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Whether it's a Tera Raid, a tough Gym Leader, or just trying to climb up to the competitive ladder, the Held Item for each Pokemon in a Pokemon game is a big part of the experience. Regardless of their purpose, trainers should be on the lookout for the best held items.
Updated January 28th, 2023 by Jacob Buchalter: The ever-growing list of Held Items added to the Pokemon games over the years has only served to improve both the competitive scene for the franchise as well as the casual scene. While a lot of Held Items only serve very specific purposes for even more specific builds, plenty of them are equally useful in the main storyline of each game or even more so. So, let's comb through all the new items added to the IP with Pokemon Scarlet and Violet, look at all the Held Items throughout the entirety of the franchise, and pick the absolute best of the best options.
Moving on to one of the newest Held Items to be introduced into Pokemon, the Ability Shield. Ability Shield is a bit difficult to understand at a glance, but to boil it down as much as possible, the wielder of this item can't have their Ability changed in any way. Additionally, if a move is used against it that would normally ignore the Ability of the wielder, the move won't do anything.
Focus Sash is likely one of the easier Held Items to understand on here as it does one simple thing, keep the Pokemon alive for at least one hit. If a move would normally KO a Pokemon from full health, Focus Sash prevents that from happening and the holder with survive with 1 HP instead.
This next Held Item is another deceptive one, because, at first glance, it doesn't seem like much. Bright Powder simply makes it so that moves that are used against the wielder of this item have a slight additional chance to miss. To be more specific, the item takes 10 percent of the accuracy of the move used against the Pokemon holding Bright Powder and subtracts that number from its accuracy for the attack.
All this amounts to is that even 100 percent accuracy moves have a chance to miss with this equipped, and players will notice that they're just not hitting as often as they should be when fighting a Pokemon holding this item.
The next Held Item, Weakness Policy, is a real high-risk, high-reward sort of item to use. Basically, when held, the Pokemon with Weakness Policy will get a +2 stage buff to both their Attack and Special Attack when they're hit by a super-effective attack (and survive).
Then, after Weakness Policy is triggered, it is 'consumed' and the Pokemon that was holding it will now be without a Held Item for the rest of the battle. Again, in PvE, this means the player will have to acquire another Weakness Policy, but in competitive, it just reappears on the Pokemon after the battle. In any case, it's an item that usually works best on bulkier Pokemon that usually survive at least one hit or Pokemon with innate survival Abilities such as Sturdy, an Ability that works exactly in exactly the same way as the Focus Sash Held Item does.
For many, the main journey through any Pokemon game is pretty easygoing. Developers are kind enough to give players access to a wide array of TMs, items, and potions, without requiring them to shell out their hard-earned Pokedollars. But as new Pokemon games have come out, there has been more to spend in-game currency on such as clothes, cooking ingredients, and more.
Another PvE-centric item, but one that players who have spent way too much on Repels find immense value in. The Cleanse Tag is an item that was introduced in the second generation of Pokemon, and it has one simple function, it reduces the encounter rate of bumping into Wild Pokemon.
This next item is pretty basic in terms of its combat function. Destiny Knot is an item that causes both the Pokemon holding it and the Pokemon who used an infatuation-inflicting move on them to become infatuated with each other. And, before the sixth generation of games, this was all the item did. After that, however, Destiny Knot became a crucial tool for Trainers looking to get their 'perfect' spread of IVs.
If a Pokemon is holding the Destiny Knot and is used as part of a breeding pair, its child will inherit five IVs, making it much "easier" to get a Pokemon that features 6 perfect IV values to make EV grinding much less painful.
A lot of the best Held Items on here follow a trend of either boosting a Pokemon's stats or unlocking some latent abilities. There are some other items, however, that serve a very specific function for a very specific type of Pokemon build.
A great example of this is the Eject Button, a seemingly inconspicuous Held Item that can set up some interesting situations if used correctly. Any Pokemon holding the Eject Button will be immediately switched out during battle if they're hit by an attack. On paper that might not sound like much, but there are a lot of ways to use this to create some incredibly advantageous situations. Just remember, the Eject Button is consumed when its effect takes place (outside of online battles, of course), so players will need to buy and replace it each time it goes off.
Some available moves and items in Pokemon come with some sort of trade-off. For many, the debuff that these things provide is simply not worth the trouble but there are some Held Items that are, quite literally, only worse to have equipped. One of these items is Iron Ball, as it halves the holder's Speed and (if they're a Flying-type or have Levitate) it makes them susceptible to grounded moves like Earthquake.
So the question is, why is something that's so bad on a list of good Held Items? Well, it's because, if used properly, Iron Ball is an item that players will burden their opponents with. Using moves like Switcheroo or Trick, players can switch their Held Item with their opponents. In the right situation, this can completely ruin their Pokemon's strategy, give the Pokemon using Switcheroo a fantastic offensive item like Metronome, and will also weigh the enemy down with an Iron Ball. It's a very specific usage, but when done properly it can produce massive benefits.
This next item is one of the rare examples of a Held Item that has much more utility in PvP play than in PvE. Safety Goggles are an item that, when held, stop the Pokemon from taking any weather-based damage and make them immune to any moves that use powder or spores such as Stun Spore, Cotton Spore, Sleep Powder, and more.
Fortunately, the Terrain Extender (when players actually find it) helps to alleviate that problem. The Terrain Extender increases the number of turns that Terrain lasts from 5 turns to 8. Pokemon that are built to set up Terrain, like many of the different Tapu-type Pokemon or regional variants of Pokemon in the Alola Region, benefit tremendously from this item in being useful. Since Pokemon Sun and Moon, however, Terrain hasn't been as much of a mechanic as it was in those games, but it still has its specific usages and applications, especially in certain PvP team builds.
So, how about making those screens last a bit longer? Light Clay, like the Terrain Extender, increases the duration of Reflect, Light Screen, and also Aurora Veil by three turns. Pokemon that set up screens (which are usually pivot-type Pokemon) need this item to really shine, as long as attacks like Brick Break, or more recently Hyper Drill, that plow right through those screens aren't used as an immediate counter.
The three Choice Items, believe it or not, are the bread and butter of competitive play. Each of these items has a particular niche for a handful of Pokemon, and they help bring much weaker Pokemon into the realm of viability. Their usefulness cannot be overstated in the realm of competitive and casual play, though it does make using the Pokemon holding them a bit 'one-note'.
Choice Items lock a Pokemon into only using one attack but greatly increase a particular stat depending on the item. The Choice Band increases Attack, the Choice Specs increases Sp. Attack, and the Choice Scarf increases Speed. They're essentially the items that all the glass-cannon Pokemon use to wipe the entire enemy team on their own. And, they even work in some specific builds, such as when Ditto uses Choice Scarf and transforms, it can pick one of its opponent's moves to use before being 'locked' to that move, and because of the Speed buff from the Scarf it'll usually go before the Pokemon it took the form of.
In any case, Expert Belt enhances the damage these super-effective attacks will inflict by a whole 20 percent. This item really shines when used against Pokemon who are four times weak to a certain type, which tends to be a lot of the Grass-type plant Pokemon.
Zoom Lens takes this default accuracy and increases it by 20 percent, but only against opponents that have already used their turn. This means that Zoom Lens should always be on a Pokemon with low speed or something similar, as the item is basically useless otherwise. Still, this percentage increase is a huge buff, especially for certain builds that revolve around one move landing before the rest of the combination can take place.
In any battle that's PvP or even online, consumables are 'consumed' for the battle, but come right back after the battle is over. So this means that Elemental Gems are actually fantastic items for PvP, though once they're used, that Pokemon won't have any buff coming in from a Held Item for the rest of the battle.
The Life Orb (not to be confused with the Toxic Orb) has to be one of the Held Items that seem to be incredibly popular in competitive play. Well, it makes sense, since the item gives a 30 percent damage buff to any attack moves overall. Of course, there's the consequence of the wielder taking 10 percent of their maximum HP with every attack. But, if it's on a Pokemon that one-hit KOs every one of the opponents, a 60 percent loss of health doesn't really matter.
There are just too many builds for different Pokemon out there that take advantage of this item, and quite frankly it seems a bit overpowered in comparison to just about every other Held Item out there. 781b155fdc
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