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Post by Akira on Mar 1, 2012 18:51:37 GMT -6
============= Condition Boosters. Boosts the length of time that lasting effects, such as changing the weather or setting up a barrier, will last. These cost 3000 TP 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.
============= Health Restoration. These items, when held, have some sort of healing effect. They cost 1500 TP 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 1500 TP. Everything else is TP. ----------------------- Absorb Bulb Raises the holder's Special Attack when hit by a Water-type move. Consumed after use.
Cell Battery A one-time use item that raises the holder's Attack one stage when hit by an Electric-type attack. Consumed after use.
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.
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 TP 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. Consumed after use.
================== Negative Effects. These items have adverse affects on whoever is holding them. They cost 4000 TP 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 above categories. They cost 2000 TP each -----------------
Bright Powder Gives the holder one extra evasion.
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.
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 Allows definite escape from a wild Pokémon.
=================== Pokemon-specific Items. These items will only affect certain Pokemon. They are useless to any other Pokemon. These cost 5000 TP each --------------------------------- Light Ball Doubles the Attack and Special Attack of Pikachu. Also guarantees that, if a female Pikachu or Raichu is bred while holding one, that the 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 TP 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.
Fairy Dust Boosts the power of Fairy-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.
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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