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Metalloid Research

Held Items

New to G/S/C/Stadium 2 are items that are held by pokemon. Most of these are activated under certain circumstances, but a few of them have a continuos effect. The categories that the items fit into are as follows:
1. Type-Boosting Items
2. Berries
3. Critical Hit Increasers
4. Pokemon-specific Stat Increasers
5. Misc.

In general, only brief descriptions will be provided for each item, since there isn't alot to say about them.

Type-Boosting Items

Type-Boosting Items provide a 10% bonus to the damage of any attack of the matching type for the pokemon holding the item. This is done regardless of whether or not the pokemon would already get STAB for the move. For the most part there is 1, and only 1, of these items for each type. The exception to this is Normal. There are two items that boost Normal. Nothing differentiates these two items other than their name and how they are obtained. Which Items boost which type are shown on the table below:

Item Type
Pink Bow Normal
Polkadot Bow
Blackbelt Fighting
Sharp Beak Flying
Poison Barb Poison
Soft Sand Ground
Hard Stone Rock
SilverPowder Bug
Spell Tag Ghost
Metal Coat Steel
Charcoal Fire
Mystic Water Water
Miracle Seed Grass
Magnet Electric
Bent Spoon Psychic
Nevermeltice Ice
Dragon Fang Dragon
Darkglasses Dark

Berries

Berries are single-use curative items. They are used up once the berry activates and can no longer be used in battle. In Stadium 2, and link battles on the Gameboy games, they will be available again at the beginning of the next battle. In other battles in the Gameboy game, they will be gone permanently after they are used. They activate when the the specific ailment that the berry is supposed to cure afflicts the pokemon holding the berry. Specifically, berries check for the ailment at the end of every turn.

For example, a pokemon holding Mint Berry could be hit by a pokemon going before it by the move Spore, causing it to go to Sleep. At the end of the opposing pokemon's turn, the Mint Berry checks and finds that it should activate. It then does so and cures the holding pokemon of Sleep, leaving the holding pokemon free to act on its turn, without having to wait another round to possibly wake up on its own. In a different case, the same pokemon holding a Mint Berry goes second in a round, using the move Rest. This automatically puts the using pokemon to sleep. The Mint Berry checks for the ailment at the end of that turn and finds it, curing the pokemon of Sleep just before any end-of-round effects.

The table below lists each Berry, what will activate it, and what it does.

Name Activation condition Action performed
Berry Holding pokemon loses 1/2 of its total HP or 128 HP, whichever is less Heals 10 HP
Berry Juice Holding pokemon loses 1/2 of its total HP or 128 HP, whichever is less Heals 20 HP
Bitter Berry Holding pokemon becomes Confused Removes Confusion
Burnt Berry Holding pokemon beomes Frozen Removes Frozen status
Gold Berry Holding pokemon loses 1/2 of its total HP or 128 HP, whichever is less Heals 30 HP
Ice Berry Holding pokemon becomes Burned Removes Burned status
Mint Berry Holding pokemon becomes Asleep Removes Sleep status
Miracleberry Holding pokemon becomes Asleep, Burned, Confused, Frozen, Paralyzed, Poisoned Removes whichever one of the conditions activated it.
Mysteryberry An attack's PP reaches 0 Restores 5 PP to the depleted move (except Sketch, which only ever has 1 PP).
Przcureberry Holding pokemon becomes Paralyzed Removes Paralyzed status
Pzncureberry Holding pokemon is Poisoned Removes Posion status

Critical Hit Increasers

All of these items increase the chances to get a Critical Hit (for more information see the page). These are active as long as the pokemon that is holding it is in play. The items are detailed below.

Item Effect
Lucky Punch When equipped on a Chansey, increases the holding pokemon's chances for a Critical Hit by 2 levels, but prevents other moves or items from increasing the chances any further for that pokemon.
Scope Lens Increases the chances of a Critical Hit by 1 level for the holding pokemon.
Stick When equipped on a Farfetch'd, increases the holding pokemon's chances for a Critical Hit by 2 levels, but prevents other moves or items from increasing the chances any further for that pokemon.

Pokemon-specific Stat Increasers

All of the items presented raise specific stats for a specific species of pokemon. In the Gameboy games, there is also a bug with these. If these items increase the stat beyond 512, the stats are reset to 0.

Item Species of pokemon Stat(s) increased
Light Ball Pikachu Special Attack x2
Metalpowder Ditto Defense x1.5, Special Defense x1.5
Thick Club Cubone, Marowak Attack x2

Misc

All of the other items have differing effects, two of them affecting the opposing pokemon, rather than the holding one.

Item Effect Other Notes
Berserk Gene As soon as the holding pokemon is sent into battle its Attack is increased by 2 steps on the Stat Growth scale and becomes afflicted with Confusion. The item is then used up. For the Gameboy games:
1. The Berserk Gene will only be gone until the end of battle in link battles after it is used up. For other battles it will be gone permanently after it is used up.
2. The duration of the Confusion inflicted by the item is permanent until the pokemon is fainted, switched out, or the battle ends. The Attack increase has the normal duration.
For Stadium 2:
1. The Berserk Gene will only be gone until the end of battle after it has been used up.
2. The duration of the Confusion inflicted by the item is the standard duration for Confusion. The Attack increase has normal duration.
Brightpowder Reduces opposing pokemon's Accuracy by 7.8% Certain attacks are unaffected by Brightpowder. Check the listing to find out which ones can be affected or check the individual attack pages.
Focus Band 11.7% of keeping a pokemon at 1 HP when the damage dealt directly by an attack would cause it to faint. Does not work for the following:
1. When damage from Burn or Poison cause the holding pokemon to faint
2. The effects of an attack cause a pokemon to automatically faint, bypassing HP, such as Destiny Bond and Perish Song.
3. The use of a move requires the pokemon to faint, such as Explosion and Selfdestruct.
Also of note:
1. It will work for OHKO moves, such as Fissure.
2. Since the effect happens on the opposing pokemon's turn and does not cause the holding pokemon to lose its turn to save itself, Counter may be successfully used against an OHKO move. Other move combinations may be made possible.
King's Rock 11.7% chance of causing the opposing pokemon to Flinch when the using pokemon uses certain moves. Moves which do not directly cause damage (like Toxic or Attract) can never gain King's Rock's bonus. In cases where the attack already has a standard secondary effect (like Twineedle), King's Rock acts after the attack. To find out which moves King's Rock is compatible with, check the listing or individual attack pages.
Leftovers At the end of of every one of the holding pokemon's turn, the holding pokemon recovers 1/16th (by integer division) of its maximum HP. What's for Dinner?
Again?
Quick Claw 23.4% chance of the holding pokemon going first. For the cases where both get the bonus:
Human vs. Computer - Human first
Both humans - Player that selects the move first