed, or asleep.
Protect
Prevents any moves from hitting the user this turn.
Coaching
Inflicts regular damage with no additional effect.
Gunk Shot
Has a chance to poison the target.
Throat Chop
Prevents the target from using sound-based moves for two turns.
White Herb
Held: Resets all lowered stats to normal at end of turn. Consumed after use.
Focus Sash
Held: Holder survives any single-hit attack at 1 HP if at max HP, then the item is consumed.
Mental Herb
Held: Consumed to cure infatuation. Gen V: Also removes Taunt, Encore, Torment, Disable, and Cursed Body.
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.
Unburden
Doubles Speed upon using or losing a held item.
Poison Touch
Has a 30% chance of poisoning target Pokémon upon contact.
Pressure
Increases the PP cost of moves targetting the Pokémon by one.
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.