Items



Poké Balls

There are many different types of pokéballs in Ruby/Sapphire. There are your basic ones and then those that work better in certain situations. The catch factor is sort of the strength of a pokeball. I don't really know if it actually exists >_>, but it just gives you an idea of how strong each one is. A Pokeball has a factor of 1, and anything higher (2 for example, would be about two times as strong. Again, it's not exact (or it could be), it's just to show the relative strengths of each ball.

Pokéball
  • Cost: 200
  • Basic ball, used to catch any pokemon, catch factor: 1
  • From your rival at the beginning; Oldale, Petalburg, Rustboro, Slateport and Mauville PokeMarts; Lilycove Dept. Store

Great Ball
  • Cost: 600
  • Used to catch any pokemon, catch factor: 2
  • Slateport, Mauville, Fallarbor, Lavaridge, Verdanturf, Fortree PokeMarts; Lilycove Dept. Store
Ultra Ball
  • Cost: 1200
  • Used to catch any pokemon, catch factor: 3
  • Fortree, Mossdeep, Sootopolis PokeMarts, Lilycove Dept. Store
Master Ball
  • Cost: N/A
  • Always catches pokemon, catch factor: N/A
  • Team Magma/Aqua Hideout
Dive Ball
  • Cost: 1000
  • Catch factor: [underwater] 4; [other] 1
  • Mossdeep PokeMart
Luxury Ball
  • Cost: N/A
  • Pokemon caught with this ball will be friendlier to their trainer (friendship level starts at a higher level), catch factor: 1-2
  • Abandoned Ship; Win from Master Rank Contests
Nest Ball
  • Cost: 1000
  • Catch factor: [on a pokemon at a lower level than yours] 4; [other] 1
  • Verdanturf PokeMart
Net Ball
  • Cost: 1000
  • Catch factor: [bug or water pokemon] 4; [other] 1
  • Mossdeep PokeMart
Premier Ball
  • Cost: N/A (2000)
  • Basic ball, used to catch any pokemon, catch factor: 1
  • Oldale, Petalburg, Rustboro and Mauville PokeMarts when you buy 10 PokeBalls
Repeat Ball
  • Cost: 1000
  • Catch factor: [on a pokemon already caught] 4, [other] 1
  • Rustboro PokeMart
Safari Ball
  • Cost: N/A
  • Special ball used only in the Safari Zone, catch factor: 2
  • Safari Zone entrance
Timer Ball
  • Cost: 1000
  • Catch factor 1-4, depending on how long the battle goes. Reaches 4 after 40 turns (20 each)
  • Rustboro PokeMart

TMs & HMs


#MoveLocationEffectPriceTypeAcc.Base Power
01Focus PunchRoute 115 [surf]Tightens focus first turn to deliver massive damage on the second turn. Loses focus and loses a turn if hit while focusingN/AFighting100150
02Dragon ClawMeteor FallsDeals damageN/ADragon10080
03Water PulseDefeat WallaceDamages with a 20% chance of confusingN/AWater10060
04Calm MindDefeat Tate & LizaRaises sp attack and sp defenseN/APsychicN/AN/A
05RoarRoute 114Forces your opponent to switch to a random pokemon; makes wild pokemon flee; always goes secondN/ANormal100N/A
06ToxicFiery PathInflicts a poison that worsens with every turnN/APoison85N/A
07HailShoal CaveMakes it hail; hail inflicts damage every turn to any pokemon that isn't of the ice-typeN/AIceN/AN/A
08Bulk UpDefeat BrawlyRaises attack and defenseN/AFightingN/AN/A
09Bullet SeedRoute 109Hits 2-5 timesN/AGrass10010
10Hidden PowerSlateport City after getting TM 43 from Route 111; FortreeDamage and power varies with IVs3000Any (except Normal)10030-70
11Sunny DayRoute 120 (Scorched Slab)Makes the sun shine; Fire moves are multiplied by 1.5, water moves are reduced by half, Solar Beam doesn't need to charge, Thunder's power is reduced to 60 and accuracy is halved, Synthesis, Morning Sun, Moonlight heal all HPN/AFireN/AN/A
12TauntTrick House PrizeDuring this turn and the next, your opponent can only use moves that damage youN/ADark100N/A
13Ice BeamMauville Game Corner, Abandoned ShipDamages with 10% chance of freezing4000 coinsIce10095
14BlizzardLilycove Dept. StoreDamages with 10% chance of freezing5500Ice12070
15Hyper BeamLilycove Dept. StoreAttacks, then has to recharge (no attacking)7500Normal90150
16Light ScreenLilycove Dept. StoreSets up a screen that halves damage done to the team through sp attacks for 5 turns3000PsychicN/AN/A
17ProtectLilycove Dept. StoreProtects the user from all attacks; success rate halves after consecutive uses3000NormalN/AN/A
18Rain DanceAbandoned ShipMakes it rain; Water moves are multiplied by 1.5, fire moves are reduced by half, Solar Beam's power is reduced to 60, Thunder becomes 100% accurate, Synthesis, Morning Sun and Moonlight heals only a quarter of your HPN/AWaterN/AN/A
19Giga DrainRoute 122Absorbs half the damage dealtN/AGrass10060
20SafeguardLilycove Dept. StoreSets up a veil that protects the team from status ailments for 5 turns3000NormalN/AN/A
21FrustrationPacifidlog Town, from the man in the southwest house, given to you if your leading pokemon's friendship level is lowDamage increases (up to a base power of 102) the lower the pokemon's friendship level isN/ANormal100<103
22Solar BeamSafari ZoneTakes in sunlight the first turn, then damages the opponent on the secondN/AGrass100120
23Iron TailMeteor FallsDeals damageN/ASteel10075
24ThunderboltMauville Game Corner; Wattson after saving New MauvilleDamages with 10% chance of paralysis4000 coinsElectric10095
25ThunderLilycove Dept. StoreDamages with a 10% chance of paralysis5500Electric70120
26EarthquakeRoute 128, Seafloor CavernDeals damageN/AGround100100
27ReturnPacifidlog Town, from the man in the southwest house, given to you if your leading pokemon's friendship level is highDamge increases (up to a base power of 102) the higher the pokemon's friendship level isN/ANormal100<103
28DigFallarbor Town; Back of Fossil Maniac's HouseDigs underground the first turn, avoiding all attacks, then deals damage on the second turnN/AGround10060
29PsychicMauville Game Corner; Victory RoadDamages with a 10% chance of lowering sp. defense4000 coinsPsychic10095
30Shadow BallMt. PyreDamages with a 10% chance of lowering sp. defenseN/AGhost10080
31Brick BreakSootopolis CityDamages and breaks a Light Screen or Reflect that the opponent has set upN/AFighting10075
32Double TeamMauville Game CornerRaises evasiveness1500 coinsNormalN/AN/A
33ReflectLilycove Dept. StoreSets up a screen that halves damage done to the team through phys. attacks for 5 turns3000PsychicN/AN/A
34ShockwaveDefeat WattsonAn attack that never missesN/AElectricN/A60
35FlamethrowerMauville Game CornerDamages with a 10% chance of burning4000 coinsFire10095
36Sludge BombDewford TownDamages with a 30% chance of poisoningN/APoison10090
37SandstormRoute 111, DesertKicks up a Sandstorm, which damages all pokemon that are not of the Steel, Rock or Ground typeN/AGroundN/AN/A
38Fire BlastLilycove Dept. StoreDamages with a 10% chance of burning5500Fire85120
39Rock TombDefeat RoxanneDamages with a 50% chance of lowering speedN/ARock8050
40Aerial AceDefeat WinonaAn attack that never missesN/AFlyingN/A60
41TormentSlateport City, Contest HousePrevents the foe from using the same move twice in a rowN/ADarkN/AN/A
42FaçadeDefeat NormanDoubles in power when pokemon is burned, poisoned or paralyzedN/ANormal10070
43Secret PowerRoute 111, Slateport City Market after receiving it from Route 43Damages with a 30% chance of inflicting a status effect, depending on the battle terrain*3000Normal10070
44RestSootopolis CityUser sleep for two turns, regains all HP and cures status ailmentsN/APsychicN/AN/A
45AttractFallarbor Town, Contest HouseInfatuates pokemon of the opposite gender; while infatuated, pokemon have a 50% chance of attackingN/ANormal100N/A
46ThiefTeam Aqua in Slateport CityDamages and steal the opponent's held item (your pokemon cannot be holding one already)N/ADark10040
47Steel WingGranite Cave, StevenDeals damageN/ASteel9070
48Skill SwapMt. PyreSwitches abilities with the opponentN/APsychicN/AN/A
49SnatchS.S. TidalAlways goes first; awaits the opponent to make its move, then steals it if it is a status move**N/ANormalN/AN/A
50OverheatDefeat FlanneryDamages, then lowers user's sp attack by two levelsN/AFire100150


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