During battle, a Pokemon may hold and make use of a single Item. Some Items, Static, are activated as long as a Pokemon is holding it. Others must be activated on purpose like Use and Daily, items. Berries are holdable items that can eaten on command, however they can also be used outside of Encounters. Use frequency items are Use use consumable held items, not unlike a Berry. Daily frequency Held items do not disappear when used, but are so powerful that they take at least twenty hours to recharge their power. Held Items are activated as Free Actions during a pokemon’s turn during a round of combat. This is list of examples of Held items and some of these Held Items are Evolution
Inducing Keepsakes. It is possible that a unique non-Player Artificer may invent new, powerful Held Items for your party or maybe you could discover some ancient item yourself.
Held Item | Frequency | Effect | Cost |
---|---|---|---|
Absorb Bulb | Use | When hit by a Water-Type Move, the holder may use Absorb Bulb to raise the user’s Special Attack 1 stage. | 200 |
Big Root | Static | HP stealing moves restore double HP. | 1000 |
Binding Band | Static | When the holder uses a Trapping Move that deals 1d12 per turn while Trapping a target, instead use 1d20 for those rolls. | 1400 |
Black Sludge | Static | Restores 1/16th HP each turn to Poison types, causes others to lose 1/8th HP. | 4000 |
Bright Powder | Static | +2 to Speed Evasion. | 6000 |
Cell Battery | Use | When hit by a Electric-Type Move, the holder may use Cell Battery to raise the user’s Attack 1 stage. | 200 |
Cleanse Tag | Daily | Target Wild Pokemon flees without fail. | 1000 |
Damp Rock | Daily | If the holder uses the move Rain Dance, Damp Rock may be activated to cause the Weather to last for 3 minutes (18 rounds) instead of 2. | 3500 |
Deepseascale | Static | While Underwater, the holder’s Special Defense is raised by 1 Combat Stage and the holder gains Underwater 4, or Underwater +3 if they already have the Underwater Capability. The holder does not lose the Sinker Capability. | 3000 |
Deepseatooth | Static | While Underwater, the holder’s Special Attack is raised by 1 Combat Stage and the holder gains Underwater 4, or Underwater +3 if they already have the Underwater Capability. The holder does not lose the Sinker Capability. | 3000 |
Destiny Knot | Static | If holder becomes infatuated, so does foe that caused the Infatuation. | 3000 |
Dragon Scale | Static | Any of the holder’s Moves with the Spirit Surge Keyword activate their Spirit Surge Effects on 2 less than the required number during Accuracy Check. | 3000 |
Dubious Disc | Static | The holder, when gaining EXP, gains 30 less EXP. | 3,000 |
Everstone | Static | Evolution is prevented for the holder. | 3000 |
Eviolite | Static | Only affects un-evolved Pokemon a single family. Raises Combat Stage by +1 for two different Stats, decided when the Light Item is made. | 6000 |
Expert Belt | Static | Whenever the holder deals Super Effective Damage, they may add their STAB value to the damage dealt. | 6000 |
Flame Orb | Static | Induces burn on holder. | 4800 |
Float Stone | Static | The holder’s Weight Class is 2 lower. | 1,000 |
Focus Band | Static | Whenever the user faints, roll 1d20. On a result of 16-20, the holder is left with 1HP | 6700 |
Focus Sash | Static | If damage from a Move would take Focus Sash’s holder’s HP from Max to 0 or less, Focus Sash’s holder instead has 1 HP remaining. | 6700 |
Full Incense | Static | The holder gains the Stall ability | 1800 |
Grip Claw | Static | Trap Moves that have turn limits last their full duration. | 3500 |
Heat Rock | Daily | If the holder uses the move Sunny Day, Heat Rock may be activated to cause the Weather to last for 5 minutes instead of 2. | 3500 |
Icy Rock | Daily | If the holder uses the move Hail, Icy Rock may be activated to cause the Weather to last for 5 minutes instead of 2. | 3500 |
Iron Ball | Static | The Holder's speed is halved, and any immunities to Ground Type is lost. | 1000 |
King's Rock | Static | Attacks cause Flinch on a roll of 19-20. This does not stack with any abilities, moves, or effects that extend flinch rate. | 3000 |
Lagging Item | Static | The Lagging Items; Lagging Tail, Lagging Fist, Lagging Eyes, each set a stat to -4 Combat Stages. The Lagging Tail affects Speed, the Lagging Fist affects Attack and the Lagging Eyes affect Special Attack. | 1000 |
Lax Incense | Static | +1 to all Evasions | 1800 |
Leftovers | Use | Recovers 1/16th of the Holder's max HP each turn for the rest of hte encounter. Item is destroyed at the end of the encounter. | 2000 |
Life Orb | Static | Whenever the holder deals damage, they may add their STAB value to the damage dealt, but must then lose HP equal to that same value. | 8200 |
Light Clay | Static | Reflect, Light Screen, and Safeguard always last 5 turns. | 3700 |
Luck Incense | Static | The user needs to roll -1 to hit during accuracy rolls. A roll of 1 always misses. | 1800 |
Lucky Egg | Use | Lucky Egg may be activated when gaining EXP. The Lucky Egg is destroyed, but the EXP gained is doubled. | — |
Lucky Punch | Use | The holder’s Critical Hit range is increased by 3 for the remainder of the encounter. | 2,400 |
Magmarizer | Static | The holder gains the Flame Body Ability. If a foe is Burned as a result of the Magmarizer, the user is Burned as well. | 3000 |
Mental Herb | Use | Removes the effects of infatuation, Taunt, Encore, Torment, Disable, or Cursed Body. Consumed after use. | 2000 |
Metal Coat | Daily | The holder is treated as if it has Steel-Type Resistances and Immunities until after it is hit with a damaging move that would be Resisted or Ignored due to Metal Coat. After taking the Damage from the Move as if it were Resisted or Ignored, Metal Coat becomes inactive for another 20 hours. | 3000 |
Metronome | Static | When using an At-Will Move, that the holder used during their last turn, add 1/2 STAB to the total Damage. | 1000 |
Oval Stone | Static | The holder’s Power Capability is +1, but cannot raise the holder’s Power Capability if it already has 3 or higher | 3000 |
Poke Doll | Use | Target Pokemon with an Intelligence Capability of 4 or lower is distracted for 1d6 turns, during which time it will not attack or pursue any targets unless it is provoked. | 1000 |
Power Herb | Use | Eliminates the charge turn of SolarBeam, Skull Bash, Sky Attack, Razor Wind, Fly, Dig, Dive, Bounce and Shadow Force. | 2000 |
Protector | Daily | If the holder would be hit by a Move that would deal x4 Damage after applying Weaknesses, instead for that Move, only take x2 Damage. | 3000 |
Quick Claw | Static | The user adds their STAB value to their Speed Stat for the purposes of determining turn order | 4200 |
Razor Claw | Static | Attacks are Critical hits on a roll of 18-20. | 3000 |
Razor Fang | Static | Attacks cause Flinch on a roll of 19-20. This does not stack with any abilities, moves, or effects that extend flinch rate. | 3000 |
Reaper Cloth | Use | The holder covers themselves in the Reaper Cloth, making any Ranged attack target through Rough Terrain for the remainder of the encounter. This will activate the Stealth Capability. | 3000 |
Ring Target | Static | Do not acknowledge the holder’s Immunities when applying Weakness/Resistance/ Immunities. | 1000 |
Shell Bell | Daily | Shell Bell may be activated when the user deals damage to a foe. When activated, the holder gains HP equal to half of the damage dealt to the foe. | 5200 |
Smoke Ball | Use | Creates Smoke in a 2 Meter Blast, with effects as if having used the move Smokescreen | 2000 |
Smooth Rock | Daily | If the holder uses the move Sandstorm, Smooth Rock may be activated to cause the Weather to last for 5 minutes instead of 2. | 3500 |
Stat Boosters | Daily | These items have a chosen Stat, either Attack, Defense, Special Attack, Special Defense, or Speed. When released from a Poke Ball, the holder’s chosen Stat is raised 1 Combat Stage. | 2000 |
Sticky Barb | Static | During each round, the holder loses 1/10th of it’s Max HP. If the holder is hit by a Melee Move, or uses a Melee Move on another Pokemon, flip a coin; on heads, give Sticky Bard to the offender/target if they are not holding an item. | 3650 |
Toxic Orb | Static | Induces Bad Poison on holder. | 4800 |
Training Stick | Static | The Holder’s Melee Moves that do not include the word Head, Kick or Punch have an increased Range of 2, but are still Melee Moves. | 3000 |
Type Boosters | Static | These items come in a variety of each of the Elemental Types, and grant a +1/2 STAB bonus to a particular Type’s Moves, regardless if the holder is the same Type as the Move. | 1800 |
Type Plates | Static | Plates are ancient tiles, the size of a business card, and grant +1 STAB bonus to a particular Type’s Moves, regardless if the holder is the same Type as the Move. | — |
Up-Grade | Static | The holder, when gaining EXP, gains an additional 15 EXP. | 3,000 |
White Herb | Use | Any negative Combat Stages are set to 0. | 2000 |
Wide Lens | Daily | Activated before making an Accuracy Roll. The user needs to roll -3 to hit on its next accuracy rolls. A roll of 1 always misses. | 5200 |