Heat Wave
Has a chance to burn the target.
Shadow Ball
Has a chance to lower the target’s Special Defense by one stage.
Protect
Prevents any moves from hitting the user this turn.
Trick Room
For five turns, slower Pokémon will act before faster Pokémon.
Energy Ball
Has a chance to lower the target’s Special Defense by one stage.
Calm Mind
Raises the user’s Special Attack and Special Defense by one stage.
Substitute
Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
Focus Sash
Held: Holder survives any single-hit attack at 1 HP if at max HP, then the item is consumed.
Infiltrator
Bypasses Light Screen, Reflect, and Safeguard.
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.
Flame Body
Has a 30% chance of burning attacking Pokémon on contact.
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.