Held Items

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
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