In-battle held items: Difference between revisions

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{{InBattleItems|Item=Light Ball|Type=Electric|Function=It doubly enhances the Special Attack and Speed stats of [[Pikachu]], who is the only affectable holder|Locations=Held by wild [[Pikachu]]\5% chance of any [[Pichu]] rewarded by [[Naero_(boss)|Naero]] to hold it}}
{{InBattleItems|Item=Light Ball|Type=Electric|Function=It doubly enhances the Special Attack and Speed stats of [[Pikachu]], who is the only affectable holder|Locations=Held by wild [[Pikachu]]\5% chance of any [[Pichu]] rewarded by [[Naero_(boss)|Naero]] to hold it}}
{{InBattleItems|Item=Life Orb|Type=HP|Function=It bolsters the damage output of any damage-dealing move used by the holder by approximately 30%; however, as a repercussion, a fraction of the user's HP will be forfeited on each usage in increments of 10% of their maximal HP|Locations=Purchasable from any PvP Coin Master for 50 [[PvP Coins]]}}
{{InBattleItems|Item=Life Orb|Type=HP|Function=It bolsters the damage output of any damage-dealing move used by the holder by approximately 30%; however, as a repercussion, a fraction of the user's HP will be forfeited on each usage in increments of 10% of their maximal HP|Locations=Purchasable from any PvP Coin Master for 50 [[PvP Coins]]}}
{{InBattleItems|Item=Lucky Punch|Function=It upscales the critical-hit ratio of any move used exclusively by [[Chansey]] by two stages|Locations=Held by wild [[Chansey]]}}
{{InBattleItems|Item=Lucky Punch|Function=It upscales the critical-hit ratio of any move used exclusively by [[Chansey]] by two stages|Locations=Held by wild [[Chansey]]\Held by wild [[Foongus]]}}
{{InBattleItems|Item=Muscle Band|Type=Physical|Function=It bolsters the damage output of all [[Physical moves]] deployed by the holder by 10%|Locations=Purchasable from any PvP Coin Master for 50 [[PvP Coins]]}}
{{InBattleItems|Item=Muscle Band|Type=Physical|Function=It bolsters the damage output of all [[Physical moves]] deployed by the holder by 10%|Locations=Purchasable from any PvP Coin Master for 50 [[PvP Coins]]}}
{{InBattleItems|Item=Scope Lens|Type=Skill|Function=It upscales the critical-hit ratio of all moves of the holder|Locations=Purchasable from any PvP Coin Master for 50 [[PvP Coins]]}}
{{InBattleItems|Item=Scope Lens|Type=Skill|Function=It upscales the critical-hit ratio of all moves of the holder|Locations=Purchasable from any PvP Coin Master for 50 [[PvP Coins]]}}

Revision as of 02:47, 17 May 2017

In-battle held items are Pokémon-holdable items whose functions actuate during Pokémon battles. They effectuate an array of functions—both potentially beneficial and negatory to the holder—when equippers of them are deployed in battle, and they must be equipped outside of battle; they are not changeable throughout the course of battle.

Due to developmental limitations and incompletions of Pokémon Revolution Online, not all of such items from the official games are implemented in PRO at this juncture; the ones that have been are existentially reflected as such on the body of this page.

While they are considered strategic devices for Pokémon battles, not all are permissible in ranked PvP; read the PvP ruleset to know which ones are outlawed from them.

In-battle effect items

The section subsumes all in-battle items that only have monomodal usability, meaning that their functions are confined strictly within the purview of battles; they have no out-of-battle usability, as such.

Condition-benefactors









Consumables




Stat-enhancers

















Self-destructive items



Evolutionary items

Main article: Evolutionary Items

As secondary functions to their evolutionary usages, various evolutionary items will oftentimes produce a passive in-battle effect when held by the Pokémon.

Due to the expendability of all evolutionary items, they will be lost when successfully used to evolve a compatible Pokémon.

Berries

Main article: Berries

Akin to various restorative and curative items, such as potions, berries are also out-of-battle-usable; their niche over more inorganic items in that regard is that they are self-consumable by the holding Pokémon in battle, meaning they will be auto-used when the conditional thresholds are met for them (the onset of a status ailment, per se).