Held-Items: Part 1
Out-Of-Battle-Effect
Soothe Bell - Makes Pokemon like you more.
Cleanse Tag - Removes the 3 lowest encounters on the list when held. 11-13 or 2-4.
In-Battle-Effect
Choice Items:
Choice Band - Boosts ATK by +4. Can only use 1st move selected for remainder of the battle.
Choice Scarf - Boosts SPD by +4. Can only use 1st move selected for remainder of the battle.
Choice Specs - Boosts SP-ATK by +4. Can only use 1st move selected for remainder of the battle.
Condition Boosters:
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.
Icy 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. May still miss target, but will continue working until 5 full turns have been made, starting with the first successful hit. (Traping Moves: Wrap, Bind, Clamp, Fire Spin, Magma Storm, Whirlpool, Stand Tomb).
Light Clay - Lengthens duration of Light Screen and Reflect from 5 turns to 8 turns when used by the holder.
Bind Band - Partially Trapping moves cause 1/4 their original damage instead of 1/5.
Herbs:
Mental Herb - Removes the effects of Taunt, Encore, Torment, Disable, and Cursed Body*. Consumed after use.
Power Herb - Allows user to omit first turn of charge-up required moves. Consumed after use. It affects SolarBeam, Skull Bash, Sky Attack, Razor Wind, Fly, Dig, Dive, Bounce and Shadow Force.
White Herb - Removes any negative stat changes to holder. Consumed after use.
HP Restoration:
Big Root - HP recovered from draining moves becomes 2/3 instead of 1/2. It affects the moves Absorb, Drain Punch, Giga Drain, Horn Leech, Leech Life, Mega Drain and Leech Seed
Black Sludge - Poison-Types will recover HP equal to their Level at the end of each turn. All other Types will lose HP equal to their Level at the end of each turn.
Leftovers - Restores 1/16 of the Pokémon's maximum HP (rounded down) each turn when held.
Shell Bell - Whenever the Pokémon holding it deals damage, it restores 1/8 of the damage dealt as HP.
Power Boosters:
Absorb Bulb - Raises SP-ATK by +2 when hit by a Water-Type move. One use.
Berserk Gene - Raises ATK by +3 on first turn, also causes Confusion status. One use.
Cell Battery - Raises ATK by +2 when hit by an Electric-Type move. One use.
Expert Belt - +2 DMG when using a Super-Effective move.
Life Orb - Adds +3 DMG to Damage Dealing moves, and +3 Accuracy to Support Moves. Deals 2 DMG at the end of each turn. Damage is not dealt to Pokemon with Magic Guard or Sheer Force. Does not boost the damage of Set-DMG-Attacks, Confusion Damage, or Recoil.
Metronome - Adds +1 DMG for each consecutive turn a move is turn. Caps at +5. Count resets to 0 when a different move is use[Ex. First attack +0, second attack +1, third attack +2, etc.]
Muscle Band - +1 DMG to Physical Attacks.
Red Card - Forces the Opponent to Randomly Switch when hitting this Pokemon with a Physical Move. Assign each remaining Pokemon a Number from 1 - 6. Then roll a 6 sided die. Whatever you roll will be the Pokemon released. One use.
Scope Lens - A roll of 18, 19, or 20 will now qualify as a Critical-Hit.
Wide Lens - +1 to Accuracy Rolls.
Wise Glasses - +1 DMG to Special Attacks.
Zoom Lens - If the holder a lower SPD stat then their opponent, +2 to Accuracy Rolls, and 18, 19, and 20 now qualify as a Critical Hit.
Assault Vest - Raises SP-DEF by 1/10 but prevents the use of Status Moves.
Luminous Moss - Raises SP-DEF by +2 when hit by a Water-Type move. One use.
Snow Ball - Raises ATK by +2 when hit by a Ice-Type move. One use.
Weakness Policy - +3 to ATK and SP-ATK when user is hit by a move they are weak to. One Use.
Turn Order Alteration:
Lagging Tail - Forces holder to move last, regardless of SPD.
Quick Claw - +2 to Accuracy when Counter-Attacking. Nulls x2 DMG Counter-Penalty when rolling a 1.
Focus Items:
Focus Band - When knocked out generate a Random Number from 1-10. If 10, Pokemon will survive with 1 HP. Anything lower will restore HP equal to the rolled number, stopping at 0, and potentially preventing death. Can also protect against recoil damage, and self-inflicted confusion damage, but not from Future Sight or Doom Desire.
Focus Sash - Immune to 1-Hit KO. Negates 1-Hit KO moves entirely. If pokemon is hit by a move that would knock it from Full HP to 0, HP will instead drop to 1. Can also protect against recoil damage, and self-inflicted confusion damage, but not from Future Sight or Doom Desire. Disappears after use.
Negative Effect:
Flame Orb - Inflicts Burn Status on the holder after 1 turn.
Poison Orb - Inflicts Poison Status on Holder after 1 turn.
Sticky Barb - Inflicts 1/8 Holder's HP in DMG each turn. May transfer to opponent if hit by a Physical Move, and no item is being held by the opponent. Does not damage a Pokemon with Magic Guard.
Iron Ball - Reduces SPD by 1/2. Negates Levitate Ability, and makes Flying-Types susceptible to Ground-Type attacks, Spikes, Toxic Spikes, and the Arena Trap Ability. Flying-Type Pokemon will take 1x DMG from Ground-Type attacks regardless of secondary typing.
Ring Target - User loses it's Type Immunities.
Other:
Air Balloon - Holder becomes immune to Ground-Type attacks, as well as Spikes or Toxic Spikes. Will pop when hit by any other sort of attack, excluding indirect damage [recoil, status effects, weather conditions.]
Amulet Coin - Doubles Money earned in Trainer Battles if the holder participates. Does not stack with Luck Incense.
Bright Powder - Opponent loses -2 Accuracy in battle.
Destiny Knot - Infatuates the opponent if the holder becomes Infatuated.
Eject Button - Forces the Holder to switch when hit by a Physical Move. Allows holder to bypass trapping moves [Bind, Block, Ingrain, Fire Spin, Mean Look, etc.]. One Use.
Eviolite - Raises DEF and SP-DEF by +3 if the holder is capable of evolving.
Float Stone - Halves weight of the Holder.
Rocky Helmet - Opponent takes 3 DMG whenever hitting the Holder with a Physical Move.
Shed Shell - Allows a Pokemon to switch out regardless of move effects that prevent switching.
Smoke Ball - Allows definite escape from Wild Pokemon.
Ability Capsule - Switch's current Ability with Hidden Ability when Held.
Safety Goggles - An item to be held by a Pokémon. These goggles protect the holder from both weather-related damage and powder.
Protective Pads - Prevents the holder from damage or effects caused by using moves that make contact with the opponent. (Example "Rough Skin" Ability.)
Experience Items
EXP.SHARE - Shares the EXP gained by Pokemon that participated in the battle, and the Holder.
Lucky Egg - Increases the EXP gained by the Holder from battle.