| Magnet | A powerful magnet that boosts the power of Electric-type moves. | 700 HP |
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| Iron Ball | Lowers Speed. Makes Flying-type holders, and those that levitate, vulnerable to Ground-type moves. | 1,000 HP |
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| Light Ball | An item to be held by Pikachu. An enigmatic orb that boosts its Attack and Sp. Atk. | 1,000 HP |
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| Air Balloon | Lets the holder float in the air. It pops when the holder takes an attack. | 1,000 HP |
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| Binding Band | Boosts the power of binding moves such as Bind or Wrap. | 700 HP |
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| Focus Band | A held item that can sometimes prevent the holder from fainting, leaving it with 1 HP. | From the start |
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| Muscle Band | A headband that slightly boosts the power of physical moves. | 700 HP |
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| Sharp Beak | A long, pointed beak that boosts the power of Flying-type moves. | 700 HP |
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| Eject Button | Lets the holder leave the battle after being hit by an attack. | 700 HP |
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| Stick | An item to be held by Farfetch’d or Sirfetch’d. Boosts the critical-hit ratio of their moves. | 700 HP |
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| Shed Shell | A hard shell that lets the holder switch out even if it is affected by a binding move. | 700 HP |
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| Red Card | A card with mysterious power that ejects an attacker from battle if it hits the holder. | 1,000 HP |
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| Rocky Helmet | Damages the attacker if it uses a move that directly hits the holder. | 1,000 HP |
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| Focus Sash | If the holder has full HP, it can avoid fainting from a single hit, leaving it with 1 HP. | From the start |
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| Black Belt | A martial arts belt that boosts the power of Fighting-type moves. | 700 HP |
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| Expert Belt | A worn belt that slightly boosts the power of supereffective moves. | 1,000 HP |
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| Terrain Extender | Extends the duration of terrains the Pokémon creates on the field with a move or an Ability. | 700 HP |
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| Charcoal | A fuel that boosts the power of Fire-type moves. | 700 HP |
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| Dragon Fang | A hard, sharp fang that boosts the power of Dragon-type moves. | 700 HP |
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| Twisted Spoon | A spoon imbued with telekinetic power that boosts the power of Psychic-type moves. | 700 HP |
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| Mystic Water | A droplet-shaped gem that boosts the power of Water-type moves. | 700 HP |
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| Never-Melt Ice | A piece of ice that reflects heat and boosts the power of Ice-type moves. | 700 HP |
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| Misty Seed | Boosts Sp. Def when the field is covered by Misty Terrain. | 700 HP |
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| Grassy Seed | Boosts Defense when the field is covered by Grassy Terrain. | 700 HP |
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| Miracle Seed | A seed brimming with life that boosts the power of Grass-type moves. | 700 HP |
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| Psychic Seed | Boosts Sp. Def when the field is covered by Psychic Terrain. | 700 HP |
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| Electric Seed | Boosts Defense when the field is covered by Electric Terrain. | 700 HP |
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| Shell Bell | Restores a little of the holder’s HP each time it deals damage. | 700 HP |
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| Big Root | Boosts the power of HP-draining moves. | 700 HP |
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| White Herb | Restores lowered stats. Can be used only once. | From the start |
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| Mental Herb | Cures the effects of certain moves that limit move choice. Can be used only once. | 1,000 HP |
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| Normal Gem | A gem that boosts the power of a Normal-type move once. | 1,000 HP |
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| Zoom Lens | Boosts the holder’s accuracy if it attacks after the foe. | 700 HP |
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| Scope Lens | A lens that boosts the holder’s critical-hit ratio. | 1,000 HP |
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| Wide Lens | A magnifying lens that slightly boosts the accuracy of moves. | 700 HP |
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| Light Clay | Extends the duration of barrier moves such as Light Screen and Protect. | 1,000 HP |
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| Black Glasses | A shady pair of glasses that boosts the power of Dark-type moves. | 700 HP |
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| Wise Glasses | A pair of thick glasses that slightly boosts the power of special moves. | 700 HP |
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| Choice Scarf | Boosts Speed, but allows the use of only one move. | From the start |
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| Silk Scarf | A luxurious scarf that boosts the power of Normal-type moves. | 700 HP |
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| Metronome | Boosts a move used repeatedly. The effect resets if another move is used. | 700 HP |
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| Life Orb | Boosts the power of moves, but costs HP with each hit. | 1,000 HP |
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| Metal Coat | A special metallic film that boosts the power of Steel-type moves. | 700 HP |
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| Poison Barb | A small poisonous barb that boosts the power of Poison-type moves. | 700 HP |
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| Hard Stone | An unbreakable stone that boosts the power of Rock-type moves. | 700 HP |
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| Fairy Feather | A feather that boosts the power of Fairy-type moves. | 700 HP |
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| Silver Powder | Shiny silver powder that boosts the power of Bug-type moves. | 700 HP |
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| Bright Powder | Intimidates the foe and lowers its accuracy. | From the start |
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| Leftovers | Gradually restores the holder’s HP during battle. | From the start |
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| Heat Rock | Extends the duration of Sunny Day when used by the holder. | 700 HP |
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| Icy Rock | Extends the duration of snow summoned by the holder. | 700 HP |
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| Damp Rock | Extends the duration of Rain Dance when used by the holder. | 700 HP |
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| Smooth Rock | Extends the duration of Sandstorm when used by the holder. | 700 HP |
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| King’s Rock | May make the foe flinch when the holder damages it. | From the start |
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| Spell Tag | A sinister, strange talisman that boosts the power of Ghost-type moves. | 700 HP |
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| Soft Sand | Fine, silky sand that boosts the power of Ground-type moves. | 700 HP |
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| Quick Claw | A light but sharp claw that sometimes lets the holder strike first. | From the start |
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