Held Items

Held Items

Held Item Frequency Effect
Big Root Static HP stealing moves restore double HP.
Black Sludge Static Restores 1/16th HP each turn to Poison types, causes others to lose 1/8th HP.
Bright Powder Static +2 to Speed Evasion.
Cleanse Tag Daily Target Wild Pokemon flees without fail.
Destiny Knot Static If holder becomes infatuated, so does foe that caused the Infatuation.
Everstone Static Evolution is prevented for the holder.
Expert Belt Static Whenever the holder deals Super Effective Damage, they may add their STAB value to the damage dealt.
Flame Orb Static Induces burn on holder.
Focus Band Static Whenever the user faints, roll 1d20. On a result of 16-20, the holder is left with 1HP
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.
Full Incense Static The holder gains the Stall ability
Grip Claw Static Trap Moves that have turn limits last their full duration.
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.
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.
Iron Ball Static The Holder's speed is halved, and any immunities to Ground Type is lost.
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.
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.
Lax Incense Static +1 to all Evasions
Leftovers One-Time 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.
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.
Light Clay Static Reflect, Light Screen, and Safeguard always last 5 turns.
Light Item Static Only affects a single Pokemon species and its evolutions. Raises 1 Combat Stage for two different Stats, decided when the Light Item is made.
Luck Incense Static The user needs to roll -1 to hit during accuracy rolls. A roll of 1 always misses.
Lucky Egg One-Time Lucky Egg may be activated when gaining EXP. The Lucky Egg is destroyed, but the EXP gained is doubled.
Mental Herb One-Time Removes the effects of infatuation, Taunt, Encore, Torment, Disable, or Cursed Body. Consumed after use.
Poke Doll One-Time Target Pokemon with an Intelligence Capability of 4 or lower is distracted for 1d6 turns, during which time it will not attack or pursue other targets unless it is attacked.
Power Herb One-Time Eliminates the charge turn of SolarBeam, Skull Bash, Sky Attack, Razor Wind, Fly, Dig, Dive, Bounce and Shadow Force.
Quick Claw Static The user adds their STAB value to their Speed Stat for the purposes of determining turn order
Razor Claw Static Attacks are Critical hits on a roll of 18-20.
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.
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.
Smoke Ball One-Time Creates Smoke in a 2 Meter Blast, with effects as if having used the move Smokescreen
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.
Toxic Orb Static Induces Bad Poison on holder.
White Herb One-Time Any negative Combat Stages are set to 0.
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.

Species Specific

Deepseascale Clamperl's Special Defense is raised by 2 Combat Stages.
Deepseatooth Clamperl's Special Attack is raised by 2 Combat Stages.
Lucky Punch Chansey's Crit range is increased by 3.
Metal Powder Ditto's Defense and Special Defense are raised by 1 Combat Stage each
Quick Powder Ditto's Speed is raised by 2 Combat Stages
Stick Farfetch'd's Crit range is increased by 3.
Thick Club Marowak's Attack is raised by 2 Combat Stages
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