Match an item to the moves you actually use, then check its tradeoff and stack limit. Vitamins level a separate stat, while Lab upgrades persist between runs. The complete item reference below lists all 102 items and 21 vitamins with concrete effects and conditions. Its numerical baseline is Beta 0.6.3, checked 18 October 2026; the later 0.7 item economy is explained separately here. The published 0.7.1 notes concern move panels, and its 102-item/21-vitamin configuration matches this retained baseline.

Items, vitamins and move upgrades are different choices

Items come from item Poké Balls, Meowth and other in-run rewards. Each has a fixed rarity and a limit on how many copies you can hold. Some give a stat immediately; others trigger on a hit, KO, timer or lethal hit. A familiar Pokémon name does not carry its main-series effect into this game: Life Orb lowers max HP here, rather than charging HP on each attack.

Vitamins are a type of level-up choice. Learning a new vitamin uses one vitamin slot; upgrading the same vitamin raises its level without needing another slot. You start with three vitamin slots. The Lab’s Vitamin slots upgrade adds one per purchased level, to a maximum of two extra slots: its recorded purchases cost 1,200 and 3,000 Stardust. This is separate from the three default move slots and the 1,500-Stardust fourth move purchase.

A new-move card adds an eligible move if you have room. An existing-move upgrade improves an attack already in the bar. A vitamin card adds or improves a stat. For example, a Squirtle choice between Bubble, Water Gun upgrade and X Defense asks three different questions: add another attack, improve the current one, or add evasion. It is an illustrative comparison of real card types, not a guaranteed offer sequence. Use the move checker for learning conditions and the Lab reference for permanent capacity.

Three starter choices: type and damage category both matter

Type bonuses and physical/special bonuses are separate. The same character can carry both physical and special attacks. Compare the current move bar rather than choosing every item by your starter’s name.

Starter and actual moves Type-focused choice Category-focused choice Practical fallback
Bulbasaur: Vine Whip and Razor Leaf are physical; Sleep Powder and Solar Beam use the special category Miracle Seed: +30% Grass move damage and +3% total damage Muscle Band: +15% physical for the first pair. Wise Glasses: +15% special for the other pair Attack speed, area, recovery or movement can help when the exact type item is absent; follow the Bulbasaur build
Charmander: Ember, Fire Spin, Flamethrower and Fire Blast are special Fire attacks Charcoal: +30% Fire move damage and +3% total damage Wise Glasses: +15% special applies to this native kit. Muscle Band does not improve these four special attacks Compare Quick Claw’s attack speed with recovery or escape needs; follow the Charmander build
Squirtle: Water Gun, Bubble and Hydro Pump are special Water; Rapid Spin is physical Normal Mystic Water: +30% Water damage and +3% total damage. Its Water part does not boost Rapid Spin Wise Glasses supports the Water trio; Muscle Band supports Rapid Spin. Do not assume one category item boosts both Silk Scarf supports a Rapid Spin-focused choice; Quick Claw affects attack speed across the mix. Follow the Squirtle build

Charcoal versus Wise Glasses: for native Charmander attacks, both match, but one checks Fire type and the other checks the special category. A later non-Fire special move still matches Wise Glasses; a physical Fire move matches Charcoal’s Fire component. These are different bonus groups, so their printed percentages are not a stand-alone final-DPS comparison.

Mystic Water does not turn Rapid Spin into a Water move. Its separate +3% total-damage component still applies. If your present damage is mostly Rapid Spin, read the Normal/physical bonuses before spending as though all Squirtle attacks were Water/special.

Strong bonuses can come with a cost

Choice Band and Choice Specs each offer +35% to the matching category and −8% attack speed per copy, with a five-copy limit. Here they do not lock you to one attack. Compare the increased damage with slower attacks and with how much of your actual kit uses that category. Life Orb gives +30% total damage and −10% max HP, also capped at five copies. If contact damage keeps ending the run, its HP loss matters.

Eviolite gives +50% armor and +25% HP only while your current species can still evolve. It stops contributing that bonus at Venusaur, Charizard or Blastoise. It does not cause evolution. Use the starter evolution table to see when your temporary benefit ends.

The limit is not always the same as effect scaling. Two Electirizers produce four bolts per cycle, not six; a Metronome builds with hit-free time; Focus Band is a chance-based lethal-hit safeguard with a cooldown. Their complete conditions are in the reference. The runtime also makes Fire Stone a 50% trigger on a burned enemy’s KO; its short catalog wording should not be read as a guaranteed explosion on every such KO.

Vitamin levels, rarity and actual caps

Every vitamin can reach level 10, but rarity changes how much each pick adds. The card multipliers are Common ×1, Uncommon ×1.2, Rare ×1.45, Epic ×1.75 and Legendary ×2.1. The game accumulates these weights. Protein therefore contributes +10% physical from one Common pick, +14.5% from a Rare pick or +21% from a Legendary pick; ten Common picks give +100%, while a mixed-rarity level 10 can differ.

The vitamin table gives every Common increment, a ten-Common-pick example, the level limit and any important condition. Calcium improves special damage; Protein improves physical damage. Carbos increases movement speed, Ether increases attack speed and X Speed increases projectile travel speed. Choosing the wrong one solves a different problem.

Two caps apply to the final stat including other sources: evasion is capped at 60%, and crit chance at 100%. X Defense adds 3.5 evasion percentage points per Common pick, although the card’s rounded display can show 4%. Direct X / Dire Hit adds 5 crit-chance percentage points per Common pick. These are different from X Attack’s +15% status-chance multiplier: a multiplier is not an automatic 15-percentage-point status proc.

PP Up contributes 0.5 projectile stat per Common pick, usually one extra projectile per two Common picks; higher-rarity contributions and the move’s attack pattern matter. Cursed Incense increases difficulty by 12% per Common pick while adding 6% XP and 6% PokéDollars. More and stronger enemies are the tradeoff. The vitamin named Stardust increases area in the run; it is not permanent Lab currency. Vitamin slots do not cap how many item copies you can hold.

Item Poké Balls and Meowth after 0.7.0

In Classic, a normal paid item Poké Ball now offers three choices, provided the eligible pool has enough distinct candidates. The checked runtime uses a single-item path for Survival and free/gift/special balls. This is separate from throwing a ball to catch a League member. Compare the actual offered effects; three choices do not guarantee Charcoal, Miracle Seed or another named item.

Repeated buying from Meowth without opening item balls creates extra price pressure in Classic. The additional multiplier is one in Survival. In the checked rule, the first two purchases plus one more for every three paid item balls are outside the pressure slice; later purchases contribute rarity-dependent multipliers of 1.15 / 1.25 / 1.4 / 1.6 / 2. The current displayed shop price is the value to compare, since other economy rules also affect prices. Opening balls can change that pressure; it is not a promise that every shop visit costs the same.

These are 0.7.0 announcement and runtime rules read on 19 October; the current 0.7.1 runtime retains these conditions. Permanent Lab purchases still use Stardust and their own prices.

An item is missing: check its pool state

Open Lab → Items before the run and compare the card’s state:

  1. All is a catalog, not a guarantee that every entry is in your pool.
  2. To discover can show a hidden “???” card, a specific objective and a Stardust amount. Follow the displayed objective/prompt; do not identify the hidden item solely from a similar objective in somebody else’s screenshot.
  3. Discovered means its discovery objective is complete but the entry can still need a purchase. Read the revealed card and its Unlock button: it shows the Stardust price or how much you are missing. Completing the objective alone is not always the last step into the pool.
  4. In your Poké Balls identifies available pool entries, but a random reward still need not offer that particular item.
  5. Archived means you intentionally removed an item from the normal item-ball and shop pool. Use Return on its card to put it back; check this state before assuming it disappeared through a bug.
  6. In a run, check your held count versus its maximum. Full items are excluded from normal further offers; Meowth does not sell already-full entries, and Ditto does not bypass the cap.

The Lab’s Archive starts at 800 Stardust and supplies three Archive slots per purchased level. Archiving changes future pool eligibility; it is not an extra vitamin slot, a new-move unlock or a guarantee that your preferred remaining item will be next. A hidden, undiscovered entry and an archived known entry need different actions. Check the current card before spending, and use Lab upgrades for the permanent offer tools.

Stacking and the numbers in the reference

Since 0.5.3, same-kind percentage bonuses add within their groups rather than repeatedly multiplying each copy without limit; separate groups can still multiply. For example, the Fire component and the special-damage component are not the same group. Enemy types, your passive, vitamins, attack pattern and later upgrades affect the final damage. A 30% label is useful for matching a bonus, not enough by itself to establish a best item or a measured DPS result.

The tables preserve each item’s fixed rarity and max copies. They also explain effects implemented outside the generic modifier list, including on-hit status, KO explosions, invulnerability while sliding, timer attacks and revives. Evolution stones in this reference have their listed combat effects; their main-series names are not instructions to evolve your starter.

Sources and scope

Item/vitamin values use the original 0.6.3 configuration and runtime, checked 18 October 2026: configuration, runtime. Special-trigger explanations prefer the active runtime when its wording is more precise than the short catalog description. Lab → Items state labels, the Unlock purchase and the Return action also come from that menu’s runtime and English text; Archive uses the upgrade configuration. Open the original game to compare the state on your own card.

The later 0.7.0 economy and 0.7.1 interface were read on 19 October, with the original project dating both announcements 18 October. This page’s revision date does not relabel all 0.6.3 values as newly playtested. The reference is a source-derived decision aid, not a measured clear rate, build ranking or completed item-purchase test. Read Updates for version changes and Troubleshooting for a malfunctioning panel.

Your run’s reference shelf

Every item & vitamin

102 item effects and stack limits, plus all 21 vitamins. Effects describe PokéBonk, not the main Pokémon games.

123 entries

All 123 entries · 102 items · 21 vitamins

All 102 items

Effects normally describe one copy. “Max copies” is the held-item limit in one run; it does not mean every trigger chance or cooldown multiplies. Special conditions below explain the difference.

On a narrow screen, scroll the table sideways for conditions and limits →

Items · Beta 0.6.3 source · checked 18 October 2026
Item / categoryRarityEffectTrigger, condition or tradeoffMax copies
CharcoalMove damageCommon+30% Fire-type move damage and +3% total damage.The +30% part applies to Fire-type moves; the +3% total-damage part also benefits other attack types.10
Mystic WaterMove damageCommon+30% Water-type move damage and +3% total damage.The +30% part applies to Water-type moves; the +3% total-damage part also benefits other attack types.10
Miracle SeedMove damageCommon+30% Grass-type move damage and +3% total damage.The +30% part applies to Grass-type moves; the +3% total-damage part also benefits other attack types.10
MagnetMove damageCommon+30% Electric-type move damage and +3% total damage.The +30% part applies to Electric-type moves; the +3% total-damage part also benefits other attack types.10
Never-Melt IceMove damageCommon+30% Ice-type move damage and +3% total damage.The +30% part applies to Ice-type moves; the +3% total-damage part also benefits other attack types.10
Black BeltMove damageCommon+30% Fighting-type move damage and +3% total damage.The +30% part applies to Fighting-type moves; the +3% total-damage part also benefits other attack types.10
Poison BarbMove damageCommon+30% Poison-type move damage and +3% total damage.The +30% part applies to Poison-type moves; the +3% total-damage part also benefits other attack types.10
Soft SandMove damageCommon+30% Ground-type move damage and +3% total damage.The +30% part applies to Ground-type moves; the +3% total-damage part also benefits other attack types.10
Sharp BeakMove damageCommon+30% Flying-type move damage and +3% total damage.The +30% part applies to Flying-type moves; the +3% total-damage part also benefits other attack types.10
Twisted SpoonMove damageCommon+30% Psychic-type move damage and +3% total damage.The +30% part applies to Psychic-type moves; the +3% total-damage part also benefits other attack types.10
Silver PowderMove damageCommon+30% Bug-type move damage and +3% total damage.The +30% part applies to Bug-type moves; the +3% total-damage part also benefits other attack types.10
Hard StoneMove damageCommon+30% Rock-type move damage and +3% total damage.The +30% part applies to Rock-type moves; the +3% total-damage part also benefits other attack types.10
Spell TagMove damageCommon+30% Ghost-type move damage and +3% total damage.The +30% part applies to Ghost-type moves; the +3% total-damage part also benefits other attack types.10
Dragon FangMove damageCommon+30% Dragon-type move damage and +3% total damage.The +30% part applies to Dragon-type moves; the +3% total-damage part also benefits other attack types.10
Black GlassesMove damageCommon+30% Dark-type move damage and +3% total damage.The +30% part applies to Dark-type moves; the +3% total-damage part also benefits other attack types.10
Metal CoatMove damageCommon+30% Steel-type move damage and +3% total damage.The +30% part applies to Steel-type moves; the +3% total-damage part also benefits other attack types.10
Silk ScarfMove damageCommon+30% Normal-type move damage and +3% total damage.The +30% part applies to Normal-type moves; the +3% total-damage part also benefits other attack types.10
Fairy FeatherMove damageCommon+30% Fairy-type move damage and +3% total damage.The +30% part applies to Fairy-type moves; the +3% total-damage part also benefits other attack types.10
Oran BerryHP, armor & evasionCommon+15 max HP.Applies while held in the current run.10
Quick PowderMovementCommon+7% movement speed.Applies while held in the current run.10
Bright PowderHP, armor & evasionCommon+4% evasion.Applies while held in the current run.10
Amulet CoinMoney & luckCommon+20% PokéDollars.Applies while held in the current run.10
Scope LensMove damageCommon+6% crit chance.Applies while held in the current run.10
Wide LensProjectiles & areaCommon+10% move area.Applies while held in the current run.10
Zoom LensProjectiles & area · Move damageCommon+15% projectile speed and +3% crit.Applies while held in the current run.10
Soothe BellHealing & shieldCommon+15% healing received and +0.3 regen.Applies while held in the current run.10
Lax IncenseHP, armor & evasionCommon+5 armor.Applies while held in the current run.10
HoneyExperience & levelsCommon+1.5 pickup range.Applies while held in the current run.10
Cleanse TagMove damageCommon+15% damage to elites, Alphas and bosses.Applies while held in the current run.10
PotionHealing & shieldCommon+0.6 HP regen per second.Applies while held in the current run.10
Lucky PunchMoney & luck · Move damageCommon+10 luck and +3% crit.Applies while held in the current run.10
Big NuggetMoney & luckCommonPoké Balls cost 8% less (up to -40%) and +5% PokéDollars.Item-ball discount: 8% per copy, capped at 40%. This is not a discount on permanent Stardust Lab purchases.5
Grip ClawStatus & controlCommonYour hits have a 4% chance to root the enemy.On a hit: 4% base root chance per copy, multiplied by your status-chance stat. Root duration follows status rules.5
Berry JuiceHealing & shieldCommonEvery KO has a 5% chance to heal you for 2% of your max HP.On a KO: 5% healing chance per copy (40% at its eight-copy limit). Each trigger heals 2% max HP before healing modifiers.8
Muscle BandMove damageUncommon+15% physical damage.Physical-category move damage; separate from the move’s elemental type.10
Wise GlassesMove damageUncommon+15% special damage.Special-category move damage; separate from the move’s elemental type.10
Quick ClawMove damageUncommon+10% attack speed.Applies while held in the current run.10
Razor ClawMove damageUncommon+30% crit damage.Applies while held in the current run.10
Shell BellHealing & shieldUncommonYou recover 0.8% of the damage you deal.Leeches 0.8% of damage dealt per copy. Shares the player’s pre-healing leech budget: up to 8% max HP stored, replenished by 5% max HP/s. Healing modifiers still apply; this is not a flat heal per hit or a final HP/s cap.10
LeftoversHealing & shieldUncommon+1.2 HP regen per second.Applies while held in the current run.10
Rocky HelmetHP, armor & evasionUncommonEnemies that touch you take 25 damage (thorns).Applies while held in the current run.10
Light ClayStatus & controlUncommon+20% move and status duration.Applies while held in the current run.10
Air BalloonMovementUncommon+1 extra jump and +15% jump height.Applies while held in the current run.10
White HerbStatus & controlUncommon+25% status condition chance.Applies while held in the current run.10
Power HerbStatus & controlUncommon+30% damage from burns, poisons and the like.Applies while held in the current run.10
Sitrus BerryHP, armor & evasion · Healing & shieldUncommon+10 max HP. After a nonlethal hit leaves you below 30% HP, recover 35% max HP; 45-second cooldown.The threshold check happens after damage, while you are still alive. More copies add the HP bonus; they do not remove the cooldown.10
Lucky EggExperience & levelsUncommon+15% experience.Applies while held in the current run.10
Big RootHealing & shieldUncommon+3% lifesteal and +15% healing.Applies while held in the current run.10
Smoke BallHP, armor & evasionUncommonWhen hit: 25% chance to turn invisible for 1.5 s. +3% evasion.After taking damage: 25% chance of 1.5 seconds of invisibility. The chance is fixed; each copy also adds 3 percentage points of evasion.10
MetronomeMove damageUncommonGain +2% damage per hit-free second per copy, reaching +40% per copy after 20 seconds.Taking damage resets the hit-free timer. The +40% ceiling is per copy, not a permanent damage bonus.10
Flame OrbStatus & controlUncommonYour hits have a 5% chance to burn and +10% status damage.On a hit: 5% base burn chance per copy, multiplied by status chance. The +10% status-damage bonus also stacks.5
Toxic OrbStatus & controlUncommonYour hits have a 6% chance to poison and +10% status chance.On a hit: 6% base poison chance per copy, multiplied by status chance. Poison is a condition on the enemy, not a requirement that your character be Poison-type.5
SnowballHP, armor & evasion · Status & controlUncommonYour hits have a 6% chance to chill (three chills freeze) and +3 armor.On a hit: 6% base chill chance per copy, multiplied by status chance. Three chills freeze; a wet target can freeze on the next chill. Also adds 3 armor per copy.5
Binding BandMove damage · Status & controlUncommon+20% damage to stunned, rooted, paralyzed, frozen or sleeping enemies.The target must currently be stunned, rooted, paralyzed, frozen or asleep. Damage bonus is +20% per copy; chill alone is not one of the checked conditions.5
Smooth RockProjectiles & areaUncommon+1 bounce to basic projectiles (Projectile and Burst) and +10% projectile speed.The extra bounce applies to basic Projectile and Burst attack patterns; do not assume every beam, cone or orbit will bounce.3
White FluteExperience & levels · Money & luckUncommon+12% enemies, but +10% experience and +5 luck.More enemies is a real tradeoff. The XP and luck gains do not reduce contact damage or guarantee a rarer offer.5
Adrenaline OrbMovement · Move damageUncommonWhen hit: +20% speed and +12% attack speed for 3 s.Taking a nonlethal hit activates a three-second buff. Each copy contributes +20% movement and +12% attack speed while active.3
RepelExperience & levels · MovementUncommon-8% enemies and +6% speed. For when the horde closes in.Reduces enemy amount and adds movement speed while held; it does not replace dodging existing enemies.3
Life OrbMove damage · HP, armor & evasionRare+30% total damage, but -10% max HP.The max-HP penalty applies while held. A larger total-damage bonus can make a fragile run harder to keep alive.5
Choice BandMove damageRare+35% physical damage, -8% attack speed.Physical-category damage only; the attack-speed penalty affects the build. It does not restrict you to a single move.5
Choice SpecsMove damageRare+35% special damage, -8% attack speed.Special-category damage only; the attack-speed penalty affects the build. It does not restrict you to a single move.5
Choice ScarfMovement · Move damageRare+20% speed and +10% attack speed.Applies while held in the current run.5
Expert BeltMove damageRare+30% damage with super effective attacks.Requires a super-effective attack against the target. Match move type to the enemy, not merely to your starter.10
Focus BandLethal-hit protectionRareA lethal hit can leave you at 1 HP: 15% chance with one copy, then a 20-second cooldown after a success.With n copies, chance is 1 − 0.85ⁿ (about 47.8% with four). It is a chance-based safeguard, not a guaranteed revive.4
King’s RockStatus & controlRare+6% chance to flinch (stun).Applies while held in the current run.10
Assault VestHP, armor & evasionRare+12 armor and +12% max HP.Applies while held in the current run.10
EvioliteHP, armor & evasionRareIf you can still evolve: +50% armor and +25% HP.Only while the current species has a further evolution. The armor/HP bonus stops applying at the final form; this item does not trigger evolution.1
Exp. ShareExperience & levelsRare+25% experience and +2 pickup range.Applies while held in the current run.10
Macho BraceExperience & levels · MovementRare+50% experience, -10% speed.The XP gain comes with a movement-speed penalty. Check whether slower escapes are the problem ending your run.3
Black SludgeHealing & shield · Status & controlRare+2 HP regen, +20% status damage and +25% poison duration per copy.Longer poison requires you to inflict poison. The status-damage modifier also benefits other damaging statuses; no Poison-type character requirement is checked.10
Star PieceMoney & luckRare+20 luck: better rarities and more loot.Applies while held in the current run.10
LeekMove damageRare3% chance for a hit to deal ×8 damage: Bonk!Ordinary hits have a 3% chance per copy to deal ×8 damage (12% at four copies). Fixed damage and secondary no-reaction hits do not trigger this roll.4
Razor FangMove damageRareYou instantly finish off enemies (not bosses) below 8% HP (+4% per extra unit).Finishes non-boss enemies below 8% HP at one copy, then +4 percentage points per extra copy (20% at four). Bosses are excluded.4
Shed ShellMovement · HP, armor & evasionRareYou are invulnerable while sliding and the slide recharges 40% faster.Protection is active during the slide. The checked slide cooldown is 0.54 seconds; being stationary does not grant the protection.1
Cell BatteryMove damageRare+1.5% attack speed per 10 KOs in the current streak, capped at +25% per copy.Uses your current streak, not lifetime KOs. Two copies can contribute up to +50% from this effect.2
Lum BerryHealing & shieldRareEvery 30 s, if you're hurt, you heal 12% of HP. +10% healing received.Every 30 seconds while missing HP: heals 12% max HP with one copy, 16% with two, or 20% with three, before healing modifiers. Extra copies add 4 percentage points, rather than another 12%. It is not a lethal-hit revive.3
Focus SashLethal-hit protectionEpicOne lethal hit leaves you alive at 1 HP before the protection is used up for the current stage.Its used flag resets on the next stage load. It does not give permanent invulnerability.1
PP MaxProjectiles & areaEpic+1 projectile to all moves.Adds to the projectile-count stat. Actual attack patterns determine how they use extra projectiles.10
Max ElixirMove damageEpic+20% attack speed.Applies while held in the current run.10
Shiny StoneMove damage · Projectiles & areaEpic+15% total damage and +15% area.Applies while held in the current run.10
Dusk StoneMove damageEpic+40% crit damage and +8% crit.Applies while held in the current run.10
Comet ShardMoney & luckEpic+40% PokéDollars and +30 luck.Applies while held in the current run.10
Thunder StoneMove damage · Triggered attacks · Status & controlEpic+4 percentage points of crit chance per copy. Critical hits can fire an Electric bolt at a nearby second enemy.Needs another target within range; the bolt trigger has a 0.2-second guard. Extra copies scale bolt damage and add crit chance; they do not shorten that trigger guard.5
Fire StoneTriggered attacks · Status & controlEpicWhen a burned enemy dies, it has a 50% chance to explode and damage nearby enemies.Requires burn on the defeated target. Extra copies scale explosion damage; the checked trigger remains 50%, rather than every burned KO.3
ProtectorHP, armor & evasion · MovementEpic+20 armor, +15% max HP and +40 thorns, but -5% speed.Applies while held in the current run.3
Griseous OrbTriggered attacks · Status & controlEpicOn each KO, a 12% chance to leave a shadow that bursts after 0.6 seconds, dealing Ghost damage and potentially cursing nearby enemies.Extra copies scale burst damage; the 12% trigger chance is fixed. The checked runtime uses a short delay, despite the catalog calling it instant.2
Reaper ClothMove damageEpic+1% damage per 100 KOs in this run, capped at +30% per copy.Counts current-run KOs. Two copies can contribute up to +60%; it is not based on your current streak.2
ElectirizerTriggered attacks · Status & controlEpicEvery 2.5 s lightning strikes 3 nearby enemies and may paralyze them (+1 bolt per unit).Every 2.5 seconds when targets are nearby: 2 + copies bolts (three at one copy, five at its three-copy limit). Bolts may paralyze.3
Ice StoneStatus & control · Triggered attacksEpic+10% status chance. Frozen or chilled enemies release ice shards when defeated; shards chill nearby targets.The defeated target must be frozen or chilled. Extra copies scale shard damage; the item itself does not make every enemy frozen.3
Leaf StoneTriggered attacks · Healing & shieldEpicEvery KO has a 10% chance to release a whirl of leaves that cuts nearby enemies and heals you for 1% of HP.On each KO: fixed 10% chance of a leaf burst and a 1%-max-HP heal. Copies increase burst damage, not the trigger chance or base healing percentage.3
ReviveLethal-hit protectionEpicYou revive once with 35% HP.Consumes one held Revive on a lethal hit and restores 35% max HP. Its two-copy limit is the number held, not unlimited recoveries.2
Max ReviveLethal-hit protectionLegendaryYou revive once with 60% HP.Consumes one held Max Revive on a lethal hit and restores 60% max HP. Up to three can be held.3
Rare CandyMove damage · Experience & levelsLegendaryYou gain 2 levels instantly and +5% damage.The two run levels are granted when acquired; the +5% damage is the held-item bonus per copy. It does not change evolution thresholds.10
Master BallMove damageLegendary+25% damage to everything. Guarantees capture in Wild Encounters.Holding it guarantees the ordinary Wild Encounter capture roll once the target is catchable. You still need the challenge, encounter and interaction; this is not a fourth move or Alpha-support slot.1
Moon StoneProjectiles & areaLegendary+2 projectiles and +25% area.Applies while held in the current run.2
Lustrous OrbProjectiles & area · Triggered attacksLegendary+20% area and +1 projectile. Every 8 s you open a rift that pulls in nearby enemies and then explodes.The rift needs nearby enemies and attempts its pull/explosion every eight seconds. Bosses resist the pull; +20% area and +1 projectile also apply while held.1
Adamant OrbMove damage · HP, armor & evasion · Status & controlLegendary+15% damage. When you take a hit you stop time: nearby enemies freeze in place for 3 s (every 20 s).Triggered by a nonlethal hit, at most every 20 seconds. The three-second stop is shortened against bosses and tougher enemies.1
Dawn StoneMove damageLegendary+30% to all damage and +20% attack speed.Applies while held in the current run.2
Sun StoneMove damage · Triggered attacks · Status & controlLegendary+10% damage. Every 6 s a solar beam strikes the strongest nearby enemy: a huge Fire explosion that burns.Every six seconds with a target nearby, selects the highest-HP nearby enemy for a Fire blast that may burn. It does not evolve your character.2
Soul DewMove damage · Projectiles & area · UltimateLegendary+20% special damage and +15% area. Your Ultimate charges 40% faster.Multiplies Ultimate charge gain by 1.4 while held; this is not a guarantee that every Ultimate cooldown is 40% shorter.1
Silver WingMovement · Triggered attacksLegendary+1 extra jump and +12% speed. Every 5 s a gust of wind hits and pushes away the enemies around you.A gust attempts to hit and push nearby enemies every five seconds. Its jump and movement bonuses apply while held.1
Rainbow WingHealing & shield · Lethal-hit protection · Triggered attacksLegendary+15% healing received. On a lethal hit, rebirth restores 50% max HP and damages enemies around you with Fire.One rebirth before the used flag is reset on the next stage load. Holding the item does not permit unlimited revives in the same stage.1

All 21 vitamins

Each vitamin has a maximum of level 10. The first pick learns it; later picks raise its level. Each picked card adds its rarity weight to the vitamin’s accumulated strength, so ten picks do not always give ten Common-sized bonuses.

  • Common×1
  • Uncommon×1.2
  • Rare×1.45
  • Epic×1.75
  • Legendary×2.1

For example, Protein adds +10% physical damage from a Common card, +14.5% from a Rare card and +21% from a Legendary card. The game can round the displayed percentage; these are the underlying increments. The level-10 column below means ten Common picks, not the largest possible mixed-rarity result. Percentages that increase crit chance, evasion or lifesteal are percentage points; percentage multipliers such as status chance work differently.

Scroll sideways to compare the level-10 example and actual stat limits →

Vitamins · Common-card increments · maximum level 10
Vitamin / statOne Common pick10 Common picksLevel limitCondition / stat cap
ProteinPhysical damage+10% physical damage+100%10Boosts physical moves; it is not a Grass/Fire/Water type bonus.
CalciumSpecial damage+10% special damage+100%10Boosts special moves; it does not boost a physical Rapid Spin or Vine Whip.
IronArmor+5 armor+5010Adds armor points, not a flat percentage reduction to incoming damage.
ZincRegenerating shield+12 regenerating shield+12010Adds shield capacity. Shield recovery starts after more than three hit-free seconds in the checked runtime.
CarbosMovement speed+7% movement speed+70%10Movement speed, distinct from how frequently your moves attack.
HP UpMax HP+18 max hp+18010Adds maximum HP and increases current HP by the resulting gain in maximum HP. This is not a one-use full-heal potion.
PP UpProjectiles (+1 every 2 levels)+0.5 projectiles (+1 every 2 levels)+510Adds 0.5 to the projectile stat per Common pick: two Common picks contribute +1. Higher-rarity picks add more; the attack pattern determines the actual projectile count.
EtherAttack speed+8% attack speed+80%10Attack frequency, distinct from projectile travel speed.
Direct XCrit chance+5 percentage points crit chance+50 percentage points10Adds crit-chance percentage points. The final crit-chance stat is capped at 100%, including all other sources.
X SpeedProjectile speed+12% projectile speed+120%10Projectile travel speed, not character movement speed.
X DefenseEvasion+3.5 percentage points evasion+35 percentage points10Adds 3.5 evasion percentage points per Common pick (a card can round this to 4%). The final evasion stat is capped at 60%, including other sources.
X AttackStatus chance+15% status chance+150%10Multiplies status application chance; +15% is not an unconditional 15-percentage-point chance to inflict a status.
StardustArea of effect+10% area of effect+100%10Area-of-effect stat in this run. The vitamin named Stardust is separate from permanent Lab currency.
ElixirDuration+10% duration+100%10Move/status duration; actual attacks must use duration for this bonus to matter.
Super PotionHP regen+0.7 hp regen+710Adds HP regeneration per second; it is not an immediate full heal.
NuggetPokéDollars+15% pokédollars+150%10PokéDollar gain within the run, not Stardust earned between runs.
Exp. CandyExperience+10% experience+100%10Experience gain, not two immediate levels like the Rare Candy item.
Star PieceLuck+10 luck+10010Luck stat. The Star Piece item is a separate entry and does not occupy this vitamin’s slot.
Max PotionLifesteal+2 percentage points lifesteal+20 percentage points10Adds lifesteal percentage points; it is not an immediate HP refill.
Escape RopePickup range+1.2 pickup range+1210Pickup reach, not move range or a teleport out of combat.
Cursed IncenseMore and stronger enemies, but +6% XP and +6% ₽ per level+12% difficulty+120% difficulty; +60% XP and +60% PokéDollars10Each Common pick adds +12% difficulty plus +6% XP and +6% PokéDollars. Rarity scales all three. More and stronger enemies are the tradeoff.

Item descriptions, rarity and caps: 0.6.3 game configuration. Trigger details, vitamin accumulation and 60% evasion / 100% crit caps: 0.6.3 runtime. Both checked 18 October 2026. Later item-economy changes are dated separately in the article above. These are source-derived effects, not a measured damage or win-rate ranking.

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