The items lists are done, which means that I need three shops to sell them. You can come up with your own intro and shop name and so forth, but the list of items is already done up with overheads. Also, each business costs $15 to start up, as it's subsidized by the League. Prices are in the format price/overhead where an overhead is present. I'd also suggest you proofread these before finalizing your shop, because I sure haven't.
First of all, here's that freaking berry business people have been dying to run for ages:
Aspear Berry ($2): A yellow berry patterned with bright green rings. A pokémon holding this item may consume it to cure freezing.
Cheri Berry ($2): This tiny, bright red berry is very spicy. A pokémon holding this item may consume it to cure paralysis.
Chesto Berry ($2): This brown and blue berry is very tough and dry-tasting. A pokémon holding this item may consume it to awaken itself.
Pecha Berry ($2): This sweet pink berry is actually hollow. A pokémon holding this item may consume it to cure poison.
Persim Berry ($2): A pink berry whose coloration grows increasingly striking as it absorbs sunlight while growing. A pokémon holding this item may consume it to cure itself of confusion.
Rawst Berry ($2): A bright blue berry that is very bitter-tasting. A pokémon holding this item may consume it to cure a burn.
Babiri Berry ($3/$1): A scaly green berry used in traditional medicine. A pokémon holding this item may consume it to reduce the effectiveness steel-type attacks made against it by one stage for one round. (Thus, a 4x weakness to steel would become a 2x weakness to steel for one full round after a babiri berry was consumed.)
Charti Berry ($3/$1): This small yellow berry is often pickled due to its dry flavor. A pokémon holding this item may consume it to reduce the effectiveness rock-type attacks made against it by one stage for one round. (Thus, a 4x weakness to rock would become a 2x weakness to rock for one full round after a charti berry was consumed.)
Chilan Berry ($3/$1): A berry banded in different shades of yellow that can be converted into a whistle with a haunting sound. A pokémon holding this item may consume it to cut damage dealt to it by normal-type attacks in half for the duration of one round.
Chople Berry ($3/$1): This red berry is unusual in that it actually generates heat. A pokémon holding this item may consume it to reduce the effectiveness fighting-type attacks made against it by one stage for one round. (Thus, a 4x weakness to fighting would become a 2x weakness to fighting for one full round after a chople berry was consumed.)
Coba Berry ($3/$1): This bright blue berry is believed to be a hybrid made by crossing two distant species. A pokémon holding this item may consume it to reduce the effectiveness flying-type attacks made against it by one stage for one round. (Thus, a 4x weakness to flying would become a 2x weakness to flying for one full round after a coba berry was consumed.)
Colbur Berry ($3/$1): This pink berry is covered in tiny hooks that catch onto pokémon's fur or people's clothing to aid in dispersal. A pokémon holding this item may consume it to reduce the effectiveness dark-type attacks made against it by one stage for one round. (Thus, a 4x weakness to dark would become a 2x weakness to dark for one full round after a babiri berry was consumed.)
Haban Berry ($3/$1): This plump red berry can be used to make a delicious jam. A pokémon holding this item may consume it to reduce the effectiveness dragon-type attacks made against it by one stage for one round. (Thus, a 4x weakness to dragon would become a 2x weakness to dragon for one full round after a haban berry was consumed.)
Kasib Berry ($3/$1): This pink berry's fluted shape makes it look like a flower. It is sometimes dried and used as a good luck charm. A pokémon holding this item may consume it to reduce the effectiveness ghost-type attacks made against it by one stage for one round. (Thus, a 4x weakness to ghost would become a 2x weakness to ghost for one full round after a kasib berry was consumed.)
Kebia Berry ($3/$1): Although a bright green on the outside, this berry has a black pulp. A pokémon holding this item may consume it to reduce the effectiveness poison-type attacks made against it by one stage for one round. (Thus, a 4x weakness to poison would become a 2x weakness to poison for one full round after a kebia berry was consumed.)
Occa Berry ($3/$1): This smooth red berry is painfully spicy. A pokémon holding this item may consume it to reduce the effectiveness fire-type attacks made against it by one stage for one round. (Thus, a 4x weakness to fire would become a 2x weakness to fire for one full round after a occa berry was consumed.)
Passho Berry ($3/$1): This blue berry is filled with hundreds of tiny air pockets that allow it to float in water. A pokémon holding this item may consume it to reduce the effectiveness water-type attacks made against it by one stage for one round. (Thus, a 4x weakness to water would become a 2x weakness to water for one full round after a passho berry was consumed.)
Payapa Berry ($3/$1): This magenta berry is shaped much like an eggplant. A pokémon holding this item may consume it to reduce the effectiveness psychic-type attacks made against it by one stage for one round. (Thus, a 4x weakness to psychic would become a 2x weakness to psychic for one full round after a payapa berry was consumed.)
Rindo Berry ($3/$1): Although healthful, this knobbly green berry is notoriously unappetizing. A pokémon holding this item may consume it to reduce the effectiveness grass-type attacks made against it by one stage for one round. (Thus, a 4x weakness to grass would become a 2x weakness to grass for one full round after a rindo berry was consumed.)
Shuca Berry ($3/$1): This plump yellow berry's sweetness is underscored by a spicy bite. A pokémon holding this item may consume it to reduce the effectiveness ground-type attacks made against it by one stage for one round. (Thus, a 4x weakness to ground would become a 2x weakness to ground for one full round after a shuca berry was consumed.)
Tanga Berry ($3/$1): This green, lobed berry grows on a bush that is pollinated by insect pokémon. A pokémon holding this item may consume it to reduce the effectiveness bug-type attacks made against it by one stage for one round. (Thus, a 4x weakness to bug would become a 2x weakness to bug for one full round after a tanga berry was consumed.)
Wacan Berry ($3/$1): This bizarre blue and yellow berry comes from a plant that draws extra energy from lightning strikes. A pokémon holding this item may consume it to reduce the effectiveness electric-type attacks made against it by one stage for one round. (Thus, a 4x weakness to electricity would become a 2x weakness to electricity for one full round after a wacan berry was consumed.)
Yache Berry ($3/$1): This blue-speckled berry is best eaten chilled. A pokémon holding this item may consume it to reduce the effectiveness ice-type attacks made against it by one stage for one round. (Thus, a 4x weakness to ice would become a 2x weakness to ice for one full round after a yache berry was consumed.)
Apicot Berry ($4/$2): A half-blue, half-green lobed berry. A pokémon holding this item may, when it falls below 33% health, consume it to gain a permanent +1 boost to its special defense.
Ganlon Berry ($4/$2): A berry made of alternating blue and orange segments. A pokémon holding this item may, when it falls below 33% health, consume it to gain a permanent +1 boost to its defense.
Leppa Berry ($4/$2): A small red and yellow berry that is packed with flavor. A pokémon holding this item may consume it to regain 10% energy.
Liechi Berry ($4/$2): A round red and yellow berry. A pokémon holding this item may, when it falls below 33% health, consume it to gain a permanent +1 boost to its attack.
Oran Berry ($4/$2): A plump blue berry that is packed with flavor. A pokémon holding this item may consume it to regain 5% health.
Petaya Berry ($4/$2): A large, scaly orange berry. A pokémon holding this item may, when it falls below 33% health, consume it to gain a permanent +1 boost to its special attack.
Salac Berry ($4/$2): A heart-shaped green berry covered in nubs. A pokémon holding this item may, when it falls below 33% health, consume it to gain a permanent +1 boost to its speed.
Enigma Berry ($5/$2): A bizarre black berry with white question mark patterns on its sides. A pokémon holding this item may, when struck by a super-effective attack, consume it to regain health equal to half the damage dealt by that attack.
Lansat Berry ($5/$2): A bright red, spiky berry that supposedly brings great joy upon being held. A pokémon holding this item may, when it falls below 33% health, consume it to raise the base critical hit rate of all its damaging attacks by two stages.
Starf Berry ($5/$2): A large, tapering green berry that is rumored to contain incredible power. A pokémon holding this item may, when it falls below 33% health, consume it to gain a +2 boost to a random one of its stats.
Custap Berry ($7/$3): A huge red berry that is rarely seen. A pokémon holding this item may, when it falls below 33% health, consume it to move first within its priority bracket on its next action.
Jaboca Berry ($7/$3): A berry made up of several small, yellow fruits that burst when mishandled. A pokémon holding this item may, when struck by a foe's physical attack, consume it to deal to that opponent half as much damage as it suffered from the attack.
Lum Berry ($7/$3): This small green berry grows slowly but is highly nutritious. A pokémon holding this item may consume it to cure any status conditions from which it is currently suffering.
Micle Berry ($7/$3): A smooth green berry that has the curious property of making food eaten with it seem sweet. A pokémon holding this item may, when it falls below 33% health, consume it to make the next attack it makes against the opponent unmissable.
Rowap Berry ($7/$3): A bright blue, vaguely top-shaped berry that is rarely seen. A pokémon holding this item may, when struck by a foe's special attack, consume it to deal to that opponent half as much damage as it suffered from the attack.
Sitrus Berry ($7/$3): This red-speckled yellow berry is a relative of the oran berry. A pokémon holding this item may consume it to regain 10% health.
Damage-influencing held items:
Draco Plate ($5/$2): A bloodred stone tablet infused with the power of dragons. Pokémon holding this item use 1% less energy to use damaging dragon-type attacks. That pokémon's Hidden Power attack becomes dragon-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Dread Plate ($5/$2): A dark blue stone tablet infused with the power of ghosts. Pokémon holding this item use 1% less energy to use damaging ghost-type attacks. That pokémon's Hidden Power attack becomes ghost-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Earth Plate ($5/$2): A dusty brown stone tablet infused with the power of the earth. Pokémon holding this item use 1% less energy to use damaging ground-type attacks. That pokémon's Hidden Power attack becomes ground-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Fist Plate ($5/$2): An orange stone tablet infused with the power of fighting spirit. Pokémon holding this item use 1% less energy to use damaging fighting-type attacks. That pokémon's Hidden Power attack becomes fighting-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Flame Plate ($5/$2): A bright red stone tablet infused with the power of fire. Pokémon holding this item use 1% less energy to use damaging fire-type attacks. That pokémon's Hidden Power attack becomes fire-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Icicle Plate ($5/$2): A light blue stone tablet infused with the power of ice. Pokémon holding this item use 1% less energy to use damaging ice-type attacks. That pokémon's Hidden Power attack becomes ice-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Insect Plate ($5/$2): A bright green stone tablet infused with the power of the hive. Pokémon holding this item use 1% less energy to use damaging bug-type attacks. That pokémon's Hidden Power attack becomes bug-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Iron Plate ($5/$2): A slate gray stone tablet infused with the power of steel. Pokémon holding this item use 1% less energy to use damaging steel-type attacks. That pokémon's Hidden Power attack becomes steel-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Meadow Plate ($5/$2): A bold green tablet infused with the power of plantlife. Pokémon holding this item use 1% less energy to use damaging grass-type attacks. That pokémon's Hidden Power attack becomes dragon-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Mind Plate ($5/$2): A pale pink stone tablet infused with the power of knowledge. Pokémon holding this item use 1% less energy to use damaging psychic-type attacks. That pokémon's Hidden Power attack becomes dragon-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Sky Plate ($5/$2): A bright blue stone tablet infused with the power of the heavens. Pokémon holding this item use 1% less energy to use damaging flying-type attacks. That pokémon's Hidden Power attack becomes dragon-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Splash Plate ($5/$2): A bold blue stone tablet infused with the power of water. Pokémon holding this item use 1% less energy to use damaging water-type attacks. That pokémon's Hidden Power attack becomes dragon-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Spooky Plate ($5/$2): A dark gray stone tablet infused with the power of ghosts. Pokémon holding this item use 1% less energy to use damaging ghost-type attacks. That pokémon's Hidden Power attack becomes dragon-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Stone Plate ($5/$2): A dark brown stone tablet infused with the power of dragons. Pokémon holding this item use 1% less energy to use damaging rock-type attacks. That pokémon's Hidden Power attack becomes dragon-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Toxic Plate ($5/$2): A dark purple stone tablet infused with the power of dragons. Pokémon holding this item use 1% less energy to use damaging poison-type attacks. That pokémon's Hidden Power attack becomes dragon-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Zap Plate ($5/$2): A golden stone tablet infused with the power of electricity. Pokémon holding this item use 1% less energy to use damaging electric-type attacks. That pokémon's Hidden Power attack becomes dragon-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Black Belt ($7/$3): A mark of martial prowess that empowers the wearer's fighting-type attacks. Pokémon holding this item deal 2% more damage with fighting-type attacks after all other modifiers are applied.
Blackglasses ($7/$3): Stylish shades that empower the wearer's dark-type attacks. Pokémon holding this item deal 2% more damage with dark-type attacks after all other modifiers are applied.
Charcoal ($7/$3): A crumbly piece of carbonized wood that empowers the holder's fire-type attacks. Pokémon holding this item deal 2% more damage with fire-type attacks after all other modifiers are applied.
Dragon Fang ($7/$3): The snapped-off tip of some ancient dragon's tooth that empowers the holder's dragon-type attacks. Pokémon holding this item deal 2% more damage with dragon-type attacks after all other modifiers are applied.
Hard Stone ($7/$3): An incredibly tough chunk of rock that empowers the holder's rock-type attacks. Pokémon holding this item deal 2% more damage with rock-type attacks after all other modifiers are applied.
Magnet ($7/$3): A powerful magnet that empowers the holder's electric-type attacks. Pokémon holding this item deal 2% more damage with electric-type attacks after all other modifiers are applied.
Miracle Seed ($7/$3): A large seed packed with dormant grass-type energy. Pokémon holding this item deal 2% more damage with grass-type attacks after all other modifiers are applied.
Mystic Water ($7/$3): A small vial of water purified by Suicune that empowers the holder's water-type attacks. Pokémon holding this item deal 2% more damage with water-type attacks after all other modifiers are applied.
Nevermeltice ($7/$3): A chilly shard of ice rumored to have been chipped from the body of Regice. Pokémon holding this item deal 2% more damage with ice-type attacks after all other modifiers are applied.
Poison Barb ($7/$3): A tiny stinger smeared with a potent toxin that empowers the wearer's poison-type attacks. Pokémon holding this item deal 2% more damage with poison-type attacks after all other modifiers are applied.
Sharp Beak ($7/$3): A long, thin beak that empowers the holder's flying-type attacks. Pokémon holding this item deal 2% more damage with flying-type attacks after all other modifiers are applied.
Silk Scarf ($7/$3): A wide, gauzy white scarf made out of silk that empowers the wearer's normal-type attacks. Pokémon holding this item deal 2% more damage with normal-type attacks after all other modifiers are applied.
Silverpowder ($7/$3): A coarse, glittering powder made from ground-up insect carapaces. Pokémon holding this item deal 2% more damage with bug-type attacks after all other modifiers are applied.
Soft Sand ($7/$3): A bag of fine sand that empowers the holder's ground-type attacks. Pokémon holding this item deal 2% more damage with ground-type attacks after all other modifiers are applied.
Spell Tag ($7/$3): A thin slip of paper inscribed with an awful curse that empowers the holder's ghost-type attacks. Pokémon holding this item deal 2% more damage with ghost-type attacks after all other modifiers are applied.
Twistedspoon ($7/$3): spoon twisted in on itself with raw psychic power that empowers the holder's psychic abilities. Pokémon holding this item deal 2% more damage with psychic-type attacks after all other modifiers are applied.
Expert Belt ($10/$6): A thin black sash that provides pokémon a boost in cofidence and concentration when worn. When a pokémon holding this item scores a supereffective hit, it deals 2% more damage with that attack (after all other bonuses have been computed).
Life Orb ($10/$6): A glowing purple orb that infuses a pokémon with frenetic energy when it attacks, even as it eats away at their stamina. All this pokémon's damaging attacks do 3% more damage (after all other bonuses are computed) but cause recoil damage of 1% and cost 1% more energy to use.
Metronome ($10/$6): A tool used by musicians to keep in time, it helps a pokémon fall more easily into the rhythm of repetitive attacks. For each consecutive action devoted to the same move, that move's base power is increased by ten. The bonus from this item's effect may not do more than double a move's base power.
Muscle Band ($10/$6): A yellow headband that encourages a pokémon to fight with more determination. All this pokémon's phsyical attacks deal 2% more damage (after all other bonuses have been computed).
Wise Glasses ($10/$6): A pair of thick glasses that focus a pokémon's special strength--not to mention make it look smarter! All the special attacks used by a pokémon holding this item cause 2% more damage (after all other bonuses have been applied).
Choice Band ($13/$8): A blue and white bandana with a red pattern at its center that adds extra power to the physical attacks of a pokémon who isn't distracted by unnecessary choices. The base power of all physical attacks this pokémon makes is multiplied by 1.5. However, it will ignore any conditional orders it is given, and it may only make one damaging attack per round. For example, a pokémon holding this item could follow "Thunderpunch ~ Snatch ~ Thunderpunch," but if commanded to perform "Thunderpunch ~ Shadow Punch ~ Thunderpunch," the second action would fail.
Choice Scarf ($13/$8): A thick blue scarf that lends extra agility to a pokémon who isn't distracted by unnecessary choices. The holder of this item has its base speed multiplied by 1.5. However, it will ignore any conditional orders, and it may use only one damaging attack per round. For example, a pokémon holding this item could follow "Thunderpunch ~ Snatch ~ Thunderpunch," but if commanded to perform "Thunderpunch ~ Shadow Punch ~ Thunderpunch," the second action would fail.
Choice Specs ($13/$8): Star-shaped glasses that adds extra power to the special attacks of a pokémon who isn't distracted by unnecessary choices. The base power of all special attacks a pokémon holding this itme makes is multiplied by 1.5. However, it will ignore any conditional orders, and it may use only one damaging attack per round. For example, a pokémon holding this item could follow "Thunderbolt ~ Snatch ~ Thunderbolt," but if commanded to perform "Thunderbolt ~ Shadow Ball ~ Thunderbolt," the second action would fail.
Miscellaneous Held Items:
Big Root ($5/$2): A gnarled, dried-up old root from an unknown plant. In the presence of some energy fields it will pulse with a faint green aura, as though trying to leech off the energy being gathered. When a pokémon holding this item uses a draining attack against the opponent, it regains health equal to 75% the damage dealt rather than 50%.
Destiny Knot ($5/$2): An ordinary-looking ball of bright red thread. If the pokémon holding this item becomes attracted, the pokémon that used attract on it will become likewise infatuated.
Focus Band ($5/$2): A red sash decorated with a flame motif that imbues the pokémon wearing it with diehard courage and determination. If a pokémon holding this item would faint, there is a 10% chance that it will instead hold on with either 1% health or 1% energy. This item cannot prevent fainting from conditions such as poison or sandstorm, only damage or energy loss caused by direct attack.
Iron Ball ($5/$2): An incredibly heavy chunk of iron ground down into a smooth, shiny sphere. A pokémon holding this item has its base speed cut in half. If a flying or levitating pokémon holds this item, they will be brought to earth and therefore susceptible to ground-type attacks and arena hazards such as spikes.
Lagging Tail ($5/$2): An extremely heavy chain of rocks that is tremendously cumbersome. A pokémon holding this item always moves last within its priority bracket, regardless of speed.
Lax Incense ($5/$2): A heavy, cloying incense that makes pokémon unused to its scent lethargic. All attacks made against a pokémon holding this item have their accuracy reduced by 5%.
Mental Herb ($5/$2): A bitter-tasting, light blue leaf that brings a pokémon back to itself with a shock when chewed. A pokémon may consume this item to cure itself of infatuation.
Quick Claw ($5/$2): A light, sharp claw that can, on occasion, prod even the laziest of pokémon into a startling display of speed. There is a 10% chance that the holder of this item will move first within its priority bracket, regardless of speed.
Shed Shell ($5/$2): The discarded carapace of an unknown bug pokémon that is easy to wriggle out of. A pokémon holding this item can escape from entrapping moves, such as rock tomb, sand tomb, and mean look, once without difficulty.
Smoke Ball ($5/$2): A compound of smoke-generating chemicals contained within a thin membrane that is easily pierced. Once per battle, a pokémon holding this item may use it to create an effect identical to smokescreen. The use of this item does not cost an action.
Sticky Barb ($5/$2): Metal burrs that cling to the skin of any pokémon that brushes against them, digging in painfully. The pokémon holding this item takes 1% damage per action, but if an opponent makes a contact attack against it, that opponent takes 3% in recoil damage and acquires Sticky Barb as a hold item if they are not already holding something.
White Herb ($5/$2): The leaf of a white herb. Its strong, minty taste can distract a pokémon from adversity when it is chewed. When a pokémon's stats fall, it may consume this item to negate the drop. This item cannot restore status after an attack that completely resets a pokémon's statistics, such as haze or heart swap, however.
Brightpowder ($8/$4): Small flakes of a highly reflective material that can be scattered over a pokémon to dazzle opponents. All attacks made against a pokémon using this item have their accuracy reduced by 5%.
Focus Sash ($8/$4): A bright red sash that can mitigate an incredibly powerful attack enough for the wearer to survive. It only works once before crumbling to dust. If a pokémon holding this item would be knocked out by an attack that deals over 15% damage, it instead hangs on with 1% health.
Grip Claw ($8/$4): A wicked hook connected to an extensible, spring-like stem that can be wound around an opponent to immobilize them and make it even more difficult for them to escape from tough situations. Trapping attacks, such as whirlpool or sand tomb, used by a pokémon holding this item, last for a full round longer than usual (between five and eight actions total).
Light Ball ($8/$4): A glowing yellow orb that fizzes and crackles with electricity. When held by pikachu, it increases damage dealt by all attacks by 1% after all other modifiers have been applied. Volt tackle causes half the recoil damage so long as this item is held.
Lucky Punch ($8/$4): A spring-loaded punching fist that can be used to startle opponents, leaving them open for attack. When held by chansey, all attacks have a base critical hit domain two greater than normal.
Metalpowder ($8/$4): A fine, glittering purple powder that can be scattered over a ditto to greatly increase its viscosity and the hardness of its outer membrane. When held by ditto, reduces damage dealt to that pokémon by all attacks by 1%.
Power Herb ($8/$4): A bold red leaf that gives a short, incredible burst of energy when chewed. When a pokémon uses an attack that would ordinarily require catastrophic energy use (hyper beam, giga impact, frenzy plant, etc.), a pokémon may consume this item to use such an attack with only half the normal energy consumption.
Quickpowder ($8/$4): A fine, glittering blue powder that can be scattered over a ditto to greatly decrease its viscosity and allow it to perform faster transformations. When held by ditto, doubles the holder's base speed.
Scope Lens ($8/$4): A targeting aid that helps a pokémon zero in on its opponent's weak point. Attacks made by a pokémon holding this item start in a critical hit domain one higher than usual.
Shell Bell ($8/$4): A bell made out of a seashell that gives a soothing chime whenever its wearer makes an abrupt movement. Whenever a pokémon holding this item uses a physical contact attack, it receives 1/8th the damage dealt with that attack back as health.
Stick ($8/$4): A particularly fine leek that only the best farfetch'd warriors can wield. When held by farfetch'd, all that pokémon's attacks have a base critical hit domain two greater than normal.
Thick Club ($8/$4): An ancient, heavy bone polished by years of use as a weapon. Such clubs are passed down through the most powerful warrior lines of cubone and marowak. When held by cubone or marowak, all the holder's physical attacks deal 2% more damage after all other bonuses are applied.
Wide Lens ($8/$4): A durable magnifying glass that helps the pokémon holding it draw a bead on its opponent and see through illusions. The accuracy of moves used by a pokémon holding this item is increased by 10%.
Zoom Lens ($8/$4): A special targeting device that zooms in on a pokémon that comes within its range, helping the pokémon holding it to make attacks against that target. If the holder of this item moves after their target in an action, the accuracy of its next attack on that target is increased by 20%.
Black Sludge ($10/$6): An chunk of disgusting, half-congealed muck. If a poison-type pokémon holds this item, it will regain 1% health per action. If a steel-type pokémon or a pokémon with immunity holds this item, it will have no effect. Any other pokémon that holds this item will take 1% damage per action.
Damp Rock ($10/$6): A mysterious stone that is always covered in a thin slick of water, even in extremely dry conditions. Rain dance costs 2% less energy to use and lasts for a round longer than it ordinarily would.
Flame Orb ($10/$6): An orb that glows an angry red, searing hot to the touch. A pokémon holding this item will be inflicted with a burn at the end of each round. If it already has a burn (or is immune to burning), this item has no effect.
Heat Rock ($10/$6): A mysterious stone that is always warm to the touch, even in extremely cold environments. Sunny Day costs 2% less energy for a pokémon holding this to cast and lasts for a round longer than normal.
Icy Rock ($10/$6): A mysterious stone that is always painfully cold to the touch, even in extremely hot environments. Hail costs 2% less energy for a pokémon holding this item to perform and lasts for a round longer than normal.
Leftovers ($10/$6): A bag of snacks that a pokémon can nibble on in a spare moment. A pokémon holding this item recovers 1% health per action it is in battle.
Light Clay ($10/$6): A greenish lump of clay that sparkles in the light and lends a strange energy to barrier-forming attacks. If a pokémon holding this item uses reflect or light screen, the barrier lasts for eight actions instead of five, with the final three actions requiring no additional energy to maintain.
Smooth Rock ($10/$6): A mysterious stone that has been ground down by the elements for millions of years, giving it a smooth and almost polished finish. A pokémon holding this item uses 2% less energy to perform sandstorm, and the sandstorm created lasts a round longer than usual.
Toxic Orb ($10/$6): An orb that glows a disgusting purple, disconcertingly slick and slimy to the touch. A pokémon holding this item will be inflicted with bad poison at the end of each round. If it is already badly poison or immune to the poison status, this item takes no effect.
Amulet Coin ($15/$9): A gleaming gold charm from a meowth that can magically generate coins in battle a la payday. These can be sold after the battle for extra money. For each pokémon holding this item that a trainer sent out in a single battle, they will gain $3 more in prize money when the battle ends.
EXP Share ($15/$9): If this item is equipped to a pokémon in a trainer's active squad that is not used in a battle, that pokémon may count the KO's earned by the pokémon holding this item as its own experience. If it does so, the pokémon holding this item does not gain any experience points for these KO's.
Lucky Egg ($15/$9): A nondescript egg that came from a chansey's pouch and is supposedly filled with luck. When a pokémon battles holding this item, all of its KO's count for double for the purpose of evolution.
Soothe Bell ($15/$9): A minute jingle bell that tinkles merrily whenever the pokémon holding it moves, keeping it cheerful and relaxed. For the purposes of happiness evolution, a pokémon holding this item will treat every instance of being used in battle as a win, even if it failed to score a KO.