Noble Items

I prefer my own submission for Wave Incense, purely because my eyes don't glaze over while I read it. I prefer simple items.

Flame Plate: User's Fire-type moves are 1.5x as accurate and have a 1.5x greater chance to activate secondary effects (50% => 75%, for example).
Flavor concept: It's good for fire, I guess? Imagine the flames getting more controlled and concentrated, but not hotter.
Competitive concept: Some fire moves have their lackluster accuracy patched up (Fire Blast, Magma Storm, Heat Wave, sorta Inferno) and are better at spreading burn (Sacred Fire, Searing Shot, Lava Plume). Fiery Dance is also fun. Held back by the fact that it doesn't boost damage output.

Charcoal: When the user is hit by a contact move, the attacking Pokémon's item is turned into Charcoal. This effect ends upon switching out. No other effect.
Flavor concept: Have you ever used charcoal for drawing? That shit gets all over your hands and it sucks. Alternatively, imagine it burning up the opponent's item or covering it in a thick layer of charcoal dust.
Competitive concept: Basically Mummy for items. Great if you have a Pokemon that doesn't really need its item slot, so it can afford to just fuck with the opponent. Probably important given the item-focused nature of this meta.

Heat Rock: Extends the duration of Sun weather set by the holder from 5 turns to 10. In addition, any Pokémon that uses a contact move against the holder has a 30% chance of being burned.
Flavor concept: Combines parts of two of FlameUser's entries Follows from function of Icy Rock, and because it makes the user hot, adds the effect of Flame Body.
Competitive concept: Sun users can switch in more easily -- or at least, there is some additional benefit to doing so. Hell, anything that's meant to tank a lot of contact moves could potentially use this, though it would probably suboptimal.

Flame Orb: Inflicts the holder with a Burn at the end of each turn. When the user is knocked out, it explodes, causing the opponent to take 25% damage.
Flavor concept: Same as it is now, except it's explosive.
Competitive concept: Still only good on Guts users, but now the opponent needs to exercise a little more caution in handling Flame Orb holders.
 
Also I meant to say that I definitely like Chaoswalker's Wave Incense a lot. If Akumeoy's ends up winning, though, it might be a fun effect to put on another item like the Metronome.
 
Flame Plate
All Normal-type Punch and Kick moves turn into Fire-type and deal 30% more damage.
Flavor: Falcon Punch and Kick, anyone?

Charcoal
If Held by a Fire-type, increases their Speed by 20% and gradually recovers their HP by 1/16 of their max amount.
Flavor: Some things require coal to function.

Flame Orb
All of the users stats are increased by 50%, but they gain a badly burned status.
Flavor: One can train to the point that they can control their soul, including pushing it to it's limit!


Heat Rock
Increases the durability of the sun from 5 to 8. It also allows it to gradually restore the HP of all the Grass-types on the field by 1/8 of their max amount.
Flavor: Spongebob: Photosynthesis. Photosynthesis.
 

Da Pizza Man

Pizza Time
is a Pre-Contributor
Flame Plate: If the holder uses a move with a chance to burn, that chance is increased by 50% of that chance (Example: A move that normally has a 10% chance to burn now has a 15% chance to burn)
Flavor Justification: I imagine that an artifact that a god uses to burn stuff would have quite an impact on making things burn more
Competitive Justifaction: Gives pokemon access to burning moves like Fire types and most water types a more reliable way to cripple physical attackers

Charcoal: The holder's fire type attacks destroy the opponents held berry, herb, Castellia Cone, Honey, Whipped Dream, or Leftovers
Flavor Justificaton: Since Charcoal is used for cooking food, this ends up cooking the opponents foot related item
Competitive Justification: Gives abusers of fire type moves a psudeo knock-off, helping dealing with some annoying to take down pokemon

Flame Orb: The holder is inflicted with a burn at the end of each turn. In addition, if the held user is burned, then the power of their attacks is increased by 30%
Flavor Justification: Turns Flame Orb into a Variation of Life Orb
Competitive Justification: Gives Guts users a better version of life Orb, giving them more power, as well as giving Magic Guard users an immunity to annoying status like Sleep with a life orb boost
 
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Flame Plate: User's Fire type attacks will deal 1.2x damage on impact, and .3x damage at the end of the next turn, provided the opponent doesn't switch.
Flavor: Represents the persistent burning of a flame, as the attack will continue doing damage after the initial effect. It's also the Fire-type counterpart to my Splash Plate submission, which is now official.
Competitive: Significant damage boost of 1.5x (exclusively for Fire type attacks, however) which also discourages opponents from staying in to take the full damage, making it a good compliment to hazard-stacking play-styles and a good counter to stall.

Charcoal: User's Grass type moves become Fire type and have a 30% chance to burn.
Flavor: Charcoal is burned wood, essentially. The Grass -> Fire change and burn chance reflect this.
Competitive: Pokemon with random Grass coverage like Energy Ball or Power Whip can put it to better use (ie Alakazam, Florges, Lickilicky, etc.). If nothing else, it gives every 'mon access to a Fire type Scald, as everyone gets at least HP Grass.

Heat Rock: Extends the duration of Sunny weather set by the holder from 5 turns to 10. If the user switches in while the Sun is active, it's extended by 3 turns.
Flavor: When the sun is shining at full force with an unbearable heat, it feels like it will never go away. But this isn't Gen 5 so it just lasts for a really long time.
Competitive: Sun is already the third choice when it comes to weather, so this will help dedicates Sun-setters keep up the weather and allow Chlorophyll and Solar Power users to sweep. If placed on a wall that knows Sunny Day, you can just switch it in to take an attack, then switch out without loosing sun turns, rather, you gain even more.

Flame Orb: User's physical attacks are increased by 20%. If the user is burned, their Attack is not lowered.
Flavor: It makes sense that an object that can induce burns can also protect you from them. Also, as Life Orb gives a power boost, this Orb can too.
Competitive: Meets Life Orb and Lum Berry halfway. You get a 10% less power boost and you can't be protected from any status, but there's no recoil and it won't disappear after a single use.
 
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Flame Plate: User's Fire type attacks will deal 1.2x damage on impact, and .3x damage at the end of the next turn, provided the opponent doesn't switch.
Flavor: Represents the persistent burning of a flame, as the attack will continue doing damage after the initial effect. It's also the Fire-type counterpart to my Splash Plate submission, which is now official.
Competitive: Significant damage boost of 1.5x (exclusively for Fire type attacks, however) which also discourages opponents from staying in to take the full damage, making it a good compliment to hazard-stacking play-styles and a good counter to stall.

Charcoal: User's Grass type moves become Fire type and have a 30% chance to burn.
Flavor: Charcoal is burned wood, essentially. The Grass -> Fire change and burn chance reflect this.
Competitive: Pokemon with random Grass coverage like Energy Ball or Power Whip can put it to better use (ie Alakazam, Florges, Lickilicky, etc.). If nothing else, it gives every 'mon access to a Fire type Scald, as everyone gets at least HP Grass.

Heat Rock: Extends the duration of Sunny weather set by the holder from 5 turns to 10. If the user switches in while the Sun is active, it's extended by 3 turns.
Flavor: When the sun is shining at full force with an unbearable heat, it feels like it will never go away. But this isn't Gen 5 so it just lasts for a really long time.
Competitive: Sun is already the third choice when it comes to weather, so this will help dedicates Sun-setters keep up the weather and allow Chlorophyll and Solar Power users to sweep. If placed on a wall that knows Sunny Day, you can just switch it in to take an attack, then switch out without loosing sun turns, rather, you gain even more.

Flame Orb: User's physical attacks are increased by 20%. The user cannot be burned.
Flavor: It makes sense that an object that can induce burns can also protect you from them. Also, as Life Orb gives a power boost, this Orb can too.
Competitive: Meets Life Orb and Lum Berry halfway. You get a 10% less power boost and you can't be protected from any status, but there's no recoil and it won't disappear after a single use.
Problem with this Flame Orb submission is it is directly superior to the Casteliacone.
 
FlameUser64
I like your second effect more for Heat Rock

Charcoal
Effect:Moves do not need to charge or recharge to take effect.
Flavor: Fuel to keep your fire burning!
Competitive: Anything that learns enough powerful charge based moves gains an excuse to spam them, though at the loss of a life orb boosting their other moves, making them slave to their two good attacks. Infernape for example likes this with Solarbeam and Blast Burn. Unfortunately close combat becomes lackluster, and hyper beam and giga impact won't help it break past Heatran Any better. Still, the sheer output from blast burn makes it capable of some sick wall breaking with nasty plot.

I'm open to adding a draw back to this item if it ends up breaking a bunch of pokemon.


Flame Orb
Effect: If held by a non fire type, at the end of the turn the holder is burned and increases their speed by 15%. If the holder is fire type, their attacks have a 25% chance to burn the opponent. (This is additive to any existing burn chance)
Flavor: It still burns, but man it's no good on fire types. Now it is, and it STILL burns.
Competitive: Guts users and special attackers can hold this as a sort of speed version of life orb.


Heat Rock
Effect: Causes sunny day to last for 8 turns. Using sunny day again while sun is still active adds 3 more turns to the duration, but can not push the total duration over 8 turns. The holder recovers 1/16 of their HP at the end of each turn if Sunny day is active.
Flavor: Sunny day. I don't know what you want from me.
Competitive: Sunny day item made viable? I think so. You can extend your sun by pushing your setter back out. So long as you are good about putting the sun back up. Also, you have leftovers so long as you spam sunny day properly. Getting forced out before setting could be a problem though.
 
Akumeoy's Wave Incense. Just because it's simpler. And makes Mantine ok it actually makes Gyarados better

Flame Plate: The holder's Normal moves become Fire type and have a 50% chance of Burning.
Flavor: God's fire.
Competitive: -ate item and Burn spreader. All the Physical sweeper hate!

Charcoal: The holder takes 50% more damage from Fire moves, but does 50% more damage with Fire moves.
Flavor: Charcoal burns.
Competitive: All-in strategy with good pay-off but an inherent risk, albeit a minor one that can be managed. Unless you have Flashfire in which case it's 100% awesome.

Flame Orb: No change.
Flavor: Go ask Game Freak.
Competitive: do you really want to screw over crappy Guts users and/or make Conkeldurr even better

Heat Rock: Doubles the duration of Sun set by the holder and renders the holder immune to Rock type moves.
Flavor: Rocks are my friend!
Competitive: Stealth Rock? What Stealth Rock?
 

Cookie Butter

formerly the someone
Akumeoy's Wave Incense. Just because it's simpler. And makes Mantine ok it actually makes Gyarados better
Mantine has those immunities already :P. Gyarados would get a little better, I guess. Mantine wouldn't need Water Absorb, and it would basically exchange it's item slot for Swift Swim or Water Veil. Also, it's just an immunity to something they resisted.
Lanturn and Landorus-T, on the other hand, would both like Ground and Water immunities, respectively.
 

Cookie Butter

formerly the someone
Time to vote!
First Choice:UserX
Second Choice:UserY
Third Choice:UserZ
The First Choice gets 3 points, second gets 2 and third gets 1. The user with most votes will have their submission added into the project itself.


-(boosts the power of normal type moves by 1.3 and add the fire type. (Tarontos)
-User's Fire-type moves are 1.5x as accurate and have a 1.5x greater chance to activate secondary effects (50% => 75%, for example). (Akumeoy)
-All Normal-type Punch and Kick moves turn into Fire-type and deal 30% more damage. (The Legend Waker)
-If the holder uses a move with a chance to burn, that chance is increased by 50% of that chance (Example: A move that normally has a 10% chance to burn now has a 15% chance to burn) (The Pizza Man)
- User's Fire type attacks will deal 1.2x damage on impact, and .3x damage at the end of the next turn, provided the opponent doesn't switch. (Jajoken)
-The holder's Normal moves become Fire type and have a 50% chance of Burning. (Ghoul King)


-Boosts special attack by one stage after being hit by or using a fire type move. (Tarontos)
-Holder's Fire-type moves have 50% leech. (FlameUser64)
-When the user is hit by a contact move, the attacking Pokémon's item is turned into Charcoal. This effect ends upon switching out. No other effect. (Akumeoy)
-If Held by a Fire-type, increases their Speed by 20% and gradually recovers their HP by 1/16 of their max amount. (The Legend Waker)
-The holder's fire type attacks destroy the opponents held berry, herb, Castellia Cone, Honey, Whipped Dream, or Leftovers. (The Pizza Man)
-User's Grass type moves become Fire type and have a 30% chance to burn. (Jajoken)
-Moves do not need to charge or recharge to take effect. (Chaoswalker)
-The holder takes 50% more damage from Fire moves, but does 50% more damage with Fire moves. (Ghoul King)


-all attacks lacking a secondary effect gain a secondary fire type and a 30 percent chance to burn. (Tarontos)
-Inflicts the holder with a Burn at the end of each turn. In addition, any Pokémon that uses a contact move against the holder has a 30% chance of being Burned, and any Pokémon that uses a move or Ability to remove the Flame Orb is guaranteed to be burned. (FlameUser64)
-Inflicts the holder with a Burn at the end of each turn. When the user is knocked out, it explodes, causing the opponent to take 25% damage. (Akumeoy)
-All of the users stats are increased by 50%, but they gain a badly burned status. (The Legend Waker)
-The holder is inflicted with a burn at the end of each turn. In addition, if the held user is burned, then the power of their attacks is increased by 30%. (The Pizza Man)
-User's physical attacks are increased by 20%. If the user is burned, their Attack is not lowered. (Jajoken)
-If held by a non fire type, at the end of the turn the holder is burned and increases their speed by 15%. If the holder is fire type, their attacks have a 25% chance to burn the opponent. (This is additive to any existing burn chance) (Chaoswalker)
-No change. (Ghoul King)


-Extends the duration of sun activated by the user from 5 to ten turns and turns normal type moves used by the holder to fire type moves in the sun. (Tarontos)
-Extends the duration of Sun weather set by the holder from 5 turns to 10. Fire-type moves targeting the holder do not receive the 1.5x Sun boost. (FlameUser64)
-Extends the duration of Sun weather set by the holder from 5 turns to 10. Holder does not take passive Sun damage from the abilities Dry Skin and Solar Power. (FlameUser64 alternative)
-Extends the duration of Sun weather set by the holder from 5 turns to 10. In addition, any Pokémon that uses a contact move against the holder has a 30% chance of being burned. (Akumeoy)
-Increases the durability of the sun from 5 to 8. It also allows it to gradually restore the HP of all the Grass-types on the field by 1/8 of their max amount. (The Legend Waker)
-Extends the duration of Sunny weather set by the holder from 5 turns to 10. If the user switches in while the Sun is active, it's extended by 3 turns. (Jajoken)
-Causes sunny day to last for 8 turns. Using sunny day again while sun is still active adds 3 more turns to the duration, but can not push the total duration over 8 turns. The holder recovers 1/16 of their HP at the end of each turn if Sunny day is active. (Chaoswalker)
-Doubles the duration of Sun set by the holder and renders the holder immune to Rock type moves. (Ghoul King)

Send your votes to me via PM.

To keep this thread active in this phase, here are some questions
  • Are there any items you want to see in the next slate?
  • Which entries for this week do you agree/disagree with? [Remember: Be to the point and decisive, no hate]
  • Are there any new possible strategies/sets that can be made with the last week's items? What Pokemon take advantage from those items?
  • You can discuss Akumeoy's Wave Incense unless someone changes their votes or speaks up until the start of the next submission phase.
 
Are there any new possible strategies/sets that can be made with the last week's items? What Pokemon take advantage from those items?
The Sea Incense is basically Leftovers that keeps going after you've been hit by Knock Off and that can be Baton Passed. There is literally no reason to use Leftovers now.

The Prism Scale is an interesting option for Special walls, including most obviously that it might be worth running Blissey over Chansey purely to run Prism Scale and reflect abominable damage back on Special attackers. It also has some more niche uses for bulky attackers that are vulnerable to Special attacks -where an Assault Vest reduces your odds of being taken out, Prism Scale might cause them to KO themselves, especially Life Orb Special attackers. So that's neat.

The Red Scale is sort of nifty, but has a key flaw in that there is currently no way to inflict a major status ailment on yourself. It could potentially be interesting in Doubles -inflict regular Poison on a Red Scale holding buddy- but in Singles it's iffy. In particular, since it doesn't prevent the damage loss from Burn, it's extremely difficult to switch in on a major status ailment attempt that you're genuinely OK with -Toxic gets worse over time, Burn still leaves your damage reduced, Sleep and Freeze block you from acting at all, and Paralysis can also deny you action outright. Nobody sets out to inflict regular Poison on their opponent in competitive play. And after all that, the boost you get is equivalent to a Band, only much, much harder to get the effect. Not very good.

The Wave Incense has a lot of weird niche uses, like turning Lanturn into an alternate Rotom-Wash. There's a question there as to whether any competitively viable uses exist for it, but it's certainly an interesting item. At bare minimum, it's superior to an Air Balloon anytime you were considering putting one on a Water type. Alternatively you could do something like put it on Talonflame and laugh at Azumarill. That's cool.
 
I'm totally fine with going with Aukeymon's, it still has some defensive sets. In my head my effect was pretty simple, but explaining it took too many words. Switch between defense and offense states, starting with defense state. Of course then it takes 3-4 lines to tell what each state is and when you enter them. Maybe I'll submit some similar again when I come up with a simpler way to explain it.
 

Cookie Butter

formerly the someone
Sorry for the delay! The voting phase has ended!

Flame Plate | The holder's Normal moves become Fire type and have a 50% chance of Burning. (by Ghoul King)
Charcoal | Moves do not need to charge or recharge to take effect. (by Chaoswalker)
Flame Orb | If held by a non fire type, at the end of the turn the holder is burned and increases their speed by 15%. If the holder is fire type, their attacks have a 25% chance to burn the opponent. (This is additive to any existing burn chance) (by Chaoswalker)
Heat Rock | Tie between The Legend Waker and Ghoul King. Which submission is better in your opinion and why?

New Items for Submission:
(Note: Please try and do all if possible. Thank you.)
Fire Slate part 2
Lava Cookie
Magmarizer
Magma Stone
(you can make this as widespread or niche as you want, preferably niche for Heatran)
Soot Sack
 
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Sorry for the delay! The voting phase has ended!

Flame Plate | The holder's Normal moves become Fire type and have a 50% chance of Burning. (by Ghoul King)
Charcoal | Moves do not need to charge or recharge to take effect. (by Chaoswalker)
Flame Orb | If held by a non fire type, at the end of the turn the holder is burned and increases their speed by 15%. If the holder is fire type, their attacks have a 25% chance to burn the opponent. (This is additive to any existing burn chance) (by Chaoswalker)
Heat Rock | Tie between The Legend Waker and Ghoul King. Which submission is better in your opinion and why?

New Items for Submission:
(Note: Please try and do all if possible. Thank you.)
Fire Slate part 2
Lava Cookie
Magmarizer
Magma Stone
Soot Sack
I personally prefer Ghoul King's Heat Rock for at least attempting to follow the same theme as the Icy Rock.

Also, isn't the Soot Sack a Key Item?
 
Fire Slate part 2
LavaCookie

Magic bounce- once
Fun way to screw with your enemy
It originaly healed status
Magmarizer

50 percent chance to burn opponent when they make contact(100% on a move that takes or knocks off the item)
nice defensive boost stick this on regen slobro or something else that is physical wall and you have something that nothing wan't to hit
it is magmafying you
MagmaStone

Fire types gain 1/8th health back each turn
lets make heatran bulkier
it's heatran's item he just needs recovery
SootSack

Removes entry hazards on switchin(still take damage on switch
I hate hazards--yes this is a key item i think
it picks up hazards like soot

I like Goul kings submission better it gives talon flame/ninetales the ability to come in repetitly to do their thing
 
I like the idea of greater Sun/Grass synergy, but I still prefer my own entry for addressing one of the primary problems with Sun teams.

Also yeah the Soot Sack is a key item and I'd rather not touch it at all, while the Magma Stone existing as an item is essentially a technicality, so I'd rather not touch it either.

Lava Cookie: The holder is cured of major status ailments when they switch out. Not used up.
Flavor: You can eat part of a cookie pretty easily, and it clears major status ailments normally. Just pretend it's a really big, self-regenerating, magic cookie.
Competitive: Natural Cure for everyone! Only you can Knock Off it, so it has flaws.

Magmarizer: If the holder is Magmar, their Attack and Special Attack is increased by 50%.
Flavor: MAGMA POWER.
Competitive: Heck if I know. I'm just struggling for ideas.
 

Cookie Butter

formerly the someone
Also, isn't the Soot Sack a Key Item?
Yes, but it's one of the few Key Items that would make sense for a Pokemon to be able to use. The original idea was to include Key Items at some point after the held items had been added, but since there aren't any other fire/magma items for this slate, I added it in this slate. Well, there's Fire Stone, but evolutionary stones are going to have their own slate (or maybe not... I'm not sure if I want to add these). We aren't going to give stuff like Explorer Kit, Room Keys, Devon Equipment, etc effects though, for the same reason Pokemon can't use Potions.
 
I'm fine either way when it comes to evolution stones, but I would like to know ahead of time because my magma stone effect would be better on sun stone.
 
Yes, but it's one of the few Key Items that would make sense for a Pokemon to be able to use. The original idea was to include Key Items at some point after the held items had been added, but since there aren't any other fire/magma items for this slate, I added it in this slate. Well, there's Fire Stone, but evolutionary stones are going to have their own slate (or maybe not... I'm not sure if I want to add these). We aren't going to give stuff like Explorer Kit, Room Keys, Devon Equipment, etc effects though, for the same reason Pokemon can't use Potions.
Key items cannot be held by a Pokemon under any circumstance. There's a reason Showdown doesn't have them available to look at on Teambuilder -from a competittive standpoint they don't exist.
 

Cookie Butter

formerly the someone
...I just noticed I forgot to mention Magma Stone should be preferably Heatran's signature item. Sorry for the confusion.
Tarontos, be sure to change the effect to just affecting Heatran if you want, since you mentioned it specifically in the item flavor.

I'm fine either way when it comes to evolution stones, but I would like to know ahead of time because my magma stone effect would be better on sun stone.
Alright, evolutionary stones will be added. I thought no one had an effect for them, because they're literally flavorly-depthless stones that make Pokemon evolve. Let's see what you came up with, lol.

Key items cannot be held by a Pokemon under any circumstance. There's a reason Showdown doesn't have them available to look at on Teambuilder -from a competittive standpoint they don't exist.
Well, yes, but that's not the point. If people can give unique and viable effects to them, without breaking any flavorful concept, I think they should be added. Think of it as Ball Cup having Apricorn Balls, which can't be held by Pokemon in the cartridges. It's a pet mod about balls, so they got added.
Key Items can't be held by Pokemon because they're important gameplay mechanics, and we don't have to worry about that due to Showdown being a simulator. Key Items not being coded in Showdown "for a reason" is kind of a moot point, since Showdown does have an item that isn't even obtainable - the Park Ball. It also has the Apricorn Balls. The problem Key Items have is that they'd have to be added, but that isn't a specific problem to them, and NotACoolName mentioned it's not hard to code items. Another possible problem is the extra complexity that this would create, so once the project is complete, we can discuss if the Key Items added are really necessary or if they should be removed.
 
I personaly think evolution stones would give buffs to NFE Mons kind of like evolvite giving us the ability to mess around with some more powerful effects. i like my effect as is fire types are realy bad defensivly for the most part so the boosted recovery gives some of the defensive ones niches
 
...I just noticed I forgot to mention Magma Stone should be preferably Heatran's signature item. Sorry for the confusion.
Tarontos, be sure to change the effect to just affecting Heatran if you want, since you mentioned it specifically in the item flavor.

Alright, evolutionary stones will be added. I thought no one had an effect for them, because they're literally flavorly-depthless stones that make Pokemon evolve. Let's see what you came up with, lol.

Well, yes, but that's not the point. If people can give unique and viable effects to them, without breaking any flavorful concept, I think they should be added. Think of it as Ball Cup having Apricorn Balls, which can't be held by Pokemon in the cartridges. It's a pet mod about balls, so they got added.
Key Items can't be held by Pokemon because they're important gameplay mechanics, and we don't have to worry about that due to Showdown being a simulator. Key Items not being coded in Showdown "for a reason" is kind of a moot point, since Showdown does have an item that isn't even obtainable - the Park Ball. It also has the Apricorn Balls. The problem Key Items have is that they'd have to be added, but that isn't a specific problem to them, and NotACoolName mentioned it's not hard to code items. Another possible problem is the extra complexity that this would create, so once the project is complete, we can discuss if the Key Items added are really necessary or if they should be removed.
well actually the apricorn balls are obtainable since in gen2 items could be held and we have gen2 OU.
 

Cookie Butter

formerly the someone
well actually the apricorn balls are obtainable since in gen2 items could be held and we have gen2 OU.
I don't know about Gen 2, but they can't be held in HGSS because otherwise the player would be able to catch DPPt Pokemon in those balls. Basically a gameplay mechanic.
 

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