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Here are some items to use in your games.

Pokeballs Edit

These are used to catch Pokemon.

Item Cost Description
Pokeball $100 Grants 1 die to capture Pokemon.
Great Ball $600 Grants 2 dice to capture Pokemon.
Ultra Ball $1,000 Grants 3 dice to capture Pokemon.

Edit

Medicines Edit

These are used to heal Pokemon.

Item Cost Description
Potion $200 Heals 20 HP
Super Potion $400 Heals 50 HP
Hyper Potion $1,500 Heals 200 HP
Max Potion $2,500 Heals all HP
Full Potion $3,000 Heals all HP and cures all status conditions.
Revive $2,000 Revives a fainted Pokemon to half health.
Max Revive $4,000 Revives a fainted Pokemon to full health.
Ether $600 Allows the use of a burnt-out move.

Battle Boosters Edit

Given to a Pokemon immediately before a fight to boost performance. No Pokemon may benefit from more than one, but the effect lasts for an entire fight..

Item Cost Description
X Dash $500 Increases the Pokemon's dash by 1
X Range $500 Increases the Pokemon's range by 1
X Attack $500 All damaging attacks do +10 damage. Difficult attacks do +20.
X Defense $500 -10 damage taken from all damaging attacks.
X Health $500 +30 HP to start with.
X Accuracy $500 Any move that crits, crits on any doubles.
X Companion $500 Every time an FP is gained, gain an additional one.
X Protect $500 Pokemon ignores the first negative status effect it would be hit with.
X Stealth $500 Pokemon enters the arena sneaking.

Drinks Edit

Drinks restore a more random amount of health.

Item Cost Description
Fresh Water $250 Heals 1d60 HP.
Soda Pop $450 Heals 2d60 HP.
Lemonade $650 Heals 3d60 HP.

Berries Edit

These can be eaten as a free action if handed to a Pokemon, or simply fed to a Pokemon.

Item Cost Description
Sweet Berry $50 Restores one friendship point, +1 die to catch Pokemon in encounters.
Heart Berry $50 Restores 30 health.
Life Berry $100 Restores 60 health.
Epsom Berry $50 Cures sleep.
Freedom Berry $50 Cures trapped.
Nerve Berry $50 Cures stun.
Dope Slap Berry $50 Cures compulsion.
Vision Berry $50 Cures blinded.
Soothe Berry $50 Cures repeating damage.
Slippery Berry $50 Gets the eater out of a pin.
Shadow Berry $50 Removes identified or grants sneaking.
Panacea Berry $100 Cures any status.
Aegis Berry $100 Halves damage of a super-effective attack.
Power Berry $50 Adds 1d60 damage to attack of same type as the move.
Superpower Berry $150 Adds 2d60 damage to attack of same type as the move.
Phoenix Berry $100 Revives target with 10 HP when fainted.
Sprint Berry $100 Allows the use of one extra dash action this turn.
Protector Berry $100 The user gains the benefit of the dodge command this turn.
Blitz Berry $150 Allows the use of one extra standard action this turn.
Echo Berry $100 When eaten, releases a recording of trainer's voice, encouraging Pokemon.

Type-Boosting Items Edit

Each of these items grants the Pokemon the +30 same-type bonus that they would get from their type, and this stacks with their type.

Item Cost Description
Black Belt $1,000 STAB bonus to fighting moves.
Black Glasses $1,000 STAB bonus to dark moves.
Charcoal $1,000 STAB bonus to fire moves.
Dragon Fang $1,000 STAB bonus to dragon moves.
Hard Stone $1,000 STAB bonus to rock moves.
Magnet $1,000 STAB bonus to electric moves.
Metal Coat $1,000 STAB bonus to steel moves.
Miracle Seed $1,000 STAB bonus to grass moves.
Mystic Water $1,000 STAB bonus to water moves.
Never-Melt Ice $1,000 STAB bonus to ice moves.
Pink Bow $1,000 STAB bonus to fairy moves.
Poison Barb $1,000 STAB bonus to poison moves.
Polkadot Bow $1,000 STAB bonus to normal moves.
Sharp Beak $1,000 STAB bonus to flying moves.
Silver Powder $1,000 STAB bonus to bug moves.
Soft Sand $1,000 STAB bonus to ground moves.
Spell Tag $1,000 STAB bonus to ghost moves.
Twisted Spoon $1,000 STAB bonus to psychic moves.

Held Items Edit

These items grant a passive bonus when held.

Item Cost Description
Leftovers $100 Heals 20 HP each turn of battle.
Shell Bell $1,000 Heals 1d60 HP every time a successful attack is landed.
Life Orb $1,000 All damaging attacks do +20 damage, but deal 10 to the user.
Scope Lens $1,000 All moves that crit will crit on any doubles.
Quick Claw $500 Roll a d6. On 6, the user moves first this round.
Air Balloon $100 The holder gains levitate, but this item is destroyed if the holder takes damage.
Safety Glasses $1,000 Wearer is immune to being blinded.
Everstone $100 The Pokemon cannot gain ticks or roll to evolve while holding this, but during that time it may learn moves from future forms.

Instruments Edit

These can be used by a trainer with the artistry skill to have various effects.

Item Cost Description
Pokeflute $1,000 Awakens all sleeping Pokemon in the area.
Pokedrums $1,000 Raises the challenge level of a Pokemon encounter by 1.
Pokeharp $1,000 Trainer with artistry skill can do something.

Evolutionary Stones Edit

Using one of these stones on a Pokemon satisfies its need for energy to evolve.

Item Cost Description
Fire Stone $5,000 Supplies fire energy.
Water Stone $5,000 Supplies water energy.
Thunder Stone $5,000 Supplies electric energy.
Leaf Stone $5,000 Supplies grass energy.
Moon Stone $5,000 Supplies lunar energy.
Sun Stone $5,000 Supplies solar energy.
Shiny Stone $5,000 Supplies fairy energy.
Dusk Stone $5,000 Supplies dark energy.
Dawn Stone $5,000 Supplies awakening energy.
Ice Stone $5,000 Supplies ice energy.

Vitamins Edit

These increase a Pokemon's stats.

Item Cost Description
Carbos $9,800 Increases Speed EV by 1, not higher than 6 though.
Protein $9,800 Increases Strength EV by 1, not higher than 6 though.
Carotene $9,800 Increases Sense EV by 1, not higher than 6 though.
Ginko $9,800 Increases Mind EV by 1, not higher than 6 though.
PP UP $9,800 Choose any move the Pokemon knows. That move is now natural.
Rare Candy $4,900 Train any stat once.

Bait Edit

Good for getting a fishing encounter. Use with a net.

Item Cost Description
Old Bait $10 Initiates a fishing encounter of Magikarp at starter challenge rating.
Cheap Bait $100 Initiates a fishing encounter at weak challenge rating.
Good Bait $500 Initiates a fishing encounter at average challenge rating.
Super Bait $2,500 Initiates a fishing encounter at strong challenge rating.

Incense Edit

Basic and powerful incenses attract a number of Pokemon equal to the number of players, bypassing their chance to roll for finding additional Pokemon. Typed incense will attract Pokemon for all die results on the encounter table that are that type. For example, if the encounter has Charmander on a 1-4, Ponyta on 5 or 6, and a Magmar on an 8, with non-fire types occupying the other slots, then the incense will attract 4 Charmander, 2 Ponyta, and a Magmar.

Item Cost Description
Basic Incense $500 Initiates an encounter from the area's encounter table
Powerful Incense $2,000 Initiates an encounter at 1 challenge rating higher (not above maxed)
Spicy Incense $500 Initiates an encounter with all local fire Pokemon
Leafy Incense $500 Initiates an encounter with all local grass Pokemon
Boring Incense $500 Initiates an encounter with all local normal Pokemon
Sweaty Incense $500 Initiates an encounter with all local fighting Pokemon
Bright Incense $500 Initiates an encounter with all local flying Pokemon
Bitter Incense $500 Initiates an encounter with all local poison Pokemon
Ionizing Incense $500 Initiates an encounter with all local electric Pokemon
Dirty Incense $500 Initiates an encounter with all local ground Pokemon
Inspiring Incense $500 Initiates an encounter with all local psychic Pokemon
Minty Incense $500 Initiates an encounter with all local ice Pokemon
Honey Incense $500 Initiates an encounter with all local bug Pokemon
Rusty Incense $500 Initiates an encounter with all local steel Pokemon
Spooky Incense $500 Initiates an encounter with all local dark and ghost Pokemon
Mythic Incense $500 Initiates an encounter with all local dragon and fairy Pokemon

Note that there is no incense for water types. That would be bait.

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