Held, gems & healing

Three families of items directly tune your lead's hunting performance: held items (a permanent passive effect while equipped), gems (a temporary damage buff), and healing items (potions and revives, which keep the lead standing). Here are the exact magnitudes.

Held items

How many items a pokémon can hold depends on its rarity. Common and Uncommon hold nothing. The first slot opens at Rare, and it grows up to 4:

rarity slots
Common 0
Uncommon 0
Rare 1
Epic 2
Prismatic 2
Mythic 3
Astral 3
Divine 4

Shiny and founder pokémon hold 4, whatever rarity they rolled.

A pokémon's rarity never changes: evolving or mega evolving does not open a new slot. If you want an item carrier, pick the pokémon by rarity from the start.

The effect is passive and permanent while the item is equipped, and it applies to the lead that is hunting. Equipping moves the item out of the backpack (it stops being sellable/usable); unequipping returns it. You cannot put the same item in two slots on the same pokémon.

With several slots the bonuses add up: damage and exp multiply together, and regeneration sums. Two boosters of different elements both count, as long as the pokémon has an equipped move of each type.

Named held items

id name tier effect magnitude
90050 Choice Band 3 +damage, unconditional +25% damage
90051 Leftovers 2 passive regen 0.4%/s of max HP (the max talent, for comparison, reaches 1.2%/s)
90052 Lucky Egg 3 +exp for the holder +25% exp

Type boosters

One booster per element (18 total: normal, fire, water, grass, electric, ice, fighting, poison, ground, flying, psychic, bug, rock, ghost, dragon, dark, steel, fairy). All tier 2, named "Booster de <type>".

  • Effect: +15% damage, but only when the equipped move matches the booster's element. If the element doesn't match, the booster does nothing.

Gems

Gems are consumables that grant a temporary per-element damage buff. One per element (same list of 18 as the boosters), named "Gema de <type>", tier 1 (drop from raro or better chests).

detail value meaning
Duration 30 min boosted-hunting window per gem
Multiplier +25% damage while active and the lead has an equipped move of the gem's element

Mechanics:

  • Using a gem starts or extends that element's buff. Using a second gem before it expires adds another full 30 minutes (no waste), but the multiplier does not stack: it stays +25%, it just lasts longer.
  • If the buff runs out in the middle of a long hunt (for example, after an offline stretch), it only counts for the time it was actually active.
  • It only counts if the lead has an equipped move of the gem's element.

Potions

Potions fuel the hunt's auto-potion config: when the lead's HP drops to a threshold you set, a potion is used automatically, respecting a cooldown.

id name tier heal (frac of max HP) sustains "wall"
90020 Potion 0 0.30 no
90021 Super Potion 1 0.50 no
90022 Hyper Potion 2 0.80 no
90023 Full Restore 3 1.00 yes (sustains a "wall" region)

Auto-potion rules:

  • Cooldown: at least 20 s between automatic uses.
  • Up to 3 auto-potion tiers configured at once. The trigger HP threshold is clamped between 0.1 and 0.9 (10%–90%).
  • The highest-threshold rule fires first; when that potion's stock runs out, the next one takes over.
  • A potion is not a shield: it only prevents the faint if the healing covers all the damage you are taking. If it covers only part of it, you last longer between faints, but you still faint (and then auto-revive kicks in and spends a revive).
  • The potion is your sustain between the rests: clearing an ordinary wave gives no HP back. The free full heal arrives at the two checkpoints of the cycle and when the phase boss goes down, so roughly every 10 kills (see Enemy threat and fainting). Hunting without potions means reaching each mark with the damage you took along the way.

Revives

A fainted lead can't hunt until revived. With auto-revive on (default ON), a revive is consumed automatically per faint.

id name tier comes back with penalty multiplier
90030 Revive 1 0.50 HP 1.0 (full penalty)
90031 Max Revive 3 1.00 HP 0.5 (half the penalty)
  • Revives are spent strongest-first: as long as you hold Max Revives, one of those is used on the next faint; weaker revives only kick in once the best ones run out.
  • The real value of a Max Revive is the penalty discount, not the heal. With no revive left, a faint takes the full penalty (multiplier 1.0); with one, the loss drops by half.

Vitamins (EV source)

Not "healing", but they belong here because they're the only way to train EVs. Each vitamin grants +10 EV in one stat. Caps are 252 per stat and 510 total. All tier 2.

id name stat trained
90010 HP Up HP
90011 Protein Attack
90012 Iron Defense
90013 Calcium Special Attack
90014 Zinc Special Defense
90015 Carbos Speed

See Stats for how EVs enter the stat calculation.

Where to get them

Most of these items drop from chests: held items from épico+ chests, gems from raro+ chests, potions/revives via several paths. See Chests & loot boxes for exact chances per rarity. Basic potions and revives are also sold by the NPC (see catalog).

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