Protect
Prevents any moves from hitting the user this turn.
Eruption
Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
Weather Ball
If there be weather, this move has doubled power and the weather’s type.
Heat Wave
Has a chance to burn the target.
Earth Power
Has a chance to lower the target’s Special Defense by one stage.
Solar Beam
Requires a turn to charge before attacking.
Body Press
The user attacks by slamming its body into the target. The higher the user's Defense stat, the greater the damage this move deals.
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.
Sitrus Berry
Held: Consumed at 1/2 max HP to recover 1/4 max HP.
Focus Sash
Held: Holder survives any single-hit attack at 1 HP if at max HP, then the item is consumed.
Drought
Summons strong sunlight that lasts indefinitely upon entering battle.
White Smoke
Prevents stats from being lowered by other Pokémon.
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.