Well hello folks and welcome to another day at insanityville :D!
We just came from a big sig-item revamp, which, hopefully, made them a tad better, or at least more balanced.
We are gonna do now the same with the non-sig items, specially the non-consumable ones. Yes, I don't intend to touch on berries for now at least. We will roll like we did on the sig items topic, following these steps:
1) Remove the items deemed "not-workable". We are looking at ones that can't be made viable without giving them brand new effects overall. If we are to give "brand new effects" then creating new items entirely is more adviseable.
2) Remove the items deemed "just right". Only the items there is no doubt about.
3) Separate the ones deemed "too good". And see how the list ammounts to 0.
4) Separate the ones deemed "too weak". The items that remain after we separate the "too good"s and the "too weak"s will join the list of "just right" items.
5) Work with the "too good" list. Or not.
6) Work with the "too weak" list
7) Rework prices.
8) ???
9) Profit!
The items we are looking at are:
There is a possibility of including new items at some point in this discussion. But it will only happen if there is a need for it and if good ideas come around. Those will be held (if they are held in the first place) in a difference conversation, if the ideas are approved by the mod team.
- - - -
Anyway, to start: which items we shouldn't bother to tweak? I mean, the items that, made for an ingame enviroment, can't work properly here no matter how hard we hammer them.
Right now the list is:
- Choice Scarf
- Choice Band
- Choice Specs
- Safety Goggles
Anyone have any other suggestion of item we shouldn't worry about?
If no discussion in 72h we move on. Assume that rule is always in place.
We just came from a big sig-item revamp, which, hopefully, made them a tad better, or at least more balanced.
We are gonna do now the same with the non-sig items, specially the non-consumable ones. Yes, I don't intend to touch on berries for now at least. We will roll like we did on the sig items topic, following these steps:
1) Remove the items deemed "not-workable". We are looking at ones that can't be made viable without giving them brand new effects overall. If we are to give "brand new effects" then creating new items entirely is more adviseable.
2) Remove the items deemed "just right". Only the items there is no doubt about.
3) Separate the ones deemed "too good". And see how the list ammounts to 0.
4) Separate the ones deemed "too weak". The items that remain after we separate the "too good"s and the "too weak"s will join the list of "just right" items.
5) Work with the "too good" list. Or not.
6) Work with the "too weak" list
7) Rework prices.
8) ???
9) Profit!
The items we are looking at are:
Assault Vest - 20 CC - Multiplies the Pokemon's Special Defense Rank by one and a half (1.5x), rounded up. The Pokemon will only be able to use damaging attack moves, Chill and combinations in battle.
Big Root -20 CC- Doubles (x2) the HP gained from the moves Absorb, Leech Life, Mega Drain, Giga Drain, Leech Seed, Drain Punch, Dream Eater, Horn Leech, Draining Kiss, Oblivion Wing, and Parabolic Charge, capped at 100%. Increases the Energy Cost of these attacks by three (3).
Binding Band - 20 CC - Bind, Clamp, Fire Spin, Infestation, Magma Storm, Sand Tomb, Wrap, and Whirlpool inflict double (x2) damage at the end of each of the target Pokemon's actions.
Black Sludge - 20 CC - Heals Poison-type Pokemon and Pokemon with Poison Heal, Poison Point, or Poison Touch two (2) HP at the end of every one of the Pokemon's actions. Pokemon with the ability Liquid Ooze or Toxic Boost have three (3) HP restored per action instead. All other Pokemon are dealt two (2) damage at the end of each of each action.
Choice Band - 20 CC - Increases the Attack of the Pokemon by half of its current rank, rounded up. The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round while incurring half the normal repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore. Chill won't lock the user and it can be used even if the user is locked in a different move.
Choice Scarf - 20 CC - Increases the Speed of the Pokemon by 75% (x1.75) and increases base move accuracy by twenty-five (25). The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round without incurring the repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore.Chill won't lock the user and it can be used even if the user is locked in a different move.
Choice Specs - 20 CC - Increases the Special Attack of the Pokemon by half of its current rank, rounded up. The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round while incurring half the normal repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore.Chill won't lock the user and it can be used even if the user is locked in a different move.
Cleanse Tag - 20 CC - Halves the rate of damage increase on Toxic (e.g. it becomes 1, 1, 2, 2, 3, 3 over 6 rounds instead of 1,2,3,4,5,6) and increases the rate of decay on Freeze (always 1 action), Sleep (0,1,1 instead of 1,1,2) and paralysis (25,15,5,0 or 20,10,0 instead of 25,20,15,10,5,0). Reduces the damage of Poison and Burn to one (1) DPA.
Destiny Knot - 20 CC - Whenever the Pokemon inflicts attraction successfully upon an opponent, the effect lasts for the duration of the battle until either Pokemon is KOed or switches out.
Eviolite - 20 CC - Increases the Defense and Special Defense of the Pokemon by half of its current ranks if the Pokemon is not fully evolved, rounded up.
Expert Belt - 20 CC - Increases the Base Attack Power of all attacks that strike super effectively by two (2).
Float Stone - 20 CC - The Pokemon's weight is cut in half, and all attacks used by the Pokemon with six (6) or less Base Power after ability adjustments have +1 priority. Priority is applied to the summed Base Power of a multi-hit move.
Focus Band - 20 CC - Damage taken by this Pokemon by any single attack is reduced to at most 20% of this Pokemon's max HP (20 Damage for Pokemon with 100 Base HP, 18 Damage for Pokemon with 90 Base HP, and so on). Damaging combos are not affected by Focus Band.
Focus Sash - 20 CC - Reduces the Base Attack Power of attacks used against the Pokemon by two (2) while above 30% of its maximum HP. The effect is amplified on OHKO Moves, which are reduced by fifteen (15) Base Attack Power instead.
Grip Claw - 20 CC - The partial trapping and damaging effect of Bind, Clamp, Fire Spin, Infestation, Magma Storm, Sand Tomb, Wrap, and Whirlpool last a guaranteed eight (8) actions unless counteracted by another move.
Kings Rock - 20 CC - All attacks used by the Pokemon that connect have a 10% chance to cause the opponent to flinch. Multi-hit moves have as many chances to flinch as hits made successfully. If held by Poliwhirl, Politoed, Slowpoke, or Slowking, it increases the Pokemon's Special Attack by one (1) rank and continuously activates Water Absorb and Regenerator, granting +2hp per action due to it for each ability.
Lagging Tail - 20 CC - Causes the Pokemon to always move last within its priority bracket, regardless of Speed. The Pokemon's attacks will never miss an opponent and opponents' attacks will never miss the Pokemon. OHKO moves have normal accuracy when used with or against a Pokemon with this item.
Leftovers - 20 CC - Heals the Pokemon two (2) HP at the end of every one of the Pokemon's actions. Pokemon with the ability Gluttony have three (3) HP restored per action instead.
Life Orb - 20 CC - Increases the Base Attack Power of all attacks by three (3), but deals two (2) damage to the Pokemon for each attack it makes that hits successfully. If the holder either has the Magic Guard ability, or has the Sheer Force ability toggled on (and using a Sheer Force-boosted attack), then they will take no recoil damage. The recoil is only one (1) damage if the attack is a single-hit move with four (4) Base Attack Power after ability adjustments. Attacks that hit multiple Pokemon only inflict recoil once.
Metronome - 20 CC - Increases the Base Attack Power dealt by consecutive uses of attacks after their first use by one (1) and one (1) more for each additional use up to a maximum of ten (10) uses. (Ex. An attack used twice has +2 BAP, thrice +3, etc.) Attacks used consecutively incur only half (0.5x) the consecutive move use energy cost.
Razor Claw - 20 CC - Raises the critical hit stage of the Pokemon by one (1) and the Base Attack Power of moves containing the words "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" is increased by three (3). If held by Sneasel or Weavile, it increases the Pokemon's Attack by one (1) rank.
Razor Fang - 20 CC - Raises the critical hit stage of the Pokemon by one (1) and the Base Attack Power of moves containing the words "Fang", "Crunch", "Razor", "Bite", "Blade", or "Sword" is increased by three (3). If held by Gligar or Gliscor, it increases the Pokemon's Attack by one (1) rank.
Rocky Helmet - 20 CC - Causes all contact attacks suffered by the Pokemon to deal 25% of the damage received to the opponent, rounded up.
Safety Goggles - 20 CC - The Pokemon is immune to damage from weather effects and the effects of "Powder" Moves. (Full List: Poison Powder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore.)
Shed Shell - 20 CC - Allows the Pokemon to switch in a Switch = OK battle regardless of trapping moves or abilities. Prevents residual damage from partial trapping moves and renders the Pokemon immune to entry hazards.
Shell Bell - 20 CC - Whenever the Pokemon deals damage with an attack, it is healed for 1/8 (x0.125) of the damage dealt, rounded down, but with a minimum of one (1) HP gained.
Smoke Ball - 20 CC - The Pokémon negates all of its own Accuracy drops, all of its opponent's Evasion boosts, and the effects of an opponent's Double Team. Actions used evasively always fail against the Pokémon. Also, the carrier of Smoke Ball is capable of hitting their targets even on the evasive part of Damaging Evasive Moves (e.g. Dig). The Standard Accuracy of the moves used still apply normally.
Zoom Lens - 20 CC - Raises the critical hit stage of the Pokemon by one (1) and increases move accuracy by twenty (20). Both effects only apply if the Pokemon moves after the opposing Pokemon.
Macho Brace - 10 CC - Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and increases the stage-boost of all boosting moves by one (1). Increases the Pokemon's final Weight Class by one (1).
Power Weight - 10 CC - Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and increases the HP gain and energy cost of recovery moves by 50% (x1.5). Increases the Pokemon's final Weight Class by one (1).
Power Bracer - 10 CC - Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Attack-boosting moves. Increases the Pokemon's final Weight Class by one (1).
Power Belt - 10 CC - Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Defense-boosting moves. Increases the Pokemon's final Weight Class by one (1).
Power Lens - 10 CC - Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Special Attack-boosting moves. Increases the Pokemon's final Weight Class by one (1).
Power Band - 10 CC - Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Special Defense-boosting moves. Increases the Pokemon's final Weight Class by one (1).
Power Anklet - 10 CC - Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and triples (x3) the stage-boost of Speed-boosting moves. Increases the Pokemon's final Weight Class by one (1).
BrightPowder - 10 CC - Reduces move accuracy of moves used against the Pokemon by ten (10).
Muscle Band - 10 CC - Increases the Base Attack Power of all physical attacks used by the Pokemon by one (1).
Quick Claw - 10 CC - Raises the critical hit stage of the Pokemon by one (1) and the Pokemon has a 20% chance of moving first each action.
Scope Lens - 10 CC - Raises the critical hit stage of the Pokemon by two (2).
Wide Lens - 10 CC - Increases move accuracy by ten (10).
Wise Glasses - 10 CC - Increases the Base Attack Power of all special attacks used by the Pokemon by one (1).
Black Belt - 10 CC - Increases the damage dealt by all Fighting-type attacks used by the Pokemon by four (4).
BlackGlasses - 10 CC - Increases the damage dealt by all Dark-type attacks used by the Pokemon by four (4).
Charcoal - 10 CC - Increases the damage dealt by all Fire-type attacks used by the Pokemon by four (4).
Dragon Fang - 10 CC - Increases the damage dealt by all Dragon-type attacks used by the Pokemon by four (4).
Hard Stone - 10 CC - Increases the damage dealt by all Rock-type attacks used by the Pokemon by four (4).
MagnetHeld - 10 CC - Increases the damage dealt by all Electric-type attacks used by the Pokemon by four (4).
Metal Coat - 10 CC - Increases the damage dealt by all Steel-type attacks used by the Pokemon by four (4). If held by Onix, Scyther, Steelix or Scizor, it increases the Pokemon's Attack by one (1) rank and grants the holder STAB on Steel-Typed moves, if they don't have it already.
Miracle Seed - 10 CC - Increases the damage dealt by all Grass-type attacks used by the Pokemon by four (4).
Mystic Water - 10 CC - Increases the damage dealt by all Water-type attacks used by the Pokemon by four (4).
NeverMeltIce - 10 CC - CCIncreases the damage dealt by all Ice-type attacks used by the Pokemon by four (4).
Pixie Dust - 10 CC - Increases the damage dealt by all Fairy-type attacks used by the Pokemon by four (4).
Poison Barb - 10 CC - Increases the damage dealt by all Poison-type attacks used by the Pokemon by four (4).
Sharp Beak - 10 CC - Increases the damage dealt by all Flying-type attacks used by the Pokemon by four (4).
Silk Scarf - 10 CC - Increases the damage dealt by all Normal-type attacks used by the Pokemon by four (4).
SilverPowder - 10 CC - Increases the damage dealt by all Bug-type attacks used by the Pokemon by four (4).
Soft Sand - 10 CC - Increases the damage dealt by all Ground-type attacks used by the Pokemon by four (4).
Spell Tag - 10 CC - Increases the damage dealt by all Ghost-type attacks used by the Pokemon by four (4).
TwistedSpoon - 10 CC - Increases the damage dealt by all Psychic-type attacks used by the Pokemon by four (4).
Iron Ball - 10 CC - Reduces the Speed of the Pokemon by 50% (x0.5) and removes the levitating effects of Levitate, the Flying-type, and commands issued to make a Pokemon float or fly. The attacks Fly, Sky Attack, Bounce, and Sky Drop will fail when used by the Pokemon. Circle Throw, Seismic Toss, Sky Drop, Storm Throw, and Vital Throw are impossible against a Pokemon with Iron Ball unless used by a Fighting-type Pokemon. Increases the Pokemon's final Weight Class by three (3).
Flame Orb - 10 CC - At the end of each round, the Pokemon is inflicted with burn.
Toxic Orb - 10 CC - At the end of each round, the Pokemon is inflicted with bad poison.
Sticky Barb - 10 CC - If the Pokemon makes contact with an attack, adds two (2) final damage to the attack (after all other damage is calculated). The equipped Pokemon receives two (2) damage at the end of each action. Sticky Barb transfers to opponents with no item when contact is made.
Ring Target - 10 CC - The Pokemon loses its type immunities from abilities and typing. Transfers to opponents with no item when contact is made.
Amulet Coin - 6 CC - The Pokemon's owner gains one (1) additional CC for each battle the Pokemon participates in.
Exp. Share - 6 CC - The Pokemon gains one (1) additional MC for each battle it participates in.
Heart ScaleHeldN/A CCThe Pokemon gains two (2) additional KOC for each battle it participates in.
Lucky Egg - 6 CC - The Pokemon gains one (1) additional EC or AC of the owner's choosing for each battle it participates in.
Damp Rock - 6 CC - Causes Drizzle to cost no energy to activate, extends the duration of the move Rain Dance to six (6) rounds, and enables rain to be used in all arenas where it might otherwise be disallowed.
Heat Rock - 6 CC - Causes Drought to cost no energy to activate, extends the duration of the move Sunny Day to six (6) rounds, and enables sun to be used in all arenas where it might otherwise be disallowed.
Icy Rock - 6 CC - Causes Snow Warning to cost no energy to activate, extends the duration of the move Hail to six (6) rounds, and enables hail to be used in all arenas where it might otherwise be disallowed.
Smooth Rock - 6 CC - Causes Sand Stream to cost no energy to activate, extends the duration of the move Sandstorm to six (6) rounds, and enables sandstorm to be used in all arenas where it might otherwise be disallowed.
Light Clay - 6 CC - Extends the duration of Reflect and Light Screen to nine (9) actions and the duration of Safeguard to six (6) rounds. Increases the Defense boost of Barrier to +3.
Draco Plate - 10 CC - A mystical plate that boosts the power of Dragon-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Dragon.
Dread Plate - 10 CC - A mystical plate that boosts the power of Dark-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Dark.
Earth Plate - 10 CC - A mystical plate that boots the power of Ground-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Ground.
Fist Plate - 10 CC - A mystical plate that boots the power of Fighting-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Fighting.
Flame Plate - 10 CC - A mystical plate that boots the power of Fire-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Fire.
Icicle Plate - 10 CC - A mystical plate that boots the power of Ice-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Ice.
Insect Plate - 10 CC - A mystical plate that boots the power of Bug-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Bug.
Iron Plate - 10 CC - A mystical plate that boots the power of Steel-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Steel.
Meadow Plate - 10 CC - A mystical plate that boots the power of Grass-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Grass.
Mind Plate - 10 CC - A mystical plate that boots the power of Psychic-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Psychic.
Pixie Plate - 10 CC - A mystical plate that boots the power of Fairy-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Fairy.
Sky Plate - 10 CC - A mystical plate that boots the power of Flying-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Flying.
Splash Plate - 10 CC - A mystical plate that boots the power of Water-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Water.
Spooky Plate - 10 CC - A mystical plate that boots the power of Ghost-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Ghost.
Stone Plate - 10 CC - A mystical plate that boots the power of Rock-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Rock.
Toxic Plate - 10 CC - A mystical plate that boots the power of Poison-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Poison.
Zap Plate - 10 CC - A mystical plate that boots the power of Electric-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Electric.
Big Root -20 CC- Doubles (x2) the HP gained from the moves Absorb, Leech Life, Mega Drain, Giga Drain, Leech Seed, Drain Punch, Dream Eater, Horn Leech, Draining Kiss, Oblivion Wing, and Parabolic Charge, capped at 100%. Increases the Energy Cost of these attacks by three (3).
Binding Band - 20 CC - Bind, Clamp, Fire Spin, Infestation, Magma Storm, Sand Tomb, Wrap, and Whirlpool inflict double (x2) damage at the end of each of the target Pokemon's actions.
Black Sludge - 20 CC - Heals Poison-type Pokemon and Pokemon with Poison Heal, Poison Point, or Poison Touch two (2) HP at the end of every one of the Pokemon's actions. Pokemon with the ability Liquid Ooze or Toxic Boost have three (3) HP restored per action instead. All other Pokemon are dealt two (2) damage at the end of each of each action.
Choice Band - 20 CC - Increases the Attack of the Pokemon by half of its current rank, rounded up. The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round while incurring half the normal repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore. Chill won't lock the user and it can be used even if the user is locked in a different move.
Choice Scarf - 20 CC - Increases the Speed of the Pokemon by 75% (x1.75) and increases base move accuracy by twenty-five (25). The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round without incurring the repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore.Chill won't lock the user and it can be used even if the user is locked in a different move.
Choice Specs - 20 CC - Increases the Special Attack of the Pokemon by half of its current rank, rounded up. The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round while incurring half the normal repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore.Chill won't lock the user and it can be used even if the user is locked in a different move.
Cleanse Tag - 20 CC - Halves the rate of damage increase on Toxic (e.g. it becomes 1, 1, 2, 2, 3, 3 over 6 rounds instead of 1,2,3,4,5,6) and increases the rate of decay on Freeze (always 1 action), Sleep (0,1,1 instead of 1,1,2) and paralysis (25,15,5,0 or 20,10,0 instead of 25,20,15,10,5,0). Reduces the damage of Poison and Burn to one (1) DPA.
Destiny Knot - 20 CC - Whenever the Pokemon inflicts attraction successfully upon an opponent, the effect lasts for the duration of the battle until either Pokemon is KOed or switches out.
Eviolite - 20 CC - Increases the Defense and Special Defense of the Pokemon by half of its current ranks if the Pokemon is not fully evolved, rounded up.
Expert Belt - 20 CC - Increases the Base Attack Power of all attacks that strike super effectively by two (2).
Float Stone - 20 CC - The Pokemon's weight is cut in half, and all attacks used by the Pokemon with six (6) or less Base Power after ability adjustments have +1 priority. Priority is applied to the summed Base Power of a multi-hit move.
Focus Band - 20 CC - Damage taken by this Pokemon by any single attack is reduced to at most 20% of this Pokemon's max HP (20 Damage for Pokemon with 100 Base HP, 18 Damage for Pokemon with 90 Base HP, and so on). Damaging combos are not affected by Focus Band.
Focus Sash - 20 CC - Reduces the Base Attack Power of attacks used against the Pokemon by two (2) while above 30% of its maximum HP. The effect is amplified on OHKO Moves, which are reduced by fifteen (15) Base Attack Power instead.
Grip Claw - 20 CC - The partial trapping and damaging effect of Bind, Clamp, Fire Spin, Infestation, Magma Storm, Sand Tomb, Wrap, and Whirlpool last a guaranteed eight (8) actions unless counteracted by another move.
Kings Rock - 20 CC - All attacks used by the Pokemon that connect have a 10% chance to cause the opponent to flinch. Multi-hit moves have as many chances to flinch as hits made successfully. If held by Poliwhirl, Politoed, Slowpoke, or Slowking, it increases the Pokemon's Special Attack by one (1) rank and continuously activates Water Absorb and Regenerator, granting +2hp per action due to it for each ability.
Lagging Tail - 20 CC - Causes the Pokemon to always move last within its priority bracket, regardless of Speed. The Pokemon's attacks will never miss an opponent and opponents' attacks will never miss the Pokemon. OHKO moves have normal accuracy when used with or against a Pokemon with this item.
Leftovers - 20 CC - Heals the Pokemon two (2) HP at the end of every one of the Pokemon's actions. Pokemon with the ability Gluttony have three (3) HP restored per action instead.
Life Orb - 20 CC - Increases the Base Attack Power of all attacks by three (3), but deals two (2) damage to the Pokemon for each attack it makes that hits successfully. If the holder either has the Magic Guard ability, or has the Sheer Force ability toggled on (and using a Sheer Force-boosted attack), then they will take no recoil damage. The recoil is only one (1) damage if the attack is a single-hit move with four (4) Base Attack Power after ability adjustments. Attacks that hit multiple Pokemon only inflict recoil once.
Metronome - 20 CC - Increases the Base Attack Power dealt by consecutive uses of attacks after their first use by one (1) and one (1) more for each additional use up to a maximum of ten (10) uses. (Ex. An attack used twice has +2 BAP, thrice +3, etc.) Attacks used consecutively incur only half (0.5x) the consecutive move use energy cost.
Razor Claw - 20 CC - Raises the critical hit stage of the Pokemon by one (1) and the Base Attack Power of moves containing the words "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" is increased by three (3). If held by Sneasel or Weavile, it increases the Pokemon's Attack by one (1) rank.
Razor Fang - 20 CC - Raises the critical hit stage of the Pokemon by one (1) and the Base Attack Power of moves containing the words "Fang", "Crunch", "Razor", "Bite", "Blade", or "Sword" is increased by three (3). If held by Gligar or Gliscor, it increases the Pokemon's Attack by one (1) rank.
Rocky Helmet - 20 CC - Causes all contact attacks suffered by the Pokemon to deal 25% of the damage received to the opponent, rounded up.
Safety Goggles - 20 CC - The Pokemon is immune to damage from weather effects and the effects of "Powder" Moves. (Full List: Poison Powder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore.)
Shed Shell - 20 CC - Allows the Pokemon to switch in a Switch = OK battle regardless of trapping moves or abilities. Prevents residual damage from partial trapping moves and renders the Pokemon immune to entry hazards.
Shell Bell - 20 CC - Whenever the Pokemon deals damage with an attack, it is healed for 1/8 (x0.125) of the damage dealt, rounded down, but with a minimum of one (1) HP gained.
Smoke Ball - 20 CC - The Pokémon negates all of its own Accuracy drops, all of its opponent's Evasion boosts, and the effects of an opponent's Double Team. Actions used evasively always fail against the Pokémon. Also, the carrier of Smoke Ball is capable of hitting their targets even on the evasive part of Damaging Evasive Moves (e.g. Dig). The Standard Accuracy of the moves used still apply normally.
Zoom Lens - 20 CC - Raises the critical hit stage of the Pokemon by one (1) and increases move accuracy by twenty (20). Both effects only apply if the Pokemon moves after the opposing Pokemon.
Macho Brace - 10 CC - Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and increases the stage-boost of all boosting moves by one (1). Increases the Pokemon's final Weight Class by one (1).
Power Weight - 10 CC - Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and increases the HP gain and energy cost of recovery moves by 50% (x1.5). Increases the Pokemon's final Weight Class by one (1).
Power Bracer - 10 CC - Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Attack-boosting moves. Increases the Pokemon's final Weight Class by one (1).
Power Belt - 10 CC - Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Defense-boosting moves. Increases the Pokemon's final Weight Class by one (1).
Power Lens - 10 CC - Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Special Attack-boosting moves. Increases the Pokemon's final Weight Class by one (1).
Power Band - 10 CC - Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Special Defense-boosting moves. Increases the Pokemon's final Weight Class by one (1).
Power Anklet - 10 CC - Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and triples (x3) the stage-boost of Speed-boosting moves. Increases the Pokemon's final Weight Class by one (1).
BrightPowder - 10 CC - Reduces move accuracy of moves used against the Pokemon by ten (10).
Muscle Band - 10 CC - Increases the Base Attack Power of all physical attacks used by the Pokemon by one (1).
Quick Claw - 10 CC - Raises the critical hit stage of the Pokemon by one (1) and the Pokemon has a 20% chance of moving first each action.
Scope Lens - 10 CC - Raises the critical hit stage of the Pokemon by two (2).
Wide Lens - 10 CC - Increases move accuracy by ten (10).
Wise Glasses - 10 CC - Increases the Base Attack Power of all special attacks used by the Pokemon by one (1).
Black Belt - 10 CC - Increases the damage dealt by all Fighting-type attacks used by the Pokemon by four (4).
BlackGlasses - 10 CC - Increases the damage dealt by all Dark-type attacks used by the Pokemon by four (4).
Charcoal - 10 CC - Increases the damage dealt by all Fire-type attacks used by the Pokemon by four (4).
Dragon Fang - 10 CC - Increases the damage dealt by all Dragon-type attacks used by the Pokemon by four (4).
Hard Stone - 10 CC - Increases the damage dealt by all Rock-type attacks used by the Pokemon by four (4).
MagnetHeld - 10 CC - Increases the damage dealt by all Electric-type attacks used by the Pokemon by four (4).
Metal Coat - 10 CC - Increases the damage dealt by all Steel-type attacks used by the Pokemon by four (4). If held by Onix, Scyther, Steelix or Scizor, it increases the Pokemon's Attack by one (1) rank and grants the holder STAB on Steel-Typed moves, if they don't have it already.
Miracle Seed - 10 CC - Increases the damage dealt by all Grass-type attacks used by the Pokemon by four (4).
Mystic Water - 10 CC - Increases the damage dealt by all Water-type attacks used by the Pokemon by four (4).
NeverMeltIce - 10 CC - CCIncreases the damage dealt by all Ice-type attacks used by the Pokemon by four (4).
Pixie Dust - 10 CC - Increases the damage dealt by all Fairy-type attacks used by the Pokemon by four (4).
Poison Barb - 10 CC - Increases the damage dealt by all Poison-type attacks used by the Pokemon by four (4).
Sharp Beak - 10 CC - Increases the damage dealt by all Flying-type attacks used by the Pokemon by four (4).
Silk Scarf - 10 CC - Increases the damage dealt by all Normal-type attacks used by the Pokemon by four (4).
SilverPowder - 10 CC - Increases the damage dealt by all Bug-type attacks used by the Pokemon by four (4).
Soft Sand - 10 CC - Increases the damage dealt by all Ground-type attacks used by the Pokemon by four (4).
Spell Tag - 10 CC - Increases the damage dealt by all Ghost-type attacks used by the Pokemon by four (4).
TwistedSpoon - 10 CC - Increases the damage dealt by all Psychic-type attacks used by the Pokemon by four (4).
Iron Ball - 10 CC - Reduces the Speed of the Pokemon by 50% (x0.5) and removes the levitating effects of Levitate, the Flying-type, and commands issued to make a Pokemon float or fly. The attacks Fly, Sky Attack, Bounce, and Sky Drop will fail when used by the Pokemon. Circle Throw, Seismic Toss, Sky Drop, Storm Throw, and Vital Throw are impossible against a Pokemon with Iron Ball unless used by a Fighting-type Pokemon. Increases the Pokemon's final Weight Class by three (3).
Flame Orb - 10 CC - At the end of each round, the Pokemon is inflicted with burn.
Toxic Orb - 10 CC - At the end of each round, the Pokemon is inflicted with bad poison.
Sticky Barb - 10 CC - If the Pokemon makes contact with an attack, adds two (2) final damage to the attack (after all other damage is calculated). The equipped Pokemon receives two (2) damage at the end of each action. Sticky Barb transfers to opponents with no item when contact is made.
Ring Target - 10 CC - The Pokemon loses its type immunities from abilities and typing. Transfers to opponents with no item when contact is made.
Amulet Coin - 6 CC - The Pokemon's owner gains one (1) additional CC for each battle the Pokemon participates in.
Exp. Share - 6 CC - The Pokemon gains one (1) additional MC for each battle it participates in.
Heart ScaleHeldN/A CCThe Pokemon gains two (2) additional KOC for each battle it participates in.
Lucky Egg - 6 CC - The Pokemon gains one (1) additional EC or AC of the owner's choosing for each battle it participates in.
Damp Rock - 6 CC - Causes Drizzle to cost no energy to activate, extends the duration of the move Rain Dance to six (6) rounds, and enables rain to be used in all arenas where it might otherwise be disallowed.
Heat Rock - 6 CC - Causes Drought to cost no energy to activate, extends the duration of the move Sunny Day to six (6) rounds, and enables sun to be used in all arenas where it might otherwise be disallowed.
Icy Rock - 6 CC - Causes Snow Warning to cost no energy to activate, extends the duration of the move Hail to six (6) rounds, and enables hail to be used in all arenas where it might otherwise be disallowed.
Smooth Rock - 6 CC - Causes Sand Stream to cost no energy to activate, extends the duration of the move Sandstorm to six (6) rounds, and enables sandstorm to be used in all arenas where it might otherwise be disallowed.
Light Clay - 6 CC - Extends the duration of Reflect and Light Screen to nine (9) actions and the duration of Safeguard to six (6) rounds. Increases the Defense boost of Barrier to +3.
Draco Plate - 10 CC - A mystical plate that boosts the power of Dragon-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Dragon.
Dread Plate - 10 CC - A mystical plate that boosts the power of Dark-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Dark.
Earth Plate - 10 CC - A mystical plate that boots the power of Ground-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Ground.
Fist Plate - 10 CC - A mystical plate that boots the power of Fighting-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Fighting.
Flame Plate - 10 CC - A mystical plate that boots the power of Fire-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Fire.
Icicle Plate - 10 CC - A mystical plate that boots the power of Ice-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Ice.
Insect Plate - 10 CC - A mystical plate that boots the power of Bug-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Bug.
Iron Plate - 10 CC - A mystical plate that boots the power of Steel-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Steel.
Meadow Plate - 10 CC - A mystical plate that boots the power of Grass-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Grass.
Mind Plate - 10 CC - A mystical plate that boots the power of Psychic-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Psychic.
Pixie Plate - 10 CC - A mystical plate that boots the power of Fairy-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Fairy.
Sky Plate - 10 CC - A mystical plate that boots the power of Flying-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Flying.
Splash Plate - 10 CC - A mystical plate that boots the power of Water-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Water.
Spooky Plate - 10 CC - A mystical plate that boots the power of Ghost-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Ghost.
Stone Plate - 10 CC - A mystical plate that boots the power of Rock-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Rock.
Toxic Plate - 10 CC - A mystical plate that boots the power of Poison-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Poison.
Zap Plate - 10 CC - A mystical plate that boots the power of Electric-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Electric.
There is a possibility of including new items at some point in this discussion. But it will only happen if there is a need for it and if good ideas come around. Those will be held (if they are held in the first place) in a difference conversation, if the ideas are approved by the mod team.
- - - -
Anyway, to start: which items we shouldn't bother to tweak? I mean, the items that, made for an ingame enviroment, can't work properly here no matter how hard we hammer them.
Right now the list is:
- Choice Scarf
- Choice Band
- Choice Specs
- Safety Goggles
Anyone have any other suggestion of item we shouldn't worry about?
If no discussion in 72h we move on. Assume that rule is always in place.
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