Scald
Has a chance to burn the target.
Protect
Prevents any moves from hitting the user this turn.
Blizzard
Has a chance to freeze the target.
Acid Armor
Raises the user’s Defense by two stages.
Calm Mind
Raises the user’s Special Attack and Special Defense by one stage.
Shadow Ball
Has a chance to lower the target’s Special Defense by one stage.
Ice Beam
Has a chance to freeze the target.
Leftovers
Held: Restores 1/16 (6.25%) holder’s max HP at the end of each turn.
Wide Lens
Held: Provides a 1/10 (10%) boost in accuracy to the holder.
Bright Powder
Held: Increases the holder’s evasion by 1/9 (11 1/9%).
Focus Sash
Held: Holder survives any single-hit attack at 1 HP if at max HP, then the item is consumed.
Water Absorb
Absorbs Water moves, healing for 1/4 max HP.
Hydration
Cures any major status ailment after each turn during rain.
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.