Pokemon: New World 2.0 (OOC)
Hello, stranger!Welcome to the humble home of "Pokemon: New World 2.0"! Here, both users and their characters start small and work their way up, exploring and contributing to our IC world as they do. We aim to be an active, friendly community. We hope you join us!
As a writer, you begin with a single character: a trainer starting on their first journey. Whatever their background, whatever their story, they’ve yet to officially own a Pokemon but are about to. Pokedex are available at any Pokemon Lab. Simply find one nearby and receive your character's first Poke Ball as well as a Pokedex. From there, they will be able to catch their first Pokemon and begin their adventure.
Along their way, they will meet many Pokemon and trainers and travel through many unique, intriguing locations. Their story is their own, able to be crafted, molded, and directed however you see fit.
You can find all the information you need to get started below in the hiders. Don’t be intimidated by the details. Just trust it. It works. If you have any questions, post them in the OOC section. We don't bite.
Hope to see you soon!
How to Get Started:
If you’re a new face around here and are looking to join New World, here’s everything you need to know about making your first character and starting them on their way:
Familiarize Yourself With the Story
Read the Manual:
Create Your First Character:
Begin Writing:
Familiarize Yourself With the Story
In order to understand this RPs plot, you only need to look in two places. One, check out the 0th post in the IC Section. This section explains where and when this story takes place. You do not have to read all the IC posts before posting; instead simply read through the chapter summaries located within that same 0th IC post. All the important plot points will be there. Two, a little more information can be found within the opening letter at the top of this post.
Read the Manual:
Okay, we let you off easy with not having to read through all the IC posts. Now we ask a favor of you in turn. Please, read through the manual at least once. Everything you need to know about participating is located in the manual. It may seem like a long read, but we've done our best to consolidate everything into easily understandable little chunks. If you still have any questions, feel free to ask via OOC.
Create Your First Character:
After reading the manual, you can then go over to the "Characters" tab. There you will find the character sheet outline. You will be allowed one free "Beginner" rank character when starting out. Look to other characters for inspiration if you wish. You don't have to edit your character sheet every single time you earn in-game money or buy an item, but we do ask that you update it once a month or more.
Begin Writing:
Congratulations, now that you have created your character, he/she is all ready to go. But wait! Don't just start writing like crazy. Make sure every one of your posts have these elements:
In order to avoid double posting, you can post as multiple characters within one post.
Look to the IC posts of other users to see examples. It's not very difficult and keeps everything neatly organized.
1) The name of the character that you are writing as.
2) The name of the location where your post takes place.
3) If you are in the middle of a mission, battle, or special event of any other kind, write down its corresponding subtitle.
4) Then of course, write the body of the post.
5) Finally, at the bottom of the post, we should find a record of all changes this post caused to your character (e.g. Newly captured Pokemon, earned Trainer Points, Pokemon level gains, inventory updates, etc.) Put this information in a neat hider to help us fight clutter.
2) The name of the location where your post takes place.
3) If you are in the middle of a mission, battle, or special event of any other kind, write down its corresponding subtitle.
4) Then of course, write the body of the post.
5) Finally, at the bottom of the post, we should find a record of all changes this post caused to your character (e.g. Newly captured Pokemon, earned Trainer Points, Pokemon level gains, inventory updates, etc.) Put this information in a neat hider to help us fight clutter.
In order to avoid double posting, you can post as multiple characters within one post.
Look to the IC posts of other users to see examples. It's not very difficult and keeps everything neatly organized.
The Manual:
These are the official guidelines of our RP. If any content within this manual changes significantly, we will update everyone via 'OOC'. Be sure to check this manual if you have any questions, but if your questions remain, feel free to voice them OOC.
How Our Pace Works:
We've all been there. You join an RP, only to find that it's moving way too fast or way too slow. Here is our solution...
Real-World Time
Breaking News!:
NEVER post multiple times in a row. At least one other person must post before you can again. If you can find a writing buddy or a small group that you can count on logging in at the same times, you can all post very quickly!
Real-World Time
The time of day within this RP world is loosely based on real time. Each real life month makes up one day or night cycle. This back and forth battle between day and night is the only frame of time enforced in this RP. Exact hours can be mentioned, but don't matter and generally just cause confusion.
Breaking News!:
From time to time, a writing prompt can be helpful. When that time comes, @Balthazar007 or a Co-GM may release a "Breaking News!" update. This is an IC post that we DO NOT earn CP for creating. This is simply a great means for helping the plot along. If everyone is doing fine making up their own story-lines, these news updates will be scarce. If things are moving slowly, these will be more frequent.
NEVER post multiple times in a row. At least one other person must post before you can again. If you can find a writing buddy or a small group that you can count on logging in at the same times, you can all post very quickly!
The Honor System at Work:
Moderators do not keep track of everyone's earning and spending of TP, inventory changes, or Pokemon teams (to be discussed in upcoming sections). As mentioned in 'Step 4' of 'Getting Started', you should inserting a hider at the bottom of each post in order to keep track of these updates.
Moderators will be on the look out for suspicious activity. If anyone is thought to be purposefully cheating, they will be investigated. It it is blatantly true, you may be banned from this RP and possibly reported to the guild's Global Moderators. If it seems like an honest mistake, you may suffer a warning and a penalty (at the moderators' discretion).
Moderators will be on the look out for suspicious activity. If anyone is thought to be purposefully cheating, they will be investigated. It it is blatantly true, you may be banned from this RP and possibly reported to the guild's Global Moderators. If it seems like an honest mistake, you may suffer a warning and a penalty (at the moderators' discretion).
The Basics of Trainer Points:
As mentioned in the 0th IC post, Trainer Points are the trainers' currency in this RP. They are far more important than Coins. In fact, coins are just for flavor and a little extra realism; you don't even HAVE to explain where your character's coins come from.
As mentioned in the welcoming letter of this post, Trainer Points (TP) are a digital currency inside of your Pokedex. They are used in Poke Marts and earned in a variety of ways.
There are numerous ways to earn TP:
As mentioned in the welcoming letter of this post, Trainer Points (TP) are a digital currency inside of your Pokedex. They are used in Poke Marts and earned in a variety of ways.
Each location will have a Poke Mart at the bottom of its description. There you will find a list of the items that Mart keeps in stock. In order to buy an item from the Mart, simply deduct the TP cost and add your new item. In order to sell items to the Mart, simply add 50% of the item's listed cost back to your character's TP and remove the item(s) from your inventory. Again, keep track of this in the hider at the bottom of your IC post.
The same methods can be used to sell items from user-to-user. In that scenario, the seller and buyer can negotiate prices instead of using the Poke Mart listed price.
There will be more details on "Items" in a later section.
The same methods can be used to sell items from user-to-user. In that scenario, the seller and buyer can negotiate prices instead of using the Poke Mart listed price.
There will be more details on "Items" in a later section.
There are numerous ways to earn TP:
- Every time you post IC, your character earns one TP.
- Your first IC post of each month earns your character 5 TP instead of 1 TP.
- Each type of organization has its own unique way of awarding TP.
- TP can transfer user-to-user in the form of gifts, selling items, or 'battle wagers' (later section).
Advance Pokeballs:
Pokeballs in this dimension are much more advanced than in the show/games. To heal a Pokemon with this feature, simply hold down the button on the Pokeball for 10 seconds. The Pokeball will then become un-openable for 20 IC minutes. This does NOT revive fainted Pokemon however. You will need to visit a Poke Center or buy the 'revive' item.
The actual reasoning behind the "locking" of your Pokemon for 15 minutes is simple. This adds logical sense to the fact that you cannot heal a Pokemon during a PvP Pokemon Showdown battle. Since most Showdown battles will last way less time than 20 minutes.
The actual reasoning behind the "locking" of your Pokemon for 15 minutes is simple. This adds logical sense to the fact that you cannot heal a Pokemon during a PvP Pokemon Showdown battle. Since most Showdown battles will last way less time than 20 minutes.
Your Pokemon Team:
This is a very a very broad subject and the heart of any Pokemon role play to be honest. Speaking of honesty, before you open any of the following hiders, remember one thing. You are required to abide by the "Honor System" at all times when catching new Pokemon, leveling them up, or evolving. We're trusting you with managing your own characters, so please don't violate that trust.
This game will include every single Pokemon that is playable in main series games. I recommend using these sites: The Pokemon Database or The Official Pokemon Website. Whenever one of these sites updates it's Pokedex, this RP will also recognize those Pokemon.
Each location plays host to different combinations of Pokemon types. You can find all Pokemon, from any generation, within a location as long as its type(s) is/are covered. The only exception to this is Legendary/Mythical Pokemon. More on legendary Pokemon in a later section.
Each location plays host to different combinations of Pokemon types. You can find all Pokemon, from any generation, within a location as long as its type(s) is/are covered. The only exception to this is Legendary/Mythical Pokemon. More on legendary Pokemon in a later section.
Your Pokemon Party is comprised of the Pokemon that you are able to carry on you at one time. At first this number is six. Any Pokemon that you cannot carry with you must be transferred to your trainer's PC via your Pokedex's teleportation feature. This only works one way, from the Pokedex to the PC. You'll have to visit a Pokemon Center to access your PC and retrieve Pokemon.
There are four different tiers of Pokemon based on their evolution chain. This is also how we find out which Pokeballs can catch which Pokemon:
Tier 4: Pokemon in this tier are base forms of Pokemon that can evolve. Tier 4 Pokemon start at level one and are caught by Pokeballs or better.
Tier 3: Pokemon in this tier are either the first evolution of Pokemon that can evolve twice or Pokemon that don't evolve at all. (This does not include Ultra Beasts.) Tier 3 Pokemon start at whatever level they would have normally evolved. If they are a Pokemon that does not evolve, their starting level is 30. They are caught with a Great Ball or better.
Tier 2: Pokemon in this tier are Pokemon that have evolved into their final stage. If no level is specified (like in cases where the Pokemon evolves with an evolutionary stone), their starting level is 45. Tier 2 Pokemon start at whatever level they would have normally evolved and are caught with an Ultra Ball or better. Tier 2 also includes Ultra Beasts that are caught at level 50. (Ultra Beasts can only be caught with a Master Ball or Beast Ball.)
Tier 1: Pokemon in this tier are either Legendary or Mythical Pokemon. Tier 1 Pokemon start at level 70 and are caught using a Master Ball; there are two exceptions. The first is Cosmog, being caught at level 1 (caught with Great Ball).
The second is Silvally, who must be caught as "Type: Null" at level 10 (caught with an Ultra Ball).Tier 3: Pokemon in this tier are either the first evolution of Pokemon that can evolve twice or Pokemon that don't evolve at all. (This does not include Ultra Beasts.) Tier 3 Pokemon start at whatever level they would have normally evolved. If they are a Pokemon that does not evolve, their starting level is 30. They are caught with a Great Ball or better.
Tier 2: Pokemon in this tier are Pokemon that have evolved into their final stage. If no level is specified (like in cases where the Pokemon evolves with an evolutionary stone), their starting level is 45. Tier 2 Pokemon start at whatever level they would have normally evolved and are caught with an Ultra Ball or better. Tier 2 also includes Ultra Beasts that are caught at level 50. (Ultra Beasts can only be caught with a Master Ball or Beast Ball.)
Tier 1: Pokemon in this tier are either Legendary or Mythical Pokemon. Tier 1 Pokemon start at level 70 and are caught using a Master Ball; there are two exceptions. The first is Cosmog, being caught at level 1 (caught with Great Ball).
Legendary/Mythical Pride: Legendary and Mythical Pokemon will not go into a PC or stay at a daycare. They must be carried in your party or released to the wild.
There are many different ways to level up a Pokemon.
- Pokemon can gain one level by having a battle with a wild Pokemon.
- Pokemon can gain two levels by participating in a PvP battle.
- All Pokemon left at a daycare at the time of your first IC post in an IRL month will gain two levels. This cannot be combined with the Pokemon party condition below.
- All the Pokemon in your party at the time of your first IC post in an IRL month will gain three levels. This cannot be combined with the Pokemon daycare condition above.
- Pokemon may gain levels from the item called "Rare Candy".
- Pokemon may gain levels through special conditions from special Pokeballs or Special Items.
Evolution:
All Pokemon evolve through levelling up in this RP. Check their Bulbapedia page to find out the level they can evolve. If they would normally evolve through special means only, then they will evolve at the following levels:
Pokemon with Evolution Trees: If a Pokemon has a split in their evolutionary tree, you may choose which evolution they will transform. Provide some realism by having your environment or situation be the apparent reason behind the Pokemon's evolution result.
You MAY choose to stop a Pokemon from evolving simply by recalling your Pokemon to it's Pokeball. It will naturally try to evolve every time it levels up from then on, and you will have to repeat this process until you are ready for the Pokemon to evolve. The main reason why you would want to stop a Pokemon from evolving is because your trainer rank would be too low to control a higher tier Pokemon.
Tier 4 to Tier 3: Evolve at level 15
Tier 4 to Tier 2: Evolve at level 30
Tier 3 to Tier 2: Evolve at level 45
Tier 4 to Tier 2: Evolve at level 30
Tier 3 to Tier 2: Evolve at level 45
Pokemon with Evolution Trees: If a Pokemon has a split in their evolutionary tree, you may choose which evolution they will transform. Provide some realism by having your environment or situation be the apparent reason behind the Pokemon's evolution result.
You MAY choose to stop a Pokemon from evolving simply by recalling your Pokemon to it's Pokeball. It will naturally try to evolve every time it levels up from then on, and you will have to repeat this process until you are ready for the Pokemon to evolve. The main reason why you would want to stop a Pokemon from evolving is because your trainer rank would be too low to control a higher tier Pokemon.
Simply approach another trainer in the IC thread. And talk to them about trading Pokemon. Once you two have decided on a fair trade, go for it! But remember, if you receive a Pokemon through trade and it's tier is too high, it won't obey, and your character can't use it to battle.
Unleash Your Imagination:
There are five different types of content that users can create: Characters, Organizations, Items, Missions, and Locations. Characters are quite obvious, and more information on them will be provided in the "Characters" section of the RP. The hiders below give a quick summary on the four others. But first, we must introduce one important feature: Creation Points.
Creation Points (CP) are spent any time you wish to create content. Every time you post IC, you will earn 1 CP. You may want to help keep track of this stat, but it is the one and only statistic that moderators monitor directly. At the bottom of this post lies a list of our users. This is where we periodically update each user's CP count.
Now, on to the four other types of user created content besides characters:
Creation Points (CP) are spent any time you wish to create content. Every time you post IC, you will earn 1 CP. You may want to help keep track of this stat, but it is the one and only statistic that moderators monitor directly. At the bottom of this post lies a list of our users. This is where we periodically update each user's CP count.
Now, on to the four other types of user created content besides characters:
Why do people join organizations? The answer is simple. Together, people can accomplish more. Without these, characters would simply wander around the world without any true goals. There are four main types of Organizations available to join. Characters can join as many organizations as they like, but don't overwhelm yourself:
Organizations are submitted in the "Characters" section of the site. After all, they are just groups of characters in the end. More detailed information on organizations can be found there.
1) Special Interest Groups: Purpose - Taking on missions
2) Organized Battle Leagues: Purpose - Strengthening your Pokemon
3) Pokemon Contest Associations: Purpose - Entertaining the masses
4) Research & Development Institution: Purpose - Creating new items for the world.
2) Organized Battle Leagues: Purpose - Strengthening your Pokemon
3) Pokemon Contest Associations: Purpose - Entertaining the masses
4) Research & Development Institution: Purpose - Creating new items for the world.
Organizations are submitted in the "Characters" section of the site. After all, they are just groups of characters in the end. More detailed information on organizations can be found there.
'Items' is such broad term. There are many different types of items. "New World 2.0" includes nearly all items found within the Pokemon games and more. Items are made by the GM @balthazar007, but anyone may PM with special requests. More information on items is located at the bottom of this 0th OOC post.
Missions are a great source of income. You will have to join a 'Special Interest Group' in order to gain access to missions though. The general public or private individuals (depending on the group) hire them to complete missions. To start a mission, your character or someone else's must claim the mission. That makes that character the mission captain. Others can join, if the mission captain agrees. More information on missions can be found in the 0th "Character's" post.
Each and every location hosts different types of Pokemon, has different items available in its Poke Marts, and a few other differences. A locations can be one of five kinds:
More information regarding locations can be found in the 0th IC post.
- Metropolitan
- Largely Urban
- Developing
- Mostly Rural
- Wilderness
More information regarding locations can be found in the 0th IC post.
How to Battle:
Battling is a long time tradition in the Pokemon world, but to make it work in this play-by-post setting, some changes had to be made. These are our guidelines on battles:
There are two types of battles: Competitive & Freindly:
- Competitive battles take place when there is something on the line. This can be two trainers that agree to wager TPs or items. This also includes battles within "Official Battle Leagues". When a battle is competitive, we will be using Pokemon Showdown.
- Friendly Battles are just for fun; there is nothing to lose. You can even opt out of using Pokemon Showdown.
- Competitive: When a battle is competitive, both participants must agree on what they are wagering; in league battles, this is usually decided for you. Both users should put a hider containing the same information, thus documenting whatever wager is agreed upon. Then both sides will agree to use one "Subtitle" for all IC posts involving the battle (e.g. "Character ABC vs. Character XYZ).
- Friendly: Skip everything about wagering mentioned above. Only abide by the choosing a name for the battle part.
IMPORTANT: All battles, unless otherwise stated, take place in the 'Anything Goes' format. Build your teams accordingly.
- Competitive:
- Part 1: When building your team on Pokemon Showdown, be sure to match your Pokemon's level and held items to your character here in the Role Play. Then choose your move set based on what moves your character can learn naturally through leveling up. You can only use TM moves if you've actually purchased that TM within the Role Play. Refer to your Pokemon's Bulbapedia page when building its move set.
- Part 2: Tweak your Pokemon's other information however you wish (i.e. Happiness, Ability, and Stats). Then save your Pokemon for later use. Your now ready to battle! Use the 'Find User' button to look for your opponent on there. Obviously, let your opponent know if your Showdown name differs from your name on here.
- Friendly: All the information above pertains to using Pokemon Showdown. You CAN use that for friendly battles if you both agree. Other wise, skip this section.
- Competitive: Once you've finished the battle via Showdown, go back to the IC section and retell the battle in magnificent glory. Make it seem like the first time it's happening. Take as long as the two of you would like. When you're done, provide a link so that people can watch the replay of your battle. (That's a neat option within Showdown.)
- Friendly: If you chose to use Showdown, do exactly as described above. If not, then the two users involved should discuss the battle's outcome privately, via PMs. That way there are no spoilers for anyone reading.
- Competitive: Now is the time to pay up if you lost or take your earnings if you win. Do not be ashamed, and do not cheat here. Don't disrespect the 'Honor System'. It's not worth being banned from the RP.
- Friendly: So there are no rewards to collect from your fallen opponent. That doesn't mean your time was wasted. All the Pokemon you used will still grow two levels, as long as they haven't battles yet this month (IRL). You also still gained TP and CP for posting.
Battle Leagues can change some of the normal conditions of a battle. Each battle league can be different in this regard. They can change the Pokemon Showdown format. They can effect the awards given out at the end. They can even set requirements on what Pokemon you can and cannot use or how many you use. Be sure to read through all the conditions of a battle league before you join.
Pokemon Contests:
Similarly to battling there are two different ways to have a Pokemon Contest: Practicing or Competing.
- Practicing: When you're practicing, the two trainers will only need to decide on a subtitle for their contest and agree on whatever their Pokemon should be judged upon. If they want to appoint a judge to decide a winner they can. Otherwise, they can decide among themselves or choose not to declare a winner.
- Competing: The process for competing is a bit more formal.
- First: Decide what your Pokemon should be judged upon (e.g. beauty, power, etc.). Make wagers, like in battling. Determine how many rounds the contest will last and who will go first. And, of course, give your contest a subtitle.
- Second: Appoint a judge or multiple judges. This can be any of our Trainers you believe to be unbiased. At the end of each round (or at the conclusion of the contest) judges will give a rating (1-10), based upon the criteria you've agreed to be judged upon.
- Third: Decide how much crowd input matters. Crowd input is measured by number of likes your posts get before the contest if declared finished by the judge. You can assign one point to every 'like' OR you can simply use total likes as a tie breaker. There is no way to tell if a like came from one of our Pokemon trainers, so you may try to gather support from users outside our RP; don't annoy anyone about it though.
- Fourth: Begin! Post back and forth, trying to describe the most amazing feats that your Pokemon can perform in order to win the competition. A round (as mentioned above) is described as one character's turn and then the other.
- Fifth: When all rounds are completed, the judge(s) will then tally up the scores, including the crowd input. Now we have our winner! Exchange rewards as promised, and now we're finished. Viola!
Breeding & Eggs:
- Pokemon Eggs can only be obtained through breeding. To breed two Pokemon, they must both be of the same Egg Group and opposite genders. Genderless Pokemon must breed with Dito. You can find a Pokemon daycare in any location. Simply leave two Pokemon of the same egg group there for 2 IRL months. The resulting egg will hatch out the base form (lv. 1) of the female Pokemon (or the pokemon that is not Dito).
- To hatch an egg, place it in the “Pokemon Party” section of a trainer’s status box with a note as to the date being placed there. If you do not want to start hatching the egg right away, simply put it in your inventory. Careful though, putting an egg back into your bag before it has hatched erases all progress. Eggs hatch on the same day you placed them in your party on the next IRL month.
- Naturally breeding and hatching an egg takes time, but you may find key items that can speed up this process.
- "So why the trouble?", you may ask. For starters, the Pokemon may use moves that only transfer through breeding. We ignore the "who the parent was" catch. But that's not the main reason you'd want to hatch a Pokemon. Pokemon hatched gain levels at double the rate as other Pokemon (this does not apply to Rare Candy). Make sure to mark any Pokemon that have been hatched so that you remember to double their level earnings.
- Also, make sure that you subtract a regular Pokeball from your inventory as soon as you can. Otherwise you will have to carry or walk with the new baby Pokemon. And the Pokemon misses out on healing effects of Pokeballs. You could use other beginner level Pokeballs to hold your baby Pokemon, but the effects of those balls will be negated.
- If a hatched Pokemon is traded to a new trainer, that Pokemon loses the double gains when leveling up.
Items:
Items are divided into two different categories and three different kinds. They are also divided by what level a character needs to be at in order to use them:
Categories:
Three Types:
Closing Note:Items that do not have a price listing are not for sale in Poke Marts. These items are so extremely rare that they can only be found/made by a trainer in the correct department of Poke Corp's Research and Development Division.
Categories:
- Technology Items - These are items that were created through extensive technological means.
--- Includes: Pokeballs, TMs (Gen 7), Trinkets, Gadgets, etc. - Nature Items - These are items that are found in nature and have gone through minimal processing.
--- Includes: Berries, Incense, Fossils, Gems, Orbs
Three Types:
- General Items are used outside of battle and are used up in one use.
- Special Items are used outside of battle and have limitless number of uses.
- Battle Items are used within Pokemon Showdown and may last longer than one use as long as the item doesn't explicitly state "Single use.". If the item states "Single use." You should delete the item from your inventory at the end of the battle.
Prices of Battle items will vary on an individual basis, but if you want to know how ther trainer level requirement is decided, refer to the list below.
SIDE NOTE: Gems will have their "Single Use." catch removed... in order to make them more worth being an Expert item. We'll explain this away as, Poke Corp scientists have developed a method to make them recharge.
- Beginner: Includes "Usually Useless Items"
- Skilled: Includes all other items not mentioned in the other three trainer ranks.
- Expert: Includes Z-Crystals and Gems.
- Master: Includes Mega Stones as well as all items that directly relate to a Legendary/Mythical Pokemon (i.e. Drives / Primal Orbs)
SIDE NOTE: Gems will have their "Single Use." catch removed... in order to make them more worth being an Expert item. We'll explain this away as, Poke Corp scientists have developed a method to make them recharge.
Closing Note:Items that do not have a price listing are not for sale in Poke Marts. These items are so extremely rare that they can only be found/made by a trainer in the correct department of Poke Corp's Research and Development Division.
There are two departments within Poke Corp's Research and Development Division. A "Skilled" trainer may join one of these departments as a field researcher. All you have to do is visit a Lab within the IC, and PM @Balthazar007, telling him which department your character will be joining. These two departments correspond to the two types of items found within the RP, and each department has special benefits for joining.
More information on exactly how these rewards work in-character can be found in the Organization page for Poke Corp's Research and Development Division.
- Innovation Department --> Technology Items
--- Skilled Benefits: 50% off all Technology Items at Poke Marts.
--- Expert Benefits: Receive one free Special Item per IRL month (excluding Master Items).
--- Master Benefits: Receive one free Special Item OR Techno Drive per IRL month (including Master items). - Natural Science Department --> Nature Items
--- Skilled Benefits: 50% off all Nature Items at Poke Marts.
--- Expert Benefits: Dig up one non-priced Nature Item per IRL month (excluding Master Items).
--- Master Benefits: Dig up one non-priced Nature Item per IRL month (including Master Items).
More information on exactly how these rewards work in-character can be found in the Organization page for Poke Corp's Research and Development Division.
Technology Items:
- Pokeball (6 TP /General/ Beginner): Use this item IC to catch a wild tier 4 Pokemon.
- Great Ball (20 TP /General/ Skilled): Use this item IC to catch a wild tier 3 Pokemon.
- Ultra Ball (50 TP /General/ Expert): Use this item IC to catch a wild tier 2 Pokemon.
- Master Ball (200 TP /General/ Master): Use this item IC to catch a wild tier 1 Pokemon.
NOTE: All of the Pokeballs below have special conditions. If you use one of these Pokeballs, make sure you mark so within your Pokemon Party. This will help you remember to cash in on the benefits described by the special Pokeball.
- Beast Ball (100 TP /General/ Expert): Use this item to catch Ultra Beast Pokemon.
- Cherish Ball (18 TP /General/ Beginner): Use this item to catch tier 4 Pokemon. Pokemon caught with this ball revive after every battle.
- Dive Ball (12 TP /General/ Beginner): Use this item to catch tier 4 Pokemon while diving underwater. Pokemon caught with this ball level up at x2 rate (aside from rare candy).
- Dream Ball (18 TP /General/ Beginner): Use this item to catch tier 4 Pokemon. Pokemon caught with this ball gain 3 levels every month while in the PC, as if they were in your party.
- Dusk Ball (12 TP /General/ Beginner): Use this item to catch tier 4 Pokemon at night. Pokemon caught with this ball level up at x2 rate (aside from rare candy).
- Fast Ball (60 TP /General/ Skilled): Use this item to catch tier 3 Pokemon. Pokemon caught with this ball level up at x2 rate (aside from rare candy).
- Friend Ball (18 TP /General/ Beginner): Use this item to catch tier 4 Pokemon. When a Pokemon, in your party, caught with this ball levels up, level up one other Pokemon the same amount.
- Heal Ball (40 TP /General/ Skilled): Use this item to catch tier 3 Pokemon. Pokemon caught with this ball revive after every battle.
- Heavy Ball (100 TP /General/ Expert): Use this item to catch tier 2 Pokemon. If the Pokemon caught by this ball weighs over 400 pounds (refer to bulbapedia), the Pokemon revive at the end of every battle and grow at x2 rate (aside from rare candy).
- Level Ball (18 TP /General/ Beginner): Use this item to catch tier 4 Pokemon. Pokemon caught with this ball grow at x2 rate (aside from rare candy).
- Love Ball (60 TP /General/ Skilled): Use this item to catch tier 3 Pokemon. When a Pokemon, in your party, caught with this ball levels up, level up one other Pokemon the same amount.
- Lure Ball (12 TP /General/ Beginner): Use this item to catch tier 4 Pokemon when fishing. Pokemon caught with this ball level up at x2 rate (aside from rare candy).
- Luxury Ball (60 TP /General/ Skilled): Use this item to catch tier 3 Pokemon. Pokemon caught with this ball gain 3 levels every month while in the PC, as if they were in your party.
- Moon Ball (40 TP /General/ Skilled): Use this item to catch tier 3 Pokemon at night. Pokemon caught with this ball level up at x2 rate (aside from rare candy).
- Nest Ball (12 TP /General/ Beginner): Use this item to catch tier 4 Pokemon in the forest. Pokemon caught with this ball level up at x2 rate (aside from rare candy).
- Net Ball (30 TP /General/ Skilled): Use this item to catch tier 3 Pokemon. Water and Bug Pokemon caught with this ball revive after every battle if fainted.
- Park Ball (12 TP /General/ Beginner): Use this item to catch tier 4 Pokemon in city parks. Pokemon caught with this ball level up at x2 rate (aside from rare candy).
- Premier Ball (150 TP /General/ Expert): Use this item to catch tier 2 Pokemon. Pokemon caught by this ball revive at the end of every battle and grow at x2 rate (aside from rare candy).
- Quick Ball (100 TP /General/ Expert): Use this item to catch tier 2 Pokemon. If the Pokemon caught by this ball weighs under 400 pounds (refer to bulbapedia), the Pokemon revive at the end of every battle and grow at x2 rate (aside from rare candy).
- Repeat Ball (12 TP /General/ Beginner): Use this item to catch a tier 4 Pokemon that you have already one of before. Pokemon caught with this ball level up at x2 rate (aside from rare candy).
- Safari Ball (30 TP /General/ Skilled): Use this item to catch tier 2 Pokemon within safari zones. (Only sold upon entering a safari zone. Not available in Poke Marts; not subject to 50% discount.)
- Timer Ball (12 TP /General/ Beginner): Use this item to catch a tier 4 Pokemon after battling them for more than two IC posts. Pokemon caught with this ball level up at x2 rate (aside from rare candy).
- TM 01: Work Up (10 TP /General/ Beginner): The user is roused, and its Attack and Sp. Atk stats increase.
- TM 02: Dragon Claw (20 TP /General/ Skilled): The user slashes the target with huge sharp claws.
- TM 03: Psyshock (20 TP /General/ Skilled): The user materializes an odd psychic wave to attack the target. This attack does physical damage.
- TM 04: Calm Mind (10 TP /General/ Beginner): The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
- TM 05: Roar (10 TP /General/ Beginner): The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
- TM 06: Toxic (20 TP /General/ Skilled): A move that leaves the target badly poisoned. Its poison damage worsens every turn.
- TM 07: Hail (20 TP /General/ Skilled): The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type.
- TM 08: Bulk Up (10 TP /General/ Beginner): The user tenses its muscles to bulk up its body, raising both its Attack and Defense stats.
- TM 09: Venoshock (20 TP /General/ Skilled): The user drenches the target in a special poisonous liquid. This move's power is doubled if the target is poisoned.
- TM 10: Hidden Power (20 TP /General/ Skilled): A unique attack that varies in type depending on the Pokémon using it.
- TM 11: Sunny Day (40 TP /General/ Expert): The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.
- TM 12: Taunt (10 TP /General/ Beginner): The target is taunted into a rage that allows it to use only attack moves for three turns.
- TM 13: Ice Beam (20 TP /General/ Skilled): The target is struck with an icy-cold beam of energy. This may also leave the target frozen.
- TM 14: Blizzard (40 TP /General/ Expert): A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen.
- TM 15: Hyper Beam (40 TP /General/ Expert): The target is attacked with a powerful beam. The user can't move on the next turn.
- TM 16: Light Screen (10 TP /General/ Beginner): A wondrous wall of light is put up to reduce damage from special attacks for five turns.
- TM 17: Protect (20 TP /General/ Skilled): Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
- TM 18: Rain Dance (40 TP /General/ Expert): The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.
- TM 19: Roost (20 TP /General/ Skilled): The user lands and rests its body. It restores the user's HP by up to half of its max HP.
- TM 20: Safeguard (10 TP /General/ Beginner): The user creates a protective field that prevents status conditions for five turns.
- TM 21: Frustration (10 TP /General/ Beginner): This full-power attack grows more powerful the less the user likes its Trainer.
- TM 22: Solar Beam (20 TP /General/ Skilled): In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.
- TM 23: Smack Down (20 TP /General/ Skilled): The user throws a stone or similar projectile to attack an opponent. A flying Pokémon will fall to the ground when it's hit.
- TM 24: Thunderbolt (20 TP /General/ Skilled): A strong electric blast crashes down on the target. This may also leave the target with paralysis.
- TM 25: Thunder (20 TP /General/ Skilled): A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
- TM 26: Earthquake (20 TP /General/ Skilled): The user sets off an earthquake that strikes every Pokémon around it.
- TM 27: Return (10 TP /General/ Beginner): This full-power attack grows more powerful the more the user likes its Trainer.
- TM 28: Leach Life (20 TP /General/ Skilled): The user drains the target's blood. The user's HP is restored by half the damage taken by the target.
- TM 29: Psychic (20 TP /General/ Skilled): The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.
- TM 30: Shadow Ball (20 TP /General/ Skilled): The user hurls a shadowy blob at the target. This may also lower the target's Sp. Def stat.
- TM 31: Brick Break (20 TP /General/ Skilled): The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.
- TM 32: Double Team (20 TP /General/ Skilled): By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
- TM 33: Reflect (10 TP /General/ Beginner): A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
- TM 34: Sludge Wave (20 TP /General/ Skilled): The user strikes everything around it by swamping the area with a giant sludge wave. This may also poison those hit.
- TM 35: Flamethrower (20 TP /General/ Skilled): The target is scorched with an intense blast of fire. This may also leave the target with a burn.
- TM 36: Sludge Bomb (20 TP /General/ Skilled): Unsanitary sludge is hurled at the target. This may also poison the target.
- TM 37: Sand Storm (20 TP /General/ Skilled): A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. It raises the Sp. Def stat of Rock types.
- TM 38: Fire Blast (40 TP /General/ Expert): The target is attacked with an intense blast of all-consuming fire. This may also leave the target with a burn.
- TM 39: Rock Tomb (20 TP /General/ Skilled): Boulders are hurled at the target. This also lowers the target's Speed stat by preventing its movement.
- TM 40: Aerial Ace (10 TP /General/ Beginner): The user confounds the target with speed, then slashes. This attack never misses.
- TM 41: Torment (20 TP /General/ Skilled): The user torments and enrages the target, making it incapable of using the same move twice in a row.
- TM 42: Facade (10 TP /General/ Beginner): This attack move doubles its power if the user is poisoned, burned, or paralyzed.
- TM 43: Flame Charge (10 TP /General/ Beginner): Cloaking itself in flame, the user attacks. Then, building up more power, the user raises its Speed stat.
- TM 44: Rest (20 TP /General/ Skilled): The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.
- TM 45: Attract (20 TP /General/ Skilled): If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
- TM 46: Thief (10 TP /General/ Beginner): The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item.
- TM 47: Low Sweep (10 TP /General/ Beginner): The user makes a swift attack on the target's legs, which lowers the target's Speed stat.
- TM 48: Round (20 TP /General/ Skilled): The user attacks the target with a song. Others can join in the Round to increase the power of the attack.
- TM 49: Echoed Voice (20 TP /General/ Skilled): The user attacks the target with an echoing voice. If this move is used every turn, its power is increased.
- TM 50: Overheat (40 TP /General/ Expert): The user attacks the target at full power. The attack's recoil harshly lowers the user's Sp. Atk stat.
- TM 51: Steel Wing (10 TP /General/ Beginner): The target is hit with wings of steel. This may also raise the user's Defense stat.
- TM 52: Focus Blast (40 TP /General/ Expert): The user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat.
- TM 53: Energy Ball (20 TP /General/ Skilled): The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat.
- TM 54: False Swipe (10 TP /General/ Beginner): A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.
- TM 55: Scald (20 TP /General/ Skilled): The user shoots boiling hot water at its target. This may also leave the target with a burn.
- TM 56: Fling (20 TP /General/ Skilled): The user flings its held item at the target to attack. This move's power and effects depend on the item.
- TM 57: Charge Beam (20 TP /General/ Skilled): The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
- TM 58: Sky Drop (20 TP /General/ Skilled): The user takes the target into the sky, then drops it during the next turn. The target cannot attack while in the sky.
- TM 59: Brutal Swing (10 TP /General/ Beginner): The user swings its body around violently to inflict damage on everything in its vicinity.
- TM 60: Quash (20 TP /General/ Skilled): The user suppresses the target and makes its move go last.
- TM 61: Will-O-Wisp (20 TP /General/ Skilled): The user shoots a sinister, bluish-white flame at the target to inflict a burn.
- TM 62: Acrobatics (20 TP /General/ Skilled): The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage.
- TM 63: Embargo (20 TP /General/ Skilled): This move prevents the target from using its held item for five turns. Its Trainer is also prevented from using items on it.
- TM 64: Explosion (40 TP /General/ Expert): The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
- TM 65: Shadow Claw (20 TP /General/ Skilled): The user slashes with a sharp claw made from shadows. Critical hits land more easily.
- TM 66: Payback (20 TP /General/ Skilled): The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled.
- TM 67: Smart Strike (20 TP /General/ Skilled): The user stabs the target with a sharp horn. This attack never misses.
- TM 68: Giga Impact (40 TP /General/ Expert): The user charges at the target using every bit of its power. The user can't move on the next turn.
- TM 69: Rock Polish (10 TP /General/ Beginner): The user polishes its body to reduce drag. This can sharply raise the Speed stat.
- TM 70: Aurora Veil (10 TP /General/ Beginner): This move reduces damage from physical and special moves for five turns. This can be used only in a hailstorm.
- TM 71: Stone Edge (40 TP /General/ Expert): The user stabs the target from below with sharpened stones. Critical hits land more easily.
- TM 72: Volt Switch (10 TP /General/ Beginner): After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
- TM 73: Thunder Wave (10 TP /General/ Beginner): The user launches a weak jolt of electricity that paralyzes the target.
- TM 74: Gyro Ball (40 TP /General/ Expert): The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power.
- TM 75: Swords Dance (10 TP /General/ Beginner): A frenetic dance to uplift the fighting spirit. This sharply raises the user's Attack stat.
- TM 76: Fly (20 TP /General/ Skilled): The user soars and then strikes its target on the next turn.
- TM 77: Psych Up (20 TP /General/ Skilled): The user hypnotizes itself into copying any stat change made by the target.
- TM 78: Bulldoze (10 TP /General/ Beginner): The user strikes everything around it by stomping down on the ground. This lowers the Speed stat of those hit.
- TM 79: Frost Breath (20 TP /General/ Skilled): The user blows its cold breath on the target. This attack always results in a critical hit.
- TM 80: Rock Slide (20 TP /General/ Skilled): Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.
- TM 81: X-Scissor (20 TP /General/ Skilled): The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors.
- TM 82: Dragon Tail (20 TP /General/ Skilled): The target is knocked away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
- TM 83: Infestation (10 TP /General/ Beginner): The target is infested and attacked for four to five turns. The target can't flee during this time.
- TM 84: Poison Jab (10 TP /General/ Beginner): The target is stabbed with a tentacle or arm steeped in poison. This may also poison the target.
- TM 85: Dream Eater (20 TP /General/ Skilled): The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP.
- TM 86: Grass Knot (10 TP /General/ Beginner): The user snares the target with grass and trips it. The heavier the target, the greater the move's power.
- TM 87: Swagger (20 TP /General/ Skilled): The user enrages and confuses the target. However, this also sharply raises the target's Attack stat.
- TM 88: Sleep Talk (20 TP /General/ Skilled): While it is asleep, the user randomly uses one of the moves it knows.
- TM 89: U-turn (10 TP /General/ Beginner): After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
- TM 90: Substitute (20 TP /General/ Skilled): The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
- TM 91: Flash Cannon (20 TP /General/ Skilled): The user gathers all its light energy and releases it all at once. This may also lower the target's Sp. Def stat.
- TM 92: Trick Room (40 TP /General/ Expert): The user creates a bizarre area in which slower Pokémon get to move first for five turns.
- TM 93: Wild Charge (20 TP /General/ Skilled): The user shrouds itself in electricity and smashes into its target. This also damages the user a little.
- TM 94: Surf (20 TP /General/ Skilled): The user attacks everything around it by swamping its surroundings with a giant wave.
- TM 95: Snarl (20 TP /General/ Skilled): The user yells as if it's ranting about something, which lowers the Sp. Atk stat of opposing Pokémon.
- TM 96: Nature Power (10 TP /General/ Beginner): This attack makes use of nature's power. Its effects vary depending on the user's environment.
- TM 97: Dark Pulse (20 TP /General/ Skilled): The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch.
- TM 98: Waterfall (20 TP /General/ Skilled): The user charges at the target and may make it flinch.
- TM 99: Dazzling Gleam (20 TP /General/ Skilled): The user damages opposing Pokémon by emitting a powerful flash.
- TM 100: Confide (10 TP /General/ Beginner): The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
- Red Cape (10 TP /General/ Beginner): Use this item to distract an angry wild Pokemon and escape. Single Use.
- Revive (10 TP /General/ Beginner): Use this item to revive/heal one of your fainted Pokemon outside battle. Single Use.
- Electirizer (30 TP /General/ Beginner): An Electric-type or Steel-type Pokemon will obey if you let them hold this item, even if you are one trainer rank too low. This does not work on Legendary/Mythical Pokemon.
- Ultimate Revive (40 TP /General/ Skilled): Use this item outside battle to revive/heal all fainted Pokemon in your party. Single Use.
- Adrenaline Orb (20 TP /Battle/ Skilled): Raises holder's Speed by 1 stage if it gets affected by Intimidate. Single use.
- Air Balloon (20 TP /Battle/ Skilled): Holder is immune to Ground-type attacks. Pops when holder is hit.
- Assault Vest (120 TP /Battle/ Skilled): Holder's Sp. Def is 1.5x, but it can only select damaging moves.
- Binding Band (40 TP /Battle/ Beginner): Holder's partial-trapping moves deal 1/6 max HP per turn instead of 1/8.
- Black Belt (80 TP /Battle/ Skilled): Holder's Fighting-type attacks have 1.2x power.
- Black Glasses (80 TP /Battle/ Skilled): Holder's Dark-type attacks have 1.2x power.
- Black Sludge (80 TP /Battle/ Skilled): Each turn, if holder is a Poison type, restores 1/16 max HP; loses 1/8 if not.
- Cell Battery (20 TP /Battle/ Skilled): Raises holder's Attack by 1 if hit by an Electric-type attack. Single use.
- Choice Band (120 TP /Battle/ Skilled): Holder's Attack is 1.5x, but it can only select the first move it executes.
- Choice Scarf (120 TP /Battle/ Skilled): Holder's Speed is 1.5x, but it can only select the first move it executes.
- Choice Specs (120 TP /Battle/ Skilled): Holder's Sp. Atk is 1.5x, but it can only select the first move it executes.
- Destiny Knot (40 TP /Battle/ Beginner): If holder becomes infatuated, the other Pokemon also becomes infatuated.
- Eject Button (20 TP /Battle/ Skilled): If holder survives a hit, it immediately switches out to a chosen ally. Single use.
- Expert Belt (80 TP /Battle/ Skilled): Holder's attacks that are super effective against the target do 1.2x damage.
- Focus Band (80 TP /Battle/ Skilled): Holder has a 10% chance to survive an attack that would KO it with 1 HP.
- Focus Sash (30 TP /Battle/ Skilled): If holder's HP is full, will survive an attack that would KO it with 1 HP. Single use.
- Iron Ball (40 TP /Battle/ Beginner): Holder is grounded, Speed halved. If Flying type, takes neutral Ground damage.
- Lucky Punch (80 TP /Battle/ Skilled): If held by a Chansey, its critical hit ratio is raised by 2 stages.
- Macho Brace (40 TP /Battle/ Beginner): Holder's Speed is halved. The Ability Klutz does not ignore this effect.
- Magnet (80 TP /Battle/ Skilled): Holder's Electric-type attacks have 1.2x power.
- Mail (80 TP /Battle/ Skilled): Cannot be given to or taken from a Pokemon, except by Covet/Knock Off/Thief.
- Metal Coat (80 TP /Battle/ Skilled): Holder's Steel-type attacks have 1.2x power.
- Metal Powder (80 TP /Battle/ Skilled): If held by a Ditto that hasn't Transformed, its Defense is doubled.
- Metronome (80 TP /Battle/ Skilled): Damage of moves used on consecutive turns is increased. Max 2x after 5 turns.
- Muscle Band (80 TP /Battle/ Skilled): Holder's physical attacks have 1.1x power.
- Poison Barb (80 TP /Battle/ Skilled): Holder's Poison-type attacks have 1.2x power.
- Power Anklet (80 TP /Battle/ Skilled): Holder's Speed is halved. The Ability Klutz does not ignore this effect.
- Power Band (80 TP /Battle/ Skilled): Holder's Speed is halved. The Ability Klutz does not ignore this effect.
- Power Belt (80 TP /Battle/ Skilled): Holder's Speed is halved. The Ability Klutz does not ignore this effect.
- Power Bracer (80 TP /Battle/ Skilled): Holder's Speed is halved. The Ability Klutz does not ignore this effect.
- Power Lens (80 TP /Battle/ Skilled): Holder's Speed is halved. The Ability Klutz does not ignore this effect.
- Power Weight (80 TP /Battle/ Skilled): Holder's Speed is halved. The Ability Klutz does not ignore this effect.
- Protective Pads (80 TP /Battle/ Skilled): Holder's attacks do not make contact with the target.
- Quick Powder (80 TP /Battle/ Skilled): If held by a Ditto that hasn't Transformed, its Speed is doubled.
- Red Card (20 TP /Battle/ Skilled): If holder survives a hit, attacker is forced to switch to a random ally. Single use.
- Ring Target (40 TP /Battle/ Beginner): The holder's type immunities granted solely by its typing are negated.
- Safety Goggles (80 TP /Battle/ Skilled): Holder is immune to powder moves and damage from Sandstorm or Hail.
- Scope Lens (80 TP /Battle/ Skilled): Holder's critical hit ratio is raised by 1 stage.
- Silk Scarf (80 TP /Battle/ Skilled): Holder's Normal-type attacks have 1.2x power.
- Spell Tag (80 TP /Battle/ Skilled): Holder's Ghost-type attacks have 1.2x power.
- Sticky Barb (80 TP /Battle/ Skilled): Each turn, holder loses 1/8 max HP. An attacker making contact can receive it.
- Terrain Extender (80 TP /Battle/ Skilled): Holder's use of Electric/Grassy/Misty/Psychic Terrain lasts 8 turns instead of 5.
- Twisted Spoon (80 TP /Battle/ Skilled): Holder's Psychic-type attacks have 1.2x power.
- Weakness Policy (20 TP /Battle/ Skilled): If holder is hit super effectively, raises Attack, Sp. Atk by 2 stages. Single use.
- Wide Lens (80 TP /Battle/ Skilled): The accuracy of attacks by the holder is 1.1x.
- Wise Glasses (80 TP /Battle/ Skilled): Holder's special attacks have 1.1x power.
- Zoom Lens (80 TP /Battle/ Skilled): The accuracy of attacks by the holder is 1.2x if it moves after its target.
NOTE: All Techno Drives and Memory Disks have no cost, are considered Battle items, and are Master rank... I.E. (-- /Battle/ Master)
- Burn Drive: Holder's Techno Blast is Fire-type.
- Chill Drive: Holder's Techno Blast is Ice type.
- Douse Drive: Holder's Techno Blast is Water type.
- Shock Drive: Holder's Techno Blast is Electric type.
- Bug Memory: Holder's Multi-Attack is Bug type.
- Dark Memory: Holder's Multi-Attack is Dark type.
- Dragon Memory: Holder's Multi-Attack is Dragon type.
- Electric Memory: Holder's Multi-Attack is Electric type.
- Fairy Memory: Holder's Multi-Attack is Fairy type.
- Fighting Memory: Holder's Multi-Attack is Fighting type.
- Fire Memory: Holder's Multi-Attack is Fire type.
- Flying Memory: Holder's Multi-Attack is Flying type.
- Ghost Memory: Holder's Multi-Attack is Ghost type.
- Grass Memory: Holder's Multi-Attack is Grass type.
- Ground Memory: Holder's Multi-Attack is Ground type.
- Ice Memory: Holder's Multi-Attack is Ice type.
- Poison Memory: Holder's Multi-Attack is Poison type.
- Psychic Memory: Holder's Multi-Attack is Psychic type.
- Rock Memory: Holder's Multi-Attack is Rock type.
- Steel Memory: Holder's Multi-Attack is Steel type.
- Water Memory: Holder's Multi-Attack is Water type.
- Battle Amulet (200 TP /Special/ Skilled): Let a Pokemon wear this. That Pokemon gains an extra level whenever it would gain a level through PvP or wild Pokemon battling. This item doesn't count against your inventory.
- Berry Blender (50 TP /Special/ Beginner): Can mix together 4 'general' berries of the same kind to make a Type-Specific Rare Candy.
- Good Poke Belt (200 TP /Special/ Skilled): A character owning this item can carry up to eight Pokemon in his/her party. This item doesn't count against your inventory.
- Portable Defossilizer (100 TP /Special/Skilled): This item can revive fossil Pokemon without the need to visit a lab.
- Z-Ring (400 TP /Special/ Expert): Without this item, the user would not be able to use Z-Crystals or Mega Stones. This item doesn't count against your inventory.
Nature Items:
- Armor Fossil (-- /General/ Beginner): Can be revived into Sheldon.
- Claw Fossil (-- /General/ Beginner): Can be revived into Anorith.
- Cover Fossil (-- /General/ Beginner): Can be revived into Tirtouga.
- Dome Fossil (-- /General/ Beginner): Can be revived into Kabuto.
- Helix Fossil (-- /General/ Beginner): Can be revived into Omanyte.
- Old Amber (-- /General/ Skilled): Can be revived into Aereodactyl.
- Plume Fossil (-- /General/ Beginner): Can be revived into Archen.
- Root Fossil (-- /General/ Beginner): Can be revived into Lileep.
- Skull Fossil (-- /General/ Beginner): Can be revived into Cranidos.
NOTE: All General Berries cost 2 TP, are considered general items, and are Beginner rank... I.E. (2 TP /General/ Beginner)
- Belue Berry: This berry has no effect, but Dragon Pokemon sure like it!
- Bluk Berry: This berry has no effect, but Dark Pokemon sure like it!
- Cornn Berry: This berry has no effect, but Bug Pokemon sure like it!
- Durin Berry: This berry has no effect, but Grass Pokemon sure like it!
- Hondew Berry: This berry has no effect, but Ghost Pokemon sure like it!
- Magost Berry: This berry has no effect, but Ground Pokemon sure like it!
- Nanab Berry: This berry has no effect, but Rock Pokemon sure like it!
- Nomel Berry: This berry has no effect, but Electric Pokemon sure like it!
- Pamtre Berry: This berry has no effect, but Psychic Pokemon sure like it!
- Pinap Berry: This berry has no effect, but Fairy Pokemon sure like it!
- Pomeg Berry: This berry has no effect, but Steel Pokemon sure like it!
- Qualot Berry: This berry has no effect, but Ice Pokemon sure like it!
- Rabuta Berry: This berry has no effect, but Poison Pokemon sure like it!
- Razz Berry: This berry has no effect, but Normal Pokemon sure like it!
- Spelon Berry: This berry has no effect, but Fire Pokemon sure like it!
- Tamato Berry: This berry has no effect, but Fighting Pokemon sure like it!
- Watmel Berry: This berry has no effect, but Water Pokemon sure like it!
- Wepear Berry: This berry has no effect, but Flying Pokemon sure like it!
- Rare Candy (10 TP /General/ Beginner): Use this item to raise the level of one Pokemon by one level. Single Use.
- Energy Powder (20 TP /General/ Skilled): Use this item to revive/heal a fainted Pokemon and increase it's level by one. Single Use.
- Rare Bone (30 TP /General/ Skilled): A Ghost-type Pokemon or dog-like Pokemon will obey if you let them hold this item, even if you are one trainer rank too low. This does not work on Legendary/Mythical Pokemon.
- Aguav Berry (10 TP /Battle/ Beginner): Restores 1/2 max HP at 1/4 max HP or less; confuses if -SpD Nature. Single use.
- Apicot Berry (20 TP /Battle/ Skilled): Raises holder's Sp. Def by 1 stage when at 1/4 max HP or less. Single use.
- Aspear Berry (10 TP /Battle/Beginner): Holder is cured if it is frozen. Single use.
- Babiri Berry (20 TP /Battle/ Skilled): Halves damage taken from a supereffective Steel-type attack. Single use.
- Berry Juice (20 TP /Battle/ Skilled): Restores 20 HP when at 1/2 max HP or less. Single use.
- Charti Berry (20 TP /Battle/ Skilled): Halves damage taken from a supereffective Rock-type attack. Single use.
- Cheri Berry (10 TP /Battle/ Beginner): Holder cures itself if it is paralyzed. Single use.
- Chesto Berry (20 TP /Battle/ Skilled): Holder wakes up if it is asleep. Single use.
- Chilan Berry (20 TP /Battle/ Skilled): Halves damage taken from a Normal-type attack. Single use.
- Chople Berry (20 TP /Battle/ Skilled): Halves damage taken from a supereffective Fighting-type attack. Single use.
- Coba Berry (20 TP /Battle/ Skilled): Halves damage taken from a supereffective Flying-type attack. Single use.
- Colbur Berry (20 TP /Battle/ Skilled): Halves damage taken from a supereffective Dark-type attack. Single use.
- Custap Berry (20 TP /Battle/ Skilled): Holder moves first in its priority bracket when at 1/4 max HP or less. Single use.
- Enigma Berry (10 TP /Battle/ Beginner): Restores 1/4 max HP after holder is hit by a supereffective move. Single use.
- Figy Berry (10 TP /Battle/ Beginner): Restores 1/2 max HP at 1/4 max HP or less; confuses if -Atk Nature. Single use.
- Ganlon Berry (20 TP /Battle/ Skilled): Raises holder's Defense by 1 stage when at 1/4 max HP or less. Single use.
- Grepa Berry (20 TP /Battle/ Skilled): Cannot be eaten by the holder. No effect when eaten with Bug Bite or Pluck.
- Haban Berry (20 TP /Battle/ Skilled): Halves damage taken from a supereffective Dragon-type attack. Single use.
- Iapapa Berry (20 TP /Battle/ Skilled): Restores 1/2 max HP at 1/4 max HP or less; confuses if -Def Nature. Single use.
- Jaboca Berry (10 TP /Battle/ Beginner): If holder is hit by a physical move, attacker loses 1/8 of its max HP. Single use.
- Kasib Berry (20 TP /Battle/ Skilled): Halves damage taken from a supereffective Ghost-type attack. Single use.
- Kebia Berry (20 TP /Battle/ Skilled):Halves damage taken from a supereffective Poison-type attack. Single use.
- Kee Berry (20 TP /Battle/ Skilled): Raises holder's Defense by 1 stage after it is hit by a physical attack. Single use.
- Kelpsy Berry (20 TP /Battle/ Skilled): Cannot be eaten by the holder. No effect when eaten with Bug Bite or Pluck.
- Lansat Berry (20 TP /Battle/ Skilled): Holder gains the Focus Energy effect when at 1/4 max HP or less. Single use.
- Leppa Berry (20 TP /Battle/ Skilled): Restores 10 PP to the first of the holder's moves to reach 0 PP. Single use.
- Liechi Berry (20 TP /Battle/ Skilled): Raises holder's Attack by 1 stage when at 1/4 max HP or less. Single use.
- Mago Berry (10 TP /Battle/ Beginner): Restores 1/2 max HP at 1/4 max HP or less; confuses if -Spe Nature. Single use.
- Maranga Berry (20 TP /Battle/ Skilled): Raises holder's Sp. Def by 1 stage after it is hit by a special attack. Single use.
- Micle Berry (20 TP /Battle/ Skilled): Holder's next move has 1.2x accuracy when at 1/4 max HP or less. Single use.
- Occa Berry (20 TP /Battle/ Skilled): Halves damage taken from a supereffective Fire-type attack. Single use.
- Oran Berry (10 TP /Battle/ Beginner): Restores 10 HP when at 1/2 max HP or less. Single use.
- Passho Berry (20 TP /Battle/ Skilled): Halves damage taken from a supereffective Water-type attack. Single use.
- Payapa Berry (20 TP /Battle/ Skilled): Halves damage taken from a supereffective Psychic-type attack. Single use.
- Pecha Berry (10 TP /Battle/ Beginner): Holder is cured if poisoned. Single use.
- Persim Berry (10 TP /Battle/ Beginner): Holder is cured if confused. Single use.
- Petaya Berry (20 TP /Battle/ Skilled): Raises holder's Sp. Atk by 1 stage when at 1/4 max HP or less. Single use.
- Rawst Berry (10 TP /Battle/ Beginner): Holder is cured if burned. Single use.
- Rindo Berry (20 TP /Battle/ Skilled): Halves damage taken from a supereffective Grass-type attack. Single use.
- Roseli Berry (20 TP /Battle/ Skilled): Halves damage taken from a supereffective Fairy-type attack. Single use.
- Rowap Berry (10 TP /Battle/ Beginner): If holder is hit by a special move, attacker loses 1/8 of its max HP. Single use.
- Salac Berry (20 TP /Battle/ Skilled): Raises holder's Speed by 1 stage when at 1/4 max HP or less. Single use.
- Shuca Berry (20 TP /Battle/ Skilled): Halves damage taken from a supereffective Ground-type attack. Single use.
- Starf Berry (20 TP /Battle/ Skilled): Raises a random stat by 2 when at 1/4 max HP or less (not acc/eva). Single use.
- Tanga Berry (20 TP /Battle/ Skilled): Halves damage taken from a supereffective Bug-type attack. Single use.
- Wacan Berry (20 TP /Battle/ Skilled): Halves damage taken from a supereffective Electric-type attack. Single use.
- Wiki Berry (10 TP /Battle/ Beginner): Restores 1/2 max HP at 1/4 max HP or less; confuses if -SpA Nature. Single use.
- Yache Berry (20 TP /Battle/ Skilled): Halves damage taken from a supereffective Ice-type attack. Single use.
NOTE: All incense cost 80 TP, are considered battle items, and are Skilled rank... I.E. (80 TP /Battle/ Skilled)
- Full Incense: Holder moves last in its priority bracket.
- Lax Incense: The accuracy of attacks against the holder is 0.9x.
- Odd Incense: Holder's Psychic-type attacks have 1.2x power.
- Rock Incense: Holder's Rock-type attacks have 1.2x power.
- Rose Incense: Holder's Grass-type attacks have 1.2x power.
- Sea Incense: Holder's Water-type attacks have 1.2x power.
- Wave Incense: Holder's Water-type attacks have 1.2x power.
- Absorb Bulb (20 TP /Battle/ Skilled): Raises holder's Sp. Atk by 1 stage if hit by a Water-type attack. Single use.
- Adamant Orb (-- /Battle/ Master): If held by a Dialga, its Steel- and Dragon-type attacks have 1.2x power.
- Big Root (80 TP /Battle/ Skilled): Holder gains 1.3x HP from draining/Aqua Ring/Ingrain/Leech Seed/Strength Sap.
- Blue Orb (-- /Battle/ Master): If held by a Kyogre, this item triggers its Primal Reversion in battle.
- Bright (80 TP /Battle/ Skilled): PowderThe accuracy of attacks against the holder is 0.9x.
- Charcoal (80 TP /Battle/ Skilled): Holder's Fire-type attacks have 1.2x power.
- Damp Rock (80 TP /Battle/ Skilled): Holder's use of Rain Dance lasts 8 turns instead of 5.
- Deep Sea Scale (40 TP /Battle/ Beginner): If held by a Clamperl, its Sp. Def is doubled.
- Deep Sea Tooth (40 TP /Battle/ Beginner): If held by a Clamperl, its Sp. Atk is doubled.
- Dragon Fang (80 TP /Battle/ Skilled): Holder's Dragon-type attacks have 1.2x power.
- Electric Seed (20 TP /Battle/ Skilled): If the terrain is Electric Terrain, raises holder's Defense by 1 stage. Single use.
- Eviolite (120 TP /Battle/ Skilled): If holder's species can evolve, its Defense and Sp. Def are 1.5x.
- Flame Orb (80 TP /Battle/ Skilled): At the end of every turn, this item attempts to burn the holder.
- Float Stone (40 TP /Battle/ Beginner): Holder's weight is halved.
- Griseous Orb (-- /Battle/ Master): If held by a Giratina, its Ghost- and Dragon-type attacks have 1.2x power.
- Grassy Seed (20 TP /Battle/ Skilled): If the terrain is Grassy Terrain, raises holder's Defense by 1 stage. Single use.
- Grip Claw (80 TP /Battle/ Skilled): Holder's partial-trapping moves always last 7 turns.
- Hard Stone (80 TP /Battle/ Skilled): Holder's Rock-type attacks have 1.2x power.
- Heat Rock (80 TP /Battle/ Skilled): Holder's use of Sunny Day lasts 8 turns instead of 5.
- Icy Rock (80 TP /Battle/ Skilled): Holder's use of Hail lasts 8 turns instead of 5.
- King's Rock (80 TP /Battle/ Skilled): Holder's attacks without a chance to flinch gain a 10% chance to flinch.
- Lagging Tail (80 TP /Battle/ Skilled): Holder moves last in its priority bracket.
- Leftovers (120 TP /Battle/ Skilled): At the end of every turn, holder restores 1/16 of its max HP
- Life Orb (120 TP /Battle/ Skilled): Holder's attacks do 1.3x damage, and it loses 1/10 its max HP after the attack.
- Light Ball (80 TP /Battle/ Skilled): If held by a Pikachu, its Attack and Sp. Atk are doubled.
- Light Clay (80 TP /Battle/ Skilled): Holder's use of Aurora Veil, Light Screen, or Reflect lasts 8 turns instead of 5.
- Luminous Moss (20 TP /Battle/ Skilled): Raises holder's Sp. Def by 1 stage if hit by a Water-type attack. Single use.
- Lustrous Orb (-- /Battle/ Master): If held by a Palkia, its Water- and Dragon-type attacks have 1.2x power.
- Mental Herb (30 TP /Battle/ Skilled): Cures holder of Attract, Disable, Encore, Heal Block, Taunt, Torment. Single use.
- Miracle Seed (80 TP /Battle/ Skilled): Holder's Grass-type attacks have 1.2x power.
- Misty Seed (20 TP /Battle/ Skilled): If the terrain is Misty Terrain, raises holder's Sp. Def by 1 stage. Single use.
- Mystic Water (80 TP /Battle/ Skilled): Holder's Water-type attacks have 1.2x power.
- Never-Melt Ice (80 TP /Battle/ Skilled): Holder's Ice-type attacks have 1.2x power.
- Power Herb (30 TP /Battle/ Skilled): Holder's two-turn moves complete in one turn (except Sky Drop). Single use.
- Psychic Seed (20 TP /Battle/ Skilled): If the terrain is Psychic Terrain, raises holder's Sp. Def by 1 stage. Single use.
- Quick Claw (80 TP /Battle/ Skilled): Each turn, holder has a 20% chance to move first in its priority bracket.
- Razor Claw (80 TP /Battle/ Skilled): Holder's critical hit ratio is raised by 1 stage.
- Razor Fang (80 TP /Battle/ Skilled): Holder's attacks without a chance to flinch gain a 10% chance to flinch.
- Red Orb (-- /Battle/ Master): If held by a Groudon, this item triggers its Primal Reversion in battle.
- Rocky Helmet (120 TP /Battle/ Skilled): If holder is hit by a contact move, the attacker loses 1/6 of its max HP.
- Sharp Beak (80 TP /Battle/ Skilled): Holder's Flying-type attacks have 1.2x power.
- Shed Shell (80 TP /Battle/ Skilled): Holder may switch out even when trapped by another Pokemon, or by Ingrain.
- Shell Bell (80 TP /Battle/ Skilled): After an attack, holder gains 1/8 of the damage in HP dealt to the other Pokemon.
- Silver Powder (80 TP /Battle/ Skilled): Holder's Bug-type attacks have 1.2x power.
- Smooth Rock (80 TP /Battle/ Skilled): Holder's use of Sandstorm lasts 8 turns instead of 5.
- Snowball (20 TP /Battle/ Skilled): Raises holder's Attack by 1 if hit by an Ice-type attack. Single use.
- Soft Sand (80 TP /Battle/ Skilled): Holder's Ground-type attacks have 1.2x power.
- Soul Dew (-- /Battle/ Master): If held by a Latias/Latios, its Dragon- and Psychic-type moves have 1.2x power.
- Stick (80 TP /Battle/ Skilled): If held by a Farfetch'd, its critical hit ratio is raised by 2 stages.
- Thick Club (80 TP /Battle/ Skilled): If held by a Cubone or a Marowak, its Attack is doubled.
- Toxic Orb (80 TP /Battle/ Skilled): At the end of every turn, this item attempts to badly poison the holder.
- White Herb (20 TP /Battle/ Skilled): Restores all lowered stat stages to 0 when one is less than 0. Single use.
NOTE: All Z-Crystals cost 160 TP, are considered battle items, and are Expert rank... I.E. (160 TP /Battle/ Expert)
- Aloraichium Z: If held by an Alolan Raichu with Thunderbolt, it can use Stoked Sparksurfer.
- Buginium Z: If holder has a Bug move, this item allows it to use a Bug Z-Move.
- Darkinium Z: If holder has a Dark move, this item allows it to use a Dark Z-Move.
- Decidium Z: If held by a Decidueye with Spirit Shackle, it can use Sinister Arrow Raid.
- Dragonium Z: If holder has a Dragon move, this item allows it to use a Dragon Z-Move.
- Eevium Z: If held by an Eevee with Last Resort, it can use Extreme Evoboost.
- Electrium Z: If holder has an Electric move, this item allows it to use an Electric Z-Move.
- Fairium Z: If holder has a Fairy move, this item allows it to use a Fairy Z-Move.
- Fightinium Z: If holder has a Fighting move, this item allows it to use a Fighting Z-Move.
- Firium Z: If holder has a Fire move, this item allows it to use a Fire Z-Move.
- Flyinium Z: If holder has a Flying move, this item allows it to use a Flying Z-Move.
- Ghostium Z: If holder has a Ghost move, this item allows it to use a Ghost Z-Move.
- Grassium Z: If holder has a Grass move, this item allows it to use a Grass Z-Move.
- Groundium Z: If holder has a Ground move, this item allows it to use a Ground Z-Move.
- Icium Z: If holder has an Ice move, this item allows it to use an Ice Z-Move.
- Incinium Z: If held by an Incineroar with Darkest Lariat, it can use Malicious Moonsault.
- Marshadium Z: If held by Marshadow with Spectral Thief, it can use Soul-Stealing 7-Star Strike.
- Mewnium Z: If held by a Mew with Psychic, it can use Genesis Supernova.
- Normalium Z: If holder has a Normal move, this item allows it to use a Normal Z-Move.
- Pikanium Z: If held by a Pikachu with Volt Tackle, it can use Catastropika.
- Pikashunium Z: If held by cap Pikachu with Thunderbolt, it can use 10,000,000 Volt Thunderbolt.
- Poisonium Z: If holder has a Poison move, this item allows it to use a Poison Z-Move.
- Primarium Z: If held by a Primarina with Sparkling Aria, it can use Oceanic Operetta.
- Psychium Z: If holder has a Psychic move, this item allows it to use a Psychic Z-Move.
- Rockium Z: If holder has a Rock move, this item allows it to use a Rock Z-Move.
- Snorlium Z: If held by a Snorlax with Giga Impact, it can use Pulverizing Pancake.
- Steelium Z: If holder has a Steel move, this item allows it to use a Steel Z-Move.
- Tapunium Z: If held by a Tapu with Nature's Madness, it can use Guardian of Alola.
- Waterium Z: If holder has a Water move, this item allows it to use a Water Z-Move.
NOTE: All Gems don't have a cost, are considered battle items, and are Expert rank... I.E. (-- /Battle/ Expert)
- Bug Gem: Holder's first successful Bug-type attack will have 1.3x power.
- Dark Gem: Holder's first successful Dark-type attack will have 1.3x power.
- Dragon Gem: Holder's first successful Dragon-type attack will have 1.3x power.
- Electric Gem: Holder's first successful Electric-type attack will have 1.3x power.
- Fairy Gem: Holder's first successful Fairy-type attack will have 1.3x power.
- Fighting Gem: Holder's first successful Fighting-type attack will have 1.3x power.
- Fire Gem: Holder's first successful Fire-type attack will have 1.3x power.
- Flying Gem: Holder's first successful Flying-type attack will have 1.3x power.
- Ghost Gem: Holder's first successful Ghost-type attack will have 1.3x power.
- Grass Gem: Holder's first successful Grass-type attack will have 1.3x power.
- Ground Gem: Holder's first successful Ground-type attack will have 1.3x power.
- Ice Gem: Holder's first successful Ice-type attack will have 1.3x power.
- Normal Gem: Holder's first successful Normal-type attack will have 1.3x power.
- Poison Gem: Holder's first successful Poison-type attack will have 1.3x power.
- Psychic Gem: Holder's first successful Psychic-type attack will have 1.3x power.
- Rock Gem: Holder's first successful Rock-type attack will have 1.3x power.
- Steel Gem: Holder's first successful Steel-type attack will have 1.3x power.
- Water Gem: Holder's first successful Water-type attack will have 1.3x power.
NOTE: All Plates have no cost, are considered battle items, and are Master rank... I.E. (-- /Battle/ Master)
- Draco Plate: Holder's Dragon-type attacks have 1.2x power. Judgment is Dragon type.
- Dread Plate: Holder's Dark-type attacks have 1.2x power. Judgment is Dark type.
- Earth Plate: Holder's Ground-type attacks have 1.2x power. Judgment is Ground type.
- Fist Plate: Holder's Fighting-type attacks have 1.2x power. Judgment is Fighting type.
- Flame Plate: Holder's Fire-type attacks have 1.2x power. Judgment is Fire type.
- Icicle Plate: Holder's Ice-type attacks have 1.2x power. Judgment is Ice type.
- Insect Plate: Holder's Bug-type attacks have 1.2x power. Judgment is Bug type.
- Iron Plate: Holder's Steel-type attacks have 1.2x power. Judgment is Steel type.
- Meadow Plate: Holder's Grass-type attacks have 1.2x power. Judgment is Grass type.
- Mind Plate: Holder's Psychic-type attacks have 1.2x power. Judgment is Psychic type.
- Pixie Plate: Holder's Fairy-type attacks have 1.2x power. Judgment is Fairy type.
- Sky Plate: Holder's Flying-type attacks have 1.2x power. Judgment is Flying type.
- Splash Plate: Holder's Water-type attacks have 1.2x power. Judgment is Water type.
- Spooky Plate: Holder's Ghost-type attacks have 1.2x power. Judgment is Ghost type.
- Stone Plate: Holder's Rock-type attacks have 1.2x power. Judgment is Rock type.
- Toxic Plate: Holder's Poison-type attacks have 1.2x power. Judgment is Poison type.
- Zap Plate: Holder's Electric-type attacks have 1.2x power. Judgment is Electric type.
NOTE: All Mega Stones have no cost, are considered battle items, and are Master rank... I.E. (-- /Battle/ Master)
- Abomasite: If held by an Abomasnow, this item allows it to Mega Evolve in battle.
- Absolite: If held by an Absol, this item allows it to Mega Evolve in battle.
- Aerodactylite: If held by an Aerodactyl, this item allows it to Mega Evolve in battle.
- Aggronite: If held by an Aggron, this item allows it to Mega Evolve in battle.
- Alakazite: If held by an Alakazam, this item allows it to Mega Evolve in battle.
- Altarianite: If held by an Altaria, this item allows it to Mega Evolve in battle.
- Ampharosite: If held by an Ampharos, this item allows it to Mega Evolve in battle.
- Audinite: If held by an Audino, this item allows it to Mega Evolve in battle.
- Banettite: If held by a Banette, this item allows it to Mega Evolve in battle.
- Beedrillite: If held by a Beedrill, this item allows it to Mega Evolve in battle.
- Blastoisinite: If held by a Blastoise, this item allows it to Mega Evolve in battle.
- Blazikenite: If held by a Blaziken, this item allows it to Mega Evolve in battle.
- Cameruptite: If held by a Camerupt, this item allows it to Mega Evolve in battle.
- Charizardite X: If held by a Charizard, this item allows it to Mega Evolve in battle.
- Charizardite Y: If held by a Charizard, this item allows it to Mega Evolve in battle.
- Diancite: If held by a Diancie, this item allows it to Mega Evolve in battle.
- Galladite: If held by a Gallade, this item allows it to Mega Evolve in battle.
- Garchompite: If held by a Garchomp, this item allows it to Mega Evolve in battle.
- Gardevoirite: If held by a Gardevoir, this item allows it to Mega Evolve in battle.
- Gengarite: If held by a Gengar, this item allows it to Mega Evolve in battle.
- Glalitite: If held by a Glalie, this item allows it to Mega Evolve in battle.
- Gyaradosite: If held by a Gyarados, this item allows it to Mega Evolve in battle.
- Heracronite: If held by a Heracross, this item allows it to Mega Evolve in battle.
- Houndoominite: If held by a Houndoom, this item allows it to Mega Evolve in battle.
- Kangaskhanite: If held by a Kangaskhan, this item allows it to Mega Evolve in battle.
- Latiasite: If held by a Latias, this item allows it to Mega Evolve in battle.
- Latiosite: If held by a Latios, this item allows it to Mega Evolve in battle.
- Lopunnite: If held by a Lopunny, this item allows it to Mega Evolve in battle.
- Lucarionite: If held by a Lucario, this item allows it to Mega Evolve in battle.
- Manectite: If held by a Manectric, this item allows it to Mega Evolve in battle.
- Mawilite: If held by a Mawile, this item allows it to Mega Evolve in battle.
- Medichamite: If held by a Medicham, this item allows it to Mega Evolve in battle.
- Metagrossite: If held by a Metagross, this item allows it to Mega Evolve in battle.
- Mewtwonite X: If held by a Mewtwo, this item allows it to Mega Evolve in battle.
- Mewtwonite Y: If held by a Mewtwo, this item allows it to Mega Evolve in battle.
- Pidgeotite: If held by a Pidgeot, this item allows it to Mega Evolve in battle.
- Pinsirite: If held by a Pinsir, this item allows it to Mega Evolve in battle.
- Sablenite: If held by a Sableye, this item allows it to Mega Evolve in battle.
- Salamencite: If held by a Salamence, this item allows it to Mega Evolve in battle.
- Sceptilite: If held by a Sceptile, this item allows it to Mega Evolve in battle.
- Scizorite: If held by a Scizor, this item allows it to Mega Evolve in battle.
- Sharpedonite: If held by a Sharpedo, this item allows it to Mega Evolve in battle.
- Slowbronite: If held by a Slowbro, this item allows it to Mega Evolve in battle.
- Steelixite: If held by a Steelix, this item allows it to Mega Evolve in battle.
- Swampertite: If held by a Swampert, this item allows it to Mega Evolve in battle.
- Tyranitarite: If held by a Tyranitar, this item allows it to Mega Evolve in battle.
- Venusaurite: If held by a Venusaur, this item allows it to Mega Evolve in battle.
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