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Held items
Each Pokémon on the team can hold one item, just one. It no longer weighs in the bag, isn’t lost when you faint, and acts as long as it is worn: stats, protection, recovery, experience, recruitment or Belly for the whole team.
In short
- One item per Pokémon, given from its card, taken back the same way.
- It weighs nothing in the bag and isn’t lost when you faint: it is the safest way to keep what matters.
- It acts as long as it is worn: some for whoever holds it, two for the whole team.
Giving and taking back
From a Pokémon’s card, “Give” hands it an item from the bag that can be held; what it was holding goes back to the bag, in the slot left free. “Take back” puts it back in the bag, if there is room and the weight allows it: the bag has 16 slots and bears 40 pods, and what the Pokémon hold doesn’t count towards it. In the bank’s vault, held items are stored one line per kind.
The game’s held items
| Item | What happens | Price | Rarity |
|---|---|---|---|
| Prevents poison | 400 sells for 40 | Rare | |
| Prevents sleep | 400 sells for 40 | Rare | |
| Recruitment chances ×1.5, for the whole team | 500 sells for 50 | Rare | |
| +20% Attack | 600 sells for 60 | Rare | |
| +20% Special Attack | 600 sells for 60 | Rare | |
| +20% Defense | 600 sells for 60 | Rare | |
| +20% Special Defense | 600 sells for 60 | Rare | |
| Belly empties 2 times slower, for the whole team | 800 sells for 80 | Super rare | |
| HP recovers 2 times faster | 800 sells for 80 | Super rare | |
| At least one critical hit in 4 | 1000 sells for 100 | Super rare | |
| +50% experience | 1500 | Ultra rare |
Stat bonuses are in percent, at least one point. The
Friend Bow and the
Diet Belt act for the whole team as long as a member wears them: the strongest counts, and a single copy is enough.
What stops them
Under Embargo, a Pokémon can no longer use items, and its held item no longer protects it for the length of the hindrance. Nothing else removes a held item: neither fainting, nor fleeing, nor the Trip Trap, which only rummages through the bag.
The Friend Bow to the one who doesn’t fight, the Diet Belt to anyone, the stat bands to those who strike, the Joy Ribbon to the recruit who has to catch up with the team, the Scope Lens to the one who already has power.
See also
- The HollowDuskull’s bankWhat you deposit in Duskull’s vault doesn’t go on expeditions: fainting doesn’t cost it, and it weighs nothing in the bag. How to deposit, take back, and let the bank store your earnings automatically.
- DungeonsFaintingWhen the team falls, it returns to the Hollow without the bag or the coins it was carrying. What is lost, what remains, and the special cases: the Monster House, bosses, fleeing, playing together.
- BattleTeam tacticsEach teammate follows a tactic you set from its card: Balanced, Aggressive, Cautious, Peaceful or Stay Put. What each one really does, and how they help you recruit.
