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Post by The Banker on Aug 21, 2011 2:12:26 GMT -5
============== Choice Items. Boosts the stats of the holder, but at the cost of limiting them to using only one move. These cost 1500 each ------------------- Choice Band Boosts Attack by 50%, but only allows use of the first move selected.
Choice Scarf Boosts Speed by 50%, but only allows use of the first move selected.
Choice Specs Boosts Special Attack by 50%, but only allows use of the first move selected.
============= Condition Boosters. Boosts the length of time that lasting effects, such as changing the weather or setting up a barrier, will last. These cost 3000 Student Points each ---------------- Damp Rock Lengthens duration of Rain Dance from 5 turns to 8 turns when used by the holder.
Heat Rock Lengthens duration of Sunny Day from 5 turns to 8 turns when used by the holder.
Ice Rock Lengthens duration of Hail from 5 turns to 8 turns when used by the holder.
Smooth Rock Lengthens duration of Sandstorm from 5 turns to 8 turns when used by the holder.
Grip Claw A hold item that causes partially trapping moves to always work for 5 turns.
Light Clay Lengthens duration of Light Screen and Reflect from 5 turns to 8 turns when used by the holder.
Binding Band Increases the end of turn damage of partially trapping moves from 1/16 to 1/8 of the target's maximum HP.
=============== Herbs. Just as the name says, these are herbs. They cost 1000 Student Points each...except for the Power Herb, which costs 5000 Student Points -------------------- Mental Herb Removes the effects of infatuation, Taunt, Encore, Torment, Disable, and Cursed Body. Consumed after use.
Power Herb Allows user to omit first turn of charge-up required moves, such as SolarBeam and Razor Wind. Consumed after use.
White Herb Removes any negative stat changes to holder. Consumed after use.
============= Health Restoration. These items, when held, have some sort of healing effect. They cost 1500 Student Points each. ----------------- Big Root The health stolen by draining moves is increased by 30%.
Black Sludge Restores 1/16 of the Pokémon's maximum health each turn when held by Poison-type Pokémon; damages all other types by 1/8 of maximum health each turn. Does not damage a Pokémon with Magic Guard.
Leftovers Restores 1/16 of the holder's maximum health each turn when held.
Shell Bell Whenever the Pokémon holding it deals damage, it restores 1/8 of the damage dealt as HP.
================ Power Boosters. If the right conditions are met, these items will boost certain stats. One-time use items are 1500 Student Points. Everything else is 2000. ----------------------- Absorb Bulb Raises the holder's Special Attack when hit by a Water-type move. Consumed after use.
Cell Battery A one-time use item that raises the holder's Attack one stage when hit by an Electric-type attack. Consumed after use.
Expert Belt Boosts power of super effective moves by 20%.
Life Orb Boosts the power of moves by 30%, but at the cost of 10% max HP each time the holder uses an attack. Life Orb does not damage the holder if the holder has Magic Guard, has Sheer Force and uses a move boosted by the ability, or when the power is not boosted by the Life Orb. It does not boost the damage for fixed-damage attacks, self-inflicted confusion damage or recoil.
Metronome Boosts power of moves used repeatedly. Each time a move is used consecutively, its power is boosted by 10%, increasing up to a maximum of 100%. Switching or using another move returns the move's power to normal. Swipe moves are counted by the number of turns on which they are used, not the number of hits made.
Muscle Band Boosts power of physical moves by 10%. Red Card A single use item that forces the opponent to switch to a random Pokémon when the holder is attacked
Scope Lens Increases the holder's critical hit ratio.
Wide Lens Boosts the holder's Accuracy by 10% of the original accuracy.
Wise Glasses Boosts the power of special moves by 10%.
Zoom Lens Boosts accuracy by 20% if the holder's Speed is lower than the foe.
============ Movement Altering. Just as the name implies, these items affect how well the holder can move. Cost 2500 Student Points each ------------------ Lagging Tail The holder's Speed decreases at the beginning of each turn
Quick Claw A hold item that gives the holder a 20% chance of their Speed increasing at the beginning of each turn
============= Focus Items. Makes it possible for the user to survive an attack with would otherwise knock them out. These cost 3000 Student Points each -------------------- Focus Band There is a 10% chance that when the holder is hit by an attack that would otherwise cause fainting, it can survive with 1 HP. Can also protect against Swipe moves, recoil damage, and self-inflicted confusion damage, but not from Future Sight.
Focus Sash If the holder has full HP and is hit by an attack that would otherwise cause fainting, it can survive with 1 HP. Can also protect against Swipe moves, recoil damage, and self-inflicted confusion damage, but not from Future Sight. Consumed after use.
================== Negative Effects. These items have adverse affects on whoever is holding them. They cost 2000 Student Points each ------------------------ Flame Orb Inflicts the holder with a burn after one turn of battle.
Toxic Orb Inflicts the holder with bad poison after one turn of battle.
Sticky Barb Damages holder each turn by 12.5% of its maximum HP each turn. Damages attackers using contact moves by 12.5% of their maximum HP. May transfer to a foe on contact if the foe has no held item. Does not damage a Pokémon with Magic Guard.
Iron Ball Cuts the holder's Speed by 50%; negates the Levitate ability from holder and makes Flying-type holders susceptible to Ground-type moves, Arena Trap, Spikes, and Toxic Spikes. In Generation V a Flying-type Pokémon holding an Iron Ball will receive neutral damage from Ground-type moves regardless of its secondary type.
Ring Target The holder loses its type immunities.
========== Other Items. These items have random affects that don't fall into any of the above categories. They cost 2000 Student Points each ----------------- Air Balloon Gives the holder immunity to Ground-type moves, but pops when the holder is attacked. Indirect damage will not pop the balloon, and neither will Ground-type moves used against the holder. The holder is also not affected by Spikes or Toxic Spikes. The balloon will not work if Gravity is in effect.
Amulet Coin Doubles Student Points received after battle if the holder takes part in the battle.
Bright Powder Raises the holder's evasion by 10%.
Destiny Knot Infatuates the foe if the holder becomes infatuated.
Eject Button A one-time use item that forces the holder to switch out when hit by an attack. Eject Button allows the Pokémon to bypass trapping moves, such as Block or Wrap, and Ingrain.
Eviolite Raises the holder's Defense and Special Defense by 50%, if the holder is capable of evolving.
Float Stone Halves the weight of the holder.
Rocky Helmet Contact moves used against the holder will damage the attacker with 1/6 of their maximum HP.
Shed Shell Allows the holder to switch out even if it is trapped by a move or ability that restrains the Pokémon from switching out under normal circumstances.
Smoke Ball Allows definite escape from a wild Pokémon.
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Sage Ryland
Full Member
[M:-2000][M:-3500:0:]
Posts: 185
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Post by Sage Ryland on Oct 22, 2011 18:07:13 GMT -5
I would like to buy Life Orb (2000) and Choice Scarf (1500). Total=3500 Thanks
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Post by The Banker on Oct 22, 2011 18:21:09 GMT -5
3500 Sp was deducted, enjoy the items miss.
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