Post by ChromaticTruthsayer on Jun 16, 2014 1:54:56 GMT
Battle Items/Pokeballs
Academy Pokeball - 100 credits
This is Gray Garden Academy's brand Pokeball. It is sturdy, effective, and looks rather nice too. Purchasing ten of these will get you a free 11th ball for free.
=============
Condition Boosters. Boosts the length of time that lasting effects, such as changing the weather or setting up a barrier, will last. They cost 1,500 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.
=============
Gems. These items boost the power of the first move a Pokemon uses of the gem's corresponding type. These cost 1,000 credits each.
----------------
Fire Gem
Increases the power of the holder's first Fire-type move by 30%, and is consumed after use.
Water Gem
Increases the power of the holder's first Water-type move by 30%, and is consumed after use.
Electric Gem
Increases the power of the holder's first Electric-type move by 30%, and is consumed after use.
Grass Gem
Increases the power of the holder's first Grass-type move by 30%, and is consumed after use.
Ice Gem
Increases the power of the holder's first Ice-type move by 30%, and is consumed after use.
Fighting Gem
Increases the power of the holder's first Fighting-type move by 30%, and is consumed after use.
Poison Gem
Increases the power of the holder's first Poison-type move by 30%, and is consumed after use.
Ground Gem
Increases the power of the holder's first Ground-type move by 30%, and is consumed after use.
Flying Gem
Increases the power of the holder's first Flying-type move by 30%, and is consumed after use.
Psychic Gem
Increases the power of the holder's first Psychic-type move by 30%, and is consumed after use.
Big Gem
Increases the power of the holder's first bug-type move by 30%, and is consumed after use.
Rock Gem
Increases the power of the holder's first Rock-type move by 30%, and is consumed after use.
Ghost Gem
Increases the power of the holder's first Ghost-type move by 30%, and is consumed after use.
Dragon Gem
Increases the power of the holder's first Dragon-type move by 30%, and is consumed after use.
Dark Gem
Increases the power of the holder's first Dark-type move by 30%, and is consumed after use.
Steel Gem
Increases the power of the holder's first Steel-type move by 30%, and is consumed after use.
Normal Gem
Increases the power of the holder's first Normal-type move by 30%, and is consumed after use.
Fairy Gem
Increases the power of the holder's first Fairy-type move by 30%, and is consumed after use.
=============
Health Restoration. These items, when held, have some sort of healing effect.
-----------------
Big Root - 1,500 credits
The health stolen by draining moves is increased by 30%.
Black Sludge - 1,500 credits
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 - 1,500 credits
Restores 1/16 of the holder's maximum health each turn when held.
Shell Bell - 2,000 credits
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.
-----------------------
Absorb Bulb - 1,500 credits
Raises the holder's Special Attack when hit by a Water-type move. Unlike the games, this item will not be consumed on use and will instead be limited to once per battle.
Assault Vest - 2,500 credits
Raises the holder's Special Defense by 50%, but also prevents the holder from using Status moves.
Berserker Gene - 1,500 credits
Confuses the user and raises Attack by 2 stages. Will only work once per battle.
Cell Battery - 1,500 credits
A one-time use item that raises the holder's Attack one stage when hit by an Electric-type attack. Unlike the games, this item will not be consumed on use and will instead be limited to once per battle.
Choice Band - 2,500 credits
Boosts Attack by 50%, but only allows the use of the first move selected.
Choice Scarf - 2,500 credits
Boosts Speed by 50%, but only allows the use of the first move selected.
Choice Specs - 2,500 credits
Boosts Special Attack by 50%, but only allows the use of the first move selected.
Expert Belt - 2,000 credits
Boosts power of super effective moves by 20%.
King's Rock - 2,000 credits
When held, has a 10% chance of causing the target Pokémon to flinch when using a move that deals damage and does not already have a chance to flinch.
Life Orb - 3,000 credits
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 self-inflicted confusion damage or recoil.
Luminous Moss - 1,500 credits
Raises the holder's Special Defense by one stage when hit by an Water-type attack. Will only work once per battle.
Metronome - 2,500 credits
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 - 1,500 credits
Boosts power of physical moves by 10%.
Scope Lens - 1,500 credits
Increases the holder's critical hit ratio.
Weakness Policy - 3,000 credits
Raises the holder's Attack and Special Attack 2 stages when hit by a super effective move. Unlike the games, this item will not be consumed on use and will instead be limited to once per battle.
Wide Lens - 1,500 credits
Boosts the holder's Accuracy by 10% of the original accuracy.
Wise Glasses - 1,500 credits
Boosts the power of special moves by 10%.
Zoom Lens - 2,000 credits
Boosts accuracy by 20% if the holder was attacked last turn.
=============
Consumable Items. These items are consumed when used. Might be good to stock up on them.
-----------------
Air Balloon - 300 credits
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. Breaking a holder's Substitute will also pop the balloon. The holder is also not affected by Spikes or Toxic Spikes. The balloon will not work if Gravity is in effect.
Mental Herb - 300 credits
Removes the effects of infatuation, Taunt, Encore, Torment, Disable, and Cursed Body*. Consumed after use.
Power Herb - 300 credits
Allows user to omit first turn of charge-up required moves. Consumed after use. It affects Solar Beam, Skull Bash, Sky Attack, Razor Wind, Fly, Dig, Dive, Bounce, Shadow Force, Freeze Shock, Ice Burn, Phantom Force and Geomancy.
White Herb - 300 credits
Removes any negative stat changes to holder. Consumed after use.
=============
Focus Items. Makes it possible for the user to survive an attack with would otherwise knock them out.
--------------------
Focus Band - 1,000 credits
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 - 1,500 credits
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. Unlike the games, this item will not be consumed on use and will instead be limited to once per battle.
==================
Negative Effects. These items have adverse affects on whoever is holding them. Costs 2-3k.
------------------------
Flame Orb - 2,500 credits
Inflicts the holder with a burn after one turn of battle.
Toxic Orb - 2,500 credits
Inflicts the holder with bad poison after one turn of battle.
Sticky Barb - 1,500 credits
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 - 1,500 credits
Negates boosts to evasion. Also negates the Levitate ability from holder and makes Flying-type holders susceptible to Ground-type moves, Arena Trap, Spikes, and Toxic Spikes. Flying-type Pokémon holding an Iron Ball will receive neutral damage from Ground-type moves regardless of its secondary type.
Ring Target - 1,500 credits
The holder loses its type immunities.
==========
Other Items. These items have random affects that don't fall into any of the above categories.
-----------------
Bright Powder - 2,500 credits
Default 10% chance to evade. Stacks with evasion boosts.
Destiny Knot - 1,500 credits
Infatuates the foe if the holder becomes infatuated.
Evolite - 3,000 credits
Raises the holder's Defense and Special Defense by 50%, if the holder is capable of evolving.
Float Stone - 1,500 credits
Halves the weight of the holder.
Safety Goggles - 1,500 credits
Grants the holder immunity to weather-related damage and powder moves.
Shed Shell - 1,500 credits
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 - Sold Out
Allows definite escape from a wild Pokémon.
===================
Pokemon-specific Items. These items will only affect certain Pokemon. They are useless to any other Pokemon.
---------------------------------
Light Ball - 1,500 credits
Doubles the Attack and Special Attack of Pikachu. Also guarantees that, if a female Pikachu or Raichu is bred while holding one, that the resulting Pichu will know Volt Tackle.
Lucky Punch - 1,500 credits
Greatly increases Chansey's critical hit ratio
Stick - 1,500 credits
Greatly increases Farfetch'd's critical hit ratio
Thick Club - 2,500 credits
Doubles the Attack of Cubone and Marrowak.
==============
Type Boosters. These items boost the damage done by moves of a certain Type. Costs 2,000 each.
--------------------
Black Belt
Boosts the power of Fighting-type moves by 20% when held.
Black Glasses
Boosts the power of Dark-type moves by 20% when held.
Charcoal
Boosts the power of Fire-type moves by 20% when held.
Dragon Fang
Boosts the power of Dragon-type moves by 20% when held.
Fairy Dust
Boosts the power of Fairy-type moves by 20% when held.
Hard Stone
Boosts the power of Rock-type moves by 20% when held.
Magnet
Boosts the power of Electric-type moves by 20% when held.
Metal Coat
Boosts the power of Steel-type moves by 20% when held.
Miracle Seed
Boosts the power of Grass-type moves by 20% when held.
Mystic Water
Boosts the power of Water-type moves by 20% when held.
Never-Melting Ice
Boosts the power of Ice-type moves by 20% when held.
Poison Barb
Boosts the power of Poison-type moves by 20% when held.
Sharp Beak
Boosts the power of Flying-type moves by 20% when held.
Silk Scarf
Boosts the power of Norma-type moves by 20% when held.
Silver Powder
Boosts the power of Bug-type moves by 20% when held.
Soft Sand
Boosts the power of Ground-type moves by 20% when held.
Spell Tag
Boosts the power of Ghost-type moves by 20% when held.
Twisted Spoon
Boosts the power of Psychic-type moves by 20% when held.
Mega Stone - 10,000 credits
Mega-stones change certain Pokemon and make them stronger when used together with a Keystone Accessory. Purchasing a Mega Stone gives a free Keystone as a result. The Keystone may take the form of anything the purchaser wishes.
Abomasite: Allows an Abomasnow to Mega Evolve into Mega Abomasnow
Absolite: Allows an Absol to Mega Evolve into Mega Absol
Aerodactylite: Allows an Aerodactyl to Mega Evolve into Mega Aerodactyl
Aggronite: Allows an Aggron to Mega Evolve into Mega Aggron
Alakazite: Allows an Alakazam to Mega Evolve into Mega Alakazam
Ampharosite: Allows an Ampharos to Mega Evolve into Mega Ampharos
Banettite: Allows a Banette to Mega Evolve into Mega Banette
Blastoisinite: Allows a Blastoise to Mega Evolve into Mega Blastoise
Blazikenite: Allows a Blaziken to Mega Evolve into Mega Blaziken
Charizardite X: Allows a Charizard to Mega Evolve into Mega Charizard X
Charizardite Y: Allows a Charizard to Mega Evolve into Mega Charizard Y
Garchompite: Allows a Garchomp to Mega Evolve into Mega Garchomp
Gardevoirite: Allows a Gardevoir to Mega Evolve into Mega Gardevoir
Gengarite: Allows a Gengar to Mega Evolve into Mega Gengar
Gyaradosite: Allows a Gyarados to Mega Evolve into Mega Gyarados
Heracronite: Allows a Heracross to Mega Evolve into Mega Heracross
Houndoominite: Allows a Houndoom to Mega Evolve into Mega Houndoom
Kangaskhanite: Allows a Kangaskhan to Mega Evolve into Mega Kangaskhan
Lucarionite: Allows a Lucario to Mega Evolve into Mega Lucario
Manectite: Allows a Manectric to Mega Evolve into Mega Manectric
Mawilite: Allows a Mawile to Mega Evolve into Mega Mawile
Medichamite: Allows a Medicham to Mega Evolve into Mega Medicham
Pinsirite: Allows a Pinsir to Mega Evolve into Mega Pinsir
Scizorite: Allows a Scizor to Mega Evolve into Mega Scizor
Tyranitarite: Allows a Tyranitar to Mega Evolve into Mega Tyranitar
Venusaurite: Allows a Venusaur to Mega Evolve into Mega Venusaur
Rotom Junk Item - 2,000 credits
This is where you may purchase the junk items for Rotom's form changes. Purchasing one will allow you to trade in one item for another should you wish to.
Portable Oven: Rotom becomes Heat Rotom, and its Type changes to Electric/Fire. It also gains access to the move Overheat, which is treated as a Special Move while it's in this form.
Washing Machine: Rotom becomes Wash Rotom, and its Type changes to Electric/Water. It also gains access to the move Hydro Pump, which is treated as a Special Move while it's in this form.
Refrigerator: Rotom becomes Frost Rotom, and its Type changes to Electric/Ice. It also gains access to the move Blizzard, which is treated as a Special Move while it's in this form.
Electric Fan: Rotom becomes Fan Rotom, and its Type changes to Electric/Flying. It also gains access to the move Air Slash, which is treated as a Special Move while it's in this form.
Lawnmower: Rotom becomes Mow Rotom, and its Type changes to Electric/Grass. It also gains access to the move Leaf Storm, which is treated as a Special Move while it's in this form.
Fishing Rods
Fishing rods allow you to catch Pokemon in the designated fishing areas. You may trade in rods that you have already purchased for a better rod and simply pay the difference if you wish as well.
Old Rod - 1,000 credits
Allows one to fish in the beginner fishing areas.
Good Rod - 2,000 credits
Allows one to fish in the beginner and intermediate fishing areas.
Super Rod - 5,000 credits
Allows one to fish in the beginner intermediate, and expert fishing areas.
VIP Fishing Card - 5,000 credits
A one time purchase pass that allows someone to go fishing once every week rather than every other week.
Excavation Kit - 5,000 credits
This kit comes with all the essentials for mining, and is a must-have for anyone who wishes to dig for fossils. It's expensive, but the potential payoff makes it well worth the investment.
Selling Amounts
These are amounts given to people wishing to trade in certain items. Items that are sold in a shop are simply traded in for half their selling price. Other items are listed below.
Fossils - 3,000 credits
Nugget - 5,000 credits
Stardust - 1,500 credits
TM - 1,500 credits