Guide updated
Choose Leftovers for steady recovery, Quick Claw for ordinary cast frequency, or Choice Band for a finished active group that does not need switching. Life Orb fits damage builds with enough healing or exempt orbit/trail casts. Amulet Coin is for coin rewards after survival is secure. You can equip only one item.
All 11 items: benefit, cost and use
Scroll sideways to read every column.
| Item | Effect and limit | Choose it for |
|---|---|---|
| Leftovers | Recover 1.5% of maximum HP per second. The item stores the maximum HP at equip time. | Ongoing HP loss; safe between attacks. Recovery is fixed from equip-time HP. |
| Choice Band | Damage ×1.4, but switching active moves is locked. | One complete active group that needs no switching. |
| Quick Claw | All move cooldowns ×0.8. Actual firing remains subject to each behavior’s limits. | Frequent ordinary casts; check orbit/trail limits before counting +25% output. |
| Focus Sash | A lethal hit leaves you at 1 HP, with a 60-second reactivation interval. | Occasional lethal hits; still leave danger after the trigger. |
| Shell Bell | Queue healing equal to 4% of damage dealt. The queue caps at 4 HP and drains at up to 4 HP/s. | Consistent damage while injured; capped recovery, not unlimited lifesteal. |
| Amulet Coin | Run coin multiplier ×1.5. | Coin runs after survival is sufficient; does not multiply tickets. |
| Lucky Egg | Experience multiplier ×1.3; actual pickups apply their own rounding. | Faster levels and card opportunities; does not change evolution requirements. |
| Life Orb | Damage ×1.3. Eligible casts cost at least 1 HP or 1% maximum HP, without reducing you below 1 HP. Orbit and trail casts are exempt. | Damage with sufficient recovery; orbit and trail casts are exempt from its HP cost. |
| Choice Scarf | Movement speed ×1.35. Terrain and weather apply separately. | Escaping warnings; no direct attack-damage bonus. |
| Rocky Helmet | On melee contact, reflect 15 + player level ×4 damage after the incoming hit. | Contact retaliation; not a reason to stand in repeated hits. |
| Assault Vest | Add 20 percentage points of damage reduction; the player reduction cap still applies. | Reducible incoming damage; Arceus light damage bypasses defense. |
Quick Claw versus Choice Band: a useful comparison
For an attack with ordinary cooldown, Quick Claw’s ×0.8 gives 1/0.8 = ×1.25 cast frequency if contacts are unchanged. Choice Band gives ×1.4 attack but prevents switching. Thus Choice Band has the larger direct damage multiplier in that scenario, while Quick Claw preserves switching. This comparison does not turn orbit/trail timers or missed projectiles into guaranteed damage.
Find, keep or replace an item
- Ordinary breakable chests roll an item at 8%; locked chests at 50%; scheduled bosses drop one. These are item-source chances, not a guarantee of the particular item you want.
- Clear nearby threats, collect the item pickup and read the comparison if you already hold one. Keeping the old item is valid; replacing removes its effect before applying the new one.
Tools
Related pages
Game data & sources
The linked game files show where these stats, costs and rules come from. Updates to the game may change them.
Data version: a9b21f09
- https://github.com/JPTER78/pokesurvivor/blob/a9b21f091d7e2e0b10bc9ef94836447bf63cddeb/js/data/items.js
- https://github.com/JPTER78/pokesurvivor/blob/a9b21f091d7e2e0b10bc9ef94836447bf63cddeb/js/entities/player.js
- https://github.com/JPTER78/pokesurvivor/blob/a9b21f091d7e2e0b10bc9ef94836447bf63cddeb/js/systems/combat.js
- https://github.com/JPTER78/pokesurvivor/blob/a9b21f091d7e2e0b10bc9ef94836447bf63cddeb/js/entities/enemy.js
- https://github.com/JPTER78/pokesurvivor/blob/a9b21f091d7e2e0b10bc9ef94836447bf63cddeb/js/world/world.js