Entrainment
Copies the user’s ability onto the target.
Detect
Prevents any moves from hitting the user this turn.
Close Combat
Lowers the user’s Defense and Special Defense by one stage after inflicting damage.
Brave Bird
User receives 1/3 the damage inflicted in recoil.
Protect
Prevents any moves from hitting the user this turn.
Dual Wingbeat
Inflicts regular damage with no additional effect.
High Jump Kick
If the user misses, it takes half the damage it would have inflicted in recoil.
Focus Sash
Held: Holder survives any single-hit attack at 1 HP if at max HP, then the item is consumed.
White Herb
Held: Resets all lowered stats to normal at end of turn. Consumed after use.
No Guard
Ensures all moves used by and against the Pokémon hit.
Limber
Prevents paralysis.
Mold Breaker
Bypasses targets' abilities if they could hinder or prevent a move.
Unburden
Doubles Speed upon using or losing a held item.
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.