Welcome, trainer, to the Pokemart. Here you can buy a vast amount of items for both the Pal Park and regular ASB Battles. Yup. You heard me right. ASB Battles are now accepting items.
The items we have on stock are always changing, and each one is special in its own way. Some may benefit the player, while some will be bad for the opponent.
We do have some rules, though.
- A Pokemon currently in a battle or in the Pal Park can
not be given an item.
- An item cannot be taken off a Pokemon until the battle is done or they have left the Park.
- A Pokemon can only hold 1 item per battle. No dual holding.
- An item cannot be used until a Ref or Official has approved the purchase.
- Some items are only able to be used once. This means once it's used in a battle, it's gone.
- Items can be restricted in battles, so be careful.
When you're using an item in a battle, there's a simple way to let a Ref know you're using it.
Just put an item field under Ability, and then put the item you're using in that field as shown below:
Quote:
[Derp]
Ditto - Male
Ability: Imposter
Item: Oran Berry
|
If you're using an item in th Pal Park, just list which items you're taking before your adventure starts.
i.e. [Player] is taking Great Ball x2 Oran Berry x3
Battle Only Items
One Time Use
Thse items last for the duration of 1 full battle. Once the battle is over, they're gone.
Poison Point [$8]
Upon entering the battle, the Pokemon holding this item is
Poisoned. This item is passed to others upon contact.
Goggles [$7]
Increase the Pokemon's accuracy by 10%
Destiny Knot [$7]
When the Pokemon holding this item becomes infatuated, the opponent becomes infatuated too.
Floating Balloon [$8]
A Balloon that allows the holder to float up in the air. When floating, a Pokemon is considered airborne and is immune to all ground attacks.
Flame Orb [$8]
Upon entering the battle, the Pokemon holding this item is
Burned. This item is passed to others upon contact.
Lightning Rod [$9]
When a Pokemon holding this item is hit by an Electric-type move, the Lightning Rod absorbs the attack, leaving the holder unharmed.
Sponge [$9]
When a Pokemon holding this item is hit by a Water-type move, the Sponge absorbs the attack, leaving the holder unharmed.
Smoke Ball [$10]
A Trainer can order the Pokemon holding this item to throw it on the ground, using up 1 action, and giving the
Smokescreen effect, reducing
all battlers' accuracy by 20% for 5 turns.
Unlimited Use
These items can be used forever and are not used up after a battle.
Trump Coin [$55]
An item that increases the users' winnings. When a battle ends, the user will receive and extra $5 in prize money.
Sol Rock [$35]
When the Pokemon holding this item enters the battle, the weather is changed to Sunny Day. This can only be changed by fainting the Pokemon holding the item, or by switching it out.
Damp Rock [$35]
When the Pokemon holding this item enters the battle, the weather is changed to Rain. This can only be changed by fainting the Pokemon holding the item, or by switching it out.
Sandy Orb [$40]
When the Pokemon holding this item enters the battle, the weather is changed to a Sandstorm. This can only be changed by fainting the Pokemon holding the item, or by switching it out.
Hail Orb [$40]
When the Pokemon holding this item enters the battle, the weather is changed to Hail. This can only be changed by fainting the Pokemon holding the item, or by switching it out.
Quick Claw [$30]
This item increases the Pokemon's speed, giving it a 20% chance of moving first each round.
Rocky Helmet [$25]
When the Pokemon holding this item is struck by a Physical move, the attacker takes 5 points of damage.
Twisted Spoon [$50]
An item that increases all Psychic-type moves the holder uses by 20 Base Power.
i.e. If the original Base Power was 60, it will now be 80.
Sun Glasses [$50]
An item that increases all Dark-type moves the holder uses by 20 Base Power.
Sapling [$50]
An item that increases all Grass-type moves the holder uses by 20 Base Power.
Water Droplet [$50]
An item that increases all Water-type moves the holder uses by 20 Base Power.
Icicle [$50]
An item that increases all Ice-type moves the holder uses by 20 Base Power.
Charcoal [$50]
An item that increases all Fire-type moves the holder uses by 20 Base Power.
Dumbells [$50]
An item that increases all Fighting-type moves the holder uses by 20 Base Power.
Black Sludge [$50]
An item that increases all Poison-type moves the holder uses by 20 Base Power.
Battery [$50]
An item that increases all Electric-type moves the holder uses by 20 Base Power.
Mystical Sand [$50]
An item that increases all Ground-type moves the holder uses by 20 Base Power.
Iron Bar [$50]
An item that increases all Steel-type moves the holder uses by 20 Base Power.
Possessed Doll [$50]
An item that increases all Ghost-type moves the holder uses by 20 Base Power.
Book of Myths [$50]
An item that increases all Dragon-type moves the holder uses by 20 Base Power.
Boulder Chunk [$50]
An item that increases all Rock-type moves the holder uses by 20 Base Power.
Feather of Flight [$50]
An item that increases all Flying-type moves the holder uses by 20 Base Power.
Necklace [$50]
An item that increases all Normal-type moves the holder uses by 20 Base Power.
Hive Mind [$50]
An item that increases all Bug-type moves the holder uses by 20 Base Power.
Safari Game Items
These items can be used only while in the Safari Zone. No exceptions.
Soda Pop [$5]
Restores 10 Health
Sparkling Water [$5]
Restores 10 Energy
Lemonade [$10]
Restores 10 Health and Energy
Miltank Milk [$19]
Restores status ailments
Great Ball [$5]
Slightly increases the Pokemon's chance of being captured.
Ultra Ball [$10]
Greatly increases the Pokemon's chance of being captured