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- Heat Rock - A warm desert rock radiating heat. Pokémon who hold this item will have any Bright Sun summoned last three rounds more, and two uses of competing weather moves will need to be used to change the weather.
- Damp Rock - A slippery rock encased in hydrated salts. Pokémon who hold this item will have any Rain summoned last three rounds more, and two uses of competing weather moves will need to be used to change the weather.
- Icy Rock - A rock encased in unmelting ice. Pokémon who hold this item will have any Hail summoned last three rounds more, and two uses of competing weather moves will need to be used to change the weather.
- Smooth Rock - A smooth, sanded desert rock. Pokémon who hold this item will have any Sandstorm summoned last three rounds more, and two uses of competing weather moves will need to be used to change the weather.
- Terrain Extender - A spray used to coat the terrain and improve its capacity to host energy. Pokémon who hold this item will have terrains they use last an additional three rounds.
- Electric Seed - A seed brimming with electrical energy. When the Pokémon holding this item comes in contact with Electric Terrain, it is consumed and boosts the user's Defense two stages.
- Grassy Seed - A seed overflowing with natural energies. When a Pokémon holding this item comes in contact with Grassy Terrain, it is consumed and boosts the user's Defense two stages.
- Misty Seed - A seed issuing a fine mist. When a Pokémon holding this item comes in contact with Misty Terrain, it is consumed and boosts the user's Special Defense two stages.
- Psychic Seed - A seed radiating mysterious energies. When a Pokémon holding this item comes into contact with Psychic Terrain, it is consumed and boosts the user's Special Defense two stages.
- Big Root - A large, highly absorbent root that readily saps energy. Pokémon who hold this item will have diminishing returns for drains start after the second use of a draining move.
- Absorb Bulb - A plant bulb on the brink of germination. When the holder is hit by a Water-type attack, the bulb absorbs some of the energy and transfers this to the holder, boosting their Special Attack by two stages before being consumed.
- Cell Battery - A rechargeable battery that absorbs electrical energy. When the holder is hit by an Electric-type attack, the battery absorbs some of the energy and transfers this to the holder, boosting their Attack by two stages before being consumed.
- Luminous Moss - A lump of glowing moss from deep within caves. When the holder is hit by a Water-type attack, the moss absorbs some of the energy and transfers this to the holder, boosting their Special Defense by two stages before being consumed.
- Snowball - A compact ball of snow. When the holder is hit by an Ice-type attack, the snowball absorbs some of the energy and transfers this to the holder, boosting their Attack by two stages before being consumed.
- Jerichi, Eternal PresidentToday at 9:55 AM
- Adrenaline Orb - An orb that triggers in the presence of fight-or-flight hormones. If the holder of this item is targeted by a fear-based move, the orb activates, and the chemicals from the orb stimulate the holder and raise its Speed by two stages.
- Weakness Policy - An insurance policy that guarantees the holder compensation for taking extreme super-effective damage. If the user takes doubly super effective (x3) damage from a move used by an opponent, the item is consumed and the holder is granted a two stage boost to Attack and Special Attack.
- Throat Spray - A spray that singers use to keep their voice fresh. After using a sound move, the user will consume the item and get a two stage boost to their Special Attack.
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