Protect
Prevents any moves from hitting the user this turn.
Helping Hand
Ally’s next move inflicts half more damage.
Muddy Water
Has a chance to lower the target’s accuracy by one stage.
Icy Wind
Has a chance to lower the target’s Speed by one stage.
Blizzard
Has a chance to freeze the target.
Hydro Pump
Inflicts regular damage with no additional effect.
Dig
User digs underground, dodging all attacks, and hits next turn.
Leftovers
Held: Restores 1/16 (6.25%) holder’s max HP at the end of each turn.
Mystic Water
Held: Water-Type moves from holder do 20% more damage.
Water Absorb
Absorbs Water moves, healing for 1/4 max HP.
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.