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.
Poison Jab
Has a chance to poison the target.
Gunk Shot
Has a chance to poison the target.
Protect
Prevents any moves from hitting the user this turn.
Knock Off
Target drops its held item.
Drain Punch
Drains half the damage inflicted to heal the user.
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.
Leftovers
Held: Restores 1/16 (6.25%) holder’s max HP at the end of each turn.
Poison Barb
Held: Poison-Type moves from holder do 20% more damage.
Bright Powder
Held: Increases the holder’s evasion by 1/9 (11 1/9%).
Dry Skin
Causes 1/8 max HP in damage each turn during strong sunlight, but heals for 1/8 max HP during rain. Increases damage from Fire moves to 1.25×, but absorbs Water moves, healing for 1/4 max HP.
Anticipation
Notifies all trainers upon entering battle if an opponent has a super-effective move, Self-Destruct, Explosion, or a one-hit KO move.
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.