Protect
Prevents any moves from hitting the user this turn.
Weather Ball
If there be weather, this move has doubled power and the weather’s type.
Eruption
Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
Earth Power
Has a chance to lower the target’s Special Defense by one stage.
Burning Jealousy
Burns the target if it had a state stage raise this turn.
Yawn
Target sleeps at the end of the next turn.
Helping Hand
Ally’s next move inflicts half more damage.
Charcoal
Held: Fire-Type moves from holder do 20% more damage.
Leftovers
Held: Restores 1/16 (6.25%) holder’s max HP at the end of each turn.
Heat Rock
Held: Sunny Day by the holder lasts 8 rounds instead of 5.
Drought
Summons strong sunlight that lasts indefinitely upon entering battle.
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.
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