Hit - 450
Put a hit on a member of an enemy team of the user’s choice, preventing them from gaining points from x number of game nights. (Critical Miss: 10% chance Hit completely misses. Debuffed Hit: 40% chance Hit lasts 1 game night. Standard Hit: 40% chance Hit lasts 2 game nights. Critical Hit: 10% chance Hit lasts 3 game nights.)
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1. Guts - When the holder is inflicted with a debuff, the player instead gains an additional +5 points on win and +2 point on loss during game nights. Hits and Poisons will not reduce the holder’s point gain.
2. Synchronise - When the holder receives a debuff, the player who debuffed the holder suffers the same effect. 3. Compound Eyes - The holder’s Poké balls and Great Balls have a slightly increased chance. Hits set out by the player can also not miss. 4. Plus - If anyone else on the holder’s team has the Minus ability, the holder gains an additional +5 points on win and +2 point on loss during game nights. 5. Minus - If anyone else on the holder’s team has the Plus ability, the holder gains an additional +5 points on win and +2 point on loss during game nights. 6. Super Luck - The holder’s chance to miss with a Hit is replaced with a critical hit. 7. Telepathy - Once per week, the holder can view the current status of all debuffs and potions. |
8. Slow Start - The holder’s items are redeemed at the end of the day (Midnight MST)
9. Unaware - The holder is unaffected by both enemy debuffs and ally Potions. 10. Sniper - If the holder lands a Critical Hit, the Hit lasts for 4 game nights. If this player catches a legendary pokemon, they get additional points. 11. Wonder Skin - Hits against the holder have a 50% chance to miss. 12. No Guard - The holder’s hits always hit, but hits always connect on the holder. 13. Trace - The holder receives an ability that another player already has. The holder is notified which player they traced the ability from. 14. Pickup - The holder can gain a random item from the shop once, and only once. 15. Hustle - The player's Pokeball's have a slightly decreased chance to hit, but if this player catches a Legendary Pokemon, they get 1.2x points. |
1. Guts - When the holder is inflicted with a debuff, the player’s earned points at game nights are instead multiplied by 1.25x. Hits and Poisons will not reduce the holder’s point gain.
2. Synchronise - When the holder receives a debuff, the player who debuffed the holder suffers the same effect. 3. Compound Eyes - The holder’s Poké balls and Great Balls have a slightly increased chance. Hits set out by the player can also not miss. 4. Plus - If anyone else on the holder’s team has the Minus ability, this player gets 1.25x more points at game nights. 5. Minus - If anyone else on the holder’s team has the Plus ability, this player gets 1.25x more points at game nights. 6. Super Luck - The holder’s chance to miss with a Hit is replaced with a critical hit. 7. Telepathy - Once per week, the holder can view the current status of all debuffs and potions. |
8. Slow Start - The holder’s items are redeemed at the end of the day (Midnight MST)
9. Unaware - The holder is unaffected by both enemy debuffs and ally Potions. 10. Sniper - If the holder lands a Critical Hit, the Hit lasts for 4 game nights. If this player catches a legendary pokemon, they get additional points. 11. Wonder Skin - Hits against the holder have a 50% chance to miss. 12. No Guard - The holder’s hits always hit, but hits always connect on the holder. 13. Trace - The holder receives an ability that another player already has. The holder is notified which player they traced the ability from. 14. Pickup - The holder can gain a random item from the shop once, and only once. 15. Hustle - The player's Pokeball's have a slightly decreased chance to hit, but if this player catches a Legendary Pokemon, they get 1.2x points. |
Grab Bag - 800
The user receives three random items from the current Pokémart (excluding the Grab Bag), weighted according to how far behind the user’s team is from first place. Can contain any items currently available for purchase in the Pokémart; however, all items must be activated immediately and cannot be held for later. A mod will reach out to you asking what you want to do with your items if applicable. (This is a Permanent Shop Item!)
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Gym Badges - 500
Work together with your team to purchase all 8 gym badges. Once a team obtains 8 gym badges, they obtain access to the Champion Capsule, a version of the Ability Capsule that allows you to PICK which ability you receive. This also unlocks the coveted Master Ball that guarantees you the catch for a Legendary Pokemon. (Each team may only purchase 8 gym badges) (This is a Permanent Shop Item!)
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Vendetta - 750
The user sees who put a debuff on them and then applies the same debuff to the person who put it on them, however the effect or length is doubled. In Addition, the user gets to send mail in #battle-log with the use of this item. (Vendetta does not clear the users debuff)
Hit, Poison, & Critical Poison have their length doubled, Paralysis & Full Paralysis extremely reduce the success chance of all affected Poké Ball items, and Burn causes all points received from Pokémart items to be quartered. (Vendetta can be used against a Vendetta for even stronger debuffs, however all debuffs will be cleared with the single use of a Full Restore) (This is a Permanent Shop Item!) |