Antihistamine ~ BP: 1
The wearer's hay fever is suppressed, so the wearer won't act Slow when there's a High Pollen Count.
Iron Grip ~ BP: 1
The wearer is able to use umbrella-type weapons in Heavy Wind or a Cyclone without them being blown away.
Water Purifier ~ BP: 1
The wearer's Water-type attacks retain their Water typing in Snow or Hail.
Air Purifier ~ BP: 1
The wearer's Wind-type attacks retain their Wind typing in a Sandstorm or a Cyclone.
If two copies are worn, Wind attacks function with normal power and typing even Underwater or in Space.
Hellfire ~ BP: 2
The wearer's Fire-type attacks function at full power in Rain, Snow, Hail, Acid Rain, or a Cyclone.
If two copies are worn, Fire attacks also work at full power Underwater or in Space.
Eagle Eye ~ BP: 2
The wearer retains normal accuracy in Fog, Smog, or Darkness.
Laser Focus ~ BP: 2
The wearer's psychic attacks retain normal accuracy in Noise.
Rain Dish ~ BP: 2
The wearer is healed in Rain or a Cyclone by 1 HP per turn.
Wearing more than one copy will restore HP equal to the number of copies worn.
Snow Cloak ~ BP: 2
In Hail, all attacks targeting the wearer will only have half their normal accuracy.
Frost Jacket ~ BP: 2
The wearer is healed in Hail by 1 HP per turn instead of being damaged.
Wearing more than one copy will restore HP equal to the number of copies worn.
Sand Veil ~ BP: 2
In a Sandstorm, all attacks targeting the wearer will only have half their normal accuracy.
Sand Jacket ~ BP: 2
The wearer is healed in a Sandstorm by 1 HP per turn instead of being damaged.
Wearing more than one copy will restore HP equal to the number of copies worn.
Sludge Jacket ~ BP: 2
The wearer is healed in Acid Rain by 1 HP per turn instead of being damaged.
Wearing more than one copy will restore HP equal to the number of copies worn.
Heat Jacket ~ BP: 2
The wearer is healed in a Hotspot by 1 HP per turn instead of acting Burned.
Wearing more than one copy will restore HP equal to the number of copies worn.
Dumb Luck ~ BP: 2
The wearer will never be targeted by the random lightning bolts in a Thunderstorm or Cyclone.
If two copies are worn, the wearer will also never be hit by Asteroids, Meteors, or Comets.
Weatherproofing ~ BP: 3
The wearer won't take extra damage or other effects from attacks if those effects are caused by the weather.
Buoyancy ~ BP: 1
The wearer always counts as flying while Underwater. However, their Platform stat is unchanged, not maximized to 9.
Static Charge ~ BP: 1
The wearer always counts as flying in a Thunderstorm. However, their Platform stat is unchanged, not maximized to 9.
Lift ~ BP: 1
The wearer always counts as flying in Heavy Wind. However, their Platform stat is unchanged, not maximized to 9.
Antigravity ~ BP: 2
The wearer always counts as flying under High Gravity (this is normally impossible). The Platform stat is unchanged.
Swift Swim ~ BP: 3
The wearer always counts as Fast in Rain, a Cyclone, or Underwater.
Chlorophyll ~ BP: 3
The wearer always counts as Fast in Harsh Sunlight.
Run Like the Wind ~ BP: 3
The wearer always counts as Fast in Heavy Wind.
Dry Skin ~ BP: 3
The wearer's Water Modifier counts as "HP" and the wearer is healed by 1 HP per turn in Rain, a Cyclone, or Underwater.
However, the wearer's Fire Modifier counts as +5 and the wearer will take 1 damage per turn in Harsh Sunlight or a Hotspot.
Petrichor ~ BP: 1
Whenever the weather changes from Rain or a Cyclone to no Weather Condition, the wearer recovers 5 HP, 5 VP, and 5 MP.
Wearing more than one copy heals 5 HP, VP, and MP per copy worn.
Scuba Do ~ BP: 10
The wearer can breathe underwater (or, if they normally breathe water, can breathe in the air).
Far Out ~ BP: 10
The wearer can breathe in space (or, if they normally can but can't breathe air, can breathe air).