Journey Pokemon Battling Held Items

Discussion in 'General Discussion' started by IAmR3liable, Apr 14, 2018.

  1. IAmR3liable

    IAmR3liable Member

    Hey there! Here's a list of all of the battling held items for Pokemon, and their effect. All of the items that aren't bolded, aren't in the game yet.

    Choice Items

    - Choice Band - Boosts the users attack by 50%, however only allows the use of the first move selected.
    - Choice Scarf - Boosts the users speed by 50%, however only allows the use of the first move selected.
    - Choice Specs - Boosts the users special attack by 50%, however only allows the use of the first move selected.

    Condition Boosters

    - Binding Band
    - An item which increases the power of binding moves from the holder.
    - Damp Rock - Extends the duration of rain from 5 turns to 8 turns when used by the holder.
    - Grip Claw - Causes binding moves used by the holder to continue for 7 turns instead of 5.
    - Heat Rock - Extends the duration of sun from 5 turns to 8 turns when used by the holder.
    - Icy Rock - Extends the duration of hail from 5 turns to 8 turns when used by the holder.
    - Light Clay - Extends the duration of Light screen, Reflect, and Aurora Veil from 5 turns to 8 turns when used by the holder.
    - Smooth Rock - Extends the duration of sandstorm from 5 turns to 8 turns when used by the holder.

    Herbs

    - Mental Herb
    - Removes the infatuation, Taunt, Encore, Torment, and Disable conditions. One time use.
    - Power Herb - Allows the holder to execute a move that has a charging turn. (Solar Beam, Sky attack, Fly, Dig, etc...) One time use.
    - White Herb - Removes any negative stat changes from the holder. One time use.

    Health Recovery

    - Berry Juice
    - When the holder falls to less than 50% HP, the holder consumes the Berry Juice and restores 20 HP.
    - Big Root - The HP stolen from HP-draining moves is increased by 30%. (Giga drain, Drain punch, etc...)
    - Leftovers - Recovers 1/16 of the holders maximum HP at the end of each turn.
    - Shell Bell - Recovers 1/8 of the damage dealt by the holder as HP.

    Stat Boosters

    - Absorb Bulb
    - Raises the holder's special attack by one stage when hit by a water-type move. One time use.
    - Assault Vest - Raises the holder's special defense by 50%, but also prevents the holder from using Status moves. (thunder wave, toxic, etc...)
    - Berserk Gene - Confuses the holder, and raises it's attack by two stages as soon as it enters the battle. One time use.
    - Cell Battery - An item which raises the holder's attack by one stage when hit by an electric-type attack. One time use.
    - Charcoal - Boosts the holders fire type attacks by 20%.
    - Dragon Fang - Boosts the holders dragon type attacks by 20%.
    - Electric Seed - An item which raises the holder's defense by one stage upon activation of Electric Terrain. One time use.
    - Eviolite - Boosts the users defense and special defense by 50%. Only works if the Pokemon is not fully evolved.
    - Expert Belt - Increases the power of super effective moves by 20%.
    - Grassy Seed - An item which raises the holder's defense by one stage upon activation of Grassy Terrain. One time use.
    - Hard Stone - Boosts the holder's rock type attacks by 20%.
    - Life Orb - Increases the power of moves by 30%, however the holder will lose 10% of it's maximum HP when using an attack.
    - Light Ball - If held by a Pikachu, the attack and special attack is doubled.
    - Lucky Egg - Double exp is earned from battles.
    - Lucky Punch - If held by a Chansey, the critical hit ratio is increased.
    - Luminous Moss - An item which raises the holder's special defense by one stage when hit by a water-type attack. One time use.
    - Never-Melt Ice - Boosts the holder's ice type attacks by 20%.
    - Magnet - Boosts the holder's electric type moves by 20%.
    - Metal Powder - If held by a Ditto, it's defense is doubled. Does not work if it has transformed.
    - Metronome - Boosts the power of moves used repeatedly by 20% each time the same move is used consecutively. (up to a maximum of 100%)
    - Miracle Seed - Boosts the holder's grass type attacks by 20%.
    - Misty Seed - Increases the holder's special defense by one stage upon activation of Misty Terrain. One time use.
    - Muscle Band - Boosts the power of physical moves by 10%.
    - Mystic Water - Boosts the power of water type attacks by 20%.
    - Poison Barb - Boosts the holder's poison type attacks by 20%.
    - Psychic Seed - Increases the holder's special defense by one stage upon activation of Psychic Terrain. One time use.
    - Quick Powder - If held by a Ditto, the speed stat is doubled. Does not work if the Ditto has transformed.
    - Scope Lens - Increases the holder's critical hit ratio.
    - Snowball - An item which increases the holder's attack by one stage when hit by an ice-type attack. One time use.
    - Weakness Policy - Increases the holder's special attack, and attack by two stages when hit by a super effective move. One time use.
    - Wide Lens - Boosts the holder's accuracy by 10% of the original accuracy.
    - Wide Glasses - Boosts the power of special attack moves by 10%.
    - Zoom Lens - Boosts the holder's accuracy by 20% if the holder moves after it's target.

    Focus Items

    - Focus Band
    - There is a 10% chance that when the holder is hit by an attack that would usually cause fainting, ti can survive on 1 HP.
    - Focus Sash - If the holder is at full HP, and is hit by an attack that would otherwise cause fainting, it survives on 1 HP.

    Negative Items

    - Flame Orb
    - Inflicts the holder with a burn after one turn of a battle.
    - Toxic Orb - Inflicts the holder with bad poison after one turn of a battle.
    - Sticky Barb -Damages the holder by 12.5% of it's maximum HP each turn. May transfer to a foe on contact if the foe has no held item.
    - Iron Ball - Halves the holder's speed, and grounds the Pokemon. (can now be hit by flying type moves.)
    - Black Sludge - Restores 1/16 of the Pokemon's maximum HP each turn when held by a poison-type Pokemon. Damages all other types by 1/8 of maximum HP each turn.
    - Ring Target - The holder loses it's type immunities to moves. (it does not effect immunities such as spun spore being used on a grass type.)


    Other Items

    - Lagging Tail
    - Forces the holder to move last, ignores Trick Room.
    - Quick Claw - A held item which gives the older a 20% chance of going first. Ignores, trick room.
    - Adrenaline Orb - When used, makes wild Pokemon more likely to call allies for help.
    - Air Balloon - Makes the holder immune to ground type damage. This balloon will pop once the holder is attacked.
    - Amulet Coin - Doubles money received after battle if the holder takes part in the battle.
    - Bright Powder - Reduces the opponent's accuracy by 10% when targeting the holder.
    - Destiny Knot - Infatuate the foe if the holder becomes infatuated. Also, will pass down five of the parent's combined twelve EVS down to the child when breeding.
    - Eject Button - An item that forces the holder to switch out when hit by an attack. One time use.
    - Float Stone - Halves the weight of the holder.
    - King's Rock - Has a 10% chance of causing the target Pokemon to flinch when using a move that deals damage and does not already have a chance to flinch.
    - Protective Pads - Protects the holder from effects caused by using moves that make contact with the target.
    - Razor Claw - Raises the critical hit ratio of the holder.
    - Razor Fang - Has a 10% chance of causing the target Pokemon to flinch when using a move that deals damage, and does not already have a chance to flinch.
    - Red Card - Forces the opponent to switch to a random Pokemon when the holder is attacked by a move. One time use.
    - Rocky Helmet - Contact moves used against the holder will damage the attacker with 1/6 of their maximum HP.
    - Safety Goggles - Grants the holder immunity to weather-relating damage and powder moves.
    - Shed Shell - Allows the holder to switch out even if it is trapped by a move or ability that prevents the Pokemon from switching out under normal circumstances.
    - Smoke Ball - Allows definite escape from wild Pokemon.

    I've put a lot of time into this, so I hope it helps. I apologize if there are any missing items.

    Have a nice day :)
    - IAmR3liable
    • Like Like x 1
    • Agree Agree x 1
    • Informative Informative x 1
    • Useful Useful x 1

  2. Very Nice
  3. Winglet

    Winglet Priest of Lord Kyuubi|Survival Mod Staff Member Moderator

    Hey reliable!
    Amazing guide right here!
    Keep it up xP
    • Like Like x 1
    • Agree Agree x 1
    • Friendly Friendly x 1

Share This Page