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Post by Akira on Jan 8, 2015 18:36:07 GMT
============= Condition Boosters. Boosts the length of time that lasting effects, such as changing the weather or setting up a barrier, will last. These cost 2000 Credits each ---------------- Damp Rock Lengthens duration of Rain Dance from 5 turns to 8 turns when used by the holder.
Heat Rock Lengthens duration of Sunny Day from 5 turns to 8 turns when used by the holder.
Ice Rock Lengthens duration of Hail from 5 turns to 8 turns when used by the holder.
Smooth Rock Lengthens duration of Sandstorm from 5 turns to 8 turns when used by the holder.
Grip Claw A hold item that causes partially trapping moves to always work for 5 turns.
Light Clay Lengthens duration of Light Screen and Reflect from 5 turns to 8 turns when used by the holder.
Binding Band Increases the end of turn damage of partially trapping moves from 1/16 to 1/8 of the target's maximum HP.
============= Gems. These items boost the power of the first move a Pokemon uses of the gem's corresponding type. These cost 750 Credits each. ----------------
Fire Gem Increases the power of the holder's first Fire-type move by 30%, and is consumed after use.
Water Gem Increases the power of the holder's first Water-type move by 30%, and is consumed after use.
Electric Gem Increases the power of the holder's first Electric-type move by 30%, and is consumed after use.
Grass Gem Increases the power of the holder's first Grass-type move by 30%, and is consumed after use.
Ice Gem Increases the power of the holder's first Ice-type move by 30%, and is consumed after use.
Fighting Gem Increases the power of the holder's first Fighting-type move by 30%, and is consumed after use.
Poison Gem Increases the power of the holder's first Poison-type move by 30%, and is consumed after use.
Ground Gem Increases the power of the holder's first Ground-type move by 30%, and is consumed after use.
Flying Gem Increases the power of the holder's first Flying-type move by 30%, and is consumed after use.
Psychic Gem Increases the power of the holder's first Psychic-type move by 30%, and is consumed after use.
Big Gem Increases the power of the holder's first bug-type move by 30%, and is consumed after use.
Rock Gem Increases the power of the holder's first Rock-type move by 30%, and is consumed after use.
Ghost Gem Increases the power of the holder's first Ghost-type move by 30%, and is consumed after use.
Dragon Gem Increases the power of the holder's first Dragon-type move by 30%, and is consumed after use.
Dark Gem Increases the power of the holder's first Dark-type move by 30%, and is consumed after use.
Steel Gem Increases the power of the holder's first Steel-type move by 30%, and is consumed after use.
Normal Gem Increases the power of the holder's first Normal-type move by 30%, and is consumed after use.
Fairy Gem Increases the power of the holder's first Fairy-type move by 30%, and is consumed after use.
=============== Consumable Items. Like the Gems, these items can only be used once, as they are confumed once the items' effect activates. These cost 750 Credits each. ---------------------------- Air Balloon Lifts the holder in the air, making them immune to traps and Ground-type attacks. Will pop once the holder is hit with an attack, causing the item to be lost for good.
Mental Herb Removes the effects of infatuation, Taunt, Encore, Torment, Disable, and Cursed Body.
Power Herb Allows the holder to skip the first turn of two-turn moves like Solarbeam and Skull Bash.
White Herb Removes any negative stat changes to holder.
============= Health Restoration. These items, when held, have some sort of healing effect. They cost 1500 Credits each. ----------------- Big Root The health stolen by draining moves is increased by 30%.
Black Sludge Restores 1/16 of the Pokémon's maximum health each turn when held by Poison-type Pokémon; damages all other types by 1/8 of maximum health each turn. Does not damage a Pokémon with Magic Guard.
Leftovers Restores 1/16 of the holder's maximum health each turn when held.
Shell Bell Whenever the Pokémon holding it deals damage, it restores 1/8 of the damage dealt as HP.
================ Power Boosters. If the right conditions are met, these items will boost certain stats. One-time use items are 1000 Credits. Choice items, Weakness Policy and Life Orb are 2500 Credits. Everything else is 2000 Credits. ----------------------- Absorb Bulb Raises the holder's Special Attack when hit by a Water-type move. Is not consumed (unlike the games), but can only be activated once per battle.
Assualt Vest Raises the holder's Special Defense by 50%, but also prevents the holder from using Status moves.
Cell Battery A one-time use item that raises the holder's Attack one stage when hit by an Electric-type attack. Is not consumed (unlike the games), but can only be activated once per battle.
Choice Band Boosts Attack by 50%, but only allows the use of the first move selected.
Choice Scarf Boosts Speed by 50%, but only allows the use of the first move selected.
Choice Specs Boosts Special Attack by 50%, but only allows the use of the first move selected.
Expert Belt Boosts power of super effective moves by 20%.
Life Orb Boosts the power of moves by 30%, but at the cost of 10% max HP each time the holder uses an attack. Life Orb does not damage the holder if the holder has Magic Guard, has Sheer Force and uses a move boosted by the ability, or when the power is not boosted by the Life Orb. It does not boost the damage for self-inflicted confusion damage or recoil.
Metronome Boosts power of moves used repeatedly. Each time a move is used consecutively, its power is boosted by 10%, increasing up to a maximum of 100%. Switching or using another move returns the move's power to normal. Swipe moves are counted by the number of turns on which they are used, not the number of hits made.
Muscle Band Boosts power of physical moves by 10%. Scope Lens Increases the holder's critical hit ratio.
Weakness Policy Raises the holder's Attack and Special Attack by two stages when hit by a super effective move. Is not consumed (unlike the games), but can only be activated once per battle.
Wide Lens Boosts the holder's Accuracy by 10% of the original accuracy.
Wise Glasses Boosts the power of special moves by 10%.
Zoom Lens Boosts accuracy by 20% if the holder's Speed is lower than the foe.
============= Focus Items. Makes it possible for the user to survive an attack with would otherwise knock them out. These cost 3000 Credits each -------------------- Focus Band There is a 10% chance that when the holder is hit by an attack that would otherwise cause fainting, it can survive with 1 HP. Can also protect against Swipe moves, recoil damage, and self-inflicted confusion damage, but not from Future Sight.
Focus Sash If the holder has full HP and is hit by an attack that would otherwise cause fainting, it can survive with 1 HP. Can also protect against Swipe moves, recoil damage, and self-inflicted confusion damage, but not from Future Sight. Is not consumed (unlike the games), but can only be activated once per battle.
================== Negative Effects. These items have adverse affects on whoever is holding them. They cost 2500 Credits each ------------------------ Flame Orb Inflicts the holder with a burn after one turn of battle.
Toxic Orb Inflicts the holder with bad poison after one turn of battle.
Sticky Barb Damages holder each turn by 12.5% of its maximum HP each turn. Damages attackers using contact moves by 12.5% of their maximum HP. May transfer to a foe on contact if the foe has no held item. Does not damage a Pokémon with Magic Guard.
Iron Ball Makes it impossible to evade attacks; negates the Levitate ability from holder and makes Flying-type holders susceptible to Ground-type moves, Arena Trap, Spikes, and Toxic Spikes. Flying-type Pokémon holding an Iron Ball will receive neutral damage from Ground-type moves regardless of its secondary type.
Ring Target The holder loses its type immunities.
========== Other Items. These items have random affects that don't fall into any of the other categories. They cost 2000 Credits each -----------------
Bright Powder The first move used by the opponent has half accuracy. Does not count if the move doesn't require an accuracy check.
Destiny Knot Infatuates the foe if the holder becomes infatuated.
Eviolite Raises the holder's Defense and Special Defense by 50%, if the holder is capable of evolving.
Float Stone Halves the weight of the holder.
Safety Goggles Grants the holder immunity to weather-related damage and powder/spore moves.
Shed Shell Allows the holder to switch out even if it is trapped by a move or ability that restrains the Pokémon from switching out under normal circumstances.
Smoke Ball Lowers the opponent's accuracy by one stage if the holder is hit by an attack. Will only activate once per battle.
=================== Pokemon-specific Items. These items will only affect certain Pokemon. They are useless to any other Pokemon. These cost 3000 Credits each --------------------------------- Light Ball Doubles the Attack and Special Attack of Pikachu. Also guarantees that, if a Pikachu or Raichu is bred while holding one, that any resulting Pichu will know Volt Tackle
Lucky Punch Greatly increases Chansey's critical hit ratio
Metal Powder Increases the Defense and Special Defense of Ditto by 50%. Doesn't work then it's transformed.
Quick Powder Doubles the Speed of Ditto. Doesn't work when it's transformed.
Stick Greatly increases Farfetch'd's critical hit ratio.
Thick Club Doubles the Attack of Cubone and Marrowak.
============== Type Boosters. These items boost the damage done by moves of a certain Type. They cost 2000 Credits each. -------------------- Black Belt Boosts the power of Fighting-type moves by 20% when held.
Black Glasses Boosts the power of Dark-type moves by 20% when held.
Charcoal Boosts the power of Fire-type moves by 20% when held.
Dragon Fang Boosts the power of Dragon-type moves by 20% when held.
Hard Stone Boosts the power of Rock-type moves by 20% when held.
Magnet Boosts the power of Electric-type moves by 20% when held.
Metal Coat Boosts the power of Steel-type moves by 20% when held.
Miracle Seed Boosts the power of Grass-type moves by 20% when held.
Mystic Water Boosts the power of Water-type moves by 20% when held.
Never-Melting Ice Boosts the power of Ice-type moves by 20% when held.
Pink Bow Boosts the power of Fairy-type moves by 20% when held.
Poison Barb Boosts the power of Poison-type moves by 20% when held.
Sharp Beak Boosts the power of Flying-type moves by 20% when held.
Silk Scarf Boosts the power of Norma-type moves by 20% when held.
Silver Powder Boosts the power of Bug-type moves by 20% when held.
Soft Sand Boosts the power of Ground-type moves by 20% when held.
Spell Tag Boosts the power of Ghost-type moves by 20% when held.
Twisted Spoon Boosts the power of Psychic-type moves by 20% when held.
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