![Potion]() |
Potion |
Restores 20 HP |
Usable in and out of battle. Essential early-game healing. |
![Super Potion]() |
Super Potion |
Restores 50 HP |
Great for early–mid game. Pure cost-per-heal is outclassed by vending drinks. |
![Hyper Potion]() |
Hyper Potion |
Restores 200 HP |
End-game staple; invaluable in Gym/Elite Four battles. |
![Fresh Water]() |
Fresh Water |
Restores 50 HP |
Cheap and efficient, but buying multiples from vending machines is time-consuming. |
![Soda Pop]() |
Soda Pop |
Restores 60 HP |
Excellent value; vending machine purchase slows bulk buying. |
![Lemonade]() |
Lemonade |
Restores 80 HP |
Best value of the three drinks; vending machine purchase takes time. |
![Max Potion]() |
Max Potion |
Fully restores HP |
Top-tier healing for end-game boss fights. |
![Full Restore]() |
Full Restore |
Fully restores HP and cures all status |
Best all-in-one recovery; expensive but unmatched. |
![Antidote]() |
Antidote |
Cures poison |
Prevents overworld poison damage; carry ~5 early on. |
![Parlyz Heal]() |
Parlyz Heal |
Cures paralysis |
Paralysis cripples Speed and can stop actions; keep ~10 on hand. |
![Awakening]() |
Awakening |
Cures sleep |
Sleep wears off naturally; lower priority—carry as insurance. |
![Ice Heal]() |
Ice Heal |
Cures freeze |
Freeze can lock you out of actions; essential for Seafoam/Elite Four Lorelei. |
![Burn Heal]() |
Burn Heal |
Cures burn |
Burn halves Attack and chips HP; 5 is usually enough. |
![Full Heal]() |
Full Heal |
Cures all status conditions |
Best one-slot solution if you can afford it. |
![Ether]() |
Ether |
+10 PP to one move |
Use on key moves during dungeons or boss runs. |
![Elixir]() |
Elixir |
+10 PP to all moves |
Situation-dependent but powerful; save for long stretches. |
![Max Ether]() |
Max Ether |
Fully restores PP of one move |
Great for high-PP-cost signature moves. |
![Max Elixir]() |
Max Elixir |
Fully restores PP of all moves |
Ultra-rare; save for Elite Four gauntlets. |
![Guard Spec.]() |
Guard Spec. |
Blocks stat-lowering moves (this battle) |
Niche effect; low usage. |
![Dire Hit]() |
Dire Hit |
Raises critical hit ratio (this battle) |
Situational; generally low priority. |
![X Accuracy]() |
X Accuracy |
Raises accuracy (this battle) |
Can offset inaccurate moves; limited use. |
![X Attack]() |
X Attack |
Raises Attack (this battle) |
For setup strategies; otherwise skippable. |
![X Defense]() |
X Defense |
Raises Defense (this battle) |
Niche; rarely needed with proper team planning. |
![X Special]() |
X Special |
Raises Special (this battle) |
Useful on special attackers to secure KOs. |
![X Speed]() |
X Speed |
Raises Speed (this battle) |
Helps outspeed threats; usually low priority. |
![Protein]() |
Protein |
Adds 2560 Attack effort (Gen I) |
Use on core team; unusable once a hidden cap is reached. |
![Iron]() |
Iron |
Adds 2560 Defense effort (Gen I) |
Same usage/cap behavior as others. |
![Calcium]() |
Calcium |
Adds 2560 Special effort (Gen I) |
Use on special attackers; cap applies. |
![Carbos]() |
Carbos |
Adds 2560 Speed effort (Gen I) |
Use on fast sweepers; cap applies. |
![HP Up]() |
HP Up |
Adds 2560 HP effort (Gen I) |
Bulky cores benefit; cap applies. |
![PP Up]() |
PP Up |
Raises a move’s max PP by 20% (stack up to 3×) |
Very limited supply (R/B/G: 4; Yellow: 6). Use on key moves. |
![Rare Candy]() |
Rare Candy |
Raises a Pokémon’s level by 1 |
No EVs gained; overuse yields underpowered Lv.100. |
![Thunder Stone]() |
Thunder Stone |
Evolution |
- Pikachu → Raichu
- Eevee → Jolteon
|
![Fire Stone]() |
Fire Stone |
Evolution |
- Vulpix → Ninetales
- Growlithe → Arcanine
- Eevee → Flareon
|
![Moon Stone]() |
Moon Stone |
Evolution |
- Nidorina → Nidoqueen
- Nidorino → Nidoking
- Clefairy → Clefable
- Jigglypuff → Wigglytuff
|
![Water Stone]() |
Water Stone |
Evolution |
- Poliwhirl → Poliwrath
- Shellder → Cloyster
- Staryu → Starmie
- Eevee → Vaporeon
|
![Leaf Stone]() |
Leaf Stone |
Evolution |
- Gloom → Vileplume
- Weepinbell → Victreebel
- Exeggcute → Exeggutor
|
![Escape Rope]() |
Escape Rope |
Escape from caves/dungeons |
Instant exit to the entrance. |
![Revive]() |
Revive |
Revives a fainted Pokémon to 50% HP |
Mid–late game essential despite the price. |
![Max Revive]() |
Max Revive |
Revives a fainted Pokémon to full HP |
Cannot be bought; save for critical moments. |
![Repel]() |
Repel |
100 steps: blocks weaker wild encounters |
Blocks Pokémon lower level than your lead. |
![Super Repel]() |
Super Repel |
200 steps: blocks weaker wild encounters |
Great for longer caves; value pick. |
![Max Repel]() |
Max Repel |
250 steps: blocks weaker wild encounters |
Best step count-to-cost balance overall. |
![Poké Doll]() |
Poké Doll |
Escapes wild battles |
Fails in trainer battles; emergency get-away option. |
![Poké Ball]() |
Poké Ball |
Capture (basic) |
Low-tier catch rate; legendary birds/Mewtwo ignore ball tier for catch checks, so spamming can work. |
![Great Ball]() |
Great Ball |
Capture (mid tier) |
May feel lacking late-game. |
![Ultra Ball]() |
Ultra Ball |
Capture (top tier) |
Standard for end-game captures. |
![Master Ball]() |
Master Ball |
Guaranteed capture |
Best used on Articuno/Zapdos/Moltres/Mewtwo. |
![Nugget]() |
Nugget |
Sells for ¥5000 |
Pure cash item—sell for funds. |
![Old Rod]() |
Old Rod |
Fishing (mostly Magikarp) |
Use by water to fish; basic starter rod. |
 |
Good Rod |
Used by water to fish for Pokémon. |
Mid-tier fishing rod; does not catch strong Pokémon. |
 |
Super Rod |
Used by water to fish for Pokémon. |
Top-tier rod; can catch a wide variety of Pokémon. |
 |
Exp. All |
Splits EXP and EVs across the party. |
Half to participating Pokémon, the rest divided among all; useful for training weaker Pokémon. |
 |
Card Key |
Unlocks sealed doors in Silph Co. |
Required during the Silph Company event in Saffron City. |
 |
Itemfinder |
Detects hidden items on the field. |
Alerts when hidden items are nearby; move around to locate them. |
 |
S.S. Ticket |
Ticket to board the S.S. Anne. |
Required in Vermilion City to enter the ship. |
 |
Poké Flute |
Wakes up sleeping Pokémon. |
Used to wake Snorlax blocking the path; also cures sleep in battle for both sides. |
 |
Lift Key |
Operates the Rocket Hideout elevator. |
Found in the Celadon Game Corner basement. |
 |
Secret Key |
Opens the Cinnabar Gym. |
Required to challenge the Cinnabar Island Gym. |
 |
Bike Voucher |
Exchanged for a Bicycle. |
Redeem in Cerulean City Bike Shop to get the Bicycle. |
 |
Bicycle |
Ride to travel faster on the field. |
Required to access certain cycling-only areas. |
 |
Dome Fossil |
Revives into Kabuto. |
Bring to Cinnabar Island Lab late-game. |
 |
Helix Fossil |
Revives into Omanyte. |
Bring to Cinnabar Island Lab late-game. |
 |
Old Amber |
Revives into Aerodactyl. |
Bring to Cinnabar Island Lab late-game. |
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Gold Teeth |
Quest item for the Warden in Fuchsia City. |
Gives you HM04 (Strength) when returned. |
 |
Coin Case |
Holds coins for the Game Corner. |
Needed to play slot machines in Celadon Game Corner. |
 |
Silph Scope |
Reveals the true identity of Ghosts. |
Essential to complete Pokémon Tower in Lavender Town. |
 |
Oak’s Parcel |
A delivery item for Professor Oak. |
Obtained early-game; delivers to Oak in Pallet Town. |
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Town Map |
Shows a map of the region. |
Provides a basic overview of Kanto. |