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R/B / Items

Items

Pokémon Red and Blue Items

Item descriptions, categories, machines, and obtainability for Red and Blue.

Displaying 125 of 125 items.

Pocket

Description

  • Master Ball

    Poké Balls

    -

    The best BALL with the ultimate performance. It will catch any wild Pokémon without fail.

  • Poké Balls

    1,200

    A very high-grade BALL that offers a higher Pokémon catch rate than a GREAT BALL.

  • Poké Balls

    600

    A good, quality BALL that offers a higher Pokémon catch rate than a standard POKé BALL.

  • Poké Balls

    200

    A BALL thrown to catch a wild Pokémon. It is designed in a capsule style.

  • Poké Balls

    -

    A special BALL that is used only in the SAFARI ZONE. It is finished in a camouflage pattern.

  • Medicine

    300

    A spray-type wound medicine. It restores the HP of one Pokémon by 20 points.

  • Medicine

    100

    A spray-type medicine. It heals one Pokémon from a poisoning.

  • Medicine

    250

    A spray-type medicine. It heals one Pokémon of a burn.

  • Medicine

    250

    A spray-type medicine. It defrosts a frozen Pokémon.

  • Medicine

    200

    A spray-type medicine. It awakens a sleeping Pokémon.

  • Medicine

    200

    A spray-type medicine. It heals one Pokémon from paralysis.

  • Medicine

    3,000

    A medicine that fully restores the HP and heals any status problems of one Pokémon.

  • Medicine

    2,500

    A spray-type wound medicine. It fully restores the HP of one Pokémon.

  • Medicine

    1,500

    A spray-type wound medicine. It restores the HP of one Pokémon by 200 points.

  • Medicine

    700

    A spray-type wound medicine. It restores the HP of one Pokémon by 50 points.

  • Medicine

    600

    A spray-type medicine. It heals all the status problems of one Pokémon.

  • Medicine

    1,500

    A medicine that revives a fainted Pokémon, restoring HP by half the maximum amount.

  • Medicine

    4,000

    A medicine that revives a fainted Pokémon, restoring HP fully.

  • Medicine

    200

    Water with a high mineral content. It restores the HP of one Pokémon by 50 points.

  • Medicine

    300

    A fizzy soda drink. It restores the HP of one Pokémon by 60 points.

  • Medicine

    400

    A very sweet drink. It restores the HP of one Pokémon by 80 points.

  • Medicine

    1,200

    Restores a selected move’s PP by 10 points for one Pokémon.

  • Medicine

    2,000

    Fully restores a selected move’s PP for one Pokémon.

  • Medicine

    3,000

    Restores the PP of all moves for one Pokémon by 10 points each.

  • Medicine

    4,500

    Fully restores the PP of all moves for one Pokémon.

  • Medicine

    9,800

    A nutritious drink for Pokémon. It raises the base HP of one Pokémon.

  • Medicine

    9,800

    A nutritious drink for Pokémon. It raises the base ATTACK stat of one Pokémon.

  • Medicine

    9,800

    A nutritious drink for Pokémon. It raises the base DEFENSE stat of one Pokémon.

  • Medicine

    9,800

    A nutritious drink for Pokémon. It raises the base SPEED stat of one Pokémon.

  • Medicine

    9,800

    A nutritious drink for Pokémon. It raises the base SP. ATK stat of one Pokémon.

  • Medicine

    10,000

    A candy that is packed with energy. It raises the level of a Pokémon by one.

  • Medicine

    10,000

    Slightly raises the maximum PP of a selected move for one Pokémon.

  • Battle Items

    700

    An item that prevents stat reduction among party Pokémon for five turns after use.

  • Battle Items

    650

    Raises the critical-hit ratio of Pokémon in battle. Wears off if the Pokémon is withdrawn.

  • Battle Items

    500

    Raises the ATTACK stat of Pokémon in battle. Wears off if the Pokémon is withdrawn.

  • Battle Items

    550

    Raises the DEFENSE stat of Pokémon in battle. Wears off if the Pokémon is withdrawn.

  • Battle Items

    350

    Raises the SPEED stat of Pokémon in battle. Wears off if the Pokémon is withdrawn.

  • Battle Items

    950

    Raises the accuracy stat of Pokémon in battle. Wears off if the Pokémon is withdrawn.

  • Battle Items

    350

    Raises the SP. ATK stat of Pokémon in battle. Wears off if the Pokémon is withdrawn.

  • Items

    300

    An attractive doll. Use it to flee from any battle with a wild Pokémon.

  • Items

    500

    Prevents weak wild Pokémon from appearing for 200 steps.

  • Items

    700

    Prevents weak wild Pokémon from appearing for 250 steps.

  • Items

    550

    A long, durable rope. Use it to escape instantly from a cave or a dungeon.

  • Items

    350

    Prevents weak wild Pokémon from appearing for 100 steps.

  • Items

    3,000

    A peculiar stone that makes certain species of Pokémon evolve. It is as black as the night sky.

  • Items

    3,000

    A peculiar stone that makes certain species of Pokémon evolve. It is colored orange.

  • Items

    3,000

    A peculiar stone that makes certain species of Pokémon evolve. It has a thunderbolt pattern.

  • Items

    3,000

    A peculiar stone that makes certain species of Pokémon evolve. It is a clear light blue.

  • Items

    3,000

    A peculiar stone that makes certain species of Pokémon evolve. It has a leaf pattern.

  • Items

    10,000

    A nugget of pure gold that gives off a lustrous gleam. It can be sold at a high price.

  • Items

    7,000

    A fossil of an ancient, seafloor-dwelling Pokémon. It appears to be part of a seashell.

  • Items

    7,000

    A fossil of an ancient, seafloor-dwelling Pokémon. It appears to be part of a shell.

  • Items

    10,000

    A piece of amber that contains the genes of an ancient Pokémon. It is clear with a reddish tint.

  • Items

    -

    An item to be held by a Pokémon. The holder gets a share of EXP. points without having to battle.

  • TMs and HMs

    40,000

    The foe is slugged by a punch thrown with muscle-packed power.

  • TMs and HMs

    1,000

    Blades of wind hit the foe on the 2nd turn. It has a high critical-hit ratio.

  • TMs and HMs

    50,000

    A frenetic dance of fighting. It sharply raises the ATTACK stat.

  • TMs and HMs

    50,000

    The foe is made to switch out with an ally. In the wild, the battle ends.

  • TMs and HMs

    50,000

    The foe is attacked by a kick fired with muscle-packed power.

  • TMs and HMs

    1,000

    A move that badly poisons the foe. Its poison damage worsens every turn.

  • TMs and HMs

    1,000

    The horn is rotated like a drill to ram. The foe will faint if it hits.

  • TMs and HMs

    50,000

    The user drops its full body on the foe. It may leave the foe paralyzed.

  • TMs and HMs

    50,000

    A reckless, full-body charge attack that also hurts the user a little.

  • TMs and HMs

    1,000

    A reckless, life-risking tackle that also hurts the user a little.

  • TMs and HMs

    1,000

    A spray of bubbles strikes the foe. It may lower the foe’s SPEED stat.

  • TMs and HMs

    50,000

    The foe is struck with a lot of water expelled forcibly from the mouth.

  • TMs and HMs

    10,000

    The foe is struck with an icy beam. It may freeze the foe solid.

  • TMs and HMs

    1,000

    The foe is blasted with a blizzard. It may freeze the foe solid.

  • TMs and HMs

    1,000

    A severely damaging attack that makes the user rest on the next turn.

  • TMs and HMs

    1,000

    Numerous coins are hurled at the foe. Money is earned after battle.

  • TMs and HMs

    10,000

    A reckless, full-body throw attack that also hurts the user a little.

  • TMs and HMs

    10,000

    A retaliation move that counters any physical hit with double the damage.

  • TMs and HMs

    10,000

    A gravity-fed throw that causes damage matching the user’s level.

  • TMs and HMs

    100,000

    An attack that becomes stronger each time the user is hit in battle.

  • TMs and HMs

    1,000

    A tough attack that drains half the damage it inflicted to restore HP.

  • TMs and HMs

    1,000

    A 2-turn move that blasts the foe with absorbed energy in the 2nd turn.

  • TMs and HMs

    10,000

    The foe is hit with a shock wave that always inflicts 40-HP damage.

  • TMs and HMs

    1,000

    A strong electrical attack that may also leave the foe paralyzed.

  • TMs and HMs

    10,000

    A brutal lightning attack that may also leave the foe paralyzed.

  • TMs and HMs

    1,000

    An earthquake that strikes all Pokémon in battle excluding the user.

  • TMs and HMs

    1,000

    The foe is dropped into a fissure. The foe faints if it hits.

  • TMs and HMs

    100,000

    An attack that hits on the 2nd turn. Can also be used to exit dungeons.

  • TMs and HMs

    1,000

    A strong telekinetic attack. It may also lower the foe’s SP. DEF stat.

  • TMs and HMs

    1,000

    Use it to flee from any wild Pokémon. Also warps to the last POKé CENTER.

  • TMs and HMs

    1,000

    The user copies the move last used by the foe for the rest of the battle.

  • TMs and HMs

    10,000

    The user creates illusory copies of itself to raise its evasiveness.

  • TMs and HMs

    10,000

    A wall of light cuts damage from physical attacks for five turns.

  • TMs and HMs

    10,000

    The user endures attacks for two turns, then strikes back double.

  • TMs and HMs

    10,000

    Waggles a finger and stimulates the brain into using any move at random.

  • TMs and HMs

    1,000

    The user blows up to inflict severe damage, even making itself faint.

  • TMs and HMs

    1,000

    A large egg is hurled with great force at the foe to inflict damage.

  • TMs and HMs

    1,000

    The foe is hit with an intense flame. It may leave the target with a burn.

  • TMs and HMs

    1,000

    Star-shaped rays that never miss are fired at all foes in battle.

  • TMs and HMs

    1,000

    The user raises its DEFENSE in the 1st turn, then attacks in the 2nd turn.

  • TMs and HMs

    10,000

    Heals the user by up to half its full HP. It can be used to heal an ally.

  • TMs and HMs

    1,000

    Absorbs half the damage it inflicted on a sleeping foe to restore HP.

  • TMs and HMs

    1,000

    A 2nd-turn attack move with a high critical-hit ratio. The foe may flinch.

  • TMs and HMs

    100,000

    The user sleeps for two turns to fully restore HP and heal any status problem.

  • TMs and HMs

    1,000

    A weak electric shock that is sure to cause paralysis if it hits.

  • TMs and HMs

    30,000

    The foe is attacked with an odd, hot energy wave that varies in intensity.

  • TMs and HMs

    1,000

    The user explodes to inflict terrible damage even while fainting itself.

  • TMs and HMs

    1,000

    Large boulders are hurled at the foe. It may make the foe flinch.

  • TMs and HMs

    1,000

    A simultaneous 3-beam attack that may paralyze, burn, or freeze the foe.

  • TMs and HMs

    10,000

    The user creates a decoy using one-quarter of its full HP.

  • TMs and HMs

    -

    A basic attack. It can be used to cut down thin trees and grass.

  • TMs and HMs

    -

    A 2-turn move that hits on the 2nd turn. Use it to fly to any known town.

  • TMs and HMs

    -

    A big wave crashes down on the foe. Can also be used for crossing water.

  • TMs and HMs

    -

    The foe is slugged at maximum power. Can also be used to move boulders.

  • TMs and HMs

    -

    A blast of light that cuts the foe’s accuracy. It also illuminates caves.

  • Key Items

    -

    A very convenient map that can be viewed anytime. It even shows your present location.

  • Key Items

    -

    A case for holding COINS obtained at the GAME CORNER. It holds up to 9,999 COINS.

  • Key Items

    -

    An old and beat-up fishing rod. Use it by any body of water to fish for wild Pokémon.

  • Key Items

    -

    A new, good-quality fishing rod. Use it by any body of water to fish for wild Pokémon.

  • Key Items

    -

    An awesome, high-tech fishing rod. Use it by any body of water to fish for wild Pokémon.

  • Key Items

    -

    A folding bicycle that allows faster movement than the RUNNING SHOES.

  • Key Items

    -

    The ticket required for sailing on the ferry S.S. ANNE. It has a drawing of a ship on it.

  • Key Items

    -

    The key to CINNABAR ISLAND GYM’s front door. It is colored red and decorated.

  • Key Items

    -

    A device used for finding items. If there is a hidden item nearby when it is used, it emits a signal.

  • Key Items

    -

    A card-type key that unlocks doors in SILPH CO.’s HEAD OFFICE in SAFFRON CITY.

  • Key Items

    -

    A parcel to be delivered to PROF. OAK from VIRIDIAN CITY’s Pokémon MART.

  • Key Items

    -

    A flute that is said to instantly awaken any Pokémon. It has a lovely tone.

  • Key Items

    -

    Take this voucher to the BIKE SHOP in CERULEAN CITY and exchange it for a bicycle.

  • Key Items

    -

    A set of false teeth lost by the SAFARI ZONE’S WARDEN. It makes his smile sparkle.

  • Key Items

    -

    A key that operates the elevator in TEAM ROCKET’s HIDEOUT. It bears the TEAM ROCKET logo.

  • Key Items

    -

    A scope that makes unseeable Pokémon visible. It is made by SILPH CO.

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