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Old 09-04-2015, 02:24 PM   #26
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[Ice]: Ice-type Pokémon are highly resistant to cold and fight more enthusuastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. If their STAB attacks have a secondary effect, they are slightly more likely to have their effects triggered. Their Ice type moves are significantly colder than those used by any other Pokemon, giving them a much greater ability to numb and slow the foe. In addition, any areas frozen by an Ice type will become sore even after the ice has been knocked loose, creating a painful area like Crush Claw does. Ice-types are generally sure footed and difficult to knock over, moving with ease across slippery surfaces and through strong winds and storms.

How about this?
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Old 09-04-2015, 02:25 PM   #27
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Giving Ice Pokémon the ability to create actual ice more easily would probably be useful.
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Old 09-04-2015, 02:30 PM   #28
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[Ice]: Ice-type Pokémon are highly resistant to cold and fight more enthusuastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. If their STAB attacks have a secondary effect, they are slightly more likely to have their effects triggered. Their Ice type moves are significantly colder than those used by any other Pokemon, giving them a much greater ability to numb and slow the foe. In addition, any areas frozen by an Ice type will become sore even after the ice has been knocked loose, creating a painful area like Crush Claw does. Their chilled bodies allow them to create ice more readily than other Pokemon, significantly speeding up their Ice type attacks. Ice-types are generally sure footed and difficult to knock over, moving with ease across slippery surfaces and through strong winds and storms.

?
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Old 09-04-2015, 02:42 PM   #29
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How about the opposing pokemon losing minor energy each round that it spends within 5 feet of the ice type due to rapidly losing body heat?
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Old 09-04-2015, 02:42 PM   #30
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Okay, we're probably good at this point xd

> How about the opposing pokemon losing minor energy each round that it spends within 5 feet of the ice type due to rapidly losing body heat?

For something like Regice, maybe, but I feel like it's a bit extreme for all Ice types. Ice types aren't all going to naturally be cold blooded heat suckers.
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Old 09-04-2015, 03:30 PM   #31
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Would also like to say Froslass is probably another candidate for that being a Yuki-onna but this isn't the place for that. I like the new Ice SC, good job.
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Old 09-04-2015, 03:32 PM   #32
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Quote:
Originally Posted by Connor View Post
[Ice]: Ice-type Pokémon are highly resistant to cold and fight more enthusuastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. If their STAB attacks have a secondary effect, they are slightly more likely to have their effects triggered. Their Ice type moves are significantly colder than those used by any other Pokemon, giving them a much greater ability to numb and slow the foe. In addition, any areas frozen by an Ice type will become sore even after the ice has been knocked loose, creating a painful area like Crush Claw does. Their chilled bodies allow them to create ice more readily than other Pokemon, significantly speeding up their Ice type attacks. Ice-types are generally sure footed and difficult to knock over, moving with ease across slippery surfaces and through strong winds and storms.

?
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Old 09-04-2015, 07:19 PM   #33
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Is there any particular reason why Banette cannot be poisoned but Shuppet can?
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Old 09-05-2015, 02:10 AM   #34
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I believe that it extends to entire evolutionary lines (So, only Banette or Honedge are mentioned, but Shuppet, Doublade and Aegislash are also immune)? Is that correct?

Do the Dragon Type Species Characteristics mean that Dragon Types are not always as agile as other Pokemon while flying or swimming, or does this also extend to land movement?

Last edited by Mew The Gato; 09-05-2015 at 03:34 AM.
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Old 09-05-2015, 07:10 AM   #35
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It extends to the entire line re:Ghosts.

That's just intended to mean that they can't fly as well as Flying types (this is largely moot since most the flying ones are part Flying) and they can't swim as well as Water types. Their land movement is entirely referee discretion - something like Garchomp or Haxorus will probably be a little more adept than say, Flygon or Salamence.
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Old 09-05-2015, 09:55 AM   #36
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Also you're not going to be doing amazing acrobatic feats with Dragonair.
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Old 09-05-2015, 10:21 AM   #37
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I'm on break atm, but I just wanted to chime in to ask why we change the Fairy SC for the worse again? In the recent ASB Mart post from Dave, this Fairy SC was officially rolled out:

Quote:
[Fairy]: Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, though they can fight in urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
Why are we back to this again?

Quote:
[Fairy]: Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, disliking urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
I mean, if we're buffing Electrics with an ability to more cleanly evade heat diffraction (and let's face it: Electrics are probably one of the best types in the League), why are we nerfing the Fairies with this urban thing again? I'm not sure if it's an oversight or not, but I thought we (mainly Kin & Slash) established in 2014 that giving Fairies that urban nerf made newbie refs treat Fairies as having an epileptic seizure in indoor arenas, which is startling.

If Fighting-types are getting a "They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings", I don't see why not Fairies should get their equivalent.

Everything else seems fine, although I seriously question why Exploud is getting a nerf.

Quote:
Originally Posted by Off-type Access
> 14: Lickilicky, Kangaskhan, Snorlax
13: Dunsparce, Ursaring, Slaking, Exploud, Zangoose
12: Raticate, Persian, Blissey, Tauros, Ambipom, Miltank, Delcatty, Kecleon, Watchog, Bouffalant

I would argue that Ursaring and Slaking are both more useful and versatile than Exploud, who doesn't have the same "hey, I'm immune to all sound moves" buff that the species had back when Kush was presumably Normal GL and was using the Pokemon to great effect. Kush's expertise is great, but Exploud's useability has dropped since its old SC got knocked down. Size-wise, he's actually very small compared to both Slaking and Ursaring. Not as omnipotent as first impressions may suggest.

Thanks for all the great work, though.
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Old 09-05-2015, 10:23 AM   #38
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The Fairy SC is written in a way that it pretty much literally says "there is not a nerf for Fairies in an urban environment". You're making problems where they don't exist.
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Old 09-05-2015, 10:59 AM   #39
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The Fairy thing was an oversight in copy paste and really not something worth making that much of a detailed post over.

You're misunderstanding the nature of the nerf. We're not nerfing Pokemon because they're too strong - if we were then we would have nerfed Gengar and Metagross. Ursaring is far more limited in the diversity of it's off type energy than Exploud or Slaking.
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Old 09-06-2015, 01:01 PM   #40
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Blanket defence boosts were an issue so I fixed it with some help.

Spoiler: show
[Fighting]: Fighting-type Pokémon train extensively, more than any other Pokémon type, giving them greater endurance and readiness than other Pokémon and allowing them to push themselves harder for longer. They are more accurate with their physical blows and more adept at blocking and countering physical attacks, able to do this against most physical assaults. Being physically powerful, they can lift much more than normal Pokémon, though this does not grant them an attack boost. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.

[Rock]: Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are also resistant to XX attacks. This defensive ability extends to their moves, making defensive attacks like Protect and Harden cost less energy. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena.

[Steel]: Steel-type Pokémon generally have tempered bodies, meaning they take slightly reduced damage from physical attacks. Their Steel type attacks are more proficient at cutting through energy, allowing them to reduce damage while breaking through them, unlike other Pokemon. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types are resistant to XX and take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison.

[Dragon]: Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They radiate warmth from their core, and are slightly more resistant to chilling effects than other Pokemon. They are naturally very powerful Pokemon and their Dragon type attacks will have a stronger knockback than normal, but will deal no extra damage because of this.

These have been added to the OP.
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Old 11-01-2015, 08:23 AM   #41
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I was going to create a new thread for these then remembered we already have one. These will be added to the OP appropriately.

Kanto

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Bulbasaur (Grass/Poison): Bulbasaur are the most agile, though not fastest, of their line. They have two vines hidden beneath their bulb that they can extend to use to manipulate objects and Pokémon and attack. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Ivysaur (Grass/Poison): Ivysaur are less agile than their previous form but are faster. They have two vines hidden beneath their bulb that they can extend to use to manipulate objects and Pokémon and attack. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Venusaur (Grass/Poison): Venusaur are the fastest of their line but are not particularly agile. They have eight vines, which means they can hit and grab multiple things at once and that attacks made using their vines are slightly more powerful. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health. In it's Mega Forme it gains a thick layer of cellulose in their skin similar to Hariyama's fat. Due to this it takes 20% less damage from Ice and Fire type attacks.

Charmander (Fire): Charmander are the most agile of their family on the ground. They have flaming tails, which can be used for illumination and may burn foes if there is prolonged contact. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Charmeleon (Fire): Charmeleon are the fastest of their line on the ground, though not as agile as their previous stage. They are harder to scare, but are more easily angered or confused. They have flaming tails, which can be used for illumination and may burn foes if there is prolonged contact. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Charizard (Fire/Flying): Charizard are slow and cumbersome when on land but are able fliers. They are hot tempered and resistant to fear attacks. However, they are easily angered and confused. They have flaming tails, which can be used for illumination and may burn foes if there is prolonged contact. Charizard have slightly more Dragon energy than other Fire-types and, as starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/4 health. Charizard is unique in having two Mega Formes. In its X Forme, it becomes Fire/Dragon typed whilst still retaining the flight abilities it possessed as a Charizard. Against any Pokémon that would reasonably be afraid of Charizard X, its fear-inducing attacks are more effective, and it becomes much more physical, giving attacks used with it's claws a 20% boost. Its Y Forme is slightly smaller and lighter than the X Forme, and is a nearly unparalleled fast and agile flier, able to fly with the speed and agility of a Pidgeot. It's powerful wings also grant it a 20% boost to wind moves. It also benefits greatly from the sun, the heat from its body causing sun to last two turns longer than normal.

Squirtle (Water): Squirtle are the most agile of their family on land and decent swimmers, but are not as fast as other Pokémon. They are vulnerable if knocked on their backs and have a hard time getting up, though attacks that strike their back suffer from a slight drop in power. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Wartortle (Water): The most militant of their family, Wartortle are the middle of the line in speed and agility. They are vulnerable if knocked on their backs and have a hard time getting up though attacks that strike their back suffer from a slight drop in power. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Blastoise (Water): The largest of their evolutionary line, Blastoise are the least agile of the three. However, they are much tougher. Their shell is harder and heavier, and they are the fastest of the line in the water and on land. They are vulnerable if knocked on their backs and have a hard time getting up, though Blastoise are harder to knock down and attacks that strike their back suffer from a slight drop in power. Their Water Gun, Hydro Pump and Hydro Cannon attacks are slightly more powerful than those of other Pokémon and are launched from their cannons. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health. In its Mega Forme Blastoise's back cannons fuse into one giant cannon and it gains wrist cannons. Blastoise is capable of firing from all three cannons, and when ordered to do so, will gain a 20% boost to any attacks fired from its cannons. It is also capable of using only the central cannon or its wrist cannons at the standard damage level but for the standard energy level. Firing from its main cannon will allow the attack to travel faster and farther, but firing them from its wrist cannons will allow Blastoise to aim more precisely or split its attack to hit multiple targets. While any attack that can be reasonably fired from a Pokemon's mouth may be fired from either Blastoise's back or wrist cannons, only Water and Pulse (Aura Sphere, Dragon Pulse, Dark Pulse, Water Pulse) moves can be fired from all three cannons at once to gain the power boost.

Butterfree (Bug/Flying): Butterfree have potent spore based attacks which are more effective than normal and produce denser clouds, travelling further as a result. They are familiar with the Psychic type. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Beedrill (Bug/Poison): Beedrill are more effective in numbers and, when battling alongside another Bug-typed Pokémon, gain a boost in confidence that raises their attack. Their Poison Sting and Twineedle attacks have an increased chance to poison, also dealing slightly more damage than usual. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage. Beedrill are intimidating Pokémon, particularly in numbers. Multiple Beedrill, Combee and Vespiquen on the same side share a hive mind, meaning that one cannot be surprised unless they all are and one cannot be affected mentally unless they all are. Their attacks also become more coordinated, making it harder for the foe to dodge combination attacks. In its Mega Forme, Beedrill becomes a fierce and extremely fast attacker. Its needle and spear-based attacks are 10% more effective. It is also an extremely fast flier.

Pichu (Electric): Pichu have loose control of their electric energy, meaning that their Electric attacks will cause minor recoil damage. However, they can stabilise this for the next 5 rounds by using Charge. If they are surprised or startled, they will let out a burst of electricity which does damage equal to Thundershock at a radius of three feet. Pichu have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

Pikachu (Electric): Pikachu are the most agile of their evolutionary line, though not the fastest. Being able to naturally store electricity within their pouches, their Charge attack is more potent than usual. They have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. They cannot use the event move Fly, but may use Surf.

Raichu (Electric): Raichu are the fastest of their evolutionary line, if not as agile as their previous stage. Being able to naturally store electricity within their pouches, their Charge attack is more potent than usual. They are able to use their tail to channel Electric attacks. Direct contact with the foe using its tail will give a slight boost in the chance of paralysis for the attack and will make paralysis in the contact area far more likely. Raichu have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. They cannot use the event move Fly, but may use Surf.

Nidoran F (Poison): Nidoran have sensitive hearing, at the expense of being more vulnerable to sound based status attacks. Pokémon who make contact with Nidoran using a physical move have a 10% chance of being poisoned.

Cleffa (Fairy): Cleffa lack the shyness of their higher evolutions. They can see in the dark. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

Clefairy (Fairy): Clefairy are less shy than Clefable but are still unnerved by large crowds of people and are easy to intimidate. Clefairy can jump high and far and can levitate, though not with much speed or agility. They can see in the dark.

Clefable (Fairy): Clefable are a bit reclusive and naturally shy, so they don’t fight enthusiastically around large amounts of people and are easily intimidated. Clefable can jump high and far and can levitate, though not with much speed or agility. They can see in the dark. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.

Vulpix (Fire): As foxes, Vulpix are more inclined to combat by deception, their deception based attacks being slightly more potent. Their Confuse Ray is more effective and their Double Team produces one additional copy. They have sensitive hearing, at the expense of greater vulnerability to sound based status attacks. Owing to their physical beauty, attacks like Attract are more effective than normal.

Ninetales (Fire): As foxes, Ninetales are more inclined to combat by deception, their deception based attacks being significantly more potent. Their Confuse Ray is more effective and their Double Team produces one additional copy. They have sensitive hearing, at the expense of greater vulnerability to sound based status attacks. Owing to their physical beauty, attacks like Attract are more effective than normal.

Igglybuff (Normal/Fairy): Igglybuff are somewhat bouncy, taking slightly less damage from falls and blunt impacts, instead bouncing which could potentially be disrupting. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

Jigglypuff (Normal/Fairy): Jigglypuff can inflate themselves as a move to intimidate opponents, making them more hesitant to attack. While inflated, they have a harder time moving, but a moderately higher defense. Despite their lack of agility in this inflated state, they can float in to the air at a steady pace. Their Sing attack is more effective, requiring less be sung to put an opponent to sleep.

Wigglytuff (Normal/Fairy): Wigglytuff can inflate themselves as a move to intimidate opponents, making them more hesitant to attack. While inflated, they have a harder time moving, but a moderately higher defense. Despite their lack of agility in this inflated state, they can float in to the air at a steady pace. Their Sing attack is more effective, requiring less be sung to put an opponent to sleep. Wigglytuff have more sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic.

Crobat (Poison/Flying): Crobat are silent fliers and only Pokémon with excellent hearing will be able to hear them. Unlike Zubat, they can see, though they can use sonar if needed. Their individually controlled wings allow them incredible agility in the air, as well as impressive speed. They can see in the dark and have sensitive hearing, at the expense of increased vulnerability to sound based status attacks, though they are immune to confusion from Supersonic. Draining attacks used by Crobat drain faster than those used by other Pokémon if they are administered via a bite. They fight more enthusiastically at night.

Paras (Bug/Grass): If there are trees in the arena, Paras may Dig underground and gain a moderate amount of health from the tree roots by sucking nutrients from them. During this, Paras may not attack, though it is underground. They are naturally moist, meaning that they take slightly less damage from Fire attacks. Due to the potent mushrooms affixed to it's back, Paras' spore based attacks will be slightly more dense than usual.

Parasect (Bug/Grass): The mushroom has taken control of the bug’s mind at this stage. The mushroom has a limited awareness, which makes it difficult for Pokémon to sneak up behind a Parasect, as the mushroom will be able to "see" them. A Parasect will protect its mushroom above all else. If there are trees in the arena, Parasect may Dig underground and gain considerable health from the tree roots by sucking nutrients from them. During this, Parasect may not attack, though it is underground. They are naturally moist, meaning that they take slightly less damage from Fire attacks. Due to the potent mushrooms affixed to it's back, Paras' spore based attacks will be significantly more dense than usual.

Venonat (Bug/Poison): Venonat have a sort of radar vision, which allows them to see almost completely around themselves. This will also allow them an uncanny ability to determine the location of their opponent, regardless of how well hidden they are. This keen eyesight also improves their accuracy with attacks slightly.

Venomoth (Bug/Poison): Venomoth are capable of flying and, despite their lack of the Flying-type, are quite agile. Their spore based attacks are slightly more effective than normal. Venomoth have a sort of radar vision, which allows them to see almost completely around themselves. This will also allow them an uncanny ability to determine the location of their opponent, regardless of how well hidden they are. This keen eyesight also improves their accuracy with attacks slightly.

Growlithe (Fire): Growlithe are extremely loyal and brave. They are more likely to follow orders of their trainers, even if they consider such orders questionable. They are also more resistant to fear-inducing effects. As dogs they are quite good diggers and deal 1.1x damage with their biting attacks. Their hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves, and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Their Roar attack is slightly more effective than normal.

Arcanine (Fire): Arcanine are extremely loyal and brave. They are more likely to follow orders of their trainers, even if they consider such orders questionable. They are also more resistant to fear-inducing effects. As dogs they are quite good diggers and deal 1.2x damage with their biting attacks. Their hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves, and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Their Roar attack is significantly more effective than normal.

Abra (Psychic): Abra sleep most of their life. Therefore, they are more resistant (but not completely immune) to sleep-inducing attacks and are able to aim their attacks instinctively when using Sleep Talk. Abra can see in the dark. Teleporting also requires slightly less energy.

Slowpoke (Water/Psychic): Slowpoke have a slow reaction time and will experience a short delay when affected by pain or interrupting moves. They will generally take longer than usual to implement its orders and moves around quite slowly. However, this does not make them unintelligent. They have a high resistance to moves which affect their mental state such as Supersonic or Attract.

Seel (Water): Seel can move on land but, being slow and awkward, they prefer to swim if they can. If the floor is slippery like an Ice field, Seel can manoeuvre easily using its flippers and tail. They also are very agile swimmers. They are highly resistant to freezing temperatures and remain nimble in the coldest waters where other Pokémon might be numbed. They can easily conceal themselves in snowy and icy environments. They can see in the dark. The horn atop their head will cause ramming attacks to deal slightly more damage.

Dewgong (Water/Ice): Dewgong can move on land but, being slow and awkward, they prefer to swim if they can. If the floor is slippery like an Ice field, Dewgong can manoeuvre easily using its flippers and tail. They are also very agile swimmers. Dewgong are highly resistant to freezing temperatures and remain nimble in the coldest waters where other Pokémon might be numbed. They can easily conceal itself in snowy and icy environments. They can see in the dark. The horn atop their head will cause ramming attacks to deal slightly more damage.

Grimer (Poison): Grimer are made up of poisonous substances made of liquid slime. Thus, toxic or polluted chemicals heal them instead of harm them. The same is true for poison attacks. Grimer can see in the dark. They are also very flexible, and can fit through gaps that most Pokémon of their size couldn't. Their bodies absorb physical blows, and physical projectiles, making all attacks in these manners 80% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.

Muk (Poison): Muk are made up of poisonous substances made of liquid slime. Thus, toxic or polluted chemicals heal them instead of harm them. The same is true for poison attacks. Muk can see in the dark. Muk also leave poison in their path, poisoning the ground and leaving a substance that can cause minor poisoning to Pokémon if they come in contact with it. They are also very flexible, and can fit through gaps that most Pokémon of their size couldn't. Their bodies absorb physical blows, and physical projectiles, making all attacks in these manners 80% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.

Gengar (Ghost/Poison): Unlike its preevolutions, Gengar are primarily solid, though they are able to freely achieve all of the other states. A Gengar's Lick attack has a 50% chance to paralyze, instead of the usual 30%. Gengar can levitate and are fast and agile in the air. In its Mega Forme, Gengar becomes a being of pure malicious energy, greatly enhancing its abilities. Although it loses its ability to levitate, it becomes extremely fast and agile over the ground, floating just above the surface and able to move at high speeds. It is also gains an extra turn of invisibility and can change effortlessly between states.

Krabby (Water): Krabby can swim, but prefer to walk along the bottom of the water instead of swim in it. Krabby are proficient at using their claws to manipulate objects, and their intense grip gives them a x1.1 boost to claw attacks. They can easily move side to side, but have difficulty walking forwards and backwards. They can see in the dark.

Cubone (Ground): A Cubone's face is covered by a skull, which it will not remove willingly. Cubone may not use its respective bone attacks if it is not holding its bone, but to compensate attacks using their bone will deal x1.1 damage due to the hardness of the weapon. Its Skull Bash attack takes slightly less energy than normal to use. Cubone can see in the dark.

Marowak (Ground): A Marowak's face is covered by a skull, which it will not remove willingly. Marowak may not use its respective bone attacks if it is not holding its bone but to compensate attack using their bone will deal x1.2 damage due to the hardness of the weapon. Marowak are skilled and aggressive combatants, and will tire slightly slower than other Pokemon as a consequence. Its Skull Bash attack takes slightly less energy than normal to use. Marowak can see in the dark.

Lickitung (Normal): Lickitung have long tongues, which can extend out to eight feet to hit enemies. Any attack a Lickitung does with its tongue deals x1.1 damage, with a 10% chance of paralysis.

Lickilicky (Normal): Lickilicky have long tongues, which can extend out to ten feet to hit enemies. Any attack a Lickilicky does with its tongue deals x1.2 damage, with a 10% chance of paralysis. Lickilicky's rotund bodies allow them to gain momentum through Rollout easier. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.

Tangrowth (Grass): The thick mass of vines surrounding Tangrowth cushion them from blows somewhat, so physical attacks do slightly less damage than normal. Their Vine Whip, Power Whip, Bind and Constrict attacks all deal 1.2x damage and can be used with a mass of vines. Their arms can be extended ten feet to reach or to attack. Being prehistoric, their Ancient Power attack will boost slightly more often.

Kangaskhan (Normal): Kangaskhan come in both genders, though females are much more likely to have babies with them than males are. Along with battling, a Kangaskhan is most concerned about its child. If an opponent injures the child, Kangaskhan will go into a blind rage against them, which will last until either the offending Pokémon or Kangaskhan is unconscious. During this time, Kangaskhan's offensive stats are significantly enhanced. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy. In its Mega Forme, the child quickly matures. The joey will mimic all its mother's actions, performing the same moves that the mother does at a quarter of the power, effectively giving all its attacks a 25% boost in power, provided both hits connect. The joey is also capable of performing attacks independently of its mother, though only at 25% of their original power, though it will still cost a move. They may also stagger their attacks if using the same move without using an extra move. Kangaskhan will do anything to protect her joey from harm, so if her joey is attacked directly or in danger, she will forgo her orders to intercept any damage or prevent it from additional harm (preventing additional damage from moves like Earthquake). All energy used by the joey is pulled directly from the mother, who feeds the joey with energy to maintain its temporary matured state.

Horsea (Water): A Horsea is much more at home in the water than on land. They are good swimmers, though more agile than fast. On land, they can only hop, and are easily knocked over. They can see in the dark. They are natural sharpshooters, possessing much better accuracy than other Pokemon.

Seadra (Water): Seadra are very fast and agile in the water. Like Horsea, they can only hop on land and they easily knocked over. They can see in the dark. They are natural sharpshooters, possessing much better accuracy than other Pokemon. Contact with their spiny fins will hold a 10% chance to cause the attacker to become poisoned.

Kingdra (Water/Dragon): The largest of the Horsea family, they are extremely fast and agile in the water. However, they can only hop on land and are easily knocked over. They can see in the dark. They are natural sharpshooters, possessing much better accuracy than other Pokemon. Their Whirlpool attack has a much stronger pull than normal, and will linger for a round more than usual. In addition, their vast power allows them to summon much stronger rain, making their Rain Dance more potent and harder to dispel.

Scyther (Bug/Flying): Scyther are very fast and agile in the air and can use slashing attacks with daunting speed, granting them a 1.1x boost to such attacks. They are skilled at using weaker, faster blows, making all moves of Good or lower damage slightly more powerful.

Scizor (Bug/Steel): Scizor are not as fast or agile as Scyther and are not true fliers. Instead, they glide and hover. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. Their powerful claws also give them a 20% boost to any attack involving them. They have slightly higher defences than other Bug-types. In its Mega Forme, its saw-like claws give any claw attacks greater cutting power, giving them a chance to inflict sore, weakened spots. Its lighter frame and fuller wings allow it to travel with the speed and agility of a Scyther, as well as giving it equivalent flight abilities.

Jynx (Ice/Psychic): Jynx's kiss attacks are more effective than normal and any Pokémon they feel with their lips has a 10% chance of paralysis or confusion. They communicate using dancing and are more effective at using moves like Attract. Their rhythmic swaying is distracting to the opponent, causing them to be somewhat slower to react than they normally would be. Jynx come in both sexes. They can see in the dark.

Pinsir (Bug): Pinsir's short, stubby legs make it difficult to run long distances. To compensate, their pincers are fairly powerful, and any attack requiring them is 1.2x as powerful as normal. They are familiar with the Fighting type. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage. In its Mega Forme, Pinsir gains the Flying type as well as wings and flight capabilities similar to that of Heracross. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Flying energy, causing them to become Flying typed.

Gyarados (Water/Flying): Gyarados are terrifying and their fear based attacks are much more effective than normal. Gyarados are equally at home on land or in the water. They are not particularly agile in either medium despite their Flying typing, however. They can see in the dark. Their incredible jaw strength gives them a 20% boost to their biting attacks. In its Mega Forme, Gyarados becomes Water/Dark typed. Its appearance gives off an extremely intimidating aura, causing smaller and more timid Pokémon to cower, reducing the willingness of its foes to attack, as well as giving it the ability to intimidate Pokemon who would normally hold a resistance.

Glaceon (Ice): Members of the Eevee line have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. Their Baton Pass and Helping Hand attacks take slightly less time and energy to perform compared to other Pokémon. Glaceon's light colouring and ice-like body patterns allow them to hide better among ice and in blizzards. Glaceon deals slightly more damage with Ice typed attacks than usual, and their frigid bodily temperatures cause physical contact to chill opponents more than normal. Their Hail attack is more potent than normal and, using a move, they may create hardened ice crystals over their body, reducing incoming physical damage by 10%. These crystals fade naturally after sustaining a few blows.

Sylveon (Fairy): Members of the Eevee line have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. Their Baton Pass and Helping Hand attacks take slightly less time and energy to perform compared to other Pokémon. Using a move, Sylveon can exude a calming aura from their ribbons, calming all Pokémon on the field and resetting their mental states. Any techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective when used by Sylveon. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Fairy energy, causing them to become Fairy typed.

Porygon (Normal): Porygon are created entirely of programming code. They levitate by default, but are not particularly fast or agile and cannot reach as high as other levitating Pokémon. They are inorganic and fight most enthusiastically in manmade environments. They are familiar with the Electric type.

Porygon2 (Normal): Porygon2 are created entirely of programming code. They levitate by default, their sleek design making them faster and more agile than Porygon. They are inorganic and fight most enthusiastically in manmade environments. They are familiar with the Electric type.

Porygon-Z (Normal): Porygon-Z are created entirely of programming code. Due to data corruption, they have slightly higher offences than other Pokémon at the cost of lower defences. Porygon-Z are also capable of separating their heads and moving independently of their body (including full 360-degree rotation without having to turn), but the head cannot go beyond or be forced more than half a foot away from its body.They levitate by default, their sleek design and advanced technology making them faster and more agile most levitating Pokémon. They are inorganic and fight most enthusiastically in man made environments. They are familiar with the Electric type.

Omanyte (Rock/Water): Omanyte move much more quickly than their evolved brethren, because their shells are lighter. Their shells are hard, taking a bit less damage from attacks. Omanyte move relatively quickly in the water, but somewhat slowly on land. Being fossils, their Ancient Power attack will boost slightly more often.

Omastar (Rock/Water): Omastar’s shells are heavier, and provide 1.2x defense wherever they cover. The sharp spines covering their shell may also cause attacking Pokemon to suffer small amounts of recoil on physical contact. Omastar move relatively quickly in the water, but somewhat slowly on land. However, they are slower than their unevolved brethren. Their grip is very strong and attacks which involve squeezing the foe with their tentacles will be more effective. Being fossils, their Ancient Power attack will boost slightly more often.

Kabuto (Rock/Water): Kabuto have a protected top, where their top eyes are located, and will take a bit less damage from attacks which hit there. However, their underside is weak and unprotected, taking a bit more damage. They have a hard time righting themselves if knocked over. They are not very agile but can move reasonably fast on land and in the water. Being fossils, their Ancient Power attack will boost slightly more often.

Kabutops (Rock/Water): Kabutops are sleeker than their previous form and thus much faster both in and out of water. Their slashing attacks deal 1.2x more damage than usual. Being fossils, their Ancient Power attack will boost slightly more often.

Aerodactyl (Rock/Flying): Aerodactyl are a terrifying sight and its fear-inducing attacks are more effective. Aerodactyl's biting moves are 1.2x more powerful than those of other Pokémon. Though not particularly agile, Aerodactyl are powerful fliers. They use less energy when carrying other Pokémon and can lift 1.5x the weight that most other Flying-type Pokémon could. Being fossils, their Ancient Power attack will boost slightly more often. In its Mega Forme Aerodactyl gains a number of sharp spikes, making physical contact and grabbing/wrap attacks painful for the Pokémon wrapping it. These spikes also increase the power of its physical contact attacks, increasing them by 10%, as well as giving them the potential to pierce or slash.

Snorlax (Normal): Snorlax have huge guts. Any attacks to their guts do less damage because of all the extra padding they have there. Despite their size, they are good swimmers, as they float on the surface of the water. Snorlax are quite slow. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.

Dragonite (Dragon/Flying): Despite their short wings, Dragonite can fly well. However, they are more speed fliers than finesse fliers and need a good distance to turn at high speeds. On the ground and in the water, they can move and dodge at a decent speed. They have decent vision in low light environments. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.

Johto

Spoiler: show
Chikorita (Grass): A sweet smell emanates from Chikorita and all Pokémon within a foot of them have their attack and defense lowered slightly by it for as long as they can smell it. Inorganic Pokémon are unaffected as are members of the Chikorita line. Chikorita have two vines that extend from the seeds on their neck, allowing them to mainpulate objects and Pokémon and attack. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Bayleef (Grass): Bayleef have a spicy smell to them, which makes Pokemon much less likely to obey defensive commands, affecting all Pokemon within 3 feet of Bayleef. Inorganic Pokémon are unaffected as are members of the Chikorita line. However, using a move, they may intensify this spicy fragrance, which will give all Pokemon within 5 feet of Bayleef a boost to their offensive stats. Members of the Chikorita line, including the user, are not immune to this and will be affected. This intensified scent will automatically stop secreting a round after being initially produced. They have two vines that extend from the leaves on their neck, allowing them to manipulate objects and Pokémon and attack. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Meganium (Grass): Meganium emanate a calming smell. Any Pokémon within five feet of them will experience a significant drop in their offensive stats. Also, there is a 25% chance that they will lose any attack increases from moves (Swords Dance, Curse, etc.). Inorganic Pokémon are unaffected as are members of the Chikorita line. They have two vines that extend from the petals on their neck, allowing them to mainpulate objects and Pokémon and attack. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Cyndaquil (Fire): Cyndaquil are the most agile of their evolutionary family but are not the fastest. They can control whether their dorsal flames are ignited at any one time. When not ignited, they take only x1.5 damage from Water attack. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water and allows them to provide illumination and burn foes if there is prolonged contact. It also allows them to use fire attacks. Igniting does not count as a move, and happens automatically when the Pokémon is ordered a fire attack. However, de-igniting counts as a move. They will automatically de-ignite if they fall asleep. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Quilava (Fire): Quilava are the middle of the road speed and agility wise in the evolutionary family. They can control whether their dorsal flames are ignited at any one time. When not ignited, they take only x1.5 damage from Water attack. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water and allows them to provide illumination and burn foes if there is prolonged contact. It also allows them to use fire attacks. Igniting does not count as a move, and happens automatically when the Pokémon is ordered a fire attack. However, de-igniting counts as a move. They will automatically de-ignite if they fall asleep. They have a x1.1 boost to lava based moves. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Typhlosion (Fire): Typhlosion are the fastest of their evolutionary family, but the least agile. They can control whether their dorsal flames are ignited at any one time. When not ignited, they take only x1.5 damage from Water attack. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water and allows them to provide illumination and burn foes if there is prolonged contact. It also allows them to use fire attacks. Igniting does not count as a move, and happens automatically when the Pokémon is ordered a fire attack. However, de-igniting counts as a move. They will automatically de-ignite if they fall asleep. They have a x1.2 boost to lava based moves. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Totodile (Water): Totodile are the slowest of the Totodile family, but the most agile. As alligator Pokémon, their biting attacks are 1.1x more powerful. However, their jaw muscles are meant for clamping down, not opening up, so most Pokémon can easily keep them shut with their own hands. In wet arenas, the airholes on their snouts allow them to stay almost completely submerged while being able to see above the surface. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Croconaw (Water): Croconaw are the average in terms of speed and agility for their family. As alligator Pokémon, their biting attacks are 1.1x more powerful than normal. However, their jaw muscles are meant for clamping down, not opening up, so most Pokémon can easily keep them shut with their own hands. In wet arenas, the airholes on their snouts allow them to stay almost completely submerged while being able to see above the surface. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Feraligatr (Water): While not as agile as their previous stages of the evolutionary line, Feraligatr are the fastest on land and in water. They will travel on all fours for extended distances. As alligator Pokémon, their biting attacks are 1.2x more powerful. However, their jaw muscles are meant for clamping down, not opening up, so most Pokémon can easily keep them shut with their own hands. In wet arenas, the airholes on their snouts allow them to stay almost completely submerged while being able to see above the surface. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Sentret (Normal): Sentret, when not moving, will stand on their tails if possible, which gives them a better view of their surroundings. This also reduces the damage they take from Earthquake and similar moves, as well as reducing the damage they take from electric attacks a bit (as the electricity goes through their tail to the ground). They are also excellent at digging, able to burrow faster than most Pokemon. Their hearing is more sensitive than normal at the expense of being more vulnerable to sound-based status moves and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team.

Furret (Normal): A Furret’s body is long and extremely flexible. While neither the fastest nor the most agile, they are able to bend their bodies adequately to avoid attacks or get into areas that other Pokémon cannot. They are adept at escaping from holds and traps. They are also excellent at digging, able to burrow faster than most Pokemon. Their hearing is more sensitive than normal at the expense of being more vulnerable to sound-based status moves and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team.

Ledyba (Bug/Flying): Ledyba are agile fliers and will be able to out-fly most flying Bug-types. Their punching moves deal 1.1x damage for no additional energy. They are more effective in numbers. When battling alongside another Bug-typed Pokémon, they gain a boost in confidence that gives them a boost in attack. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Ledian (Bug/Flying): Ledian are agile fliers and will be able to out-fly most flying Bug-types. Their punching moves deal 1.2x damage for no additional energy. They are more effective in numbers. When battling alongside another Bug-typed Pokémon, they gain a boost in confidence that gives them a boost in attack. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Spinarak (Bug/Poison): Spinarak may shoot strands of webbing out of both their fronts and rears. While not powerful enough to damage Pokémon and too weak to entangle most, they can use it to pull themselves from place to place more quickly without it counting as a move. Spinarak can climb walls and other objects with ease. Their web attacks will be more effective than usual and cost less energy. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Ariados (Bug/Poison): Ariados may shoot strands of webbing out of both their fronts and rears. While not powerful enough to damage Pokémon, they can use it to pull themselves from place to place more quickly without it counting as a move. Ariados can climb walls and other objects with ease. Their web attacks will be more effective than usual and cost less energy. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Togetic (Fairy/Flying): Despite their appearance, they are agile but not particularly fast fliers. Togetic are also capable of minimal levitation, allowing them greater stability. Togetic can be trained only by trainers that make them happy, so Return is more powerful when used by one. They are incredibly chirpy and enthusiastic Pokemon, and will entrance opponents more readily when using attacks like Charm and Sweet Kiss being slightly more potent. These moves will also function better in Contests when used by Togetic.

Togekiss (Fairy/Flying): Despite their appearance, they are fast and agile fliers. Togekiss are also capable of minimal levitation, allowing them greater stability. Togekiss can be trained only by trainers that make them happy, so Return is more powerful when used by one. They are incredibly chirpy and enthusiastic Pokemon, and will entrance opponents more readily when using attacks like Charm and Sweet Kiss, being significantly more potent. These moves will also function better in Contests when used by Togekiss.

Mareep (Electric): A Mareep's wool is slightly charged and any Pokémon not resistant to electricity who comes into physical contact with Mareep has a 10% chance of flinching, subject to diminishing returns. Mareep have the ability to use the balls on their tails as lights. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a Mareep to light its tail. This will, however, make it a more obvious target for Pokémon who can see in dark areas.

Flaaffy (Electric): A Flaaffy's wool is slightly charged and any Pokémon not resistant to electricity who comes into physical contact with Mareep has a 20% chance of flinching, subject to diminishing returns. Flaaffy have the ability to use the balls on their tails as lights. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a Flaaffy to light its tail. This will, however, make it a more obvious target for Pokémon who can see in dark areas.

Ampharos (Electric): An Ampharos's pelt is slightly charged and any Pokémon not resistant to electricity who comes into physical contact with Mareep has a 20% chance of flinching, subject to diminishing returns. Ampharos have the ability to use the balls on their tails as lights. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for Ampharos to light its tail. This will, however, make it a more obvious target for Pokémon who can see in dark areas. In addition, their Charge Beam attack is much more potent, guaranteeing the boost when it is used. In its Mega Forme, Ampharos gains an additional Dragon typing and a far greater range of control and power of it's illumination ability. The buildup of energy in its wool also causes it to be in a permanent state of Charge.

Azurill (Normal/Fairy): An Azurill's hearing is more sensitive than normal, at the expense of making it more vulnerable to sound-based status moves. Azurill may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so. Despite lacking the Water-type of their evolutions, Azurill's aquatic lifestyle makes it a decent swimmer and grants it familiarity with Water-type moves, as well as increased Water energy. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

Marill (Water/Fairy): A Marill's hearing is more sensitive than normal, at the expense of making it more vulnerable to sound-based status moves. Marrill may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so. Their fur actively repels water, meaning they can swim in even the strongest of currents almost effortlessly, easily escaping traps like Whirlpool. Their tail is flexible and can be extended to improve the reach for moves, and they can use it to aid their Bounce attack, clearing slightly more distance than normal.

Azumarill (Water/Fairy): An Azumarill’s hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves. Azumarill may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so. Their fur actively repels water, meaning they can swim in even the strongest of currents almost effortlessly, easily escaping traps like Whirlpool. Their tail is flexible and can be extended to improve the reach for moves, and they can use it to aid their Bounce attack, clearing significantly more distance than normal.

Sudowoodo (Rock): Sudowoodo are capable of holding perfectly still, which makes them almost impossible to detect if it's hiding in forested or woody areas. Like Grass types, they fight more enthusiastically in the day time, though they are not put off by fighting at night. Their deception based moves will be much more potent and effective, able to trick foes with greater ease. They are very good at using Mimic, and can Mimic attacks with less energy and flexibility in terms of the type energy for the attacks Mimicked. They will also use slightly less energy when using Copycat.

Ambipom (Normal): Ambipom are nimble, particularly with their tails, and are excellent climbers. They can anchor themselves to something with their tails, leaving their limbs free to do other things, though they prefer to use their tails for attacks traditionally used with the arms. They are also more likely to stop from falling if there’s something within grabbing distance of their tail. They can also use their tails to chain physical attacks with much greater ease than other Pokemon.

Yanmega (Bug/Flying): Yanmega make a humming noise as they flaps their wings. This makes them easier to locate, however, the noise is very irritating close up, and any Pokémon within five feet of Yanma have a 10% chance of flinching from the sound (20% if the Pokémon has sensitive hearing). They are very fast and agile fliers, able to maneuver in the air in nearly any direction when moving slowly, as well as being capable of reaching high speeds. Being prehistoric, their Ancient Power attack will boost slightly more often.

Murkrow (Dark/Flying): Murkrow are symbols of woe amongst Pokémon and people, particularly when seen at night, so they may make opponents feel uneasy. Murkrow are quiet fliers and can easily evade detection, and are quicker and more agile than their evolutions.

Honchkrow (Dark/Flying): Honchkrow are symbols of woe amongst Pokémon and people, particularly when seen at night, so they may make opponents feel uneasy. Honchkrow have influence over Murkrow. If a Honchkrow is fighting a Murkrow, the Murkrow will be more reluctant to damage it. Honchkrow are quiet fliers and can easily evade detection, though they are slower and less agile than Murkrow. However, they are also outstandingly confident, and this will only empower them further, granting them a boost similar to Work Up whenever they KO an opposing Pokemon.

Misdreavus (Ghost): Misdreavus will usually stay in the ethereal state but can switch to solid or invisible if required. Misdreavus levitate by default but have a lower flight ceiling than most levitating Pokémon and are not particularly fast. They can be poisoned.

Mismagius (Ghost): Mismagius will usually stay in the ethereal state but can switch to solid if required. Mismagius levitate by default. Mismagius use chants and spells to augment its abilities. At the cost of slightly more energy and more charge time, Mismagius can increase the strength and potency of their mind-altering attacks (e.g. Confuse Ray). They can be poisoned.

Forretress (Bug/Steel): Forretress are almost completely covered by a hard, steely shell, reducing the damage from all attacks. The most vulnerable spot of a Forretress is its fleshy interior in the gap between its shell halves, where it will take a little more damage than usual. However, they are slowed by their bulk and move mostly by rolling. They can levitate as well, but are slow, not particularly agile and possessed of a lower flight ceiling than most levitating Pokémon.

Heracross (Bug/Fighting): Heracross can fly, though they are faster than they are agile in the air. Attacks made using their horn deal 1.2x damage and they are adept at flipping over their targets. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage. In its Mega Forme Heracross is slower, but much tougher. Although Heracross loses its flight ability and becomes somewhat less mobile, it gains a slight resistance against all attacks. Its body is specialized to shoot physical projectiles, gaining a boost in power and accuracy, allowing it to easily hit its targets from a distance. In addition, it becomes much more physically capable, able to grapple and hold opponents with much greater ease.

Mamoswine (Ice/Ground): Mamoswine are large and sturdy, making them difficult to knock over. When they starts charging, they are difficult to stop, and their ramming attacks are more effective than usual. Mamoswine have a large amount of fur, which keeps them warm in otherwise unbearably cold temperatures and slightly reduces damage from Fire and Ice attacks. They have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Despite their size, they are adept at hiding in blizzards and can see through them easily. Being prehistoric, their Ancient Power attack will boost slightly more often.

Octillery (Water): Octillery have suction cups on their tentacles, which can be used to hold fast to certain surfaces. Thus, if the opponent uses attacks dependent on Octillery’s weight, Octillery are considered to weigh 200 pounds for the duration of the attack, provided they are touching something they can hold on to. Octillery are fastest in water, though they can move somewhat well on land. They have excellent accuracy and their attacks have a greater chance of hitting. They can see in the dark. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.

Delibird (Ice/Flying): Delibird are used to frigid temperatures and have a warm down similar to penguins, meaning that they are very skilled at flying through Blizzards and high wind. They can also swim reasonably well and hold their breath as long as a Water type. They can see in the dark. Delibird may carry items in their sacks, as long as the items are reasonable (i.e. no halberds), but a Delibird may not bring an item in its sack into battle unless the item is part of its sig move. They have control over the effect level of their Present attack and can choose the damage (from light to heavy) as well as choosing to have it heal up to a significant amount of health. Delibird may heal a team mate in this way, and it will not count as a healing move, but this may only be done once. They are highly resistant to sleep inducing moves and will regenerate energy twice as quickly when using Rest.

Smeargle (Normal): Smeargle may use the move Sketch to permanantly learn new moves. Smeargle may learn up to ten Sketched moves as a TL1 Pokémon. For each level that a Smeargle gains, it can learn an additional three moves, up to a maximum of 28 total Sketched moves (other moves which Smeargle can learn naturally do not count towards this limit). Moves which Smeargle has learned must be noted in the Miscellaneous Squad Submissions thread and recorded in the Pokémon’s biography. Moves can also be deleted freely using this thread. Smeargle may not learn the same move more than once and cannot learn signature moves. The amount of off-type energy that Smeargle receives is proportional to the types of moves that it copies and they are not affected by the limited off-type energy that other Normal types are. Smeargle may also may use their tails to paint their surroundings or their foes. This counts as a move and can serve a variety of purposes, from marking gathering points to writing taunts that will enrage the opponent. Smeargle have sensitive hearing, at the expense of being more vulnerable to sound based status attacks. They fight more enthusiastically in urban environments.

Hoenn

Spoiler: show
Treecko (Grass): Thanks to the small hooks on their feet, Treecko are able to scale most vertical surfaces. Treecko cannot be intimidated easily, and are therefore more resistant to fear-inducing attacks. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Grovyle (Grass): Thanks to the small hooks on their feet, Grovyle are able to scale most vertical surfaces. Grovyle cannot be intimidated easily, and are therefore more resistant to fear-inducing attacks. Their slashing attacks are 1.1x more powerful. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Sceptile (Grass): Thanks to the small hooks on their feet, Sceptile are able to scale most vertical surfaces. Sceptile cannot be intimidated easily, and are therefore more resistant to fear-inducing attacks. Their slashing attacks are 1.2x more powerful. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health. In its Mega Forme, it becomes Grass/Dragon type and adopts a number of new traits. Firstly, it may use its tail as a missile of sorts, firing it at foes in order to use physical Grass moves at a distance, or to augment moves such as Razor Leaf, Leaf Storm or Leaf Tornado. Firing moves this way increases their power by x1.2. Mega Sceptile must wait one round to regenerate its tail before it can perform moves this way again. Mega Sceptile's anatomy also becomes somewhat conductive to electricity, drawing in Electric attacks.

Torchic (Fire): Torchic constantly radiate heat. While not particularly intense, the heat can make Pokémon who dislike fire unenthusiasable in close quarters and makes them resistant to freezing. They are also familiar with the Flying type. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Combusken (Fire/Fighting): Combusken have very powerful legs. They can jump over twice their head height and their kicking attacks are slightly more powerful than normal. They are also familiar with the Flying type. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Blaziken (Fire/Fighting): Blaziken are exceptional jumpers and can leap up to three times their head height. Kicking attacks will do slightly more damage then normal. Blaziken have flames on their wrists and can control whether their flames are ignited at any one time. However, they cannot use any fire attacks if their fire is not ignited. Igniting does not count as a move, and happens automatically when the Pokémon is ordered a fire attack. However, de-igniting counts as a move and they will automatically de-ignite if they fall asleep. Their flames can be used to burn foes if there is prolonged contact and can provide illumination. They are also familiar with the Flying type. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health. In its Mega Forme, Blaziken becomes an extremely fast, nimble and adept fighter. Blaziken moves with great speed, allowing it to rapidly change positions to evade attacks, jump exceedingly high and far, and close even great distances to deliver assaults. Their fast striking speed allows them to more easily combo physical moves.

Mudkip (Water): Being a wet and slimy Pokémon, attacks involving grabs or holds are difficult to execute. They may also use its fin to detect things happening in the arena, allowing a better idea of where foes are even when disguised. Though not truly a Ground-type, Mudkip have more Ground energy and are considered familiar with the type. Their mud based attacks are slightly more effective than normal. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Marshtomp (Water/Ground): Being a wet and slimy Pokémon, attacks involving grabs or holds are difficult to execute and prevents them from being affected by Electric attacks when wet. They may also use their fin to detect things happening in the arena, allowing a better idea of where foes are even when disguised. Their mud based attacks are more effective than normal. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Swampert (Water/Ground): Being a wet and slimy Pokémon, attacks involving grabs or holds are difficult to execute and prevents them from being affected by Electric attacks when wet. They may also use their fins to detect things happening in the arena, allowing a better idea of where foes are even when disguised. Their mud based attacks are more effective than normal. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health. In its Mega Forme, Swampert has turned into a very powerful, muscular brawler. Its increased upper body strength allows fro more powerful grapples and punches, increasing the power of melee moves by x1.2. They have also become extremely powerful swimmers, able to outspeed and outmaneuver the average bipedal swimmer in the water.

Poochyena (Dark): Poochyena have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. They also have excellent smell and are able to track their opponent and see which one is the real Double Team clone. They are very agile and adept at dodging and are particularly good at escaping from tight corners. They are quite good diggers and swimmers and deal 1.1x damage with their biting attacks. Their Howl attack is more potent than normal.

Mightyena (Dark): Mightyena's fear attacks are more effective than those of other Pokémon. Mightyena have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. They also have excellent smell and are able to track their opponent and see which one is the real Double Team clone. They are quite good diggers and swimmers and deal 1.2x damage with their biting attacks. Their Howl attack is more potent than normal.

Zigzagoon (Normal): Zigzagoon aren't terribly fast, but they are very agile. When they run, they typically zigzag, lending them their name, and as such, can turn very easily and quickly. Their hearing is more sensitive than normal at the expense of being more vulnerable to sound-based status moves and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. They are also skilled at digging.

Linoone (Normal): Linoone are faster then average, and are a bit quicker on the move and when attacking, however, they are not especially agile, and do not handle turning very well. Due to their incredible speed, their tackling and ramming attacks deal x1.2 more damage than normal. They are able to bend their bodies adequately to avoid attacks or get into areas that other Pokémon cannot. Their hearing is more sensitive than normal at the expense of being more vulnerable to sound-based status moves and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. They are also skilled at digging.

Beautifly (Bug/Flying): Beautifly are rather aggressive, making them more vulnerable to rage-inducing moves, but they will have a greater attack boost as a result. Draining attacks used by Beautifly drain faster and are more potent than those used by other Pokémon if they are administered via their proboscis. Their Silver Wind attack is more potent, offering them the boost slightly more often. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Dustox (Bug/Poison): The scales of Dustox' wings are littered with toxic powders. As a result, any Pokemon which comes within a reasonable distance of Dustox will be inflicted with Poison should they breathe these powders in. They are familiar with the Psychic type. Being nocturnal, they fight more enthusiastically at night. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Gardevoir (Psychic): Gardevoir's empathic abilities make them very in touch with them opponent. Attacks that deal with the opponents mental state are more effective. They also have a very good sense of balance and are hard to knock down. Teleporting also requires slightly less energy. In its Mega Forme, its empathic abilities are enhanced to the extent that it is largely impossible to fool through deceptive tactics such as Fake Tears and Feint Attack. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Fairy energy, causing them to become Fairy typed.

Gallade (Psychic/Fighting): Gallade are able to extend their arms and elbows. Their arms are also very sharp, and cutting attacks do slightly more damage. Their empathic abilities make it very in touch with its opponent. Attacks that deal with the opponents mental state are more effective. They also has a very good sense of balance and is hard to knock down. Teleporting also requires slightly less energy. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy. In its Mega Form, Gallade becomes a dashing knight, sworn to defend its trainer. Its slashing moves become x1.2 more powerful. Due to its heightened concentration, it is far less vulnerable to mind-altering moves and cannot be flinched.

Masquerain (Bug/Flying): The eye-like symbols on Masquerain's wings have an intimidating effect. A Masquerain's Scary Face is much more effective early in the match and on its first use, but subsequent uses will be less effective. Masquerain are familiar with the Water-type.

Breloom (Grass/Fighting): Breloom's arms are extremely stretchy, allowing them to hit their foe from a distance with punches. Their punches are also incredibly quick, and will deal x1.2 extra damage. Breloom's spores and powders are somewhat more effective and spread in denser clouds than usual. They are resistant to being afflicted with status moves.

Slaking (Normal): Slaking are quite lazy and unmotivated. They are unlikely to react to attacks unless directly ordered to do so. In a dire situation where it seems unlikely Slaking can win, they might lose motivation and do what it wants. Slaking are very strong, however, and store up energy. Physical attacks deal slightly more damage in any round immediately after a round in which they used less than a decent amount of energy. When using Slack Off and Rest, they gain more energy than usual. They are excellent climbers. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.

Ninjask (Bug/Flying): Ninjask are exceptionally fast Pokémon, able to outspeed practically everything. They have the most effective Double Team of any Pokemon, and their sound based attacks will be slightly more potent.

Shedinja (Bug/Ghost): Shedinja are largely solid, but can achieve ethereal for short periods of time. They levitate by default. Unlike the games, Shedinja are not immune to all neutral and resisted attacks. They count as being doubly resistant to all non super effective attacks in the same way that a Dragonite type resists Grass type moves. Super effective moves affect them as normal. Shedinja have 3/4 of the health that a normal Pokémon has. They are immune to Poison.

Whismur (Normal): Whismur have sensitive hearing but are unaffected by sound-based status techniques like Supersonic. They still take damage from such moves where applicable. Their sound moves are slightly more potent, and can be used at standard potency even when spread. They can see in the dark.

Loudred (Normal): Loudred have sensitive hearing but are unaffected by sound-based status techniques like Supersonic. They still take damage from such moves where applicable. Their sound moves are slightly more potent, and can be used at standard potency even when spread. They can see in the dark.

Exploud (Normal): Exploud have sensitive hearing but are unaffected by sound-based status techniques like Supersonic. They still take damage from such moves where applicable. Their sound moves are significantly more potent, and can be used at standard potency even when spread. They can see in the dark. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.

Makuhita (Fighting): Makuhita are slow and lack agility but are sturdy and difficult to knock over. Makuhita have powerful hands and any attacks performed by use of their hands (Arm Thrust, Knock Off, possibly Rock Slide) do 1.1x more damage. This does not apply to fist attacks, such as Mega Punch or Dynamic Punch. Thanks to the thick layer of fat in their skin, Makuhita take 10% less damage from Ice and Fire-type attacks and are resistant to extreme temperatures. They can see in the dark.

Hariyama (Fighting): Hariyama are slow and lack agility but are sturdy and difficult to knock over. Hariyama have large, powerful hands and any attacks performed by use of their hands (Arm Thrust, Knock Off, possibly Rock Slide) do 1.2x more damage. This does not apply to fist attacks, such as Mega Punch or Dynamic Punch. Thanks to the thick layer of fat in their skin, Hariyama take 20% less damage from Ice and Fire-type attacks and are resistant to extreme temperatures. They can see in the dark.

Probopass (Rock/Steel): Probopass levitate by default. Moving by electro magnetic propulsion, they are not as fast as other levitating Pokémon, but are much more agile. The mini-noses can be controlled freely, allowing Probopass to use punching attacks from a reasonable distance. Their nose acts as a magnetic compass and can track the general direction of a Pokémon by homing in on the electric currents in their body, aiding them in situations where they cannot see the Pokémon in question. This allows them to more easily locate foes and discover the real Pokémon in a Double Team set. This of course works most effectively against Electric-types. Probopass can see in the dark and are familiar with the Electric type. They are inorganic.

Sableye (Dark/Ghost): While Sableye are usually solid, they can go invisible for a short amount of time, though the glint of their eyes remains visible to a keen eye. Sabelye can also go ethereal for a few seconds to lessen damage from physical attacks. They cannot levitate at all but are excellent climbers, possessing dexterous limbs and a strong grip. Due to Ghost not providing immunity, they are considered weak to the Fighting type. Due to their keen eyesight, Sableye's accuracy cannot be lowered. They cannot be poisoned. In its Mega Form, Sableye dons a giant red ruby, using it to block attacks. The gem is rather large and heavy, and can be used to defend against attacks. Using a move, it use it to absorb energy from an attack, but due to its connection to the gem, it still takes 50% damage. It also has reflective properties, reflecting light from light-based attacks.

Aggron (Steel/Rock): Aggron can see in the dark. Due to their exceptional hardness, they will not take recoil damage from attacks they use and are highly resistant to physical moves, taking only 80% damage. In its Mega Forme Aggron's body hardens ito a carapace of high strength metal, becoming a pure Steel type. It is fairly resistant to physical strikes, and only powerful physical attacks will deal noticeable damage to them. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy in this forme.

Plusle (Electric): Plusle and Minun share a symbiotic relationship when fighting together. They fight much more enthusiastically and effectively when together. Their Helping Hand attack and all switching moves are faster and more effective than normal. Plusle and Minun are also natural cheerleaders, causing any allied Pokémon to fight enthusiastically no matter the situation as long as they are on the field. Plusle has slightly greater offences than Minun.

Minun (Electric): Plusle and Minun share a symbiotic relationship when fighting together. They fight much more enthusiastically and effectively when together. Their Helping Hand attack and all switching moves are faster and more effective than normal. Plusle and Minun are also natural cheerleaders, causing any allied Pokémon to fight enthusiastically no matter the situation as long as they are on the field. Minun has slightly greater defences than Plusle.

Budew (Grass/Poison): As a rose bud, Budew emanate a soothing scent constantly that acts much the same way as Sweet Scent. Its effects are more potent in close quarters, but quickly lose strength and are less powerful than other members of their line. Inorganic Pokémon and members of the Budew line are unaffected but Pokémon with sensitive smell will be more heavily affected. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

Roselia (Grass/Poison): As a rose plant, Roselia emanate a soothing scent constantly that acts much the same way as Sweet Scent. Its effects are more potent in close quarters, but quickly lose strength. Inorganic Pokémon and members of the Budew line are unaffected but Pokémon with sensitive smell will be more heavily affected. Their Petal Blizzard attack is slightly more forceful, able to break through resistance with greater ease, but will deal no extra damage.

Roserade (Grass/Poison): As a rose plant, Roserade emanates a soothing scent constantly that acts much the same way as Sweet Scent. Their effects are more potent in close quarters, but quickly lose strength. Inorganic Pokémon and members of the Budew line are unaffected but Pokémon with sensitive smell will be more heavily affected. Roserade's special attacks deal slightly more damage than normal for no additional energy. Their Petal Blizzard attack is significantly more forceful, able to break through resistance with greater ease, but will deal no extra damage.

Spoink (Psychic): Spoink are constantly bouncing on their springy tails and are therefore excellent at using Bounce. They will use the attack much quicker then normal and can Bounce much higher then normal. They are also very agile. Spoink's pearl boosts their Psychic abilities and allows them much greater proficiency with telekinesis as well as a slightly higher offensive power with Psychic moves. However, they will be weakened when away from it, but due to their reliance on their pearl, they are very difficult to separate from it.

Gulpin (Poison): Gulpin are stretchy and elastic, allowing them to easily change shape and size. They can inflate to raise their defense. They can swallow almost anything and can do so as a move, while their Stockpiled energy grows at a quicker rate than normal.

Swalot (Poison): Swalot are stretchy and elastic, allowing them to easily change shape and size. They can inflate to raise their defense. They can swallow almost anything and can do so as a move, while their Stockpiled energy grows at a quicker rate than normal.

Altaria (Dragon/Flying): Altaria's song-based attacks are slightly more effective than normal. On a cloudy day, Altaria can be sightly difficult to see in the air. They are strong fliers and surprisingly fast. In its Mega Forme, Altaria becomes a beautiful fairy, now Dragon/Fairy type. Despite losing its Flying type, they are still strong fliers, but may now also float in addition to their flight capabilities, able to both levitate and fly. The large fluffy clouds surrounding its body give it a slight boost to its defenses. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Fairy energy, causing them to become Fairy typed.

Lileep (Rock/Grass): Lileep can stick to the ground to absorb nutrients. Lifting or trying to move this Pokémon will count as it having double weight. Lileep's Ingrain is more effective than normal. While they are capable of movement when not rooted down, they are quite slow, as they must hop around to get around. As a sea lily, their natural habitat is the ocean, allowing them to stay underwater indefinitely. They also take slightly less damage from Water-type attacks. They are capable of seeing in the dark. Being fossils, their Ancient Power attack will boost slightly more often.

Cradily (Rock/Grass): Cradily can stick to the ground to absorb nutrients. Lifting or trying to move this Pokémon will count as it having double weight. Cradily's Ingrain is more effective than normal. While they are capable of movement when not rooted down, they are quite slow, as they must hop around to get around. As a sea lily, their natural habitat is the ocean, allowing them to stay underwater indefinitely. They also take slightly less damage from Water-type attacks. They are capable of seeing in the dark. Being fossils, their Ancient Power attack will boost slightly more often.

Anorith (Rock/Bug): Anorith are adept swimmers. Despite their weakness to water, they can swim without taking damage. As deep sea Pokémon, they can hold their breath for a long time, about as long as the average Water-type. Though still weak to Water attacks, they are somewhat less vulnerable than other Rock-types and take somewhat less damage. Being fossils, their Ancient Power attack will boost slightly more often.

Armaldo (Rock/Bug): Armaldo are adequate swimmers, though not as maneuverable as Anorith. They have no problem with watery environments. As a deep sea Pokémon, they can hold their breath for a long time, about as long as the average Water-type. Though still weak to Water attacks, they are somewhat less vulnerable than other Rock-types and take somewhat less damage. Their claw based moves deal 1.2x damage. Being fossils, their Ancient Power attack will boost slightly more often.

Kecleon (Normal): Kecleon can disguise themselves like a chameleon quickly and without using energy, at the cost of a move. However, their stripe remains visible, so they can still be tracked, although it is much harder. Attacks based upon trickery are slightly more effective when used by Kecleon. Their tongue can be used to attack with physical moves quickly from a reasonable distance.

Shuppet (Ghost): Shuppet are nearly always solid, but can become ethereal or invisible for short periods of time. They levitate by default. Their Curse attack only cuts a quarter of their health as opposed to half, but the target will take the damage it would have taken if Shuppet had sacrificed half of their health. Shuppet's Curse does not fade away at all if Shuppet is KOed or far from their target. They resist moves which induce sleep and will wake up faster than usual when put to sleep against their will. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds. They are immune to Poison.

Banette (Ghost): Banette are nearly always solid, but can become ethereal or invisible for short periods of time. They levitate by default. Their Curse attack only cuts a quarter of their health as opposed to half, but the target will take the damage it would have taken if Banette had sacrificed half of their health. Banette's Curse does not fade away at all if Banette is KOed or far from its target. They resist moves which induce sleep and will wake up faster than usual when put to sleep against their will. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds. They are immune to Poison. In its Mega Forme, Banette transforms into a spiteful trickster spirit, capable of manipulating its foe without them even noticing. Any non-offensive move executed by Banette will be more potent, but this will not have an effect on Curse.

Duskull (Ghost): Though they can become solid or invisible, Duskull are nearly always ethereal. They levitate by default but have a lower flight ceiling than most levitating Pokémon. Though rather slow, they make up for this with a fantastic ability to hide, able to reside in walls and other solid objects for a little longer than other ghosts and able to pass through thicker walls. Their defense and special defense are slightly higher than those of other Ghosts. They can be poisoned.

Dusclops (Ghost): Dusclops are relatively solid and prefer that state, but can go ethereal or invisible with little problem. Though they typically stay on the ground, they are able to levitate, but are not particularly fast or agile and possess a low flight ceiling. Their defense and special defense are slightly higher than those of other Ghosts. They can be poisoned.

Dusknoir (Ghost): Dusknoir are relatively solid and prefer that state, but can go ethereal or invisible with little problem. Unlike Duskull and Dusclops, they can levitate with decent speed and agility. Their defense and special defense are slightly higher than those of other Ghosts. They can be poisoned.

Absol (Dark): Due to their ability to predict disasters, Absol have a faster reaction time to large-scale attacks such as Earthquake and Blast Burn. This does not guarantee escape but increases the odds of dodging. Absol are considered symbols of woe amongst Pokémon and people, particularly when seen at night, so they may make opponents feel uneasy. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy. In its Mega Forme Absol's reaction time increases greatly, allowing it to more easily evade attacks, especially those that are high powered or particularly threatening or dangerous. The horn atop their head also becomes more defined, giving them a slight boost to attacks using it.

Glalie (Ice): Glalie levitate by default. Their appearance makes them intimidating and their fear based attacks are more effective than normal. They can see in the dark. Due to their massive jaw, biting attacks are 1.2x more powerful than normal. They are adept at hiding in blizzards and can see through them easily. If there is ice or snow in the arena, Glalie may eat the ice or snow using a move, restoring good health and energy once a battle. If the snow is tainted or poisoned, it will harm them instead. Their icy bodies are extremely cold. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind. In its Mega Forme, it surges with icy energies, which actively sap the heat from the air. When using biting moves, it will chill the foe, chilling them as if they were hit with Glaciate. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Ice energy, causing them to become Ice typed.

Froslass (Ice/Ghost): Froslass are primarily solid, though they can go ethereal or invisible for decent periods of time. Froslass's invisibility is imperfect, always leaving an icy glimmer behind, but it allows them to still hide in dark areas and ice, snow and other white or lightly colored areas. They are adept at hiding in blizzards and can see through them easily. They can also levitate. Their Double Team functions better in Hail and will not be revealed by the hailstones passing through them. They can be poisoned.

Relicanth (Water/Rock): Though far more at home in the water, Relicanth's lobed fins allow it to stand on land and even move, though slowly, as if they were legs. They can see in the dark. They fight more enthusiastically when submerged and in a sizable body of water. They are generally slow swimmers, but can move quickly in short bursts for ramming attacks, giving them a small boost. Their rocky heads give them an immunity to recoil from their attacks.

Salamence (Dragon/Flying): Though large and slow on land, Salamence are very fast in the air and prefer to fly rather than walk using their large wings. They are very intimidating Pokémon and their fear based attacks are more effective. Salamence can see in the dark. In its Mega Forme, Salamence becomes an extremely powerful flier, able to reach extremely high speeds. Its body is highly streamlined, allowing it to reach high speeds with little effort. Its wings have a blade-like property, making its wing moves x1.2 more effective. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Flying energy, causing them to become Flying typed.

Beldum (Steel/Psychic): Beldum levitate by default but have a lower flight ceiling than most Pokémon and are not particularly agile. They are inorganic. Their tackling attacks are slightly more powerful.

Sinnoh

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Turtwig (Grass): Turtwig are vulnerable if knocked on their backs as they have a hard time getting up. However, in exchange, attacks on their shell do slightly less damage. Despite being turtles, Turtwig are actually quite fast and have a strong jaw that can be difficult to prise off. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Grotle (Grass): Grotle are vulnerable if knocked on their backs as they have a hard time getting up. However, in exchange, attacks on their shell do slightly less damage. They are quite slow and ungainly are familiar with the Ground type. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Torterra (Grass/Ground): Due to the tree growing out of them, Torterra are impossible to knock completely on their back. They are also able to blend into their surroundings on certain terrain, making them difficult to spot in forest areas. They are slow and ungainly. They are experts at manipulating natural surroundings and attacks like Earthquake and Frenzy Plant will take a little less energy to use. Attacks on their shell do slightly less damage. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Chimchar (Fire): Chimchar have flames on their back. These only go out when sleeping and can be used for illumination and to burn the foe if there is prolonged contact. They will increase and decrease in size depending on the intensity of the battle, with the flames growing as the situation goes dire. Chimchar are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Monferno (Fire/Fighting): Monferno have flames on their tail. These only go out when sleeping and can be used for illumination and to burn the foe if there is prolonged contact. When threatened, Monferno increase the size of their flame to appear larger than they really are in order to intimidate their opponent. If a Pokémon would reasonably be afraid of Monferno, said Pokémon will be slightly less effective in battle. Monferno are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Infernape (Fire/Fighting): Infernape have flames on their head. These only go out when sleeping and can be used for illumination and to burn the foe if there is prolonged contact. They will increase and decrease in size depending on how intense the battle is, with a larger plume as the situation goes dire. Infernape are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Piplup (Water): Piplup are very proud Pokémon and will not be discouraged easily. If their attack fails, they will become more energetic and have a 10% chance of getting a slight boost to both attack and special attack. They have a fine layer of down that allows them to swim in cold water comfortably and endure freezing temperatures. They are also familiar with the Flying type. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Prinplup (Water): Prinplup are very proud Pokémon and will not be discouraged easily. If their attack fails, they will become more energetic and have a 10% chance of getting a slight boost to both attack and special attack. They have a fine layer of down that allows them to swim in cold water comfortably and endure freezing temperatures. They are also familiar with the Flying type. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Empoleon (Water/Steel): Empoleon are very proud Pokémon and will not be discouraged easily. If their attack fails, they will become more energetic and have a 10% chance of getting a slight boost to both attack and special attack. They have a fine layer of down that allows them to swim in cold water comfortably and endure freezing temperatures and have sharp edges to their wings granting a slight boost to slashing attacks. They are also familiar with the Flying type. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Staraptor (Normal/Flying): Staraptor are very intimidating Pokémon. Their intimidation attacks are more effective than normal. They are more effective in numbers. When battling alongside another Flying Pokémon, they gain a boost in confidence that gives them a boost in attack. They have exceptional eyesight and enhanced accuracy which is very difficult to lower. They are adept at remaining aloft while performing complicated attacks and movements and so are able to use Close Combat with great ease and without lowering their defences.

Kricketot (Bug): Kricketot can produce sounds and patterns that only those of the species can understand in order to communicate. Their sound based attacks are more potent and have greater range, retaining full power even when spread. They are very agile and adept at dodging and are particularly good at escaping from tight corners. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Kricketune (Bug): Kricketune can produce sounds and patterns that only those of their species can understand in order to communicate. Kricketune's sound based attacks are more potent and have greater range, retaining full power even when spread. They are very agile and adept at dodging and are particularly good at escaping from tight corners. Their slashing attacks are 1.2x more powerful than usual. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Cranidos (Rock): Cranidos' extremely hard and somewhat pointed skull gives them a 1.1x boost in head-based attacks. However, Cranidos are neither fast nor agile. Being fossils, their Ancient Power attack will boost slightly more often.

Rampardos (Rock): Rampardos' extremely hard and somewhat pointed skull gives them a 1.2x boost in head-based attacks. However, Rampardos are not very agile. Being fossils, their Ancient Power attack will boost slightly more often.

Shieldon (Rock/Steel): Shieldon's face plates are thick and extremely sturdy. Physical hits done to them will deal only 80% damage. Being fossils, their Ancient Power attack will boost slightly more often.

Bastiodon (Rock/Steel): Bastiodon's face plates are thick and extremely sturdy. Physical hits done to them will deal only 80% damage. Being fossils, their Ancient Power attack will boost slightly more often.

Mothim (Bug/Flying): Mothim have a heightened sense of smell which allows them to track opponents and tell the real clone in a Double Team. Mothim fights more enthusiastically at night. They are adept at concealing themselves in dark environments and are very quiet fliers, making them difficult to track. Mothim's Camouflage is much more effective, allowing it to hide in pretty much any forested environment. Their powerful wings also lend them a 10% boost to Wind moves.

Combee (Bug/Flying): Only female Combee can evolve. They have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Multiple Beedrill, Combee and Vespiquen on the same side share a hive mind, meaning that one cannot be surprised unless they all are and one cannot be affected mentally unless they all are. Their attacks also become more coordinated, making it harder for the foe to dodge combination attacks.

Vespiquen (Bug/Flying): Vespiquen are capable of controlling Combee in the area. They can use their "Order" attacks with nearby Combee, requiring much less energy to do so. They have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team and have slightly higher Defense and Special Defense compared to most Bug-types. Vespiquen are intimidating Pokémon, particularly in numbers. Multiple Beedrill, Combee and Vespiquen on the same side share a hive mind, meaning that one cannot be surprised unless they all are and one cannot be affected mentally unless they all are. Their attacks also become more coordinated, making it harder for the foe to dodge combination attacks.

Drifloon (Ghost/Flying): Drifloon can inflate themselves to either provide a slight defense against physical attacks or for propulsion. Drifloon are almost always solid, but able to turn ethereal for short periods of time. They are very nimble in the air but light much like Hoppip and can be blown about easily by winds, but in ethereal, they are not influenced by winds or other similar forces. They cannot be poisoned.

Drifblim (Ghost/Flying): Drifblim can inflate themselves to either provide a slight defense against physical attacks or for propulsion. Drifblim are almost always solid, but able to turn ethereal for short periods of time. They are very nimble in the air but light much like Hoppip and can be blown about easily by winds, but in ethereal, they are not influenced by winds or other similar forces. They cannot be poisoned.

Bronzor (Steel/Psychic): Brnzor levitate by default and are inorganic. They take 10% less damage from Fire moves than other Steel-types.

Bronzong (Steel/Psychic): Bronzong may levitate a short distance above the ground, though they move rather slowly, and are inorganic. They take 20% less damage from Fire moves than other Steel-types.

Spiritomb (Ghost/Dark): Spiritomb can never become completely solid and their body are always ethereal. Despite being locked out of the physical state, they take only 10% extra damage from special moves instead of the usual amounts. The keystone which they are bound to is always solid, and they can use this defensively to guard against special moves, taking standard damage when they strike their keystone. As a move, Spiritomb may retreat into their keystone for defense or to hide, taking only 50% damage from all attacks when hiding like this. When KO'd or asleep, Spiritomb will go into their Keystone automatically. Spiritomb are still able to pass through walls, but cannot extend their body more than 5 feet away from the Keystone and, due to the stone's pull, can only pass through walls for a limited amount of time. They can levitate. Despite being weighed down by the Keystone, they are actually very nimble and fast in the air, but will expend minor energy per round energy to maintain levitation. Spiritomb are resistant to Curses and cannot be poisoned.

Lucario (Fighting/Steel): Lucario are very sensitive the aura of Pokémon. Using a move, Lucario can close their eyes and sense the location of a Pokémon. This can be sustained indefinitely as long as Lucario's eyes are closed. In its Mega Forme, their aura-based capabilities become extremely potent, giving it full aura-vision, allowing it to see and track a foe anywhere and in any state, seeing through illusions or invisibility. This does not require a move to activate. They also become a much more adept physical fighter, able to attack with more speed and combo attacks more successfully.

Croagunk (Poison/Fighting): Croagunk have sacs in their mouths that store toxins. Utilizing these stored poisons, Poison attacks from the mouth take slightly less energy. Being frogs, their powerful legs allow them to move quicker than most Pokemon in shorts bursts.

Toxicroak (Poison/Fighting): Toxicroak have sacs in their mouths that store toxins. Being frogs, their powerful legs allow them to move quicker than most Pokemon in shorts bursts. Utilizing these stored poisons, Poison attacks from the mouth take slightly less energy. The claws on its hands secrete poison, and attacks using hands have an additional 10% chance of poisoning. In addition, they are constantly covered in poisonous fluid, and prolonged contact can leave the foe poisoned.

Rotom (Electric/Ghost): Rotom are considered permanently in 'plasma' state, which counts as the ethereal state, and cannot achieve the solid, ethereal or invisible states. However, they can pass through walls in this 'plasma' state and are able to occupy objects for a much longer time than other Ghosts. While occupying an object on the battlefield, they will take full damage from attacks if that object is hit with attacks. Despite these abilities, Rotom cannot stay in walls, floors, or other significant surfaces for any longer than the typical ghost. Despite being locked out of the physical state, they take only 10% extra damage from special moves. Rotom are very fast and able to turn corners sharply and instantly. Rotom levitate by default in their natural forme. Rotom may change 'formes' and bond itself more permanently with an object, thus changing its moves, abilities, typing and appearance (see Ghost Information for more details). Regardless of forme, Rotom are inorganic and fight most enthusiastically in urban environments.

Rotom [Cut Forme] (Electric/Grass): In this Forme, Rotom has possessed a lawnmower, having bonded with its electric motor. This Forme is just slightly slower than Fan Rotom, but can equal or overcome its speeds on the ground. While it can levitate, it prefers to travel along the ground, where it can use its wheels to build high speeds. Like the Fan Forme, it has a wide turning radius, even at low speeds, but it can accelerate to high speeds in a very short time. When levitating, it is unable to build or maintain this speed and cannot levitate higher than five feet. In this Forme, it charges its attacks from the hopper in the back, releasing them from its toothy mouth. This allows it to generate energy attacks from a protected point, but will leave it vulnerable for a short time when firing the attack. Attacks that hit the inner portion of the appliance will deal slightly more damage than normal. In this Forme alone, Rotom is capable of using Leaf Storm. Regardless of Forme, Rotom are inorganic and fight most enthusiastically in urban environments. They are familiar with the Ghost type.

Rotom [Fan Forme] (Electric/Flying): In this Forme, Rotom has possessed an electric table fan, having bonded with its electric motor. This Forme is only slightly larger than Heat Rotom, and is the fastest, rivaling the unbonded Rotom in speed. Its levitation is more akin to flight, using a combination of its natural levitation and propulsion generated by its fan to move very fast through the air with a high flight ceiling of nearly twenty feet. However, due to the limited turning ability of the fan, it is unable to turn sharply at even moderate speeds. While unlike its other Formes, it has no protected charging site, it is able to charge in front of its fan and use a burst of air to propel the attack forward. This gives it a higher speed, making it more difficult to evade and easier to surprise with. In this Forme alone, Rotom is capable of using Air Slash. Regardless of Forme, Rotom are inorganic and fight most enthusiastically in urban environments. They are familiar with the Ghost type.

Rotom [Frost Forme] (Electric/Ice): In this Forme, Rotom has possessed a refrigerator, having bonded with its electric motor. This is the largest Forme, being fairly bulky. While it can levitate, it has a low flight ceiling of only two feet and moves primarily through erratic hopping and short bursts. This Forme is neither fast nor agile, but its large and well-insulated frame give it a slight resistance against all attacks. In this Forme, Rotom fires its attacks from behind the refrigerator doors. This allows it to generate energy attacks from a protected point, but will leave it vulnerable for a short time when firing the attack. Attacks that hit the inner portion of the appliance will deal slightly more damage than normal. In this Forme alone, Rotom is capable of using Blizzard. Regardless of Forme, Rotom are inorganic and fight most enthusiastically in urban environments. They are familiar with the Ghost type.

Rotom [Heat Forme] (Electric/Fire): In this Forme, Rotom has possessed an electric oven, having bonded with its electric motor. This is the smallest of all the formes, and is somewhat slower than the Fan Forme and Cut Forme and the most agile, only somewhat slower and less agile than the untransformed Rotom. Its tendrils are shaped like mitts and are semi-solid, which give it a limited ability to manipulate objects but it has a poor grasping ability. The oven door is its primary energy release point where it unleashes its attacks. This allows it to generate energy attacks from a protected point, but will leave it vulnerable for a short time when firing the attack. Attacks that hit the inner portion of the appliance will deal slightly more damage than normal. In this Forme alone, Rotom is capable of using Overheat. Regardless of Forme, Rotom are inorganic and fight most enthusiastically in urban environments. They are familiar with the Ghost type.

Rotom [Wash Forme] (Electric/Water): In this Forme, Rotom has possessed a washing machine, having bonded with its electric motor. This is the second largest Forme, being rather bulky. While it can levitate, it has a low flight ceiling of only three feet and moves primarily through erratic hopping and short bursts. While fairly slow, it is relatively agile, allowing it to make short, quick evasive movements. In this Forme, Rotom has two firing points. The first and primary is the pipe at its side, from which it fires its Hydro Pump. Attacks fired from the pipe allow for faster firing and better aim. The second is from its door. This allows it to generate energy attacks from a protected point, but will leave it vulnerable for a short time when firing the attack. Attacks that hit the inner portion of the appliance will deal slightly more damage than normal. In this Forme alone, Rotom is capable of using Hydro Pump. Regardless of Forme, Rotom are inorganic and fight most enthusiastically in urban environments. They are familiar with the Ghost type.

Unova

Spoiler: show
Snivy (Grass): Snivy, as a young snake, are fairly swift and agile Pokémon and the most agile of their line. Their body and coloring allow them to easily hide amongst trees and grass and their Leaf Tornado attack is faster and more disorientating to its targets. They have two vines that stem from their neck. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Servine (Grass): Servine, as a young snake, are fairly swift and agile Pokémon. Their body and coloring allow them to easily hide amongst trees and grass and their Leaf Tornado attack is faster and more disorientating to its targets. They have two vines that stem from their neck. Since their hands are much less prehensile than their preevolution’s, they utilize the vine-like extensions around their neck to manipulate items and foes, which can extend and retract to attack or grasp. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Serperior (Grass): Serperior are very royal and intimidating Pokémon and are difficult to discourage or scare. If their stats would normally be lowered for any reason, they experience only half the drop. Their long, sinuous bodies, while not allowing for the speed and agility of their lower forms, allow them to bind foes with ease. Their body and coloring allow them to easily hide amongst trees and grass and their Leaf Tornado attack is faster and more disorientating to its targets. Like Servine, the two vines near their neck can be used for attack or manipulation of objects. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Tepig (Fire): Tepig have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. They can release a large amount of smoke or smog from their nose in a short time to hide almost in an instant. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Pignite (Fire/Fighting): Pignite are somewhat temperamental Pokémon and are somewhat easily angered. Attacks fueled by anger are more effective against Pignite. Pignite have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. They can release a large amount of smoke or smog from their nose in a short time to hide almost in an instant. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Emboar (Fire/Fighting): Emboar immense flowing ‘beards’ made of flames. These can be used for illumination and to burn the foe if there is prolonged contact.They can release a large amount of smoke or smog from their nose in a short time to hide almost in an instant. Emboar have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Attacks like Body Slam and Heat Crash are slightly more effective when used by Emboar. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Oshawott (Water): Oshawott constantly wield a shell which they use as a weapon, performing slashing attacks with it, and their Razor Shell attack is 1.1x more powerful than usual. The shell is fairly solid and can be used to defend against many physical attacks or to counter some attacks. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Dewott (Water): Dewott wield two sharp shells, much like their preevolution, generally only wielding one at a time Oshawott constantly wield a shell which they use as a weapon, performing slashing attacks with it, and their Razor Shell attack is 1.1x more powerful than usual. The shells are fairly solid and can be used to defend against many physical attacks or to counter some attacks. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Samurott (Water): Samurott are extremely adept with the many sharp shell blades they wield on their body, able to use their long horn, tail and two sword shaped shell plates on their forefeet to attack. Due to their more developed armor and weapons, they takes slightly less damage from attacks that strike their shells and will deal x1.2 damage with slashing and piercing attacks. Despite typically standing on all fours, they can easily fight on two legs, especially when wielding their swords. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Pansage (Grass): As monkeys, Pansage are quite nimble and deft, able to navigate trees and branches with ease. The foliage on Pansage’s head, though somewhat bitter, is invigorating. Once a battle, Pansage can eat it or offer it to an ally, restoring a good amount of energy and refreshing them, causing them to feel less tired. They have two vines hidden in their head foilage that they can extend to use to manipulate objects and Pokémon and attack. Despite not being starter Pokémon, their Grass-type attacks are slightly more powerful when they go below 1/3 health.

Simisage (Grass): As monkeys, Simisage are quite nimble and deft, able to navigate trees and branches with ease. The foliage on Simisage’s head, though somewhat bitter, is invigorating. Once a battle, Simisage can eat it or offer it to an ally, restoring a good amount of energy and refreshing them, causing them to feel less tired. Simisage are also somewhat temperamental and can be somewhat easily provoked. They have two vines hidden in their head foilage that they can extend to use to manipulate objects and Pokémon and attack. Despite not being starter Pokémon, their Grass-type attacks are slightly more powerful when they go below 1/3 health.

Pansear (Fire): As monkeys, Pansear are quite nimble and deft, able to navigate trees and branches with ease. The heat generated in Pansear’s body is often released through their head, and if worked up, angered or otherwise excited, attacks that utilize the head will deal more damage and have a slight additional chance of a burn. Despite not being starter Pokémon, their Fire-type attacks are slightly more powerful when they go below 1/3 health.

Simisear (Fire): As monkeys, Simisear are quite nimble and deft, able to navigate trees and branches with ease. The heat generated in Simisear’s body is often released through their head and tail, and if worked up, angered or otherwise excited, attacks that utilize the head or tail will deal more damage and have a slight additional chance of a burn. Despite not being starter Pokémon, their Fire-type attacks are slightly more powerful when they go below 1/3 health.

Panpour (Water): As monkeys, Panpour are quite nimble and deft, able to navigate trees and branches with ease. Although able to release water through their mouth, Water attacks can also be used through their tail, allowing for better accuracy and a wider range of fire. If in or near a source of water, their tail can be used to siphon extra water to slightly reduce the energy use for Water attacks fired from the mouth. Despite not being starter Pokémon, their Water-type attacks are slightly more powerful when they go below 1/3 health.

Simipour (Water): As monkeys, Simipour are quite nimble and deft, able to navigate trees and branches with ease. Although able to release water through their mouth, Water attacks can also be used through their tail, allowing for better accuracy and a wider range of fire. If in or near a source of water, their tail can be used to siphon extra water to slightly reduce the energy use for Water attacks fired from the mouth. Despite not being starter Pokémon, their Water-type attacks are slightly more powerful when they go below 1/3 health.

Sewaddle (Bug/Grass): Sewaddle are dressed in a wrapping of leaves, allowing them to more easily hide amongst trees and bushes than other Grass-types. If their clothing is shed willingly (using a move) or destroyed, they will automatically craft a new one out of nearby foliage. Shedding can remove externally applied statuses like burns, toxic sludge or spore attacks. Their silk makes their String Shot and similar attacks stronger than usual. Like a Spinarak, they can use this to pull themselves from place to place more quickly without it counting as a move. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Swadloon (Bug/Grass): Despite seeming fairly immobile, Swadloon can move with decent speed along the ground or by using String Shot for propulsion. The wrappings of leaves around them are somewhat reinforced and can be used for protection against the elements or attacks. They also can hide more effectively in leafy environments than other Grass-types. If their clothing is shed willingly (using a move) or destroyed, they will automatically craft a new one out of nearby foliage. Shedding can remove externally applied statuses like burns, toxic sludge or spore attacks. Their silk makes their String Shot and similar attacks stronger than usual. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Leavanny (Bug/Grass): Leavanny are dressed in a wrapping of leaves, allowing them to more easily hide amongst trees and bushes than other Grass-types. If their clothing is shed willingly (using a move) or destroyed, they will automatically craft a new one out of nearby foliage. Shedding can remove externally applied statuses like burns, toxic sludge or spore attacks. Their silk makes their String Shot and similar attacks stronger than usual. Like a Spinarak, they can use this to pull themselves from place to place more quickly without it counting as a move. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Cottonee (Grass/Fairy): Cottonee are very light and fluffy and has a body which allows them to be picked up by the wind, allowing them to ride wind currents. When attacked, they release a light puff of cotton, which may cause light symptoms similar to the effects of Cotton Spore. Their Cotton Spore and Cotton Guard attacks are slightly more effective than normal.

Whimsicott (Grass/Fairy): Whimsicott use their cottony head to ride whirlwinds and currents. Although, like Jumpluff, they cannot explicitly fly, they can generate winds or ride currents allowing them to float with some level of control. When attacked, they release a light puff of cotton, which may cause light symptoms similar to the effects of Cotton Spore. Natural pranksters, they use non damaging moves that target the foe faster than usual. Their Cotton Spore and Cotton Guard attacks are significantly more effective than normal.

Darmanitan (Fire): Darmanitan's eyebrows are actually two flickering flames that grow more intense the more excited they are. They can be used to burn the foe if there is prolonged contact and for illumination. Being particularly energetic and fuelled by internal fire, their Fire-type attacks are used more quickly than usual and they are resistant to cold temperatures and freezing. Their powerful forelimbs give a x1.2 boost to all attacks performed with them. When they reach half health, the trainer may order Darmatian to go into Zen Mode, in which they withdraw their hands and legs and extinguish their external fire. In Zen Mode, Darmanitan gain a secondary Psychic-type and all associated weaknesses and resistances. Though immobile, Darmatian levitate in this mode. They may also still use physical attacks, though they will be somewhat reduced in power. When entering Zen Mode, they cannot come out of it until they faint.

Yamask (Ghost): Yamask carry around a mask resembling a human face. The mask is solid, but the rest of Yamask's body is ethereal. Though the mask appears to be a part of them, Yamask are actually only carrying it and it can use it to block small attacks using a move. They can also use the mask defensively against special moves, taking standard damage when they hit the mask rather than their bodies. Yamask may drop their mask in battle, but do not like to travel far from it and will always check to make sure that it is there after using a move. Yamask cannot change their state because of their bond with their mask. They levitate by default. Despite being locked out of the physical state, they take only 10% extra damage from special moves. They cannot be poisoned.

Cofagrigus (Ghost): Cofagrigus are composed of minerals and gold in the shape of a coffin which they have possessed, residing within this solid form. Though unable to change forms like other ghosts due to being bound to the coffin, they can close themselves within the coffin, taking 50% damage from all attacks whilst in this state. Their four "hands" move wildly and erratically but have no real substance, staying in the ethereal state by default. They can make their arms solid for short periods of time. They levitate by default. They cannot be poisoned.

Tirtouga (Water/Rock): Tirtouga's shell is rock hard. Physical attacks targeted at it will be quite reduced in strength and super effective attacks against it deal slightly less damage. Though a fairly good swimmer, they have some trouble on land, only able to shuffle about with their flippers. Being fossils, their Ancient Power attack will boost slightly more often.

Carracosta (Water/Rock): Carracosta’s shell is rock hard. Physical attacks targeted at it will be quite reduced in strength and super effective attacks against it deal slightly less damage. Although much more mobile than their preevolution on land, they are still somewhat sluggish and are a little bit slow in the water as well. Being fossils, their Ancient Power attack will boost slightly more often.

Archen (Rock/Flying): Archen are mediocre flyers, though they are able to hop quite a distance and glide somewhat. They are adept climbers. Being fossils, their Ancient Power attack will boost slightly more often.

Archeops (Rock/Flying): Archeops are much closer to a raptor than a bird and, despite being perfectly decent fliers, prefer to run. Their speed on the ground is relatively impressive, though they are not terribly agile. They are adept climbers. Being fossils, their Ancient Power attack will boost slightly more often.

Ducklett (Water/Flying): Ducklett are only decent swimmers, able to stay underwater for a time but are not very mobile while underwater. Their physical defence is slightly higher than other bird Pokémon and cannot be lowered. They have exceptional eyesight and enhanced accuracy which is very difficult to lower. Owing to their reputation for being distance fliers, they tire slower than other Pokemon. In addition, their powerful wings give them a x1.1 boost to all moves involving them.

Swanna (Water/Flying): Swanna are only decent swimmers, able to stay underwater for a time but are not very mobile while underwater. Their physical defence is slightly higher than other bird Pokémon and cannot be lowered. They have exceptional eyesight and enhanced accuracy which is very difficult to lower. Owing to their reputation for being distance fliers, they tire slower than other Pokemon. In addition, their powerful wings give them a x1.2 boost to all moves involving them.

Vanilluxe (Ice): Vanilluxe can move quickly over the ground in short distances through slight levitation and bursts of mist, lacking in agility and possessing a lower flight ceiling when compared to other levitating Pokémon. The Vanillite line, being made primarily of Ice, can easily manipulate ice and water, able to produce mists and fogs with great ease and summon up water or ice based attacks faster than others. Their Hail attack is far more effective than normal, starting faster and dealing mild damage to any non Ice-types on the field for each round it is used. Their icy bodies are extremely cold. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind. Their Blizzard attack is more powerful than usual, and won't tire them as much to use.

Emolga (Electric/Flying): Emolga cannot actually 'fly', much like the Gligar family, instead gliding over the ground. They are adept climbers and very agile on the ground. While gliding, they gently discharge electricity, and any Pokemon coming into contact with them will suffer slight recoil. Due to their tendency to store excess electricity within their cheek pouches, their Charge attack is more potent than usual. Their hearing is more sensitive than normal at the expense of being more vulnerable to sound-based status moves and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team.

Karrablast (Bug): Karrablast can spit an acidic irritant to ward off foes. Moves using their horn deal 1.1x damage. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Escavalier (Bug/Steel): Escavalier are covered in a thick, steely armor developed from the shell of a Shelmet. This provides some level of defense against physical attacks. Escavalier can levitate and reach high speeds, but have trouble turning. Moves using their 'lance' deal x1.2 damage. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Frillish (Water/Ghost): Despite their resemblance to jellies, Frillish can actually survive outside of the water for long periods of time. However, they fight more enthusiastically when submerged and in a sizable body of water. They can levitate, though they are not particularly fast or agile in the air. They are usually solid, but can go ethereal for short periods of time. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds. They can be poisoned.

Jellicent (Water/Ghost): Despite their resemblance to jellies, Jellicent can actually survive outside of the water for long periods of time. However, they fight more enthusiastically when submerged and in a sizable body of water. They can levitate, though they are not particularly fast or agile in the air. They are usually solid, but can go ethereal for short periods of time. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds. They can be poisoned.

Elgyem (Psychic): Elgyem are extremely intelligent Pokémon with potent psychic capabilities. They levitate by default. They are telepathic, giving them all of the bonuses associated with Mind Reader without the usual drop in speed. Being a cosmic entity, their Cosmic Power is slightly more potent than usual.

Beheeyem (Psychic): Beheeyem are extremely intelligent Pokémon with potent psychic capabilities. They levitate by default. They are telepathic, giving them all of the bonuses associated with Mind Reader without the usual drop in speed. Being a cosmic entity, their Cosmic Power is significantly more potent than usual.

Litwick (Ghost/Fire): Litwick's flame is made from a ghostly fire which only sheds light when Litwick desires. Though this light can be used to illuminate dark spaces for long periods of time, it can also be turned off so that, despite still burning, it does not illuminate anything. Litwick move primarily by hopping, though, by melting some of their wax, they can ooze to move around the arena. They can levitate, but are not particularly fast or agile, packing a lower flight ceiling than most levitating Pokémon. Litwick are generally solid, with the exception of their flame which counts as ethereal. They can phase temporarily into the ethereal state to lessen damage from moves. They cannot be poisoned.

Lampent (Ghost/Fire): Lampent's flame is made from a ghostly fire which only sheds light when it desires. Though this light can be used to illuminate dark spaces for long periods of time, it can also be turned off so that, despite still burning, they do not illuminate anything. Lampent can levitate. Their arms, despite seeming solid, are actually relatively moveable and prehensile. Lampent are generally solid, with the exception of their flame which counts as ethereal. They can phase temporarily into the ethereal state to lessen damage from moves. They cannot be poisoned.

Chandelure (Ghost/Fire): Chandelure's flames are made from a ghostly fire which only sheds light when it desires. Though this light can be used to illuminate dark spaces for long periods of time, it can also be turned off so that, despite still burning, it does not illuminate anything. Chandelure can levitate. Their arms, despite seeming solid, are actually relatively moveable and prehensile. Chandelure are generally solid, with the exception of their flame which counts as ethereal. They can phase temporarily into the ethereal state to lessen damage from moves. Chandelure's special attacks deal slightly more damage than those of other Pokémon. They cannot be poisoned.

Shelmet (Bug): A Shelmet's shell is hard, reducing the damage from all attacks. The most vulnerable spot of a Shelmet is their face, where they will take a little more damage than usual. They move mostly by hopping but can shuffle with their small legs to move. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Accelgor (Bug): Accelgor are extremely speedy and nimble, able to move at almost lightning speed. They can levitate. Their body is very moist underneath the wrappings and they will feel unenthusiastic if in a dry environment. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Golett (Ground/Ghost): Golett are inorganic. Though slow and robotic, they are quite heavy and bulky for their size, allowing them to deal slightly more damage from physical attacks. They are more or less permanently solid and cannot change in to the other states for extended periods, though they can become ethereal for a few seconds to lessen damage from attacks. They cannot levitate or fly in any way. Their invisible state is not true invisibility, but they can use Ghost energy to make themselves less visible for a short period of time. They cannot be poisoned.

Golurk (Ground/Ghost): Golurk are inorganic. Though slow and robotic, they are quite heavy and bulky for their size, allowing them to deal slightly more damage from physical attacks. Despite being very large and extremely heavy, Golurk have the astounding and mysterious ability to fly at high speeds through the air, though this can burn energy very swiftly. They are more or less permanently solid and cannot change in to the other states for extended periods, though they can become ethereal for a few seconds to lessen damage from attacks. Their invisible state is not true invisibility, but they can use Ghost energy to make themselves less visible for a short period of time. They cannot be poisoned.

Pawniard (Dark/Steel): Pawniard's bodies have multiple sharp steel blades on them, which they can use for attack or defense. Pokémon directly attacking Pawniard risk lacerations and 25% recoil damage. Their bladed arms grant them a x1.1 boost to slashing moves, and their precise edge has a chance to leave a vulnerable spot on the stricken area.

Bisharp (Dark/Steel): Bisharp's bodies have multiple sharp steel blades on them, which it can use for attack or defense. Pokémon directly attacking Bisharp risk lacerations and 25% recoil damage. Their bladed arms grant them a x1.2 boost to slashing moves, and their precise edge has a chance to leave a vulnerable spot on the stricken area.

Bouffalant (Normal): Bouffalant's afro is soft and fabulous, acting as a buffer against attacks and recoil damage. Their whole head is actually quite heavy due to the large mass of hair and horns, giving it a x1.2 boost to attacks involving headbutting.

Vullaby (Dark/Flying): The bones around their waist act as a defensive buffer, giving them a slight boost in defense for all attacks that hit around that area. Vullaby's small wings make it a slower flier than most. Being vultures, they are resistant to poisoning.

Mandibuzz (Dark/Flying): The bones around their waist act as a defensive buffer, giving it a slight boost in defense for all attacks that hit around that area. Being vultures, they are resistant to poisoning. Due to the amount of bones decorating their body, their Bone Rush attack costs slightly less energy. Their frightening decorations cause their intimidation attacks to be more potent.

Durant (Bug/Steel): Durant are extremely adept diggers, able to form stable tunnels with ease. Due to their feud with Heatmor, they have developed a slight resistance to Fire. As Pokémon typically dwelling in colonies, they fight more enthusiastically in groups. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Kalos

Spoiler: show
Chespin (Grass): Chespin's heads are covered in a firm but flexible layer of woody material, giving them a slight boost to defense for attacks that hit their head. They also can harden their head temporarily to give a slight boost to headbutting moves. They have two vines hidden on their heads that they can extend to use to manipulate objects and Pokémon and attack. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Quilladin (Grass): Quilladin's entire bodies are covered by a thick, woody coating, giving them a defensive boost against all physical attacks. Their kind and peaceful nature makes their anger-related attacks less effective but also makes anger-based attacks used on them less effective. They have two vines hidden on their heads that they can extend to use to manipulate objects and Pokémon and attack. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Chesnaught (Grass/Fighting): Chesnaught's bodies are covered by an extremely durable wooden carapace, allowing them to guard themselves from physical assaults. Any physical attack that hits their shield or arm guards will deal only 80% damage. Additionally, their shell grants them extra protection against concussive force and any move involving bursting or explosions that hits their shell will be greatly reduced in damage. They have two vines hidden on their heads that they can extend to use to manipulate objects and Pokémon and attack. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Fennekin (Fire): Fennekin are rather skilled in manipulating flames, able to redirect their Fire attacks slightly to move around obstacles or pursue moving targets for additional light energy. They are familiar with the Psychic type. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Braixen (Fire): Braixen are amateur Psychics, slightly more adept than their previous forms at manipulating their Fire attacks. Using a move, Braixen can be ordered to draw the twig from their tail, lighting it. They can use this twig as a light source or to direct their Fire attacks, or possibly as a source for their moves (at the cost of light energy). However, if the twig is stolen or extinguished, they will be unable to direct their Fire attacks and will have to relight it using a Fire move or by lighting it with their tail again. They are familiar with the Psychic type. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Delphox (Fire/Psychic): Delphox are adept pyrokinetics, allowing them to freely manipulate their Fire attacks. Using light energy for each action, they may redirect their Fire attacks to circumvent obstacles or chase down a moving target, but more than two actions per move will be counted as a move. Using a move, Delphox can be ordered to draw the twig from their tail, lighting it. They can use this twig as a light source or to direct their Fire attacks, or possibly as a source for their moves (at the cost of light energy). However, if the twig is stolen or extinguished, they will be unable to direct their Fire attacks and will have to relight it using a Fire move or by lighting it with their tail again. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Froakie (Water): Froakie are relatively agile and quick, moving with ninja-like skills. The bubbles around their neck give them slight protection against attacks and allow them to quickly produce bubble-related attacks. Using a move they can throw a clump of bubbles from their cape, which can stun a target or stick to them to hinder their movement using mild energy. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Frogadier (Water): Frogadier are quite agile and able to scale and cling to horizontal and vertical surfaces for a short period of time. They have an extremely keen sense of aim, and are able to reliably hit targets with projectiles even at a significant distance. The bubbles around their neck give them a slight protection against attacks and allow them to quickly produce bubble-related attacks. Using a move they can throw a clump of bubbles from their cape, which can stun a target or stick to them to hinder their movement using mild energy. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Greninja (Water/Dark): Greninja is the fastest and most agile member of the Froakie line, able to move as if it is teleporting, making it better at evading attacks, and easily cling to walls or hide in dark corners. They have an extremely keen sense of aim, and are able to reliably hit targets with projectiles even at a significant distance. Their water attacks have a "sharp" quality to them, making them more likely to break through hard objects and causing them to lose less momentum and power when breaking through screens or other shields. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Diggersby (Normal/Ground): Diggersby's extremely powerful ears allow them to dig at a rapid pace and break through hard stone and tough ground as easily as if it were loamy soil. These powerful ears will also grant a slight boost in power to all attacks using them. All of their Digging-related moves will use much less energy than the average Pokémon.

Vivillon (Bug/Flying): Vivillon's wings come in a number of patterns, depending on the environment in which the bug developed. Some patterns are bright and ostentatious while others are muted and more suited for camouflage. If their wings are an appropriate pattern for the environment of the battle, they can hide themselves, making them much more difficult to spot. Their wings are constantly covered in fine spores which are used in their powder attacks, making them significantly more potent. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Skiddo (Grass): Skiddo are placid domesticated Pokémon, raised by humans as mounts. They are able to charge in one direction at fairly high speed and can easily clear low ridges and jump small heights without any reduction in speed. Smaller Pokémon can mount Skiddo and use it as transport without it suffering any speed reductions. They can scale sheer surfaces with greater ease than most Pokémon. Being goats, their ramming attacks are slightly more powerful than normal. They have two vines that stem from their neck.

Gogoat (Grass): Gogoat are powerful and capable mounts, able to run at fairly high speeds and clear many ridges and potentially even relatively steep ledges. Pokémon of roughly equal height and up to twice the weight of Gogoat can ride them without any speed penalties, but Pokémon of bigger size may cause Gogoat to slow down or use more energy, or possibly be unable to ride Gogoat at all. They can scale sheer surfaces with greater ease than most Pokémon. Being goats, their ramming attacks are significantly more powerful than normal. They have two vines that stem from their neck.

Honedge (Steel/Ghost): Honedge are possessed swords, their body entirely made up of the blade and sheath, making them inorganic. All attacks involving slashing get a 10% boost in power. They levitate by default. They always grip their sheath with their cloth, somewhat weighted down by the heavy metal protector. Using a move, Honedge can sheath themselves, making them immobile but meaning they take only 90% damage from attacks. They cannot be poisoned.

Doublade (Steel/Ghost): Doublade are two possessed swords, their body entirely made up of the blades and aegis, making them inorganic. All attacks involving slashing get a 20% boost in power. They levitate by default. They always grip their aegis with one of their cloths, somewhat weighted down by the heavy metal protector. Their other cloth can be used to grip some objects but it is not very prehensile and its grip is easy to break. Using a move, Doublade can sheath themselves, making them immobile but meaning they take only 90% damage from attacks. They cannot be poisoned.

Aegislash (Steel/Ghost): Aegislash are a possessed swords and shield, their body made entirely of the blade, making them inorganic. All attacks involving slashing get a 20% boost in power. They levitate by default, but prefer to remain still when attacking and defending. When Aegislash are sent out, they will start in Shield Forme, giving taking 80% damage from all attacks. When ordered to use any attack, they will go into Blade Forme, losing this boost. They may enter Shield Forme using a move. Certain defensive moves, such as Iron Defense, King's Shield or Protect will cause Aegislash to automatically enter this forme. They cannot be poisoned.

Skrelp (Poison/Water): Despite being a Water-type, Skrelp are rather mediocre swimmers and cannot move with much speed or agility in the water. Instead, they prefer to hide, able to easily camouflage themselves as rotting kelp. The poisonous fluids secreted by Skrelp are tinged with acid, making all poison attacks have a slight corrosive effect, similar to but not as potent as Acid Spray.

Dragalge (Poison/Dragon): Though not a Water-type, Dragalge are adept and graceful swimmers, able to stay underwater indefinitely. They are considered familiar with the Water type. Although they are far better swimmers than their preevolution, they are also able to camouflage themselves as rotting kelp if needed. The poisonous fluids secreted by Dragalge are tinged with acid, making all poison attacks have a slight corrosive effect, similar to but not as potent as Acid Spray.

Tyrunt (Rock/Dragon): Tyrunt have powerful jaws, giving a 10% boost to all biting attacks. They are also rather temperamental, making them more vulnerable to rage-inducing moves, but they will have a greater attack boost as a result. Being fossils, their Ancient Power attack will boost slightly more often.

Tyrantrum (Rock/Dragon): Tyrantrum have powerful jaws, giving a 20% boost to all biting attacks. They are also rather temperamental, making them more vulnerable to rage-inducing moves, but they will have a greater attack boost as a result. Being fossils, their Ancient Power attack will boost slightly more often.

Amaura (Rock/Ice): Amaura's body is extremely frigid. When performing XX or NO moves, they may choose to cloak them in an aura of Ice energy, causing them to become Ice typed. Using 10% more energy, they can also increase the chance of their Ice-typed moves freezing their target by 5%. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind. Being fossils, their Ancient Power attack will boost slightly more often.

Aurorus (Rock/Ice): Aurorus' body is extremely frigid. When performing XX or NO moves, they may choose to cloak them in an aura of Ice energy, causing them to become Ice typed. Using 10% more energy, they can also increase the chance of their Ice-typed moves freezing their target by 10%. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind. Being fossils, their Ancient Power attack will boost slightly more often.

Dedenne (Electric/Fairy): Dedenne are rather fast and agile, able to squeeze into small spaces and climb well. The antennae on their cheeks allow them to communicate with other Electric-types, allowing them to more easily coordinate attacks or to read the moves of other Electric Pokémon. Their hearing is more sensitive than normal at the expense of being more vulnerable to sound-based status moves and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Their cute and cheery disposition will cause opposing Pokemon to reconsider attacking them, much like a passive Charm effect. In addition, their Nuzzle attack uses less energy than normal.

Phantump (Grass/Ghost): Phantump can levitate. Their body is considered to be ethereal, but the wooden stump is always solid. Being denizens of the forest, their Forest's Curse is slightly more potent. Their Ingrain technique heals more health than usual. In addition, the vines they create using Leech Seed are made of petrified wood, making them much more sturdy than normal. They can be poisoned.

Trevenant (Grass/Ghost): Trevanant have a strange ability to control trees and other plants. Using a move, they can pump good Grass energy into the ground, using it to cause any trees or plants around to spontaneously grow to snag or tie up a foe similar to Grass Knot. Being protectors of the forest, their Forest's Curse is significantly more potent. Their bodies are entirely solid. Their Ingrain technique heals more health than usual. In addition, the vines they create using Leech Seed are made of petrified wood, making them much more sturdy than normal. They can be poisoned.

Pumpkaboo (Grass/Ghost): Pumpkaboo come in four sizes, Small, Average, Large and Super. The Small size has somewhat less HP than average but is much faster than the larger sizes, where the Super size has a good deal more HP than average, but is very slow. Pumpkaboo's size will carry over when evolving. Pumpkaboo have the ability to create searchlights from their eyes. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a Pumpkaboo to light searchlights. Their Trick-o-Treat attack is slightly more potent than usual. They can be poisoned.

Gourgeist (Grass/Ghost): Gourgeist come in four sizes, Small, Average, Large and Super. The Small size has somewhat less HP than average but is much faster than the larger sizes, where the Super size has a good deal more HP than average, but is very slow. Gourgeist have the ability to create searchlights from their eyes. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a them to light searchlights. Their Trick-o-Treat attack is significantly more potent than usual. They can be poisoned.

Noibat (Flying/Dragon): A Noibat's "ears" are actually sound amplifiers, allowing them to fire sound attacks at high volumes. Their ears make their sound moves slightly more potent, and allow them to be used at standard potency even when spread. They can see in the dark and have sensitive hearing, at the expense of increased vulnerability to sound based status attacks, though they are immune to confusion from Supersonic. They fight more enthusiastically at night.

Noivern (Flying/Dragon): A Noivern's "ears" are actually sound amplifiers, allowing them to fire sound attacks at high volumes. Their ears make their sound moves significantly more potent, and allow them to be used at standard potency even when spread. They can see in the dark and have sensitive hearing, at the expense of increased vulnerability to sound based status attacks, though they are immune to confusion from Supersonic. They fight more enthusiastically at night.

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Old 11-01-2015, 08:42 AM   #42
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Quick reminder!

These are not as of yet live. Once they are posted to the SC Errata on the forums, they can be considered live.
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Old 11-01-2015, 11:10 AM   #43
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Quote:
Marill (Water/Fairy): A Marill's hearing is more sensitive than normal, at the expense of making it more vulnerable to sound attacks. Marrills may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so. Their fur actively repels water, meaning they can swim in even the strongest of currents almost effortlessly, easily escaping traps like Whirlpool. Their tail is flexible and can be extended to improve the reach for moves, and they can use it to aid their Bounce attack, clearing slightly more distance than normal.

Noivern (Flying/Dragon): A Noivern's "ears" are actually sound amplifiers, allowing them to fire sound attacks at high volumes. Their ears make their sound moves significantly more potent, and allow them to be used at standard potency even when spread. They can see in the dark and have sensitive hearing, at the expense of increased vulnerability to sound based status attacks, though they are immune to confusion from Supersonic. They fight more enthusiastically at night.
Any reason it's just status-sound moves, and not just sound vulnerability as a whole on Noivern's line? I mean, as provided, other mons have blanket sound vulnerability, why is Noivern's specified?
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Old 11-01-2015, 11:11 AM   #44
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Rotom should mention that the formes get ghost failiarity
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Old 11-01-2015, 11:11 AM   #45
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>Iron

Because the damage from those comes from the energy within, not the actual sound itself.

>Roto

Thought that was already stated but it must have been elsewhere. This will be a ballache and a half.
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Old 11-01-2015, 11:14 AM   #46
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Originally Posted by Connor View Post
>Iron

Because the damage from those comes from the energy within, not the actual sound itself.
In that case, why does Marill's still have blanket sound vulnerability?
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Old 11-01-2015, 11:17 AM   #47
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It doesn't function like that - I'll edit it to reflect the status thing.
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Old 11-01-2015, 12:02 PM   #48
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The old sound rules were... ill advised.
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Old 11-01-2015, 02:51 PM   #49
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Is Charizard's "Blaze" boost meant to have stayed at 1/4 rather than 1/3? That's the only thing ive noticed in looking through my squad. Also Bunnleby and possibly Diggersby might want a bit of mobilty boost ala "Bounding" because rabbits.
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Old 11-01-2015, 03:05 PM   #50
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Charizard (Fire/Flying): Charizard are slow and cumbersome when on land but are able fliers. They are hot tempered and resistant to fear attacks. However, they are easily angered and confused. They have flaming tails, which can be used for illumination and may burn foes if there is prolonged contact. Charizard have slightly more Dragon energy than other Fire-types and, as starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/4 health. Charizard is unique in having two Mega Formes. In its X Forme, it becomes Fire/Dragon typed whilst still retaining the flight abilities it possessed as a Charizard. Against any Pokémon that would reasonably be afraid of Charizard X, its fear-inducing attacks are more effective, and it becomes much more physical, giving attacks used with it's claws a 20% boost. Its Y Forme is slightly smaller and lighter than the X Forme, and is a nearly unparalleled fast and agile flier, able to fly with the speed and agility of a Pidgeot. It's powerful wings also grant it a 20% boost to wind moves. It also benefits greatly from the sun, the heat from its body causing sun to last two turns longer than normal.

Wrong its

Also, is there any real reason why the extra Dragon is A) not familiarity and B) only limited to Charizard?

Also also, Blaze boost is at 1/4 HP and not the standard 1/3 for... reasons?
Okay that was brought up already

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Pikachu (Electric): Pikachu are the most agile of their evolutionary line, though not the fastest. Being able to naturally store electricity within their pouches, their Charge attack is more potent than usual. They have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. They cannot use the event move Fly, but may use Surf.

Raichu (Electric): Raichu are the fastest of their evolutionary line, if not as agile as their previous stage. Being able to naturally store electricity within their pouches, their Charge attack is more potent than usual. They are able to use their tail to channel Electric attacks. Direct contact with the foe using its tail will give a slight boost in the chance of paralysis for the attack and will make paralysis in the contact area far more likely. Raichu have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. They cannot use the event move Fly, but may use Surf.

While I love the calling out Fly in the SC as not usable, I quite dislike how Surf is mentioned. It's far from the only event move the line gets and throwing it out there specifically is a bit awkward when we have a post in FFR just for event moves. Plus there's no real reason to equate Surf and Fly. Also, if we're calling out Fly, we should also call out Pain Split and whatever the verdict was on the Cosplay chu.

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Kangaskhan (Normal): Kangaskhan come in both genders, though females are much more likely to have babies with them than males are. Along with battling, a Kangaskhan is most concerned about its child. If an opponent injures the child, Kangaskhan will go into a blind rage against them, which will last until either the offending Pokémon or Kangaskhan is unconscious. During this time, Kangaskhan's offensive stats are significantly enhanced. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy. In its Mega Forme, the child quickly matures. The joey will mimic all its mother's actions, performing the same moves that the mother does at a quarter of the power, effectively giving all its attacks a 25% boost in power, provided both hits connect. The joey is also capable of performing attacks independently of its mother, though only at 25% of their original power, though it will still cost a move. They may also stagger their attacks if using the same move without using an extra move. Kangaskhan will do anything to protect her joey from harm, so if her joey is attacked directly or in danger, she will forgo her orders to intercept any damage or prevent it from additional harm (preventing additional damage from moves like Earthquake). All energy used by the joey is pulled directly from the mother, who feeds the joey with energy to maintain its temporary matured state.

Since we can have male Kanga with joeys (I think we used to, for no real reason, disallow males from Megaing), we should probably change the pronouns here. We should also probably note you can be without a joey with a note in the bio, but that it prevents you from being able to Mega.

Which also makes me think. If one opts out of joey, this SC is basically only old Normal SC, and that's completely it. The entire SC aside from the type energy nerf is all joey-centric.

EDIT: Also, the non-Mega SC is almost entirely nerf. The blind rage comes with an offensive buff that doesn't really compensate for the fact it's a blind offensive rage, and that's the only benefit for a non-Mega.

_____

Scyther (Bug/Flying): Scyther are very fast and agile in the air and can use slashing attacks with daunting speed, granting them a 1.1x boost to such attacks. They are skilled at using weaker, faster blows, making all moves of Good or lower damage slightly more powerful.

Scizor (Bug/Steel): Scizor are not as fast or agile as Scyther and are not true fliers. Instead, they glide and hover. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. Their powerful claws also give them a 20% boost to any attack involving them. They have slightly higher defences than other Bug-types. In its Mega Forme, its saw-like claws give any claw attacks greater cutting power, giving them a chance to inflict sore, weakened spots. Its lighter frame and fuller wings allow it to travel with the speed and agility of a Scyther, as well as giving it equivalent flight abilities.

Not really a problem, but going a multiplier and then later a percent increase for the same line, for similar boosts (both for claws), is a bit awkward

_____

Pinsir (Bug): Pinsir's short, stubby legs make it difficult to run long distances. To compensate, their pincers are fairly powerful, and any attack requiring them is 1.2x as powerful as normal. They are familiar with the Fighting type. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage. In its Mega Forme, Pinsir gains the Flying type as well as wings and flight capabilities similar to that of Heracross. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Flying energy, causing them to become Flying typed.

Small thing here, but should we really be comparing its flight to the thing that loses flight upon Megaing?

_____

Forretress (Bug/Steel): Forretress are almost completely covered by a hard, steely shell, reducing the damage from all attacks. The most vulnerable spot of a Forretress is its fleshy interior in the gap between its shell halves, where it will take a little more damage than usual. However, they are slowed by their bulk and move mostly by rolling. They can levitate as well, but are slow, not particularly agile and possessed of a lower flight ceiling than most levitating Pokémon.

This wording seems odd. Perhaps "possess a lower flight ceiling than most levitating Pokémon"? This wording as it is just makes my mind hurt. It seems like they're owned by their mediocre levitation. Or something.

EDIT: Okay apparently having looked it up it's a really awkward idiom. My bad. So it's not wrong, although it does still feel horribly awkward.

_____

Sceptile (Grass): Thanks to the small hooks on their feet, Sceptile are able to scale most vertical surfaces. Sceptile cannot be intimidated easily, and are therefore more resistant to fear-inducing attacks. Their slashing attacks are 1.2x more powerful. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health. In its Mega Forme, it becomes Grass/Dragon type and adopts a number of new traits. Firstly, it may use its tail as a missile of sorts, firing it at foes in order to use physical Grass moves at a distance, or to augment moves such as Razor Leaf, Leaf Storm or Leaf Tornado. Firing moves this way increases their power by x1.2. Mega Sceptile must wait one round to regenerate its tail before it can perform moves this way again. Mega Sceptile's anatomy also becomes somewhat conductive to electricity, drawing in Electric attacks.

Sceptile does not get either of the bolded moves. It gets Razor Wind and Magical Leaf, but not Razor Leaf or Leaf Tornado.

_____

Slaking (Normal): Slaking are quite lazy and unmotivated. They are unlikely to react to attacks unless directly ordered to do so. In a dire situation where it seems unlikely Slaking can win, they might lose motivation and do what it wants. Slaking are very strong, however, and store up energy. Physical attacks deal slightly more damage in any round immediately after a round in which they used less than a decent amount of energy. When using Slack Off and Rest, they gain more energy than usual. They are excellent climbers. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.

Small thing, it turns "they" into "it" in a single sentence. Suddenly all Slaking is now one Slaking.

_____

Shedinja (Bug/Ghost): Shedinja are largely solid, but can achieve ethereal for short periods of time. They levitate by default. Unlike the games, Shedinja are not immune to all neutral and resisted attacks. They count as being doubly resistant to all non super effective attacks in the same way that a Dragonite type resists Grass type moves. Super effective moves affect them as normal. Shedinja have 3/4 of the health that a normal Pokémon has. They are immune to Poison.

Poison is a type as well as a status. This needs to clarify they are immune to the status, but not the type.

_____

Sableye (Dark/Ghost): While Sableye are usually solid, they can go invisible for a short amount of time, though the glint of their eyes remains visible to a keen eye. Sabelye can also go ethereal for a few seconds to lessen damage from physical attacks. They cannot levitate at all but are excellent climbers, possessing dexterous limbs and a strong grip. Due to Ghost not providing immunity, they are considered weak to the Fighting type. Due to their keen eyesight, Sableye's accuracy cannot be lowered. They cannot be poisoned. In its Mega Form, Sableye dons a giant red ruby, using it to block attacks. The gem is rather large and heavy, and can be used to defend against attacks. Using a move, it use it to absorb energy from an attack, but due to its connection to the gem, it still takes 50% damage. It also has reflective properties, reflecting light from light-based attacks.

Okay, so Sableye stood out before as one of the only Ghosts that could be poisoned. With these SC changes, Ghosts like the Misdreavus line can be poisoned as normal. Why is Sableye suddenly immune? It's arguably the best candidate for being poisonable, very solid and organic, not based on a (normally) inanimate object.

_____

Aggron (Steel/Rock): Aggron can see in the dark. Due to their exceptional hardness, they will not take recoil damage from attacks they use and are highly resistant to physical moves, taking only 80% damage. In its Mega Forme Aggron's body hardens ito a carapace of high strength metal, becoming a pure Steel type. It is fairly resistant to physical strikes, and only powerful physical attacks will deal noticeable damage to them. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy in this forme.

Okay, so this really bugs me. SCs changing type energy values mid-battle is always awkward (ask Castform), but I think this is the only case of a Pokemon losing off-type mid-battle due to these. And it's got questions that come with it. If you have the standard 2 Flamethrowers of Fire and then Mega, I'd assume of course you're lowered to the 1 HB of those with the type energy nerf. But what if you use a Flamethrower before Megaing? Do you go from having enough spare to Flamethrower to not, just like that? Or do you not lose any extra if you've gone below the 1 HB point by then, like it leeches off just the surplus? These are real issues that there needs to be a definitive answer for. And I honestly don't like the Megaing slapping on the nerf like that, for these reasons and more. Also I'd argue Rock should not be subject to the reduced type energy.

Oh, also, the 80% from physical attacks thing, stacking with type characteristics that also reduce damage (or just the Steel one and Mega bonuses), seems kinda an insane defense boost after it's all factored.

_____

Roselia (Grass/Poison): As a rose plant, Roselia emanate a soothing scent constantly that acts much the same way as Sweet Scent. Its effects are more potent in close quarters, but quickly lose strength. Inorganic Pokémon and members of the Budew line are unaffected but Pokémon with sensitive smell will be more heavily affected. Their Petal Blizzard attack is slightly more forceful, able to break through resistance with greater ease, but will deal no extra damage.

Roserade (Grass/Poison): As a rose plant, Roserade emanates a soothing scent constantly that acts much the same way as Sweet Scent. Their effects are more potent in close quarters, but quickly lose strength. Inorganic Pokémon and members of the Budew line are unaffected but Pokémon with sensitive smell will be more heavily affected. Roserade's special attacks deal slightly more damage than normal for no additional energy. Their Petal Blizzard attack is significantly more forceful, able to break through resistance with greater ease, but will deal no extra damage.

I think we should extend this to Petal Dance as well, or just state "all petal moves"

_____

Anorith (Rock/Bug): Anorith are adept swimmers. Despite their weakness to water, they can swim without taking damage. As deep sea Pokémon, they can hold their breath for a long time, about as long as the average Water-type. Though still weak to Water attacks, they are somewhat less vulnerable than other Rock-types and take somewhat less damage. Being fossils, their Ancient Power attack will boost slightly more often.

Armaldo (Rock/Bug): Armaldo are adequate swimmers, though not as maneuverable as Anorith. They have no problem with watery environments. As a deep sea Pokémon, they can hold their breath for a long time, about as long as the average Water-type. Though still weak to Water attacks, they are somewhat less vulnerable than other Rock-types and take somewhat less damage. Their claw based moves deal 1.2x damage. Being fossils, their Ancient Power attack will boost slightly more often.

(obligatory bid for the Water familiarity they're begging for)

_____

Shuppet (Ghost): Shuppet are nearly always solid, but can become ethereal or invisible for short periods of time. They levitate by default. Their Curse attack only cuts a quarter of their health as opposed to half, but the target will take the damage it would have taken if Shuppet had sacrificed half of their health. Shuppet's Curse does not fade away at all if Shuppet is KOed or far from their target. They resist moves which induce sleep and will wake up faster than usual when put to sleep against their will. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds. They are immune to Poison.

Banette (Ghost): Banette are nearly always solid, but can become ethereal or invisible for short periods of time. They levitate by default. Their Curse attack only cuts a quarter of their health as opposed to half, but the target will take the damage it would have taken if Banette had sacrificed half of their health. Banette's Curse does not fade away at all if Banette is KOed or far from its target. They resist moves which induce sleep and will wake up faster than usual when put to sleep against their will. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds. They are immune to Poison. In its Mega Forme, Banette transforms into a spiteful trickster spirit, capable of manipulating its foe without them even noticing. Any non-offensive move executed by Banette will be more potent, but this will not have an effect on Curse.

Same as with Shedinja. It needs to be specified that they are immune to the status and not the type

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Monferno (Fire/Fighting): Monferno have flames on their tail. These only go out when sleeping and can be used for illumination and to burn the foe if there is prolonged contact. When threatened, Monferno increase the size of their flame to appear larger than they really are in order to intimidate their opponent. If a Pokémon would reasonably be afraid of Monferno, said Pokémon will be slightly less effective in battle. Monferno are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Infernape (Fire/Fighting): Infernape have flames on their head. These only go out when sleeping and can be used for illumination and to burn the foe if there is prolonged contact. They will increase and decrease in size depending on how intense the battle is, with a larger plume as the situation goes dire. Infernape are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

I know you wanted to make sure a lot of fully-evolved SCs weren't just a carbon of their earlier forms. But there's little difference here, and Monferno actually might have the better SC because it has innate intimidation and Infernape's gives a better target for the foe. So I suggest a psudo-Iron Fist (its Hidden Ability) to balance that.

_____

Shieldon (Rock/Steel): Shieldon's face plates are thick and extremely sturdy. Physical hits done to them will deal only 80% damage. Being fossils, their Ancient Power attack will boost slightly more often.

Bastiodon (Rock/Steel): Bastiodon's face plates are thick and extremely sturdy. Physical hits done to them will deal only 80% damage. Being fossils, their Ancient Power attack will boost slightly more often.

Same as one of the Aggron points. The stacking damage reduction is pretty insane

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Cottonee (Grass/Fairy): Cottonee are very light and fluffy and has a body which allows them to be picked up by the wind, allowing them to ride wind currents. When attacked, they release a light puff of cotton, which may cause light symptoms similar to the effects of Cotton Spore. Their Cotton Spore and Cotton Guard attacks are slightly more effective than normal.

Plural to singular inconsistencies again

_____

Golett (Ground/Ghost): Golett are inorganic. Though slow and robotic, they are quite heavy and bulky for their size, allowing them to deal slightly more damage from physical attacks. They are more or less permanently solid and cannot change in to the other states for extended periods, though they can become ethereal for a few seconds to lessen damage from attacks. They cannot levitate or fly in any way. Their invisible state is not true invisibility, but they can use Ghost energy to make themselves less visible for a short period of time. They cannot be poisoned.

Golurk (Ground/Ghost): Golurk are inorganic. Though slow and robotic, they are quite heavy and bulky for their size, allowing them to deal slightly more damage from physical attacks. Despite being very large and extremely heavy, Golurk have the astounding and mysterious ability to fly at high speeds through the air, though this can burn energy very swiftly. They are more or less permanently solid and cannot change in to the other states for extended periods, though they can become ethereal for a few seconds to lessen damage from attacks. Their invisible state is not true invisibility, but they can use Ghost energy to make themselves less visible for a short period of time. They cannot be poisoned.

This should probably state how much energy

_____

Phantump (Grass/Ghost): Phantump can levitate. Their body is considered to be ethereal, but the wooden stump is always solid. Being denizens of the forest, their Forest's Curse is slightly more potent. Their Ingrain technique heals more health than usual. In addition, the vines they create using Leech Seed are made of petrified wood, making them much more sturdy than normal. They can be poisoned.

Trevenant (Grass/Ghost): Trevanant have a strange ability to control trees and other plants. Using a move, they can pump good Grass energy into the ground, using it to cause any trees or plants around to spontaneously grow to snag or tie up a foe similar to Grass Knot. Being protectors of the forest, their Forest's Curse is significantly more potent. Their bodies are entirely solid. Their Ingrain technique heals more health than usual. In addition, the vines they create using Leech Seed are made of petrified wood, making them much more sturdy than normal. They can be poisoned.

Should this be extended to Magic!Grass Knot, too?

_____

Pumpkaboo (Grass/Ghost): Pumpkaboo come in four sizes, Small, Average, Large and Super. The Small size has somewhat less HP than average but is much faster than the larger sizes, where the Super size has a good deal more HP than average, but is very slow. Pumpkaboo's size will carry over when evolving. Pumpkaboo have the ability to create searchlights from their eyes. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a Pumpkaboo to light searchlights. Their Trick-o-Treat attack is slightly more potent than usual. They can be poisoned.

Gourgeist (Grass/Ghost): Gourgeist come in four sizes, Small, Average, Large and Super. The Small size has somewhat less HP than average but is much faster than the larger sizes, where the Super size has a good deal more HP than average, but is very slow. Gourgeist have the ability to create searchlights from their eyes. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a them to light searchlights. Their Trick-o-Treat attack is significantly more potent than usual. They can be poisoned.

(Obligatory bid for the Pokemon based on that thing you fill with fire and have a sizeable Fire movepool extremely uncharacteristic for a Grass to get the Fire familiarity that just makes sense)


Last edited by Slash; 11-01-2015 at 04:00 PM.
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