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.

ItemEffect and limitChoose it for
LeftoversRecover 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 BandDamage ×1.4, but switching active moves is locked.One complete active group that needs no switching.
Quick ClawAll 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 SashA lethal hit leaves you at 1 HP, with a 60-second reactivation interval.Occasional lethal hits; still leave danger after the trigger.
Shell BellQueue 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 CoinRun coin multiplier ×1.5.Coin runs after survival is sufficient; does not multiply tickets.
Lucky EggExperience multiplier ×1.3; actual pickups apply their own rounding.Faster levels and card opportunities; does not change evolution requirements.
Life OrbDamage ×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 ScarfMovement speed ×1.35. Terrain and weather apply separately.Escaping warnings; no direct attack-damage bonus.
Rocky HelmetOn melee contact, reflect 15 + player level ×4 damage after the incoming hit.Contact retaliation; not a reason to stand in repeated hits.
Assault VestAdd 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.

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