Overview
A Super Potion is a medicine item that restores up to 50 HP to a single conscious Pokémon outside of battle. As a practical step up from the basic 20 HP Potion, it can finish healing a Pokémon after a Revive or repair moderate battle damage.
Once your teams reach much larger HP totals, Hyper Potions (200 HP) and Max Potions (full HP) give more recovery per bag slot, but Super Potions remain useful for topping up moderate injuries without wasting stronger medicine.
How to get it
Spin Gym and PokéStop Photo Discs and open Gifts once you reach Level 16. Gyms weight their drops toward Potions and Revives, especially when your team controls the Gym or you hold a higher-tier Gym Badge.
Collect level-up rewards at Levels 16, 18, and 20, complete Research tasks that list Super Potions, or win lower-tier Raid Battles such as one-star and three-star raids (higher-tier raids award Hyper Potions instead).
How to use it
Open your Item Bag from the Map View or a pre-battle lobby, select Super Potion, and tap a conscious Pokémon with missing HP. A fainted Pokémon must be revived first.
Worth knowing
Useful for smaller Pokémon or modest damage. Four Super Potions restore the same maximum amount as one Hyper Potion.
Trainer Battles do not leave persistent HP damage, so GO Battle League does not require healing supplies between matches.
Match the Potion to the missing HP
A Super Potion restores at most 50 HP, and healing cannot exceed a Pokémon's maximum HP. Any leftover capacity from the spray is lost rather than carried over to another Pokémon. For example, a Pokémon at 60/100 HP is fully healed to 100/100 HP by one Super Potion, using 40 HP of recovery and forfeiting the remaining 10 HP. A Pokémon at 30/100 HP rises to 80/100 HP after one Super Potion, leaving a 20 HP deficit that a single basic Potion can finish.
Four Super Potions (4 × 50 HP = 200 HP) restore the same maximum HP total as one Hyper Potion.
Damage can persist after a battle, while Trainer Battle damage is temporary. Raids, Max Battles, Gyms, and Rocket encounters can leave your team injured afterward; Trainer Battles do not create the same Potion bill. A fainted Pokémon must first be revived before this item can help.
When Super Potions fit your team
Super Potions unlock at Trainer Level 16 (139,000 total XP) in the current leveling system introduced in October 2025. Reaching Level 16 awards 10 Super Potions and adds the item to PokéStop, Gym, and Gift drop pools. You also earn 10 Super Potions at Level 18 and 20 Super Potions at Level 20, for a total of 40 from leveling before Hyper Potions take over at Level 22.
The Level 10 unlock requirement listed in older guides belongs to the previous Level 1–50 leveling system, though players below Level 16 can still receive Super Potions early if a specific Research task awards them directly.
After an ordinary Revive, a Pokémon returns with half its maximum HP. If that leaves no more than 50 HP missing, one Super Potion completes its recovery. With a much larger HP deficit, a Hyper Potion may save both items and taps. Medicine does not restore Gym motivation; defenders need berries for that.
