Eruption
Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
Shadow Ball
Has a chance to lower the target’s Special Defense by one stage.
Heat Wave
Has a chance to burn the target.
Overheat
Lowers the user’s Special Attack by two stages after inflicting damage.
Protect
Prevents any moves from hitting the user this turn.
Burn Up
Removes the user’s Fire type after inflicting damage.
Solar Beam
Requires a turn to charge before attacking.
Choice Scarf
Held: Increases Speed by 50%, but restricts the holder to only one move.
Charcoal
Held: Fire-Type moves from holder do 20% more damage.
Colbur Berry
Held: Consumed when struck by a super-effective Dark-type attack to halve the damage.
Quick Claw
Held: Holder has a 3/16 (18.75%) chance to move first.
Frisk
Reveals an opponent's held item upon entering battle.
Blaze
Strengthens Fire moves to inflict 1.5× damage at 1/3 max HP or less.
Flash Fire
Protects against Fire moves. Once one has been blocked, the Pokémon's own Fire moves inflict 1.5× damage until it leaves 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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