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Old 08-28-2014, 07:53 PM   #1
DaveTheFishGuy
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Eevee New Species Characteristics

At long last, it's finally here. The revamped, up to spec, all improved Species Characteristics. Following some last minute tweaks by myself and Kush, they're ready to be released. As ever, these will go into effect for all battles that start after this point, and are to be ignored for battles starting before.



Types:

Spoiler: show
[Bug]: Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.

[Dark]: Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.

[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 are resistant to being burned. They have slightly more Fire energy than other Pokémon if they naturally learn attacks of that type.

[Electric]: Electric-types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn't appeal to them. They are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water.

[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.

[Fighting]: Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.

[Fire]: Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).

[Flying]: Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.

[Ghost]: Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).

[Grass]: Grass-type Pokémon live anywhere that can support vegetation, though most prefer temperate to tropical climates, and are adept at concealing themselves in areas with lots of vegetation. Grass-types enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while excessively bright sunlight will regenerate their energy instead. Healing moves cost slightly less energy when used by Grass-types and their draining moves will heal them by a greater amount (without draining any more from the opponent) while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects.

[Ground]: Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.

[Ice]: Ice-type Pokémon are highly resistant to cold fight more enthusuastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. Ice-type attacks which have a secondary effect such as Icy Wind and Ice Beam are slightly more likely to have their effects triggered when used by Ice-type Pokémon, though they are often resistant to such effects themselves. Ice-types are generally sure footed and difficult to knock over. They tend to have slightly more Water energy than other Pokémon if they naturally learn attacks of that type.

[Normal]: Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.

[Poison]: Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.

[Psychic]: Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.

[Rock]: Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. 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. They have slightly more Ground energy than other Pokémon if they naturally learn attacks of that type.

[Steel]: Steel-type Pokémon generally have hard bodies, making them resistant to physical blows and projectiles. 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 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.

[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.


Kanto Evolution Families:

Spoiler: show
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 1/4 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 1/4 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 1/4 health.

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 1/4 health.

Charmeleon (Fire): Charmeleon are the fastest of their line on the ground, though not the most agile. 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 1/4 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.

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 1/4 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 1/4 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 1/4 health.

Caterpie (Bug): Caterpie, while not powerful Pokémon, have extremely sticky feet. If a throwing move dependent on the opponent’s weight is used, they are considered to weigh 100 pounds for the duration of the attack if they are holding on to a surface.

Metapod (Bug): Metapod are almost completely immobile and move only when attacking. They move mostly by hopping and can latch on to trees and branches to stabilise themselves. Their Harden is much more effective than normal and they are slightly resistant to all attacks.

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.

Weedle (Bug/Poison): Weedle, while not powerful Pokémon, have extremely sticky feet. If a throwing move dependent on the opponent’s weight is used, they are considered to weigh 100 pounds for the duration of the attack if they are holding on to a surface.

Kakuna (Bug/Poison): Kakuna are almost completely immobile and move only when attacking. They move mostly by hopping and can latch on to trees and branches to stabilise themselves. Their Harden is much more effective than normal and they are slightly resistant to all attacks.

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. 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.

Pidgey (Normal/Flying): Pidgey will out fly most basic stage fliers and have decent speed and agility in the air. Any wind attack used by a Pidgey is 1.1x more powerful.

Pidgeotto (Normal/Flying): Pidgeotto have decent speed and agility in the air and will out fly most fliers that aren't fully evolved. Any wind attack used by a Pidgeotto is 1.1x more powerful.

Pidgeot (Normal/Flying): Pidgeot are some of the fastest common flying Pokémon and have amazing speed and agility in the air, out flying most Pokémon. Any wind attack used by a Pidgeot is 1.2x more powerful. They also uses less energy when carrying other Pokémon and can lift 1.5x the weight that most bird Pokémon can.

Rattata (Normal): A Rattata's biting attacks are 1.1x more powerful 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. They can also see in the dark.

Raticate (Normal): A Raticate's whiskers give it better balance than most Pokémon. However, if they are cut off, it will slow their speed and agility. Raticate's biting attacks are 1.2x more powerful 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. They can also see in the dark.

Spearow (Normal/Flying): Spearow have short wings which makes them more agile when flying, matching members of the Pidgey line in skill. However, they cannot fly as far, as high, or as fast as most Pokémon. Attacks made using their beaks are 1.1x as powerful

Fearow (Normal/Flying): While not as agile as its previous evolution, the large wings of a Fearow make it faster and able to fly for longer. Attacks made using their beaks are 1.2x more powerful. They also uses less energy when carrying other Pokémon and can lift 1.5x the weight that most bird Pokémon can.

Ekans (Poison): Ekans can move very quietly. They may shake their rattles as an attack, intimidating targets that might be reasonably scared by a Pokémon twice their size. They can see in the dark and are good swimmers that can hold their breath longer than most Pokémon.

Arbok (Poison): Arbok are fairly intimidating Pokémon and their fear-inducing attacks are more effective, as are their poisons. They can see in the dark and are good swimmers that can hold their breath longer than most Pokémon. They are also fairly effective burrowers, digging at a greater speed than the average non-Ground-type.

Pichu (Electric): Pichu have loose control of their electric energy, meaning that their Electric attacks will cause minor recoil damage. 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. 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 the most agile. 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.

Sandshrew (Ground): Sandshrew fight more enthusiastically sandy or dusty areas. Their Defense Curl technique will protect them more than most Pokémon and they are able to bounce when rolled up, which reduces damage they might receive from heavy impacts and may be used to travel. Sandshrew can see in the dark and have bodies full of sand, letting them produce Sandstorms without relying on the sand in the arena.

Sandslash (Ground): Sandslash have powerful claws, boosting claw based attacks by 20% and making them excellent diggers. While not 'bouncy' in Defense Curl, they are spiky and any Pokémon which come into physical contact with them will take minor damage when they are so curled. Sandslash can see in the dark and have bodies full of sand, letting them produce Sandstorms without relying on the sand in the arena. They fight more enthusiastically in sandy or dusty areas.

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

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

Nidoqueen (Poison/Ground): Of the Nido monarchy, Nidoqueen have the higher defense and will take slightly less damage from physical moves than other Pokémon owing to a tough and scaly hide. Nidoqueen have sensitive hearing, at the expense of being more vulnerable to sound based status attacks.

Nidoran M (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.

Nidorino (Poison): Nidorino have sensitive hearing, at the expense of being more vulnerable to sound based status attacks. Nidorino are the most tenacious of the Nidoran family and the hardest to scare. Attacks made using their horn deal 1.1x damage and Pokémon who make contact with Nidorino using a physical move have a 10% chance of being poisoned.

Nidoking (Poison/Ground): Of the Nido monarchy, Nidoking have the higher offensive power and any attacks they use with the tail or horn are 1.2x as powerful. Nidoking have sensitive hearing, at the expense of being more vulnerable to sound based status attacks.

Cleffa (Fairy): Cleffa lack the shyness of their higher evolutions. They can see in the dark. They suffer from having slightly less type energy in the same way that pure Normal-types do. 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. They suffer from having slightly less type energy in the same way that pure Normal-types do.

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. They suffer from having slightly less type energy in the same way that pure Normal-types do.

Vulpix (Fire): As foxes, Vulpix are more inclined to combat by deception. 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 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. They suffer from having slightly less type energy in the same way that pure Normal-types do. 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, but they suffer from having slightly less type energy in the same way that pure Normal-types do.

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, but they suffer from having slightly less type energy in the same way that pure Normal-types do. Wigglytuff have more sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic.

Zubat (Poison/Flying): Zubat are completely blind as they have no eyes. However, they use sonar to detect things, which means that they cannot be fooled by visual illusions (such as Double Team). Zubat have sensitive hearing, at the expense of increased vulnerability to sound based status attacks, but are immune to confusion from Supersonic. They fight more enthusiastically at night.

Golbat (Poison/Flying): Golbat, unlike Zubat, can see, though they can use sonar if needed. 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 Golbat drain faster than those used by other Pokémon if they are administered via a bite. They fight more enthusiastically at night.

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. 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.

Oddish (Grass/Poison): Oddish smell rather unpleasant and any Pokémon that smells their odor within three feet have a 10% chance of flinching. Inorganic Pokémon and members of the Oddish line are unaffected but Pokémon with sensitive smell will be more heavily affected. They can see in the dark.

Gloom (Grass/Poison): Gloom smell rather unpleasant and any Pokémon that smells their odor within three feet have a 10% chance of flinching. Inorganic Pokémon and members of the Oddish line are unaffected but Pokémon with sensitive smell will be more heavily affected. They It can see in the dark.

Vileplume (Grass/Poison): Vileplume’s heads are heavy, making movement harder for them. They smell absolutely horrible. Any Pokémon within five feet of them have a 20% chance of flinching and Pokémon within three feet will experience blurred vision and a slight reduction in attack and special attack. Inorganic Pokémon and members of the Oddish line are unaffected but Pokémon with sensitive smell will be more heavily affected. They can see in the dark.

Bellossom (Grass): Bellossom are talented dancers and any dancing attack is more effective. The sun provides them with more of a boost than other Grass-types. Bellossom have a calming smell. Any Pokémon within five feet who smell it will have their offensive stats reduced significantly. Inorganic Pokémon and members of the Oddish line are unaffected but Pokémon with sensitive smell will be more heavily affected. It can see in the dark.

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.

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.

Venonat (Bug/Poison): Venonat have a sort of radar vision, which allows them to see almost completely around themselves.

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.

Diglett (Ground): Anatomically, with the exception of the head, a Diglett looks almost exactly like a mole. While Diglett can fight on the ground, they prefer not to, as they are more comfortable with digging. If on ground they can’t Dig, however, they will stand above it. Diglett can quickly duck back into their hole to dodge an attack if ordered to do so, provided that they see the attack coming. However, doing so makes them vulnerable to special attacks and water being blasted down their hole. Diglett can see in the dark.

Dugtrio (Ground): Dugtrio share a linked mind, just like Dodrio do. Thus, a Dugtrio member cannot be surprised unless they all are. Any of the heads can be used to attack, both physically and specially, and their Tri Attack is more powerful than normal. Anatomically, with the exception of the heads, a Dugtrio looks almost exactly like a group of moles. While Dugtrio can fight on the ground, they prefer not to, as they are more comfortable with digging. If on ground they can’t Dig, however, they will stand above it. Dugtrio can quickly duck back into their hole to dodge an attack if ordered to do so, provided that they see the attack coming. However, doing so makes them vulnerable to special attacks and water being blasted down their hole. Dugtrio can see in the dark.

Meowth (Normal): Meowth and Persian can see in the dark, and are well adapted to moving silently so that no one can hear them move. They are able climbers and have excellent poise and balance. As a cat, they will usually land on their feet, and can slip through gaps that might seem too thin at first glance with little drop in speed. A Meowth's Payday attack produces more coins and does more damage than normal.

Persian (Normal): Meowth and Persian can see in the dark, and are well adapted to moving silently so that no one can hear them move. They are able climbers and have excellent poise and balance. As a cat, they will usually land on their feet, and can slip through gaps that might seem too thin at first glance with little drop in speed. A Persian's Payday attack produces more coins and does more damage than normal. Persian is a proud Pokémon and thus more susceptible to moves that induce anger.

Psyduck (Water): While Psyduck are perceived to be idiotic, it’s a somewhat unwarranted perception. Psyduck actually suffers from a rather distracting headache as a result of its developing mental powers. If irritated, distracted or confused, its headache can worsen. While Psyduck isn’t as fast or agile as Golduck is, its psychic abilities become more powerful as its pain increases. The Psyduck family is considered to be familiar with the Psychic type.

Golduck (Water): Golduck are considered to be familiar with the Psychic type. They are fast and agile both in and out of water.

Mankey (Fighting): Mankey are excellent climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease, and they can use their tail to grasp objects and ledges. They interpret being stared in the eyes a challenge to their authority. Thus, any eye contact will cause Mankey launch into a beserk rage. They will focus almost exclusively on the offending target to the exclusion of all other concerns unless something else starts to become a bigger problem or gets in the way of their rage. Until its target has fallen Mankey will be extremely emotional and responsive but more vulnerable to confusion. Mankey will also be winded for a few moments after its beserker rage has ended, with longer periods of rage meaning more downtime. A trainer may write a note in their bio stating that their Mankey has been trained not to enter in to the enraged state in this way.

Primeape (Fighting): Primeape are excellent climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. They interpret being stared in the eyes a challenge to their authority. Thus, any eye contact will cause Primeape launch into a beserk rage. They will focus almost exclusively on the offending target to the exclusion of all other concerns unless something else starts to become a bigger problem or gets in the way of their rage. Until its target has fallen Primeape will be extremely emotional and responsive but more vulnerable to confusion. Primeape will also be winded for a few moments after its beserker rage has ended, with longer periods of rage meaning more downtime. A trainer may write a note in their bio stating that their Primeape has been trained not to enter in to the enraged state in this way.

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 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 more effective than normal.

Poliwag (Water): Poliwag cannot run on land so prefer swimming to walking. They secrete a sort of slime when out of the water, which makes them more slippery and harder to grab.

Poliwhirl (Water): Poliwhirl are capable of decent movement on land, though they still prefer the water. They secrete a sort of slime when out of the water, which makes them more slippery and harder to grab.

Poliwrath (Water/Fighting): Poliwrath are the best and fastest swimmers of all the Poliwag family, but are just as adept on land as they are in the water. They secrete a sort of slime when out of the water, which makes them more slippery and harder to grab.

Politoed (Water): While not as good a swimmer as a Poliwrath, a Politoed can jump much farther. Politoed are equally adept on land or in water. Politoed may croak as a move. This has effects identical to Charm against any Poliwag or Poliwhirl in the area. All of the Poliwag family secretes a sort of slime when out of the water, which makes them more slippery and harder to grab, though Politoed is not as slippery as its tadpole counterparts.

Abra (Psychic): Abra sleep most of their life. Therefore, they are more resistant (but not completely immune) to sleep-inducing attacks and have a 75% chance of successfully attacking with the move Sleep Talk. Abra can see in the dark. Teleporting also requires slightly less energy.

Kadabra (Psychic): Kadabra emit special alpha waves as a byproduct of their psychic abilities. These waves induce headaches and will disrupt the concentration of Pokémon within five feet of Kadabra. They are more resistant (but not completely immune) to sleep-inducing attacks. Kadabra can see in the dark.

Alakazam (Psychic): Alakazam emit special alpha waves as a byproduct of its psychic abilities. These waves induce headaches and will disrupt the concentration of Pokémon within 5 feet of it. Alakazam's telekinetic abilities allow it to lift Pokémon twice as heavy as normal for no increased energy cost. An Alakazam has one of the most acute minds amongst Pokémon, with the exception of some legendaries. Thus, they are difficult to deceive or outwit and any mentally effecting attack will be less effective and less likely to succeed against one. They are also more resistant (but not completely immune) to sleep-inducing attacks. Alakazam can see in the dark.

Machop (Fighting): The weakest of the Machop line, but not weak Pokémon-wise by a long shot, Machop's punch and chop based moves deal 1.1x damage. Machop can lift twice as much for a particular attack than what is normally stated. They pay for this strength with reduced dexterity and are not as accurate when using physical attacks at speed. They can see in the dark.

Machoke (Fighting): Machoke's punch and chop based moves deal 1.1x damage. Machoke can lift twice as much for a particular attack than what is normally stated. They pay for this strength with reduced dexterity and are not as accurate when using physical attacks at speed. They wear a power belt, which restricts how much energy it expends. A trainer can order Machoke to adjust the setting to 'high', 'medium' and 'low', adjustment counting as a move. Medium is the default setting and has no effect. High causes them to move 1.2x faster for 1.2x energy and allows them to lift thrice as much for a particular attack than what is normally stated, as opposed to twice as much. Low causes them to move 0.8x faster for 0.8x energy and negates the usual strength bonus. They can see in the dark.

Machamp (Fighting): One of the strongest Pokémon alive, Machamp can restrain most opponents with two hands and use the other two for something else. Their punching and chopping attacks will deal 1.2x more damage, though Machamp are not adept at using its limbs with great dexterity and may find it difficult to strike smaller opponents, as well as having reduced dexterity limiting their accuracy when using physical attacks at speed. Machamp can lift twice as much for a particular attack than what is normally stated. They wear a power belt, which restricts how much energy they expend. A trainer can order Machamp to adjust the setting to 'high', 'medium' and 'low', adjustment counting as a move. Medium is the default setting and has no effect. High causes them to move 1.2x faster for 1.2x energy and allows them to lift thrice as much for a particular attack than what is normally stated, as opposed to twice as much. Low causes them to move 0.8x faster for 0.8x energy and negates their usual strength bonus. They can see in the dark.

Bellsprout (Grass/Poison): Bellsprout moves on spindly roots and is not particularly fast or agile. Their Ingrain technique is much more effective than normal and their Acid based attacks deal 1.1x the normal damage. They have two vines hidden beneath their pitcher that they can extend to use to manipulate objects and Pokémon and attack. Bellsprout, despite their size, are mostly hollow, with most of their body dedicated to their pitcher. They can attempt to grab and swallow anything smaller than them in their pitcher. This counts as a two-move combo and they can attempt no other moves that round. However, they are considered to use Giga Drain on anything inside of them automatically each round, draining health and energy from the opponent and giving it to Bellsprout (this does not count as a move). Due to the digestive fluids contained within, victims are essentially bathed in Acid and will suffer the effects of that move as well as passive damage over time. This lasts until the Pokémon escapes or Bellsprout or the Pokémon inside are KO’ed, in which case Bellsprout will eject the Pokémon. Pokémon inside Bellsprout may still be ordered, though their first priority will be to escape. Bellsprout's pitchers have slippery walls and are half-filled with digestive fluids.

Weepinbell (Grass/Poison): Weepinbell generally moves by hopping and is not particularly fast or agile. They can exhale air out of its pitcher to keep hovering a few feet from the ground, but they are not very mobile. Their Ingrain technique is much more effective than normal and their Acid based attacks deal 1.1x the normal damage. They have two vines hidden beneath their leaves that they can extend to use to manipulate objects and Pokémon and attack and they can use the vine on their head for the same effect. Weepinbell, despite their size, are mostly hollow, with most of their body dedicated to their pitcher. They can attempt to grab and swallow anything smaller than them in their pitcher. This counts as a two-move combo and they can attempt no other moves that round. However, they are considered to use Giga Drain on anything inside of them automatically each round, draining health and energy from the opponent and giving it to Weepinbell (this does not count as a move). Due to the digestive fluids contained within, victims are essentially bathed in Acid and will suffer the effects of that move as well as passive damage over time. This lasts until the Pokémon escapes or Weepinbell or the Pokémon inside are KO’ed, in which case they will eject the Pokémon. Pokémon inside Weepinbell may still be ordered, though their first priority will be to escape. Their pitchers have slippery walls and are half-filled with digestive fluids.

Victreebel (Grass/Poison): Victreebel generally moves by hopping and is not particularly fast or agile. It can exhale air out of its pitcher to keep hovering a few feet from the ground, but it is not very mobile. Their Ingrain technique is much more effective than normal and their Acid based attacks deal 1.2x the normal damage. They have two vines hidden beneath their leaves that they can extend to use to manipulate objects and Pokémon and attack and they can use the vine on their head for the same effect. Victreebel, despite their size, are mostly hollow, with most of their body dedicated to their pitcher. They can attempt to grab and swallow anything smaller than them in their pitcher. This counts as a two-move combo and they can attempt no other moves that round. However, they are considered to use Giga Drain on anything inside of them automatically each round, draining health and energy from the opponent and giving it to Victreebel (this does not count as a move). Due to the digestive fluids contained within, victims are essentially bathed in Acid and will suffer the effects of that move as well as passive damage over time. This lasts until the Pokémon escapes or Victreebel or the Pokémon inside are KO’ed, in which case they will eject the Pokémon. Pokémon inside Victreebel may still be ordered, though their first priority will be to escape. Their pitchers have slippery walls and are half-filled with digestive fluids.

Tentacool (Water/Poison): Tentacool have two tentacles. While they are good swimmers, they can move on land. However, they do so by dragging themselves with their tentacles. If they are using their tentacles for something else, they are immobile. If a Pokémon make contact with Tentacool's tentacles for more than five seconds they have a 10% chance of being poisoned. They can see in the dark. They fight more enthusiastically when submerged and in a sizable body of water.

Tentacruel (Water/Poison): Tentacruel have ten tentacles. While they are good swimmers, they can move on land. They do this by slithering across the ground on a mess of tentacles and can use some of their others for other actions simultaneously. If a Pokémon makes contact with Tentacruel's tentacles for more than five seconds they have a 10% chance of being poisoned. They can see in the dark. They fight more enthusiastically when submerged and in a sizable body of water.

Geodude (Rock/Ground): Geodude have the greatest variety of locomotion options amongst the Geodude family. They are capable of rolling, walking on their hands, or levitating, though they cannot hover very high and move quite slowly in this way. Geodude can see in the dark. Their Defense Curl will give them much more protection than most Pokémon. Geodude may disguise themselves as a normal boulder by rolling up, an effective hiding method against many Pokémon.

Graveler (Rock/Ground): Graveler lack the diversity of movement options and the toughness of Golem, however, they are the fastest and most agile of the Geodude family. Graveler have a small pair of hands near their chests that they can use for grappling or close-range attacks, but are not particularly dexterous. Graveler can see in the dark. Their Defense Curl will give them much more protection than most Pokémon.

Golem (Rock/Ground): Golem have extremely hard shells and take only 80% damage from physical attacks. However, they are weighted down by their girth, and are the slowest of all the Geodude family. That said, their Rollout attack is as fast as any other Pokémon and deals 1.2x damage. Golem can see in the dark. Their Defense Curl attack will give them much more protection than most Pokémon.

Ponyta (Fire): Ponyta have flaming manes which can be used for illumination and may burn foes if there is prolonged contact. They can control the intensity of their flames, so that people can ride them without being burned. Any attack a Ponyta executes with their hooves is 1.1x as powerful. Ponyta are extremely fast, if not agile, and their ramming attacks are 1.1x more effective than normal. When using Agility, Ponyta leave flaming trails, which do light fire damage to anything that walks over or stands on them.

Rapidash (Fire): Rapidash have flaming manes, which can be used for illumination and may burn foes if there is prolonged contact. They can control the intensity of their flames, so that people can ride them without being burned. Any attack a Rapidash executes with their hooves is 1.2x as powerful. Rapidash are extremely fast, if not agile, and its ramming attacks are 1.2x more effective than normal. When using Agility, Rapidash leave flaming trails, which do light fire damage to anything that walks over or stands on them.

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. A Slowpoke will potentially evolve early if a Shellder bites its tail or head: wild Shellder may do this, or a Slowpoke’s ally may do so. An enemy Shellder will never bite a Slowpoke willingly. Once the Shellder and Slowpoke are connected, they share a symbiotic bond that cannot be broken, thus, they will count as one Pokémon.

Slowbro (Water/Psychic): Slowbro 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 their orders and moves around quite slowly. However, this does not make them unintelligent. They have a high resistance to moves which affect its mental state such as Supersonic or Attract. A Slowbro and its Shellder share a symbiotic relationship: the Shellder acts as a second pair of eyes for the Slowbro. A Slowbro has a higher defense than a Slowking, but a lower attack.

Slowking (Water/Psychic): Due to the nature of their evolution, Slowking do not have Slowpoke's slow reactions. However, they still move quite slowly. They have a high resistance to moves which affect their mental state such as Supersonic or Attract. A Slowking and its Shellder share a symbiotic relationship: the Shellder acts as a second pair of eyes for the Slowbro, facing backwards. A Slowking has a higher attack than a Slowbro, but a lower defence.

Magnemite (Electric/Steel): Magnemite levitate by default. Moving by electro magnetic propulsion, they are not as fast as other levitating Pokémon, but are more agile. They are inorganic and can see in the dark. They fight more enthusiastically in manmade environments.

Magneton (Electric/Steel): Magneton levitate by default. Moving by electro magnetic propulsion, they are not as fast as other levitating Pokémon, but are much more agile. They are inorganic and can see in the dark. They fight more enthusiastically in manmade environments. Magneton are considered to be one Pokémon, though their three eyes help them with vision and their Tri Attack is more powerful than normal. Damage is distributed equally throughout all three individual Magneton, and thus when one is KOed, all three are.

Magnezone (Electric/Steel): Magnezone levitate by default. Moving by electro magnetic propulsion, they are not as fast as other levitating Pokémon, but are more agile. They are inorganic and can see in the dark. They fight more enthusiastically in manmade environments.Magnezone are considered to be one Pokémon, though their three eyes help them with vision and their Tri Attack is more powerful than normal.

Farfetch'd (Normal/Flying): Farfetch’d use their leek like a weapon. If they lose it, they will be unable to use Cut, Slash, or similar moves, but they are more skilled at using these moves than other Pokémon and will have a small boost in power and accuracy when using their leek. As duck Pokémon, Farfetch’d can float on top of the water and have a limited diving ability. They have exceptional eyesight and enhanced accuracy which is very difficult to lower.

Doduo (Normal/Flying): The heads of a Doduo share a hive mind of sorts. One head cannot be surprised or snuck up on unless the other is. When Resting, one head remains awake, which means that a Doduo cannot be dealt a critical hit while using Rest (sleep induced by other means, such as through an attack, will put both heads to sleep and make Doduo vulnerable to a critical hit). Their Sleep Talk attack has a 75% chance to use an attack instead of doing nothing. Either of their heads heads can be used to attack at any time, both physically and specially, and they receive a 1.1x boost to attacks made using their beaks. Dodrio and Doduo cannot fly, but they have exceptional jumping ability and are fast runners, enabling them to use attacks like Fly by leaping in order to evade attacks and striking their foes moments later.

Dodrio (Normal/Flying): The heads of a Dodrio share a hive mind of sorts. One head cannot be surprised or snuck up on unless the others are. When Resting, one head remains awake, which means that a Dodrio cannot be dealt a critical hit while using Rest (sleep induced by other means, such as through an attack, will put all 3 heads to sleep and make Dodrio vulnerable to a critical hit). Their Sleep Talk attack has a 75% chance to use an attack instead of doing nothing. Either of their heads heads can be used to attack at any time, both physically and specially, and their Tri Attack is more powerful than normal. They also receive a 1.2x boost to attacks made using their beaks. Dodrio and Doduo cannot fly, but they have exceptional jumping ability and are fast runners, enabling them to use attacks like Fly by leaping in order to evade attacks and striking their foes moments later.

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.

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.

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 85% 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 85% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.

Shellder (Water): Shellder lack legs, so their movement on land consists of hopping a few feet at a time. While swimming, Shellder open and close their shell to move through the water. A Shellder’s shell is hard, reducing the damage from all attacks. They fight more enthusiastically when submerged and in a sizable body of water. The most vulnerable spot of a Shellder is its face, where it will take a little more damage than usual. They can see in the dark. Their Icicle Spear, Spike Cannon and Rock Blast attacks are slightly more powerful than usual, creating a greater number of projectiles and firing them with greater precision and accuracy.

Cloyster (Water/Ice): Cloyster lack legs, so their movement on land consists of hopping a few feet at a time. While swimming, Cloyster open and close their shell to move through the water. They fight more enthusiastically when submerged and in a sizable body of water. A Cloyster’s shell is hard, reducing the damage from all attacks. The most vulnerable spot of a Cloyster is its face, where it will take a little more damage than usual. They can see in the dark. Their Icicle Spear, Spike Cannon and Rock Blast attacks are slightly more powerful than usual, creating a greater number of projectiles and firing them with greater precision and accuracy.

Gastly (Ghost/Poison): Gastly are essentially living gas and as such can never attain a solid state. They are gaseous by default but can become ethereal or invisible. When invisible, Gastly remain gaseous and do not enter a physical state. Despite being locked out of the physical state, they take only 10% extra damage from special moves instead of the usual amounts. Gastly levitate by default, though they are not particularly fast or agile.

Haunter (Ghost/Poison): Haunter, while more solid than its preevolution and able to solidify, are composed primarily of gas, and prefers Gaseous or Ethereal over Solid. They may also go Invisible if required. Haunter's hands can move independently of it and can move with agility and decent speed. They are able to pass through solid objects even when Haunter is Solid or Gaseous, with somewhat more freedom to pass through objects than Haunter itself, allowing them to pass through thicker walls or other objects. Haunter’s Lick attack has a 50% chance to paralyze, instead of the usual 30%. Haunter levitate by default.

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.

Onix (Rock/Ground): Onix are large Pokémon and are able to burrow through hard materials such as concrete with their Dig attack easily. They can see in the dark. They have slightly higher physical defence compared to other Rock-types.

Steelix (Steel/Ground): Steelix are large Pokémon and are able to burrow through hard materials such as concrete with their Dig attack easily. They are also more resistant to extreme pressures and heat, though they take the usual damage from Fire moves. They can see in the dark. They have higher physical defence compared to other Steel-types. They are also familiar with the Rock type.

Drowzee (Psychic): Drowzee focus on sleep-related attacks. Their Hypnosis, Dream Eater, and Nightmare attacks are more powerful than normal and will take effect more quickly.

Hypno (Psychic): Hypno focus on sleep-related attacks. Their Hypnosis, Dream Eater, and Nightmare attacks are more powerful than normal and will take effect more quickly. Hypno releases its Hypnosis through its pendulum. If a foe looks too intently at the pendulum, its movement may make them dizzy and a bit disoriented, though not confused.

Krabby (Water): Krabby can swim, but prefer to walk along the bottom of the water instead of swim in it. Kingler use their pincers based on the attack. Attacks that are quicker and more precise use the smaller claw, while the most powerful attacks take advantage of their powerful claw, which can crush almost anything. Attacks using their larger claw will deal 1.2x the usual damage. They can easily move side to side, but have difficulty walking forwards and backwards. They can see in the dark.

Kingler (Water): Kingler can swim, but prefer to walk along the bottom of the water instead of swim in it. Kingler use their pincers based on the attack. Attacks that are quicker and more precise use the smaller claw, while the most powerful attacks take advantage of their powerful claw, which can crush almost anything. Attacks using their larger claw will deal 1.2x the usual damage. They can easily move side to side, but have difficulty walking forwards and backwards. They can see in the dark.

Voltorb (Electric): Voltorb move by rolling and their movement speed is dependent on the smoothness of the terrain. They are fastest on flat, smooth ground and slowest on rocky ground. On flat ground, they are faster than many Pokémon. They have a 5% chance of Exploding when KOd. Voltorb's Selfdestruct and Explosion attacks charge much faster than other Pokémon. They are inorganic and fight more enthusiastically in manmade environments.

Electrode (Electric): Electrode move by rolling and their movement speed is dependent on the smoothness of the terrain. They are fastest on flat, smooth ground and slowest on rocky ground. On flat ground, they will outspeed almost any Pokémon. They have a 5% chance of Exploding when KOd. Electrode’s Selfdestruct and Explosion attacks charge much faster than other Pokémon. They are inorganic and fight more enthusiastically in manmade environments.

Exeggcute (Grass/Psychic): Exeggcute share a linked mind: none can be surprised unless they all are. While individually weak, they display strong group tactics, and the healthiest one will take the hits for the weakest ones. An Exeggcute is considered knocked out when all its individual eggs are.

Exeggutor (Grass/Psychic): An Exeggutor literally has eyes everywhere: it is impossible to surprise from behind. They are capable of attacking an opponent with most of their attacks, no matter which direction they are 'facing'. For Rollout, Exeggutor will drop one of its 'heads' to attack. While the head is using a Rollout, Exeggutor loses the abilities of that particular head. When done with Rollout, the head will Teleport back to the Exeggutor and reconnect for minor energy. An Exeggutor is considered to be knocked out when its body is, as the heads will all faint when the body does. Exeggutor deals slightly more damage with its special Psychic and Grass moves than other Pokémon.

Cubone (Ground): A Cubone's face is covered by a skull, which it will not remove willingly. If the helmet is shattered, it will cost 1 SP or 1 battle for Cubone to go and find another. Cubone may not use its respective bone attacks if it is not holding its bone. 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. If the helmet is shattered, it will cost 1 SP or 1 battle for Marowak to go and find another. Marowak may not use its respective bone attacks if it is not holding its bone. Its Skull Bash attack takes slightly less energy than normal to use. Marowak can see in the dark.

Tyrogue (Fighting): Tyrogue are apprentice fighters and are more skilled than other baby Pokémon, on par with basic stage members of other lines. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

Hitmonlee (Fighting): Hitmonlee train extensively in the way of the foot. Their kicking attacks do 1.2x damage, but their punch attacks deal only 0.8x damage. They have slightly higher physical attack than other Fighting-types. Hitmonlee can extend their limbs to up to twice their length to hit distant targets or to increase their stride.

Hitmonchan (Fighting): Hitmonchan practice extensively in the way of the fist. Their punch attacks do 1.2x damage, but their kick attacks deal only 0.8x damage. They have slightly higher physical defence than other Fighting-types.

Hitmontop (Fighting): Hitmontop is equally happy punching or kicking. It stands on its head for most attacks. Attacks that involve spinning deal 1.2x damage and they have exceptional balance, making them difficult to knock down when spinning and giving them greater acrobatic prowess, making their physical attacks harder to predict or block.

Lickitung (Normal): Lickitung have long tongues, which can extend out to eight feet to hit enemies. Any attack a Lickitung does with its tongue does additional damage equal to Lick, 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 does additional damage equal to Lick, with a 10% chance of paralysis. Lickilicky's rotund bodies allow them to gain momentum through Rollout easier.

Koffing (Poison): Koffing levitate by default. They are made of poison. Thus, they thrive in environments where such poisons abound. They are healed by toxic chemicals instead of harmed, and poison attacks heal them instead of harm them. Koffing use their internal gases to move and float about: however, they cannot go under water, instead it will float at the top. Koffing have a 5% chance of Exploding when KO’ed. They can see in the dark.

Weezing (Poison): Weezing levitate by default. They are made of poison. Thus, they thrive in environments where such poisons are abound. They are healed by toxic chemicals instead of harmed, and poison attacks heal them instead of harm them. Weezing use their internal gases to move and float about: however, they cannot go under water, instead it will float at the top. Weezing have a 5% chance of Exploding when KO’ed. They can see in the dark.

Rhyhorn (Ground/Rock): Slung low to the ground, Rhyhorn are excellent at charging and tackling attacks. Any ramming attacks they use are more effective, as they will be able to hit the Pokémon and keep running, adding a little “trampling” damage. However, they are not great at changing direction or slowing down once up to speed. Electric attacks which are deliberately targeted at its horn have a 5% chance of dealing neutral damage. They can see in the dark.

Rhydon (Ground/Rock): Rhydon are extremely heat-resistant and can survive in hot liquids (such as lava) for extended periods of time. Any ramming attacks they use are more effective, as they will be able to hit the Pokémon and keep running, adding a little “trampling” damage. They are not great at changing direction or slowing down once up to speed. Electric attacks which are deliberately targeted at its horn have a 5% chance of dealing neutral damage. Any electric attack used in the presence of a Rhydon is 100% accurate, but regardless of where it’s aimed, will go toward Rhydon. They can see in the dark.

Rhyperior (Ground/Rock): Rhyperior can create rocks from their hands for any rock based attack requiring some from the arena. Their charging based attacks do slightly more damage then normal as well. However, they are not great at changing direction or slowing down once up to speed. Their highly thick and resistant hide means that super effective attacks against it deal slightly less damage. They are extremely heat-resistant and can survive in hot liquids (such as lava) for extended periods of time. Electric attacks which are deliberately targeted at its horn have a 5% chance of dealing neutral damage. They can see in the dark.

Happiny (Normal): Happiny are resistant to special attacks and will take less damage from them. However, they are weak to physical attacks, and take more damage from them than normal. Their physical attack stat is also slightly weaker than normal. They are good healers and healing moves used to benefit other Pokémon will cost them slightly less energy than normal. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

Chansey (Normal): Chansey are resistant to special attacks and will take less damage from them. However, they are weak to physical attacks, and take more damage from them than normal. Their physical attack stat is also slightly weaker than normal. They are excellent healers and healing moves used to benefit other Pokémon will cost them slightly less energy than normal. They eminate a calming aura, being less vulnerable to anger-based attacks and calming all Pokémon on the field.

Blissey (Normal): Blissey are resistant to special attacks and will take less damage from them. However, they are weak to physical attacks, and take more damage from them than normal. Their physical attack stat is also slightly weaker than normal. They are excellent healers and healing moves used to benefit other Pokémon will cost them a good bit less energy than normal. They eminate a calming aura, being less vulnerable to anger-based attacks and calming all Pokémon on the field.

Tangela (Grass): The thick mass of vines surrounding Tangela 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 1.1x damage and can be used with a mass of vines. They can use their vines to grab and manipulate objects and Pokémon.

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.

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.

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.

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.

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.

Goldeen (Water): Goldeen are excellent swimmers. They fight more enthusiastically when submerged and in a sizeable body of water. However, they are basically helpless out of water. Attacks made using their horn are 1.1x more powerful. They can see in the dark.

Seaking (Water): Seaking are excellent swimmers, but are helpless on land. They fight more enthusiastically when submerged and in a sizeable body of water. They can swim against incredibly powerful currents and are much more likely to get out of attacks like Whirlpool. Their Waterfall attack takes half the normal energy to perform and attacks made using their horn are 1.2x more powerful. They can see in the dark.

Staryu (Water): Staryu do not have eyes and thus cannot be affected by moves such as Confuse Ray or Flash. However, they use their psychic senses and an excellent sense of touch to detect opponents with ease. Staryu can levitate and are familiar with the Psychic type.A Staryu's core is its most vulnerable point and they will take a bit more damage if attacked there with physical moves. As starfish, they easily recover from serious injuries and will never have to stay in a Pokémon centre for longer than one battle, unless they are placed there because their core has been damaged.

Starmie (Water/Psychic): Starmie do not have eyes and thus cannot be affected by moves such as Confuse Ray or Flash. However, they use their psychic senses and an excellent sense of touch to detect opponents with ease. Starmie can levitate. A Starmie’s core is its most vulnerable point and they will take a bit more damage if attacked there with physical moves. As starfish, they easily recover from serious injuries and will never have to stay in a Pokémon centre for longer than one battle, unless they are placed there because their core has been damaged.

Mime Jr. (Psychic/Fairy): Mime Jr. are mainly proficient in wall defensive attacks, and can perform such moves (Barrier, Light Screen, Reflect, etc.) a bit faster than usual. As a mime, they are very adept at using Mimic. Their Mimic takes less energy to use and they can Mimic a greater variety of attacks. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

Mr. Mime (Psychic/Fairy): Mr. Mime are mainly proficient in wall defensive attacks, and can perform such moves (Barrier, Light Screen, Reflect, etc.) almost instantaneously. As a mime, they are very adept at using Mimic. Their Mimic takes less energy to use and they can Mimic a greater variety of attacks.

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. However, their defences are slightly weaker than those of other Bug-types.

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. They have slightly higher defences than other Bug-types.

Smoochum (Ice/Psychic): A Smoochum’s kiss attacks are more effective. In the dark, they feel using its lips, and any Pokémon they feel with their lips has a 10% chance of paralysis or confusion. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective. Smoochum come in both genders. They can see in the dark.

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. Jynx come in both sexes. They can see in the dark.

Elekid (Electric): Elekid are able to recharge themselves more efficiently than other Electric types and, whenever they use only one attack in a round, they will automatically recover moderate energy at the end of the round. They are easier to anger than most Pokémon. They are resistant to moves which induce sleep or drowsiness and will recover more quickly from these conditions. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

Electabuzz (Electric): Electabuzz are able to recharge themselves more efficiently than other Electric types and, whenever they use only one attack in a round, they will automatically recover moderate energy at the end of the round. They are resistant to moves which induce sleep or drowsiness and will recover more quickly from these conditions.

Electivire (Electric): Electivire are able to use their tails to channel Electric attacks. Direct contact with the foe using its tails will give a slight boost in the chance of paralysis for the attack and will make paralysis in the contact area far more likely. If hit by an Electric attack, Electivire will experience a surge of power and gain a slight boost to its speed for about a round. Electivire are able to recharge themselves more efficiently than other Electric types and, whenever they use only one attack in a round, they will automatically recover moderate energy at the end of the round. They are easier to anger than most Pokémon. They are resistant to moves which induce sleep or drowsiness and will recover more quickly from these conditions.

Magby (Fire): Because they gestate in magma, Magby can stay in lava/hot chemicals indefinitely. They are resistant to moves which induce sleep or drowsiness and will recover more quickly from these conditions. They can also 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.

Magmar (Fire): Because they gestate in magma Magmar can stay in lava/hot chemicals indefinitely. They have flaming tails and horns, which can be used for illumination and may burn foes if there is prolonged contact. They are resistant to moves which induce sleepor drowsiness and will recover more quickly from these conditions. They can also see in the dark.

Magmortar (Fire): Because they gestate in magma, Magmortar can stay in lava/hot chemicals indefinitely. They have flaming tails, shoulders and horns, which can be used for illumination and may burn foes if there is prolonged contact. Magmortar's Fire-typed attacks travel faster and are more intensely hot if launched from its arms, with an increased chance to burn when used so. They are resistant to moves which induce sleepor drowsiness and will recover more quickly from these conditions. They can also see in the dark.

Pinsir (Bug): Pinsir’s arms are not very strong, and their 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.

Tauros (Normal): Tauros are only know to appear in male varieties. Tauros are powerful chargers. Any tackling or ramming attacks do extra damage, as Tauros continues over the opponent, trampling them. Any attack a Tauros executes with its hooves is 1.2x as powerful. Tauros are easily angered and confused. Miltank and Tauros are speculated to have a common ancestor, so the Attracts of both species are considered to work as if both Miltank and Tauros were the same species of Pokémon.

Magikarp (Water): Magikarp have decent speed in the water and can jump quite far out of the water, but are helpless on land. Due to their rputation for ineptitude, foes may not take them seriously and be less eager to attack. They can see in the dark. They fight more enthusiastically when submerged and in a sizable body of water.

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.

Lapras (Water/Ice): Lapras are slow and ungainly on land, but are incredibly fast and agile in water, particularly on the surface. As carrier Pokémon, Lapras can carry up to 1.5 times their weight and not have their speed affected. Lapras’ shell are hard, and any attacks there are reduced to 75% damage. They can see in the dark.

Ditto (Normal): Ditto are very malleable and fexible, able to Transform with great ease and speed. They can also squeeze through gaps that other Pokémon would find impossible when in their natural form. Their flexibility extends to energy and they start battle with one hyper beam’s worth of type energy from every Pokémon type. The first time which a Ditto transforms in to a Pokémon, it gains an additional hyper beam’s worth of energy for each of the target’s natural types. Subsequent transformations will have the same effect, but will only provide half as much energy as the previous transformation. The first transformation Ditto carries out does not count as a move, though it still takes the usual amount of time to execute. A Ditto may disguise itself as an inanimate object in the arena with its Transform attack. This requires less energy than a normal Transform and a Ditto is almost impossible to tell apart from the object it’s copying. Ditto, however, cannot copy complicated mechanisms or things with complicated moving parts accurately (thus, if it were to copy a Pokéball, it wouldn’t be able to use a Pokéball’s buffer scan/recall beam).

Eevee (Normal): 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. Eevee's Trump Card and Last Resort attacks deal slightly more damage and have a slightly quicker charge time compared to most Pokémon.

Vaporeon (Water): 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. Vaporeon are also good swimmers and just as agile on land as they are in the water. Vaporeon are more adept at using their Acid Armour technique to hide in water than other Pokémon.

Jolteon (Electric): 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. Jolteon's bodies are spiky, making physical contact and grabbing/wrap attacks painful for the Pokémon wrapping Jolteon. Jolteon charge electricity in their fur constantly so its Electric attacks take slightly less time to charge compared to other Pokémon.

Flareon (Fire): 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. Flareon may use a move to warm themseves, which grants a slight defensive boost against Water-type moves and can be used to thaw ice. Flareon's tackle-based attacks deal slightly more damage than those of the other Eeveelutions.

Espeon (Psychic): 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. An Espeon’s fur is sensitive to the movements of the wind caused by the movements of an opponent, so it has a slightly higher chance of evading any attack from an opponent, and is very difficult to surprise. Their Future Sight attack costs slightly less energy to use compared to other Pokémon.

Umbreon (Dark): 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. Umbreon may sweat poison out of their pores as a move. Any Pokémon not resistant to Poison who comes into physical contact with Umbreon risks being poisoned. The poison stays on Umbreon unless it is somehow washed off. Umbreon are immune to their own poison produced by this method. By concentrating and holding still, Umbreon can cause their rings to glow, brightening the area at the cost of very little energy. Umbreon take slightly less damage from special attacks compared to other Eeveelutions and are resistant to techniques which affect their mental state such as Confuse Ray.

Leafeon (Grass): 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. Leafeon constantly produce clean air, especially when in sunlight, allowing them to rid areas of Smog, Mist or other pollutants at a faster rate than normal. Leafeon take slightly less damage from physical attacks compared to other Eeveelutions and can move almost silently when in a forested area.

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.

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.

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.

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.

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 manmade environments.

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.

Omastar (Rock/Water): Omastar’s shells are heavier, and provide 1.2x defense wherever they cover. However, they are slower than their unevolved brethren. Omaster move relatively quickly in the water, but somewhat slowly on land. Their grip is very strong and attacks which involve squeezing the foe with their tentacles will be more effective.

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.

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.

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.

Munchlax (Normal): Being quite hungry, Munchlax can eat anything. They will recover a slight amount of energy for things eaten, though toxic substances can poison them or cause damage. Munchlax are quite slow. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

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 the float on the surface of the water. Snorlax are quite slow.

Dratini (Dragon): Dratini can move equally well in the water and on the ground, but they prefer water, as they cannot fly like their higher evolutions. They have decent vision in low light environments.

Dragonair (Dragon): Dragonair can levitate and have a higher flight ceiling than most Pokémon. They are more agile than they are fast. They can also move in the same way as Dratini and are excellent swimmers. Sunny Day or Rain Dance will last one round longer than normal if used by a Dragonair. They have decent vision in low light environments.

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.


Johto Evolution Families:

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 1/4 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 1/4 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 1/4 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 less damage from water attacks, as there is no flame for the water to hit. 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 1/4 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 less damage from water attacks, as there is no flame for the water to hit. 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 1/4 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 less damage from water attacks, as there is no flame for the water to hit. 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 1/4 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 1/4 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 1/4 health.

Feraligatr (Water): While not the most agile 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 1/4 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). 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. 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.

Hoothoot (Normal/Flying): As owls, Hoothoot and Noctowl are the quietest fliers amongst Pokémon, and are almost inaudible as they fly. Hoothoot can see in the dark and fight more enthusiastically at night. Their Hypnosis and Foresight attacks are more effective than normal and take less energy to perform. They are resistant to sleep inducing moves.

Noctowl (Normal/Flying): As owls, Hoothoot and Noctowl are the quietest fliers amongst Pokémon, and are almost inaudible as they fly. Noctowl can see in the dark and fight more entusiastically at night. Their Hypnosis and Foresight attacks are more effective than normal and take less energy to perform. They are resistant to sleep inducing moves. Noctowl are familiar with the Psychic type.

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.

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.

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.

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.

Chinchou (Water/Electric): Chinchou are fish and thus are slow and nearly immobile on land, but are faster and more agile in the water. They fight more enthusiastically when submerged and in a sizable body of water. Whenever a Chinchou uses an electric attack in the water, it creates a small amount of electricity around it, shocking anything in the water with it within 10 feet of it (damage is considered equal to half a Thundershock for the most powerful electric attacks. They may also use their antenna as a light source in the same way that the Mareep family does with their tails.

Lanturn (Water/Electric): Lanturn are fish and thus are slow and nearly immobile on land, but are faster and more agile in the water. They fight more enthusiastically when submerged and in a sizable body of water. Whenever a Lanturn uses an electric attack in the water, it creates a small amount of electricity around it, shocking anything in the water with it within 10 feet of it (damage is considered equal to a Thundershock for the most powerful electric attacks). They may also use their antennae as a light source in the same way that the Mareep family does with their tails.

Togepi (Fairy): Togepi have shells which provide a slightly higher defense where it covers. Togepi can levitate, though not fast or well. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

Togetic (Fairy/Flying): Despite their appearance, they are fast and agile 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.

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.

Natu (Psychic/Flying): Natu can fly, but not fast or well, so most of their movement consists of hopping. They are capable of holding very still, which makes them harder to spot if they're hiding, particularly owing to their tiny stature. Their Future Sight attack takes slightly less energy than usual to use. Techniques that involve holding eye contact will be slightly more effective when used by Natu.

Xatu (Psychic/Flying): Xatu are not the best of fliers but are more capable than Natu. They can also levitate, though they are not particularly fast or agile. Xatu can hold very still, making them harder to spot if they are hiding. They have limited precognition, allowing them to dodge attacks more easily like an Espeon. Their Future Sight attack takes slightly less energy than usual to use. Techniques that involve holding eye contact will be slightly more effective when used by Xatu.

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. 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 10% chance of flinching. Mareep, Flaaffy, and 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 a Mareep/Flaaffy/Ampharos 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 10% chance of flinching. Mareep, Flaaffy, and 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 a Mareep/Flaaffy/Ampharos to light its tail. This will, however, make it a more obvious target for Pokémon who can see in dark areas.

Azurill (Normal/Fairy): An Azurill’s hearing is more sensitive than normal, at the expense of making it more vulnerable to sound attacks. 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. 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 Marrill'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.

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.

Bonsly (Rock): Bonsly are capable of holding perfectly still, which makes them almost impossible to detect if they're hiding in forested or woody areas. Like Grass types, they enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. They are very good at using Mimic and can Mimic attacks with less energy and more flexibility in terms of the type energy for the attacks Mimicked. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

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. 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.

Hoppip (Grass/Flying): Hoppip fly mostly by the force of the wind, or if there is no wind, they glide. While they are able to fly somewhat under their own power, it is tiring for a Hoppip and used only to catch a breeze. Thus, a Hoppip will try to stay in the air unless it has no alternative. Hoppip benefit from bright sun more than most Grass-types. Additionally, they are immune being afflicted with a status effect while bright sun is in effect.

Skiploom (Grass/Flying): Skiploom find it slightly more difficult to get in the air than their previous form. However, they are much better fliers once they are airborne and require less of a breeze to stay afloat. They benefit from bright sun more than most Grass-types. Additionally, they are immune being afflicted with a status effect while bright sun is in effect.

Jumpluff (Grass/Flying): While not much of a real flier in the flapping-wings sense, Jumpluff can use its spores like balloons, inflating and deflating them to maintain whatever height desired. This means they can easily take off and do not require a breeze, though having one greatly increases their speed and agility. They benefit from bright sun more than most Grass-types. Additionally, they are immune being afflicted with a status effect while bright sun is in effect.

Aipom (Normal): Aipom 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.

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.

Sunkern (Grass): Sunkern battle more enthusiastically in bright sunlight and their sun-dependent attacks take less energy to use compared to other Pokémon. They are very chipper and at thus resistant to moves such as Swagger. Their Ingrain attack heals more health than usual. However, they are physically weak.

Sunflora (Grass): Sunflora battle more enthusiastically in bright sunlight and their sun-dependent attacks take less energy to use compared to other Pokémon. They are very chipper and at thus resistant to moves such as Swagger. When it is dark, they are capable of standing very still, making them difficult to detect if the opponent does not have good night vision. Their Ingrain attack heals more health than usual.

Yanma (Bug/Flying): Yanma make a humming noise as they flaps their wings. This makes them easier to locate, but the noise is very irritating close up. Any Pokémon within three 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.

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

Wooper (Water/Ground): Wooper are good swimmers, but they are just as comfortable on land. They are coated with a slimy substance, which makes them harder to grab and prevents them from being affected by Electric attacks when wet.

Quagsire (Water/Ground): Quagsire move at a decent clip on land and a respectable pace in the water, though they prefer shallow, slow water to deep, fast currents. They are coated with a slimy substance, which makes them harder to grab and prevents them from being affected by Electric attacks when wet.

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.

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.

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

Mismagius (Ghost): Mismagius will usually stay in the gaseous state but can switch to solid if required. They cannot achieve the ethereal or invisible states. 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).

Unown (Psychic): Unown’s Hidden Power costs less energy than normal. They levitate by default, are inorganic and can see in the dark. Unown come in varying shapes, each shape roughly corresponding to a character from an ancient and superior alphabet. They share a hive mind with all Unown in the area automatically, regardless of allegiance, and can come together to form messages.

Wynaut (Psychic): Wynaut are far more energetic than their evolution. They move via shuffling and are quite slow, though are faster than their evolved form. They can see in the dark. Wynaut are quicker and more effective at using attacks like Mirror Coat and Counter. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

Wobbuffet (Psychic): Wobbuffet are slow and clumsy at moving around, travelling via shuffle. They are better at using attacks like Mirror Coat and Counter than other Pokémon. They are also resistant to pain and difficult to interrupt. They can see in the dark.

Girafarig (Normal/Psychic): Girafarig’s head and tail are linked, so one head is not surprised unless they both are. The tail relies mostly on instinct, and will Bite at anything that comes near it, regardless of what it might be. The tail is also somewhat sensitive to smell, giving Girafarig a slight awareness of targets or threats behind them. Any attack executed with its hooves is 1.2x more powerful.

Pineco (Bug): Pineco's movement consists of mostly rolling and thus all their body contact attacks (like Tackle and Take Down) are simple variations of Rollout. Pineco can bind themselves to trees as a move, using the tree bark to add additional armor to their shells, which will increase defense, at the expense of making them more vulnerable to fire attacks. Adding bark happens automatically (though it can be ordered not to), provided Pineco has enough time to strip it and add it without being disrupted. When all usable bark is stripped, Pineco will detach from a tree (they may be ordered to detach earlier, if needed).

Forretress (Bug/Steel): Forretress are almost completely covered by a hard, steely shell, reducing damage from all attacks to 80% power. 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.

Dunsparce (Normal): Dunsparce can see in the dark. When using attacks like Drill Run or Dig, they will travel backwards and use their tail to attack. Dunsparce are adept diggers and can stay underground as long as any Ground-type. A Dunsparce can also fly and levitate with its wings, though neither fast nor well.

Gligar (Ground/Flying): Gligar are not true fliers. Instead, they glide. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. They are also able to use a form of echolocation, allowing them to see through illusions, reveal hidden Pokémon and have a better sense of their surroundings in low-visibility situations. Gligar can see in the dark and fight more enthusiastically at night. They remain immune to Electric moves when in flight, though are affected as normal in wet conditions.

Gliscor (Ground/Flying): Gliscor are not true fliers. Instead, they glide. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. Upon evolving, their claws became much stronger and attacks that use them are 1.2x stronger then normal. They are also able to use a form of echolocation, allowing them to see through illusions, reveal hidden Pokémon and have a better sense of their surroundings in low-visibility situations. Gliscor can see in the dark and fight more enthusiastically at night. They remain immune to Electric moves when in flight, though are affected as normal in wet conditions.

Snubbull (Fairy): Snubbull are proud Pokémon and more susceptible to moves that induce anger. However, they are also resistant to fear-inducing effects. 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. Snubbull's biting attacks are 1.1x more powerful.

Granbull (Fairy): Granbull are proud Pokémon and more susceptible to moves that induce anger. However, they are also resistant to fear-inducing effects. 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. Granbull's biting attacks are 1.2x more powerful.

Qwilfish (Water/Poison): Qwilfish are somewhat slow in water and nearly immobile on land. They fight more enthusiastically when submerged and in a sizable body of water. In water, Qwilfish may inflate as a move. When inflated, Qwilfish moves more slowly, but has a higher defense, and any enemy that comes into contact with Qwilfish may hit a spike, taking damage equal to Poison Sting (with the same chance of poison). Qwilfish must inflate before firing any of its spikes or use any "spike" attack (Poison Sting, Pin Missile). Their pins are coated with a poison, which have a 10% chance of causing poison. Qwilfish may automatically deflate without using a move.

Shuckle (Bug/Rock): Shuckle have extremely high defense, making them difficult to harm unless they are hit somewhere other than their shell. However, they are very weak and their attacks do less damage than normal. They can move around easily within their shell and surprise foes by attacking from an unexpected angle.

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.

Sneasel (Dark/Ice): A Sneasel can retract or extend its claws at will. When moving and trying to be stealthy, a Sneasel will retract its claws. When attacking or moving on slippery surfaces, they will be extended. Attacks made using its claws deal 1.1x more damage than usual. Sneasel are adept at hiding itself and can move completely silently. They are also very agile and adept climbers.

Weavile (Dark/Ice): A Weavile can retract or extend its claws at will. When moving and trying to be stealthy, a Weavile will retract its claws. Attacks made using its claws deal 1.2x more damage than usual. When attacking or moving on slippery surfaces, they will be extended. Weavile are adept at hiding itself and can move completely silently. They are also very agile and adept climbers.

Teddiursa (Normal): Teddiursa's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective. They are adept climbers and can see in the dark.

Ursaring (Normal): Ursaring’s forelegs are extremely powerful, doing additional 1.2x damage with any attack used with them. They are also skilled climbers, though their girth makes them more interested in alternative methods of reaching something if they exist. Ursaring are large and intimidating so their fear attacks are more effective. They can see in the dark.

Slugma (Fire): Slugma can survive in molten lava indefinitely. They can use Acid Armour in lava they way water Pokémon can use Acid Armor in water (i.e. turn invisible). Any Pokémon that comes into contact with a Slugma or Magcargo has a 20% chance of being burned and their bodies can provide illumination. They can see in the dark and are inorganic.

Magcargo (Fire/Rock): Magcargo can survive in molten lava indefinitely. They can use Acid Armour in lava they way water Pokémon can use Acid Armor in water (i.e. turn invisible). Thier rocky shell provides little defense, unless they have had a good amount of time to cool. Any Pokémon that comes into contact with a Slugma or Magcargo has a 20% chance of being burned and their bodies can provide illumination. Because of the intense heat radiated by Magcargo, Water based attacks deal only half damage as they evaporate before they can affect it. They do not take extra Water damage for having an 'exposed flame'. They can see in the dark and are inorganic.

Swinub (Ice/Ground): Swinub 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. They are adept at hiding in blizzards and can see through them easily.

Piloswine (Ice/Ground): Piloswine have a large amount of fur, which keeps them warm in otherwise unbearably cold temperatures and slightly reduces damage from Fire and Ice attacks. While their vision is obscured by its fur, this makes attacks that blind (such as Flash) weaker and eye-contact attacks (such as Leer) more difficult to execute. They have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. They are adept at hiding in blizzards and can see through them easily.

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.

Corsola (Water/Rock): Corsola have limited movement ability on land and are better suited to shallow water, where they can move more quickly with the water carrying some of their weight. They fight more enthusiastically when submerged and in a sizable body of water. Corsola are fairly resistant to Water-type moves despite their Rock-type and take slightly less damage from them. They can see in the dark.

Remoraid (Water): Remoraid are fish Pokémon and almost helpless on land. They fight more enthusiastically when submerged and in a sizable body of water. They are capable of latching on to allied Mantine and firing ranged moves in flight with perfect accuracy due to their symbiotic nature. They have excellent accuracy and their attacks have a greater chance of hitting. They can see in the dark.

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.

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. They are highly resistant to sleep inducing moves and will regenerate energy twice as quickly when using Rest.

Mantyke (Water/Flying): Mantyke are fish, thus they are helpless on land but elegant in the water. They can fly quite well, though they are incapable of holding position indefinitely. Whilst they can easily take off from the water, they will have trouble doing so from land. They cannot glide for as long as Mantine. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

Mantine (Water/Flying): Mantine are fish, thus they are helpless on land but elegant in the water. They can fly quite well, though they are incapable of holding position indefinitely. Whilst they can easily take off from the water, they will have trouble doing so from land. They take slightly less damge from special moves than other Water types.

Skarmory (Steel/Flying): Skarmory are used to living in harsh environments so piercing or scratching attacks do less damage than normal against them. Their wings also provide slight resistance against phyiscal attacks when tucked at their side. The undersides of their wings are sharp, granting them a 1.2x boost if used to attack.

Houndour (Dark/Fire): Houndour have hearing that is more sensitive than normal at the expense of being more vulnerable to sound-based status moves and an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Much like the Growlithe family, while more reluctant to bond, they are fiercely loyal to those who earn their trust. As dogs they are quite good diggers and deal 1.1x damage with their biting attacks.

Houndoom (Dark/Fire): Any burns caused by a Houndoom’s attack do more damage than usual. A Houndoom have sensitive hearing, at the expense of increased vulnerability to sound based status attacks, and smell, which allows them to easily track foes and tell Double Team clones apart. Much like the Growlithe family, while more reluctant to bond, they are fiercely loyal to those who earn their trust. As dogs they are quite good diggers and deal 1.2x damage with their biting attacks.

Phanpy (Ground): Their leathery skin acts as treads for when performing a Rollout, thus giving better traction (and accuracy) when using a Rollout attack. Like all elephants, Phanpy are sure-footed, even though they cannot see their own feet.

Donphan (Ground): The strip of black, leathery skin acts as treads for when performing a Rollout, thus giving better traction (and accuracy) when using a Rollout attack. Like all elephants, Donphan are sure-footed, even though they cannot see their own feet.

Stantler (Normal): Stantler’s horns are used for its Hypnosis attack. They can create illusions more easily with their Hypnosis attack thanks to these horns, which makes the illusions more believable and effective. They are also familiar with the Psychic-type. Any attack executed with their hooves is 1.2x as powerful.

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 25 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.

Miltank (Normal): Miltank are known only to appear in female varieties. All Miltank can stand on their hind legs, but can also run on all fours if needed.Any moves Miltank uses to help its allies, such as Heal Bell or Milk Drink, will be more effective. Once per battle, they can squirt a small amount of milk at an ally, replenishing solid energy and slightly relieving the effects of fatigue. Miltank and Tauros have a common ancestor, so the Attracts of both species are considered to work as if both Miltank and Tauros were the same species of Pokémon.

Larvitar (Rock/Ground): A trainer may order Larvitar to eat the soil as a move. Larvitar will eat a mouthful, increasing its health and energy a little. Poisonous soil will have the opposite effect, damaging Larvitar instead of healing it. Larvitar can see in the dark. Their bodies are full of sand, and they are able to use the sand to produce Sandstorms, instead of relying on the sand in the arena.

Pupitar (Rock/Ground): Pupitar moves mostly through hopping. To compensate, their shell is much tougher, and any physical attacks against them are reduced to 80% strength. A trainer may order Pupitar to eat the soil as a move. Pupitar will eat a mouthful, increasing its health and energy a little. Poisonous soil will have the opposite effect, damaging it instead of healing it. Pupitar can see in the dark. Their bodies are full of sand, and they are able to use the sand to produce Sandstorms, instead of relying on the sand in the arena.

Tyranitar (Rock/Dark): Having gone through various stages, Tyranitar are now very powerful. Their Earthquake attacks are the most powerful among Pokémon and deal 1.2x more damage, with Tyranitar being familiar with the Ground type. They also carry over its tough hide, which reduces all damage it receives from physical attacks to 0.8x. A trainer may order Tyranitar to eat the soil as a move. Tyranitar will eat a mouthful, increasing its health and energy a little. Poisonous soil will have the opposite effect, damaging Tyranitar instead of healing it. Their bodies are full of sand, and they are able to use the sand to produce Sandstorms, instead of relying on the sand in the arena. This Sandstorm attack is more persistent than those used by other Pokémon and will last longer and deal more damage.


Hoenn Evolution Families:

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 1/4 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 1/4 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 1/4 health.

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 1/4 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 1/4 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 1/4 health.

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 1/4 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 1/4 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 1/4 health.

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.

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 deal 1.2x damage with their biting attacks.

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.

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. 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.

Wurmple (Bug): Wurmple, while not powerful Pokémon, have extremely sticky feet. If a throwing move dependent on the opponent’s weight is used, Wurmple is considered to weigh 100 pounds for the duration of the attack, if it is on the ground when the attack begins.

Silcoon (Bug): Silcoon are almost completely immobile and move only when attacking. They move mostly by hopping and can latch on to trees and branches to stabilise themselves. Their Harden is much more effective than normal and they are slightly resistant to all attacks.

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.

Cascoon (Bug): Cascoon are almost completely immobile and move only when attacking. They move mostly by hopping and can latch on to trees and branches to stabilise themselves. Their Harden is much more effective than normal and they are slightly resistant to all attacks.

Dustox (Bug/Poison): The scales of Dustox' wings are littered with toxic powders. As a result, any Pokemon which comes within 5 feet of Dustox will be inflicted with Poison should they breathe these powders in. Being nocturnal, they fight more enthusiastically at night.

Lotad (Water/Grass): Though able to swim and stay underwater for a fair amount of time, Lotad are not the best swimmers and prefer to stay near the surface of the water. They benefit from rain much more than other Grass Pokémon and fight more enthusiastically in the rain.

Lombre (Water/Grass): Though able to swim and stay underwater for a fair amount of time, Lombre are not the best swimmers and prefer to stay near the surface of the water. They benefit from rain much more than other Grass Pokémon and fight more enthusiastically in the rain.

Ludicolo (Water/Grass): Though able to swim and stay underwater for a fair amount of time, Ludicolo are not the best swimmers and prefer to stay near the surface of the water. They benefit from rain much more than other Grass Pokémon and fight more enthusiastically in the rain. Dancing-related moves used by Ludicolo are slightly more potent, and a Rain Dance perforemd by Ludicolo will last one round longer.

Seedot (Grass): Seedot can recover energy at the rate of Absorb per round by latching onto a tree. Latching and draining counts as one move, counting towards diminishing returns, and Seedot is easy to remove by force, able to be knocked off by even a sufficient wind.

Nuzleaf (Grass/Dark): The leaf on a Nuzleaf's head is sacred to them, and any damage done to it will greatly anger Nuzleaf and cause it to fight more aggressively, focusing their attention against the offender, for the next few rounds. The length of the time for their rage, as well as the extent of their aggression, depends on the extent of the damage, as well as whether it was intentional or not. Nuzleaf will NOT under any circumstance allow their leaf to be damaged, as such, they cannot be ordered to have their leaf damaged to gain the benefits of the rage. Nuzleaf will, regardless of their orders, consider the protection of their leaf top priority. Nuzleaf can recover energy at the rate of a Mega Drain per round by latching onto a tree. Latching and draining counts as one move, counting towards diminishing returns. They are excellent climbers.

Shiftry (Grass/Dark): Shiftry are quite adept jumpers and excellent climbers. They are also very agile and are adept at attack evasion. Their wind-based attacks are more powerful than normal and their interruption attacks are much more effective than normal. They can recover energy at the rate of a Giga Drain per round by latching onto a tree. Latching and draining counts as one move, counting towards diminishing returns.

Taillow (Normal/Flying): Taillow are very agile fliers, matching members of the Pidgey line in skill, but are not as fast as that family in a straight line. They are resistant to fear inducing attacks. If they are afflicted with a status condition, they experience a slight rise in their offensive stats.

Swellow (Normal/Flying): Swellow are very agile fliers, matching members of the Pidgey line in skill, but are not as fast as that family in a straight line. They are resistant to fear inducing attacks. If they are afflicted with a status condition, they experience a slight rise in their offensive stats.

Wingull (Water/Flying): Though Wingull are adequate fliers, their bodies are built for gliding. They can easily take advantage of wind currents to increase their speed. Therefore, Tailwind is more beneficial to them and they can easily fight an opposing Tailwind. Wingull can dive underwater for a short time, though not very fast nor very deep.

Pelipper (Water/Flying): Pelipper can carry up to three small Pokémon in its beak, as long as their combined weight is within reason, Pokémon inside Pelipper’s beak can still launch attacks from within, however, such attacks will be less accurate. Pelipper cannot have a Pokémon in its beak as a signature move. Therefore, Tailwind is more beneficial to them and they can easily fight an opposing Tailwind. Pelipper can dive underwater for a short time, though it's not very fast nor able to go very deep.

Ralts (Psychic/Fairy): Ralts's empathic abilities make them very in touch with their opponent. Attacks that deal with the opponents mental state are more effective. Teleporting also requires slightly less energy.

Kirlia (Psychic/Fairy): Kirlia's empathic abilities make them very in touch with their 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.

Gardevoir (Psychic/Fairy): 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.

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.

Surskit (Bug/Water): Because their feet have a substance to affect surface tension, Surskit can walk, or at least glide, on top of water and slippery surfaces such as sheet ice.

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 and have slightly more Ice energy than other Bug-types.

Shroomish (Grass): Shroomish's spores and powders are somewhat more effective and spread in denser clouds than usual. Shroomish are resistant to being afflicted with status moves.

Breloom (Grass/Fighting): Breloom's arms are extremely stretchy, allowing them to hit their foe from a distance with punches. 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.

Slakoth (Normal): Slakoth 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 Slakoth can win, they might lose motivation and do what they want. When using Slack Off and Rest, they gain more energy than usual. They are also are excellent climbers.

Vigoroth (Normal): Vigoroth always want to be active and find it impossible to remain still. A Vigoroth has more energy than normal, but uses it at a quicker rate. Because of their active nature, Vigoroth are more resistant to effects that cause Sleep and will wake more quickly from the condition. They are also excellent climbers.

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.

Nincada (Bug/Ground): Nincada are very good diggers and can Dig with speed and ease. If there are trees in the arena, Nincada may Dig underground and gain a moderate amount of health from the tree roots by sucking nutrients from them. During this, Nincada may not attack.

Ninjask (Bug/Flying): Ninjask are exceptionally fast Pokémon, able to outspeed practically everything. However, they lack agility and must stop to change directions.

Shedinja (Bug/Ghost): Shedinja are permanently solid, unable to achieve other states. 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.

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. They can amplify sound moves to be at their full 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. They can amplify sound moves to be at their full 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. They can amplify sound moves to be at their full potency even when spread. They can see in the dark.

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 slightly 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 slightly less damage from Ice and Fire-type attacks and are resistant to extreme temperatures. They can see in the dark.

Nosepass (Rock): Nosepass's 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 efficiently against Electric-types. Nosepass can see in the dark and are familiar with the Electric type. They are inorganic.

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 as if psychically and can be moved to the edge of its magnetic field (about 10 feet), allowing Probopass to use punching attacks from a 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 efficiently against Electric-types. Probopass can see in the dark and are familiar with the Electric type. They are inorganic.

Skitty (Normal): Techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective when used by Skitty. They prefer to use their tail for slapping and similar attacks. They are able climbers and have excellent poise and balance. As a cat, they will usually land on their feet, and can slip through gaps that might seem too thin at first glance with little drop in speed. They can see in the dark.

Delcatty (Normal): Techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective when used by Delcatty. They prefer to use their tail for slapping and similar attacks. They are able climbers and have excellent poise and balance. As a cat, they will usually land on their feet, and can slip through gaps that might seem too thin at first glance with little drop in speed. They can see in the dark.

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. 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. Unlike most Ghost-types, they can be poisoned.

Mawile (Steel/Fairy): Mawile's metal jaws are very strong and exceptionally difficult to force open. Attacks involved with them are 1.2x stronger then normal. Their techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective. Mawile can see in the dark.

Aron (Steel/Rock): Aron can see in the dark. Due to their exceptional hardness, they will not take recoil damage from attacks they use and take slightly less damage from physical attacks.

Lairon (Steel/Rock): Lairon can see in the dark. Due to their exceptional hardness, they will not take recoil damage from attacks they use and take slightly less damage from physical 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.

Meditite (Fighting/Psychic): Meditite meditates constantly and therefore have a very sharp mind. This makes them resistant to mind-altering statuses. Their Meditate and Calm Mind are slightly more effective and their default stance causes them to hover a foot above the ground when using these moves. Meditite can see in the dark.

Medicham (Fighting/Psychic): Medicham meditates constantly and therefore have a very sharp mind. This makes them resistant to mind-altering statuses. Their Meditate and Calm Mind are slightly more effective and their default stance causes them to hover a foot above the ground when using these moves. Medicham can see in the dark.

Electrike (Electric): Electrike are filled with electricity and physical attacks used against them have a 5% chance of dealing slight paralysis to the user. 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.

Manectric (Electric): Manectric are filled with electricity and physical attacks used against them have a 10% chance of dealing slight paralysis to the user. In situations where an electric attack not originating from Manectric are used, there is a 10% chance it will be redirected to them if they are within 10 feet of the attack. 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.

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.

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.

Volbeat (Bug): Volbeat and Illumise are considered male and female variations of the same Pokémon, and therefore the Attracts of both species are considered to work as if both Volbeat and Illumise were the same species of Pokémon. Volbeat have a light on their tail that they can use to illuminate areas, though they make them more visible in the dark. Volbeat are familiar with the Electric type.

Illumise (Bug): Volbeat and Illumise are considered male and female variations of the same Pokémon, and therefore the Attracts of both species are considered to work as if both Volbeat and Illumise were the same species of Pokémon. Illumise have a light on their tail that they can use to illuminate areas though they make them more visible in the dark. Illumise are familiar with the Electric type.

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 potent in close quarters, but quickly lose strength outside of a foot 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 potent in close quarters, but quickly lose strength outside of a foot. Inorganic Pokémon and members of the Budew line are unaffected but Pokémon with sensitive smell will be more heavily affected.

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 potent in close quarters, but quickly lose strength outside of a foot. 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.

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 Stockpile attack is more efficient 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 Stockpile attack is more efficient than normal.

Carvanha (Water/Dark): Any Pokémon that strikes Carvanha with a physical attack will suffer 25% recoil damage from Carvanha’s rough skin, unless their bodies are particularly hard. As a piranha, Carvanha's biting attacks are more effective, dealing 1.1x more damage than usual. When Carvanha latches itself to something with its teeth, it is more difficult to shake or pry off. Carvanha are more effective in numbers. When battling alongside another fish Pokémon, they gain a boost in confidence that gives them a boost in attack. They fight more enthusiastically when submerged and in a sizable body of water.

Sharpedo (Water/Dark): Any Pokémon that strikes Sharpedo with a physical attack will suffer 25% recoil damage from Sharpedo’s rough skin, unless their bodies are particularly hard. Sharpedo are excellent swimmers and will be faster and more agile than most Pokémon in the water. As a shark, Sharpedo's biting attacks are more effective, dealing 1.2x more damage than usual. They fight more enthusiastically when submerged and in a sizable body of water.

Wailmer (Water): Wailmer are large, slow, and somewhat gangly. They are neither great on land nor a fantastic swimmers in water. Their fat, round body, however, allows them to survive intense pressures, swim comfortably in freezing water, and take slightly less damage from physical attacks. They can also control their depth very well and are hard to force under or up. They can see in the dark. They fight more enthusiastically when submerged and in a very sizable body of water.

Wailord (Water): Wailord are huge, and even more awkward on land than its preevolution. However, they are better swimmers and even better divers, having full control over their depth and able to swiftly dive up or down. Their blubbery, massive body give them a resistance against physical attacks. They are far more comfortable in large, open arenas where they can move freely, and if too restricted, they may be completely unable to fight. They can see in the dark. They fight more enthusiastically when submerged and in an extremely sizable body of water.

Numel (Fire/Ground): Numel are not particularly quick-witted Pokémon. While some might argue that this makes them similar to Slakoth and Slaking, this is due more to the fact that Numel aren't particularly bright instead of lazy. Because of this, Numel don't often get the initiative and have trouble comprehending more complex orders. However, this same slowness also makes Numel extremely resistant to mentally-affecting abilities and abilities that rely on manipulating emotions, such as Attract, Charm, etc. The flipside to this is that abilities that rely on extreme emotions, such as Rage, are less effective when used by a Numel.

Camerupt (Fire/Ground): Camerupt tend to be only slightly-less apathetic than their Numel bretheren, although their higher intelligence gives them a better ability to follow orders. However, they become extremely angry when struck in the face. A Camerupt struck in the face by an opponent will focus almost exclusively on that target to the exclusion of all other concerns unless something else starts to become a bigger problem or gets in the way of Camerupts's revenge. Until its target has fallen Camerupt will be extremely emotional and responsive but more vulnerable to confusion. Camerupt will also be winded for a few moments after its beserker rage has ended, with longer periods of rage meaning more downtime. A trainer may write a note in their bio stating that their Camerupt has been trained not to enter in to the enraged state in this way.

Torkoal (Fire): A Torkoal's shell is tough and attacks which strike there will do reduced damage. Torkoal can retreat in to their shell using a move, protecting their body from harm. However, they are vulnerable if knocked on their backs. Smokescreens and similar moves produced by Torkoal are much more potent then normal. Torkoal are familiar with the Rock-type.

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. The pearl can be lost or broken, and will require a 1 SP fee to purchase a new one.

Grumpig (Psychic): Grumpig are excellent at using Bounce. They will use the attack much quicker then normal and can Bounce much higher then normal. They are not as mobile as Spoink but will deal more damage than other Pokémon when landing with Bounce. Grumpig's pearls boost their Psychic abilities, granting them much greater proficiency with telekinesis as well as a slightly higher offensive power with Psychic moves. but the pearls are well integrated into their body and cannot be taken.

Spinda (Normal): Spinda are constantly teetering about. Their constant movements make them somewhat unpredictable, making them slightly more evasive than normal, but they are sure footed and well balanced. Their confusion-inducing moves are more effective than normal.

Trapinch (Ground): Trapinch are great diggers and can do so stealthily with ease and speed. They can hide easily within sandy environments and hey fight more enthusiastically in sandy or dusty areas. They can see in the dark. Their large jaws make their biting attacks more effective.

Vibrava (Ground/Dragon): With evolution and bulk, Vibrava become a less effective diggers than their prevolution, though they can still conceal themselves well within sandy environments and fight more enthusiastically there. They can see in the dark. They are agile fliers, though not particularly fast, and are familiar with the Bug type. Because they flap their wings so quickly and produce a near ultrasonic but distracting noise, attacks which use their wings to strike have a 10% flinch chance against their targets.

Flygon (Ground/Dragon): Flygon are not as proficient at digging as their basic form but can still conceal themselves well within sandy environments and fight more enthusiastically in them. Flygon’s shielded eyes are adapted to seeing in a sandstorm and such are not hindered in heavy sand or fog. Flygon can see in the dark and are resistant to light based attacks targeted at the eyes such as Flash. They are agile fliers, though not exceptionally fast, and are familiar with the Bug type. Because they flap their wings so quickly and produce a near ultrasonic but distracting noise, attacks which use their wings to strike have a 10% flinch chance against its targets.

Cacnea (Grass): Cacnea are covered in spikes. Therefore, those who attack them with physical attacks will take roughly 25% recoil damage (unless they are particularly hard bodied) and their Needle Arm attack is more effective than normal. Being native to the desert where Sandstorms are frequent, Cacnea are immune to the effects of the attack and can see through them easily. They fight more enthusiastically in sandy or dusty areas. They can see in the dark. They are capable of standing very still, making them difficult to detect if the opponent does not have good night vision. Their Ingrain attack heals more health than usual, their draining attacks are more effective than normal and they gain greater benefit from both sun and rain than other Grass-types.

Cacturne (Grass/Dark): Cacturne are covered in spikes. Therefore, those who attack them with physical attacks will take roughly 25% recoil damage (unless they are particularly hard bodied) and their Needle Arm attack is more effective than normal. Being native to the desert where Sandstorms are frequent, Cacturne are immune to the effects of the attack and can see through them easily. They fight more enthusiastically in sandy or dusty areas. They are capable of standing very still, making them difficult to detect if the opponent does not have good night vision. Their Ingrain attack heals more health than usual, their draining attacks are more effective than normal and they gain greater benefit from both sun and rain than other Grass-types.

Swablu (Normal/Flying): Swablu's song-based attacks are slightly more effective than normal. On a cloudy day, Swablu can be sightly difficult to see in the air. They are strong fliers and surprisingly fast but aren’t as agile as some others.

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.

Zangoose (Normal): Zangoose have a traditional feud with Seviper and go into a rage whenever on a battlefield at the same time as a Seviper. Zangoose will then only follow orders to attack Seviper and will ignore any other orders. If not given any orders involving Seviper, they will automatically attack it using random physical attacks. Because of this rivalry, they are highly resistant to being poisoned and take slightly less damage from poison moves. They also deal 1.2x damage with claw based attacks.

Seviper (Poison): Seviper goes into a rage whenever on a battlefield at the same time as Zangoose, will only follow orders to attack Zangoose, and will ignore any other orders. If not given any orders involving Zangoose, they will automatically attack using random physical attacks. Because of this rivalry, they take slightly less damage from slashing attacks. They also deal 1.2x damage with tail based attacks.

Lunatone (Rock/Psychic): Lunatone levitate by default and are considered to be inorganic. They are familiar with the Ice type. They fight more enthusiastically at night and can see in the dark. They also radiate a constant faint glow that is likened to moonlight. Pokémon in close proximity to them can use moves which require moonlight, regardless of location, as can Lunatone themselves. Using a move, they can cause their eyes to glow with an eerie red light which will intimidate most Pokémon.

Solrock (Rock/Psychic): Solrock levitate by default and are considered to be inorganic. They are capable of generating vast amounts of heat by spinning, enough to vaporise moderate and weaker water attacks or dissipate fog, energy use equal to Fire Spin and the technique usable twice per battle. They are also familiar with the Fire type. They fight more enthusiastically in the day time and radiate a constant faint glow that is likened to sunlight. Pokémon in close proximity to them can use moves which require sunlight, regardless of location, as can Solrock themselves.

Barboach (Water/Ground): Barboach are naturally wet, their slime making them difficult to hold onto and grab and preventing them from being affected by Electric attacks. Their movements are awkward out of water. Their whiskers can also help locate a real opponent if it is nearby when using techniques such as Double Team or in places with limited visibilty and they can see in the dark. These Pokémon can set off earthquakes with ease and any earth-based ground attacks are quicker to use and will require less energy. They fight more enthusiastically when submerged and in a sizable body of water.

Whiscash (Water/Ground): Whiscash are naturally wet, their slime making them difficult to hold onto and grab and preventing them from being affected by Electric attacks. Their movements are awkward out of water. Their whiskers can also help locate a real opponent if it is nearby when using techniques such as Double Team or in places with limited visibilty and they can see in the dark. These Pokémon can set off earthquakes with ease and any earth-based ground attacks are quicker to use and will require less energy. They fight more enthusiastically when submerged and in a sizable body of water.

Corphish (Water): Corphish are highly aggressive and territorial and are thus susceptible to anger inducing moves. They will act more enthusiastically when using any offensive technique and less enthusiastically when using any defensive technique. Corphish can swim, but prefers to walk along the bottom of the water instead of swim in it. They can see in the dark.

Crawdaunt (Water/Dark): Crawdaunt are highly aggressive and territorial and are thus susceptible to anger inducing moves. They will act more enthusiastically when using any offensive technique and less enthusiastically when using any defensive technique. Crawdaunt can swim, but prefer to walk along the bottom of the water instead of swim in it. Their claw attacks are 1.2x stronger than normal.

Baltoy (Ground/Psychic): As living draydols, techniques which focus on spinning will be quicker to use and more effective than normal when used by Baltoy. They levitate by default and are inorganic.

Claydol (Ground/Psychic): As they have eyes all around their heads, Claydol are almost impossible to surprise or sneak up on. They have spherical arms that are capable of firing beam attacks. These arms are not attached to Claydol’s body and can be separated out a foot or so, allowing them to attack from unexpected angles. As living draydols, techniques which focus on spinning will be quicker to use and more effective than normal when used by Claydol. They levitate by default and are inorganic.

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.

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.

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.

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.

Feebas (Water): Feebas are considered very ugly, diminishing the strength of their Attract and similar techniques. They have learned to be agile swimmers and is good at hiding. They fight more enthusiastically when submerged and in a sizable body of water. They can see in the dark.

Milotic (Water): Milotic are considered astoundingly beautiful and Attract and similar attacks are much more effective than normal. As an attack once per battle, they can calm down an opponent with a calming aura. Doing so can get rid of any mental boosting moves the opponent might have (excepting Calm Mind). Milotic are good swimmers and can move around effectively on land. They can also levitate but are not particularly fast or agile. They can see in the dark.

Castform (Normal): Castform change their shape, as well as their type, depending on the weather. They will become a Water-type while it's raining, a Fire-type during a Sunny Day and an Ice-type in Hail or Snow. Castform remain Normal during "normal" weather. Their weather changing attacks are much more powerful than normal, starting almost instantly at full power, lasting twice as long as usual and being much harder to change against Castform's wishes. They fight more enthusiastically in atypical weather conditions and their attacks are faster to charge in such environments. Castform levitate by default.

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.

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.

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.

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.

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.

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.

Tropius (Grass/Flying): Tropius, while not the most agile or fastest fliers, have some of the largest wingspans, meaning that their wind based attacks are 1.2x more powerful. Any Pokémon, including Tropius, may use a move to eat a fruit from Tropius' neck, restoring a good amount of health. They gain greater benefits from strong sunlight than other Grass types.

Chingling (Psychic): Chingling move primarily by bouncing, ringing lightly with every jump. Using a move, Chingling can produce a shrill sound that can distract or shock the foe. Their sound attacks are slightly more powerful and effective than normal. They can see in the dark.

Chimeco (Psychic): Chimecho levitate by default. They can use the suction cup on their head to attach themselves to surfaces. If a throwing move dependent on Chimecho's weight is used while attached, they are considered to weigh 100 pounds for the duration of the attack. Using a move, they can produce a shrill sound that can distract or shock the foe. Their sound attacks are slightly more powerful and effective than normal. They can see in the dark.

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.

Snorunt (Ice): Snorunt have powerful jaws that allow them to eat ice and snow. If there is ice or snow in the arena, Snorunt 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 biting attacks are 10% more effective than normal. They are adept at hiding in blizzards and can see through them easily. They can see in the dark.

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.

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.

Spheal (Ice/Water): Spheal have rotund bodies which allow them to gain speed and momentum very quickly with Rollout. They move primarily by rolling when on land but prefer to swim if possible. If the floor is slippery like an Ice field, they can manoeuvre easily using their flippers and tail. They are highly resistant to freezing temperatures and remain nimble in the coldest waters where other Pokémon might be numbed. They are very agile swimmers, generally. They can easily conceal themselves in snowy and icy environments. They are able to hold objects on their nose, allowing them to manipulate objects and use them in attacks. They can see in the dark.

Sealeo (Ice/Water): Sealeo have rotund bodies which allow them to gain speed and momentum very quickly with Rollout. They move primarily by rolling or sliding when on land but prefer to swim if possible. If the floor is slippery like an Ice field, they can manoeuvre easily using their flippers and tail. They are highly resistant to freezing temperatures and remain nimble in the coldest waters where other Pokémon might be numbed. They are very agile swimmers, generally. They can easily conceal themselves in snowy and icy environments. They are able to hold objects on theit nose, allowing them to manipulate objects and use them in attacks. They can see in the dark.

Walrein (Ice/Water): Walrein have rotund bodies which allow them to gain speed and momentum very quickly with Rollout. They move primarily by rolling or sliding when on land but prefer to swim if possible. If the floor is slippery like an Ice field, they can manoeuvre easily using their flippers and tail. They are highly resistant to freezing temperatures and remain nimble in the coldest waters where other Pokémon might be numbed. They are very agile swimmers, generally. They can easily conceal themselves in snowy and icy environments. They are able to hold objects on their nose, allowing them to manipulate objects and use them in attacks. Their large tusks add additional crushing damage to biting attacks, making them 1.2x more potent. They can see in the dark.

Clamperl (Water): Clamperl lack legs, so their movement on land consists of hopping about a foot at a time. While swimming, Clamperl open and close their shell to move through the water. A Clamperl's shell is hard, reducing the damage from all attacks. The most vulnerable spot of a Clamperl is the face, where they will take a little more damage than usual. They can see in the dark.

Huntail (Water): Huntail's biting attacks are more effective than normal and deal 1.2x damage. Huntail are considered familiar with the Dark-type and, as deep sea Pokémon, they can see in the dark and are resistant to high pressure.

Gorebyss (Water): Gorebyss’s body is built to accommodate feeding on the fluids of other creatures. Using a move, Gorebyss may siphon fluids from the foe by sticking them with their thin mouth, draining energy equivalent to Mega Drain. Gorebyss is considered familiar with the Psychic type. As a deep sea Pokémon, they can see in the dark well and is resistant to high pressure.

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 slow swimmers, but make up for this with an immunity to recoil from their attacks.

Luvdisc (Water): Attract, Sweet Kiss and similar attacks are greatly boosted when used by Luvdisc. Luvdisc are less affected by emotion and attacks attempting to change their emotional state are less effective. They are a very nimble swimmers even compared to other Water-types. They can see in the dark. They fight more enthusiastically when submerged and in a sizable body of water.

Bagon (Dragon): Bagon’s skulls are very tough and, as a result, attacks Bagon performs with their head do 1.1x damage, while any physical attack that strikes Bagon’s skull will only do 80% damage. Bagon can see in the dark.

Shelgon (Dragon): A Shelgon's body is covered by a tough, bone-like shell. Physical attacks will deal only 80% damage. Shelgon is slow, but their Rollout attack is as fast as any other Pokémon and deals 1.2x damage. Shelgon can see in the dark.

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.

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

Metang (Steel/Psychic): Metang levitate by default but have a lower flight ceiling than most Pokémon and are not particularly agile. They are inorganic.

Metagross (Steel/Psychic): Large and bulky, Metagross now prefer to walk than to levitate. They can levitate but are slower than their pevious forms, with a lower flight ceiling. They are inorganic. Metagross are extremely intelligent and are more difficult to confuse or trick than normal.


Sinnoh Evolution Families:

Spoiler: show
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 1/4 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 1/4 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 1/4 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 1/4 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 1/4 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 1/4 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 1/4 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 1/4 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 1/4 health.

Starly (Normal/Flying): Starly 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.

Staravia (Normal/Flying): Staravia are more effective in numbers. When battling alongside another Flying Pokémon, they gain a boost in confidence that gives them a boost in attack. Staravia may be somewhat intimidating to smaller Pokémon. They have exceptional eyesight and enhanced accuracy which is very difficult to lower.

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.

Bidoof (Normal): A relatively simple minded Pokémon, Bidoof are more likely to misinterpret conditional commands, but are immune to confusion and resistant to other mind-altering attacks. They can use materials from the environment to build barriers and shelters in the same way that beavers can build dams. Bidoof also have powerful teeth, and so any biting attack will deal 1.1x more damage, and their Aqua Tail is more powerful than normal.

Bibarel (Normal/Water): A relatively simple minded Pokémon, Bibarel are more likely to misinterpret conditional commands, but are immune to confusion and resistant to other mind-altering attacks. They can use materials from the environment to build barriers and shelters in the same way that beavers can build dams. Bibarel also have powerful teeth, and so any biting attack will deal 1.2x more damage, and their Aqua Tail is more powerful than normal.

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.

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.

Shinx (Electric): Shinx's hearing is more sensitive than normal, at the expense of making them more vulnerable to sound-based status attacks. Their sense of smell is similarly enhanced, allowing them to track foes and detect true foes in a Double Team. They have excellent eyesight.

Luxio (Electric): Luxio's hearing is more sensitive than normal, at the expense of making them more vulnerable to sound-based status attacks. Their sense of smell is similarly enhanced, allowing them to track foes and detect true foes in a Double Team. They have excellent eye sight. Their fear-inducing attacks are slightly more effective than normal.

Luxray (Electric): Luxray's hearing is more sensitive than normal, at the expense of making them more vulnerable to sound-based status attacks. Their sense of smell is similarly enhanced, allowing them to track foes and detect true foes in a Double Team. Luxray have limited X-ray vision, allowing them to see through many objects to aid in pursuit, and excellent eye sight generally. Their fear-inducing attacks are slightly more effective than normal.

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.

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.

Shieldon (Rock/Steel): Shieldon's face plates are thick and extremely sturdy. Physical hits done to them will deal only 80% damage.

Bastiodon (Rock/Steel): Bastiodon's face plates are thick and extremely sturdy. Physical hits done to them will deal only 80% damage.

Burmy (Bug): Burmy can blend into the environment with ease, and are capable of staying perfectly still to avoid detection. They can hold onto things with their appendage on their head. This appendage is extandable and can be used like a Spinarak’s web to move around more quickly. They are also able to take camouflage from the environment when their coat is knocked off, adapting nearby debris to form a new one. They are immune to weather damage like Sandstorm and Hail.

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 ights more enthusiastically at night. They are adept at concealing themselves in dark environments and are very quiet fliers, making them difficult to track.

Wormadam (Bug/Varies): Wormadam's second type (and associated moveset) are dependent on their cloak. Plant cloak will make them Bug/Grass, Sandy Cloak will make Bug/Ground, and Trash Cloak will a make them Bug/Steel. Upon acquiring a Wormadam, trainers must specify which cloak it wears; this cannot be changed. Wormadam can blend into the environment with ease, and are capable of staying perfectly still to avoid detection. They battle more enthusiastically when in areas appropriate to their cloaks. If in an arena appropriate to its cloak, then once per battle Wormadam may collect scraps from the environment to replenish significant health and give it a slight boost to both defences. This counts as its one healing move. They levitate by default, but can hold onto things with their appendage on their head. This appendage is extendable and can be used like a Spinarak's web to move around more quickly.

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.

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.

Pachirisu (Electric): As a squirrel, Pachirisu is very nimble and climbs well. Their Electric attacks tend to have a blue coloration and have a slightly increased chance to paralyze their targets. 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. Techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective when used by Pachirisu.

Buizel (Water): Buizel use their tails similar to a propeller. This allows them to control their speed in the water and make sharp turns with great ease. They can rotate their tails like helicopter blades and levitate, though they are neither fast nor agile at this. The ring around their necks can be used as a floatation device, making them hard to force underwater. It may also be inflated and used as a shield, granting a small boost to physical defense. Buizel are slightly faster than the average Water-type on land.

Floatzel (Water): Floatzel use their tails similar to a propeller. This allows them to control their speed in the water and make sharp turns with great ease. They can rotate their tails like helicopter blades and levitate, though they are neither fast nor agile at this. The ring around their necks can be used as a floatation device, making them hard to force underwater. It may also be inflated and used as a shield, granting a small boost to physical defense. Floatzel are a good bit faster than the average Water-type on land.

Cherubi (Grass): Once a battle, using a move, Cherubi can absorb nutrients from the smaller cherry, restoring a good amount of health. They fight more enthusiastically in the sun.

Cherrim (Grass): Cherrim have two forms, Sunny form, during Sunny weather, and Overcast form (considered the default), during all other weather. When the arena is under the effect of Sunny Day, Cherrim automatically blossom and fight much moe enthusiastically. In addition to the normal effects of Sunny Day, Cherrim also gain a general boost to their special attack. In double battles, this excess energy acts like a lasting Helping Hand, also giving the Pokémon's partner a slight boost in Special Attack power.

Shellos (Water): Shellos have two different forms, although they are not different from each other other than looks. Shellos move at a decent speed on land, and a respectable pace in the water, though they prefer shallow, slow water to deep, fast currents. They are coated with a slimy substance, which makes them harder to grab. They are also able to stick to the ground. Any weight attack used against them will when stuck will have them considered to be double their weight. This stickiness also allows it to scale some vertical surfaces.

Gastrodon (Water/Ground): Gastrodon have two different forms, although they are not different from each other other then looks. Gastrodon move at a decent speed on land, and a respectable pace in the water, though they prefer shallow, slow water to deep, fast currents. They are coated with a slimy substance, which makes them harder to grab and prevents them from being affected by Electric attacks when wet. They are also able to stick to the ground. Any weight attack used against them will when stuck will have them considered to be double their weight.

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.

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.

Buneary (Normal): Buneary are able to jump much higher than the typical Pokémon. They can use their ears in attacks, allowing them to extend their range for physical attacks.

Lopunny (Normal): Lopunny are able to jump much higher than the typical Pokémon. They can use their ears in attacks, allowing them to extend their range for physical attacks. Their Charm, Attract, and similar attacks are more effective than normal.

Glameow (Normal): Though slower than their evolved form, Glameow are much more agile, and can use their springy tails to Bounce like a Spoink. They can see in the dark and are well adapted to moving silently. They are able climbers and have excellent poise and balance. As cats, they will usually land on their feet, and can slip through gaps that might seem too thin at first glance with little drop in speed. Their tail based attacks are 1.1x more powerful.

Purugly (Normal): Despite their size and look, Purugly are very fast Pokémon and can use their springy tails to bounce like a Spoink, but not terribly agile. They are also fairly intimidating and resistant to intimidation. They can see in the dark and are well adapted to moving silently. They are able climbers and have excellent poise and balance. As cats, they will usually land on their feet, and can slip through gaps that might seem too thin at first glance with little drop in speed. Their tail based attacks are 1.2x more powerful.

Stunky(Poison/Dark): Stunky smell absolutely horrible. Any Pokémon within three feet of them have a 10% chance of flinching and Pokémon within a foot will experience blurred vision and a slight reduction in attack and special attack. Inorganic Pokémon and members of the Stunky line are unaffected but Pokémon with sensitive smell will be more heavily affected. They have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team.

Skuntank (Poison/Dark): Skuntank smell absolutely horrible. Any Pokémon within five feet of them have a 20% chance of flinching and Pokémon within three feet will experience blurred vision and a slight reduction in attack and special attack. Inorganic Pokémon and members of the Stunky line are unaffected but Pokémon with sensitive smell will be more heavily affected. They have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team.

Bronzor (Steel/Psychic): Brnzor levitate by default and are inorganic. They are a bit more resistant to heat than other Steel-types.

Bronzong (Steel/Psychic): Bronzong may levitate a short distance above the ground, though they move rather slowly, and are inorganic. Bronzong are a bit more resistant to heat than other Steel-types.

Chatot (Normal/Flying): Chatot's sound-based attacks are more effective than normal and those that deal damage are 1.2x more powerful. Chatot can mimic the voice of a target's trainer or the call of another Pokémon on the field and are adept at throwing its voice. These skills can be used to distract and momentarily confuse foes at the cost of a move, being more effective if the foe cannot see Chatot at the time.

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. 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.

Gible (Dragon/Ground): Gible are very quick when digging near the surface of the ground and will deal slightly more damage with Dig. They can see in the dark. Any Pokémon that strikes Gible with a physical attack will suffer 25% recoil damage from their rough skin, unless their bodies are particularly hard. Their biting attacks are more effective, dealing 1.1x more damage than usual. They are able to disguise themselves well in sandstorms and sandy arenas.

Gabite (Dragon/Ground): Gabite are very quick when digging near the surface of the ground and will deal slightly more damage with Dig. They can see in the dark. Any Pokémon that strikes Gibite with a physical attack will suffer 25% recoil damage from their rough skin, unless their bodies are particularly hard. Their biting attacks are more effective, dealing 1.1x more damage than usual. They are able to disguise themsevels well in sandstorms and sandy arenas.

Garchomp (Dragon/Ground): Garchomp are capable of limited flight, though this is essentially high speed gliding. They can fly moderate distances and at a good height but are not very maneuverable in the air. They are also very quick when digging near the surface of the ground and will deal slightly more damage with Dig. They can see in the dark. Any Pokémon that strikes Garchomp with a physical attack will suffer 25% recoil damage from their rough skin, unless their bodies are particularly hard. Their biting attacks are more effective, dealing 1.2x more damage than usual. They are able to disguise themselves well in sandstorms and sandy arenas.

Riolu (Fighting): Riolu have an underdeveloped ability to sense aura. This gives them a vague idea of the opponent's whereabouts, making them more likely to hit a foe when unable to see it. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

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.

Hippopotas (Ground): Hippopotas are full of sand and are able to use the sand in their body to produce Sandstorms, instead of relying on the sand in the arena. Their Sandstorm attack is more persistent than those used by other Pokémon and will last longer and deal more damage. Unlike real life hippos, Hippopotas prefer dry, arid environments and will fight more enthusiastically in such conditions.

Hippowdon (Ground): Hippowdon are full of sand and are able to use the sand in their body to produce Sandstorms, instead of relying on the sand in the arena. Their Sandstorm attack is more persistent than those used by other Pokémon and will last longer and deal more damage. Their biting attacks will deal 1.2x damage. Unlike real life hippos, Hippowdon prefers dry, arid environments and will fight more enthusiastically in such conditions.

Skorupi (Poison/Bug): Skorupi are adept at digging and can stay underground for longer than other non-Grounds. Their tails are also fairly adept at grabbing and manipulating objects.

Drapion (Poison/Dark): Drapion are able to rotate their head 360 degrees. They can extend their limbs to up to twice their length to hit distant targets or to increase their stride. They are adept at digging and can stay underground for longer than other non-Grounds. They are familiar with the Bug-type.

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.

Toxicroak (Poison/Fighting): Toxicroak have sacs in their mouths that store toxins. 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.

Carnivine (Grass): Carnivine can levitate, but have multiple vines that they can move around on, as well as extend to use to manipulate objects and Pokémon and attack. Their bites and draining attacks are 10% more effective than normal and they naturally exude a scent that has effects similar to Sweet Scent at close range. Inorganic Pokémon and other Carnivine are unaffected but Pokémon with sensitive smell will be more heavily affected. As flytraps, they are adapted to take slightly less damage from Bug and Poison moves and are resistant to being poisoned. Their Ingrain technique is much more effective than normal.

Finneon (Water): As a butterfly fish, Finneon’s wind attacks are more effective than normal. Finneon have more type energy than normal for all of their wind based attacks. They fight more enthusiastically when submerged and in a sizable body of water.

Lumineon (Water): As a butterfly fish, their wind attacks are more effective than normal. Lumineon have more type energy than normal for all of their wind based attacks. They are able to bioluminesce, allowing them to light up a dark area for an extended period of time by using a move. It costs no energy to maintain this light. They fight more enthusiastically when submerged and in a sizable body of water.

Snover (Grass/Ice): Snover are able to disguise themselves well in blizzards and snowy areas. 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 in effect. Like a Tyranitar uses sand, Snover can generate a hailstorm from its own body and can thus use the technique indoors. Their Blizzard attack takes slightly less energy than normal.

Abomasnow (Grass/Ice): Abomasnow are able to disguise themselves well in blizzards and snowy areas. 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 in effect. Like a Tyranitar uses sand, Abomasnow can generate a hailstorm from its own body and can thus use the technique indoors. Their Blizzard attack takes slightly less energy than normal.

Rotom (Electric/Ghost): Rotom are considered permanently in 'plasma' state, which counts as the Gaseous 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.

Phione (Water): Phione are made from pure water, making them slightly resistant to physical attacks. They can restore health from clean water or rain once per battle, restoring up to a Thunderbolt worth of health for no energy cost. They can levitate.


Unova Evolution Families:

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 1/4 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 1/4 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 1/4 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 1/4 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 1/4 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 1/4 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 1/4 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 1/4 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 1.2x 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 1/4 health.

Patrat (Normal): As lookouts, Patrat have extremely keen eyesight, allowing them to see long distances and in fogs, smoke or otherwise obstructing conditions. Their accuracy cannot be lowered. They are adept climbers. Natural pranksters, they use non damaging moves that target the foe faster than usual.

Watchog (Normal): As lookouts, Watchog have extremely keen eyesight, allowing them to see long distances and in fogs, smoke or otherwise obstructing conditions. Their accuracy cannot be lowered. They are difficult to fool and can more easily see through illusions. They also can illuminate the rings on their body, allowing them to light up the arena for very little energy. Natural pranksters, they use non damaging moves that target the foe faster than usual. Techniques that involve holding eye contact will be slightly more effective when used by Watchog. They are adept climbers.

Lillipup (Normal): Lillipup are extremely loyal and brave and 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. 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. As dog Pokémon, they are fairly adept at digging and swimming, doing both with a bit more ease and speed than other Pokémon, and deal 1.1x damage with their biting attacks.

Herdier (Normal): Herdier have a thick coating of fur across their back that acts as an insulator, allowing them to resist the cold and be less affected by itas well as buffer them slightly against physicl attacks. As dog Pokémon, they are fairly adept at digging and swimming, and do both with a bit more ease and speed than other Pokémon, doing both with a bit more ease and speed than other Pokémon, and deal 1.1x damage with their biting attacks. They are extremely loyal and brave and 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. 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.

Stoutland (Normal): Stoutland have a thick coating of fur covering their body that acts as an insulator, allowing it to resist the cold and be less affected by it as well as buffer them slightly against physical attacks. As dog Pokémon, they are fairly adept at digging and swimming, and do both with a bit more ease and speed than other Pokémon, doing both with a bit more ease and speed than other Pokémon, and deal 1.2x damage with their biting attacks. They are extremely loyal and brave and 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. 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.

Purrloin (Dark): Purrloin are mischievous and deceptive Pokémon, using their cuteness and playfulness to distract the foe and strike. Any attacks involving deception or distraction will be more successful. They are well adapted to moving silently, are able climbers and have excellent poise and balance. As cat, they will usually land on their feet, and can slip through gaps that might seem too thin at first glance with little drop in speed.

Liepard (Dark): Liepard are mischievous and deceptive Pokémon, using their cuteness and playfulness to distract the foe and strike. Any attacks involving deception or distraction will be more successful. They are well adapted to moving silently, are able climbers and have excellent poise and balance. As cat, they will usually land on their feet, and can slip through gaps that might seem too thin at first glance with little drop in speed.

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 1/4 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 1/4 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 1/4 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 1/4 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 1/4 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 1/4 health.

Munna (Psychic): Munna thrive on the dreams of others, both Pokémon and humans. Their sleep-based attacks, including Dream Eater and Nightmare, are more potent than normal. Because they are so skilled at eating dreams, eating Nightmares or other negative dreams will not cause them to lose energy, though they will be uncomfortable and not gain as much energy. They can levitate.

Musharna (Psychic): Musharna thrive on the dreams of others, both Pokémon and humans. Their sleep-based attacks, including Dream Eater and Nightmare, are more potent than normal. Because they are so skilled at eating dreams, eating Nightmares or other negative dreams will not cause them to lose energy, though they will be uncomfortable and not gain as much energy. Musharna are almost always sleeping, though, much like Abra, they are constantly aware of their surroundings while asleep. This makes them hard to put to sleep against their will. While asleep, Musharna also release a wispy pink smoke from their forehead, called Dream Mist, which can produce confusing images of their dreams, possibly threatening the foe. They can levitate.

Pidove (Normal/Flying): Pidove are not particularly bright Pokémon and may have some trouble understanding complex orders. However, they are very faithful to their owners and will rarely willingly deviate from orders, making them less vulnerable to moves like Taunt and Swagger. Their physical defence is slightly higher than other bird Pokémon and cannot be lowered.

Tranquill (Normal/Flying): Tranquill are very peaceful and loyal Pokémon. They are very faithful to their owners and will rarely willingly deviate from orders, making them less vulnerable to moves like Taunt and Swagger. Their physical defence is slightly higher than other bird Pokémon and cannot be lowered.

Unfezant (Normal/Flying): Unfezant are peaceful and loyal Pokémon. They are very faithful to their owners and will rarely willingly deviate from orders, making them less vulnerable to moves like Taunt and Swagger. Their physical defence is slightly higher than other bird Pokémon and cannot be lowered. Female Unfezant are highly skilled fliers, rivalling Pidgeot in speed and agility. Male Unfezant lack this enhanced skill, but are more resistant to fear and intimidation than other Pokémon and are considered very attractive, enhancing the effectiveness of moves like Attract.

Blitzle (Electric): Blitzle are brimming with electrical energy, often releasing small amounts through their mane, causing it to flash brightly. Their mane can be illuminated for a longer period of time, allowing them to illuminate an area much like an Ampharos. Blitzle, though quite fast, are not nearly as fast as their evolution, but somewhat more agile. When using Agility, they leave a trail of sparks, which do light Electric damage to anything that walks over or stands on them. Any attack they execute with their hooves is 1.1x as powerful.

Zebstrika (Electric): Zebstrika Blitzle are brimming with electrical energy, often releasing small amounts through their mane, causing it to flash brightly. Their mane can be illuminated for a longer period of time, allowing it to illuminate an area much like an Ampharos. Though far less agile than Blitzle, Zebstrika can run at high speeds for a short time, making their speed-based attacks somewhat more effective. When using Agility, they leave a trail of sparks, which do light Electric damage to anything that walks over or stands on them. Any attack they execute with their hooves is 1.2x as powerful.

Roggenrola (Rock): Despite resembling an eye, the artifice on Roggenrola's face is actually an ear, making them effectively blind. However, this ear is extremely sensitive to vibrations both in the earth and the air, allowing them to detect their foe despite any visual obstructions. They are inorganic.

Boldore (Rock): Despite resembling eyes, the holes on Boldore's face are actually ears, making them effectively blind. However, these ears are extremely sensitive to vibrations both in the earth and the air, allowing them to detect their foe despite any visual obstructions. The orange gems on their bodies are shiny and glow when energy-based attacks are used, which can possibly give away their position when using the attack or help allies see in dark spaces. Their damage dealing light based moves deal 1.1x damage. They are inorganic.

Gigalith (Rock): Despite resembling eyes, the holes on Gigalith's face are actually ears, making them effectively blind. However, these ears are extremely sensitive to vibrations both in the earth and the air, allowing them to detect their foe despite any visual obstructions. The orange gems on their bodies are shiny and glow when energy-based attacks are used, which can possibly give away their position when using the attack or help allies see in dark spaces. Their damage dealing light based moves deal 1.2x damage. They are inorganic.

Woobat (Psychic/Flying): Despite having eyes below their fur, Woobat primarily use supersonic waves to perceive their surroundings, much like Zubat. They can cling to surfaces using their heart-shaped nostrils, making them harder to remove. 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 are very agile fliers. They fight more enthusiastically at night.

Swoobat (Psychic/Flying): Swoobat can see but are adept at using sound waves as a means of sensing their environment, allowing it to "see" their foe's location despite visual trickery or obstructions. Their Supersonic is slightly more effective than normal. 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 are very agile fliers. They fight more enthusiastically at night.

Drilbur (Ground): Drilbur dig like a drill using their long, pointed, shovel-like claws. They can dig quickly and easily through almost any type of ground even through some hard, typically impenetrable surfaces like concrete, though this will be more difficult and take more energy. Their tunnels are also sturdy, and, if desired, can be made so they do not collapse after being dug. Their claw based attacks deal 1.1x damage.

Excadrill (Ground/Steel): Excadrill's claws are as tough as steel and covered in sharp grooves, allowing them to dig through any surface with great ease. They dig like a drill, rotating extremely quickly, letting them travel very fast through the ground for little energy. They can dig through most surfaces and tunnel in almost anything even in solid concrete or bedrock, though this will be more difficult and require more energy. Their tunnels are also sturdy, and, if desired, can be made so they do not collapse after being dug. Their claw based attacks deal 1.2x damage.

Audino (Normal): Audino have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. They are skilled healers and their healing moves are slightly more effective than normal. They are also skilled at hiding and will be able to conceal themselves more easily than normal.

Timburr (Fighting): Timburr carry around a fairly heavy plank of wood which can be used in physical attacks involving smashing the foe. They are relatively deft with their weapon, able to nimbly wield it for attack and defense. Using it this way grants them 1.1x boost for an equivalent increase in energy use and a slight drop in speed. The plank can be dropped by Timburr to execute an attack under normal conditions and can be stolen from it, though it is somewhat heavy and any thief must be fairly strong to do so.

Gurdurr (Fighting): Gurdurr carry around heavy I-beam which can be used in Physical attacks involving smashing the foe. They are relatively deft with their weapon, able to nimbly wield it for attack and defense. Using it this way grants them 1.1x boost for an equivalent increase in energy use and a slight drop in movement speed speed. The beam can be dropped by Gurburr to execute an attack under normal conditions and can be stolen from it, though it is very heavy and any thief must be fairly strong to do so.

Conkeldurr (Fighting): Conkeldurr carry around two concrete blocks which can be used in Physical attacks involving smashing the foe. Using them this way grants them 1.2x boost for an equivalent increase in energy use and a drop in speed. They are relatively deft with their weapon, able to nimbly wield it for attack and defense. The blocks can be dropped by Conkeldurr to execute an attack under normal conditions and can be stolen from it, though they are extremely heavy and any thief must be very strong to do so.

Tympole (Water): The ear like structures on Tympole's sides act as amplifiers, giving Tympole a boost to moves that involve sound or vibrations, including moves like Earthquake.

Palpitoad (Water/Ground): The round structures on Palpitoad's sides act as amplifiers, giving Palpitoad a boost to moves that involve sound or vibrations, including moves like Earthquake.

Seismitoad (Water/Ground): The lump-like structures on Seismitoad's body act as amplifiers, giving Seismitoad a boost to moves that involve sound or vibrations, including moves like Earthquake. Also, using a move, Seismitoad can cause their lumps to vibrate, giving a slight boost to their next physical attack. They may sweat poison out of their pores as a move and are familiar with the Poison type. Any Pokémon not resistant to Poison who comes into physical contact risks being poisoned. The poison stays on unless it is somehow washed off. Seismitoad are immune to their own poison produced by this method.

Throh (Fighting): Throh are quite skilled in the forms of Judo and constantly practices their technique in throwing and other "grappling" maneuvers. Therefore, all attacks involving grappling or throwing will receive a solid boost in power. Throh may also throw Pokémon up to twice its weight.

Sawk (Fighting): Sawk are quite skilled in the forms of Karate and constantly practices their technique in chops and kicks and other "direct" maneuvers. Therefore, all attacks involving punches, kicks, or chops gain a solid boost in power.

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. Their Bug-type attacks are slightly more powerful when they drop below 1/4 health.

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. Their Bug-type attacks are slightly more powerful when they drop below 1/4 health.

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. Their Bug-type attacks are slightly more powerful when they drop below 1/4 health.

Venipede (Bug/Poison): Venipede have developed a specialized poison as a method of self-defense against Flying Pokémon, with a slight (5%) additional chance of mild to moderate paralysis around the contact site if foes make contact.

Whirlipede (Bug/Poison): Whirlipede move much like a wheel, rotating the spiked shell around their body to move. They can also rev up to gain an immediate burst of speed. Thanks to the adaptation of their preevo, their poison also has a 5% chance of localized paralysis if foes make contact.

Scolipede (Bug/Poison): The arm-like extensions on their neck are actually spines that seep poison. Physical attacks used with or that hit these spines have a chance of causing light poisoning (about 10%, does not stack with any poison chance in a move). Thanks to the adaptation of their preevo, their poison also has a 5% chance of localized paralysis if foes make contact.

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.

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.

Petilil (Grass): Petilil emanate a soothing scent constantly that acts much the same way as Sweet Scent. Their effects are potent in close quarters, but quickly lose strength outside of a foot from them. Inorganic Pokémon and members of the Petilil line are unaffected but Pokémon with sensitive smell will be more heavily affected. Their dancing moves are more effective than normal and they are immune to the disorientating effects of Petal Dance. In bright sunlight, they are more enthusiastic and energetic than usual.

Lilligant (Grass): Lilligant emanate a soothing scent constantly that acts much the same way as Sweet Scent. Their effects are potent in close quarters, but quickly lose strength outside of three feet from them. Inorganic Pokémon and members of the Petilil line are unaffected but Pokémon with sensitive smell will be more heavily affected. Lilligant's dancing moves are more effective than normal and are immune to the disorientating effects of Petal Dance. In bright sunlight, Lilligant are more enthusiastic and energetic than usual.

Basculin (Water): Basculin come in two forms, one with a red stripe and one with a blue stripe. These two types also vary in fin and eye shape, but these differences are largely aesthetic. Basculin are extremely aggressive and territorial, and two Basculin with different colored stripes may turn on each other in a blind rage. Their biting attacks are more effective, dealing 1.1x more damage than usual. When Basculin latch on to something with their teeth, they are more difficult to shake or pry off. Basculin are more effective in numbers. When battling alongside another fish Pokémon, they gain a boost in confidence that gives them a boost in attack. They fight more enthusiastically when submerged and in a sizable body of water.

Sandile (Ground/Dark): Sandlie have a dark membrane covering their eyes, acting like sunglasses to protect them from bright light and sandstorms. They are somewhat resistant to light-based attacks as a result and can see well in bright sunlight. As crocodile Pokémon, their biting attacks are 1.1x more powerful. However, their jaw muscles are meant for clamping down, not opening up: most Pokémon can easily keep them shut with their own hands.

Krokorok (Ground/Dark): Krokorok have a dark membrane covering their eyes, acting like sunglasses to protect them from bright light and sandstorms. They are somewhat resistant to light-based attacks as a result and can see well in bright sunlight. Their eyes are also somewhat sensitive to heat, allowing them to see very well in the dark. As crocodile Pokémon, their biting attacks are 1.1x more powerful. However, their jaw muscles are meant for clamping down, not opening up: most Pokémon can easily keep them shut with their own hands.

Krookodile (Ground/Dark): Krokorok have a dark membrane covering their eyes, acting like sunglasses to protect them from bright light and sandstorms. They are somewhat resistant to light-based attacks as a result and can see well in bright sunlight. Their eyes also can adjust and focus to act like binoculars, allowing for better accuracy and to see things at a great distance. As crocodile Pokémon, their biting attacks are 1.2x more powerful. However, their jaw muscles are meant for clamping down, not opening up: most Pokémon can easily keep them shut with their own hands.

Darumaka (Fire): Darumaka can curl up and sit completely immobile, mimicking a daruma. They will curl up like this when asleep or hiding. 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.

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. When they reache 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 and enjoy full Psychic-type familiarity. 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.

Maractus (Grass): Maractus have bodies filled with loose seeds and sand, causing them to make noises similar to maracas when it moves. This makes it hard to hide or move silently, but can be used as a move similarly to the rattle of a rattlesnake to intimidate or spook unsuspecting foes. Because they live in the desert, they are immune to the effects of Sandstorms and can see reasonably well in them. They fight more enthusiastically in sandy or dusty areas. Their Ingrain attack heals more health than usual, their draining attacks are more effective than normal and they gain greater benefit from both sun and rain than other Grass-types. They are covered in spikes, so those who attack them with physical attacks will take roughly 25% recoil damage (unless they are particularly hard bodied) and their Needle Arm attack is more effective than normal.

Dwebble (Bug/Rock): Dwebble’s shell are actually a hollowed out rock. Their bodies are fairly small, allowing them to withdraw easily inside for defense. Though very rarely will they abandon their rock, they can do so in desperation or if otherwise required. Using a move, they can spit acid that affects rocks. This can either weaken incoming Rock-type attacks, reducing them in power by a small amount, or target opposing Rock Pokémon for the same effects as Acid Spray on organic Pokémon.

Crustle (Bug/Rock): With a heavy shell of rock on their back, Crustle are a slow-moving Pokémon, having difficulty moving at much more than a fast crawl. However, Crustle’s shell is extremely hard and durable, granting a boost in physical defense, though their vulnerable body will still take full damage. Using a move, they can spit acid that affects rocks. This can either weaken incoming Rock-type attacks, reducing them in power by a small amount, or target opposing Rock Pokémon for the same effects as Acid Spray on organic Pokémon.

Scraggy (Dark/Fighting): The yellow portion around their lower body which resemble pants are actually a shed skin which is very thick and rubbery. This skin can be used as defense, reducing damage from attacks when pulled up over their torso. As Pokémon found around urban areas, they somewhat more resistant to Fairy attacks despite their typing.

Scrafty (Dark/Fighting): The yellow portion around their lower body and their neck that resemble pants and a hood are actually a shed skin which is very thick and rubbery. This skin can be used as defense, reducing damage from attacks when pulled over their torso or head. As Pokémon found around urban areas, they somewhat more resistant to Fairy attacks despite their typing.

Sigilyph (Psychic/Flying): Sigilyph don’t actually fly. They levitate by default, with a higher flight ceiling and greater speed and agility than most levitating Pokémon. Sigilyph do not take damage from any weather conditions or as a result of any statuses inflicted.

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. 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.

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.

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.

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.

Archen (Rock/Flying): Archen are poor flyers, though they are able to hop quite a distance and glide somewhat. They are adept climbers.

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.

Trubbish (Poison): As a living bag of trash, Trubbish emit a horrid stench. The more damage Trubbish takes, the worse the smell becomes. Any Pokémon within three feet of them have a 10% chance of flinching and Pokémon within a foot will experience blurred vision and a slight reduction in attack and special attack. Inorganic Pokémon and members of the Trubbish line are unaffected but Pokémon with sensitive smell will be more heavily affected.They can extend their limbs to up to twice their length to hit distant targets or to increase their stride. They thrive in environments where such poisons are abound. They are healed by toxic chemicals instead of harmed, and poison attacks heal them instead of harm them, though their own toxins will not heal them. They fight more enthusiastically in manmade environments.

Garbodor (Poison): As a living bag of trash, Garbodor emit a horrid stench. The more damage they take, the worse the smell becomes. Any Pokémon within five feet of them have a 20% chance of flinching and Pokémon within three feet will experience blurred vision and a slight reduction in attack and special attack. Inorganic Pokémon and members of the Trubbish line are unaffected but Pokémon with sensitive smell will be more heavily affected.They can extend their limbs to up to twice their length to hit distant targets or to increase their stride. They thrive in environments where such poisons are abound. They are healed by toxic chemicals instead of harmed, and poison attacks heal them instead of harm them, though their own toxins will not heal them. They fight more enthusiastically in manmade environments.

Zorua (Dark): In addition to a boost to all moves that involve deception, trickery or illusions, Zorua are also able to generate complex illusions to trick their foe. When ordered, they can project an illusion of any object in his vicinity or any Pokémon in their trainer's party. They will make a Double Team-like projection that surrounds their body, taking on any visual characteristics the subject of the projection possesses. As long as the illusion is sustained, they will take on any visual characteristics it might possess, such as intimidation or cuteness. This may also be used as camouflage. The illusions act similarly to Double Team clones and will be dispersed by most attacks (including Foresight and Odor Sleuth), and while Zorua using an attack will not dispel the illusion, it may weaken their effectiveness, especially if it is ordered to perform an attack that the subject of the illusion would be unable to do (such as a Pikachu using Fire Spin). This technique costs good energy and while it can be used any number of times, it loses their effectiveness with subsequent uses.

Zoroark (Dark): In addition to a boost to all moves that involve deception, trickery or illusions, Zoroark are also able to generate complex illusions to trick their foe. When ordered, they can project an illusion of any object in his vicinity or any Pokémon in their trainer's party. They will make a Double Team-like projection that surrounds their body, taking on any visual characteristics the subject of the projection possesses. As long as the illusion is sustained, they will take on any visual characteristics it might possess, such as intimidation or cuteness. This may also be used as camouflage. The illusions act similarly to Double Team clones and will be dispersed by most attacks (including Foresight and Odor Sleuth), and while Zoroark using an attack will not dispel the illusion, it may weaken their effectiveness, especially if it is ordered to perform an attack that the subject of the illusion would be unable to do (such as a Pikachu using Fire Spin). This technique costs good energy and while it can be used any number of times, it loses their effectiveness with subsequent uses.

Minccino (Normal): Minccino are very concerned with cleanliness and get quite annoyed when dirty. When attacked by 'dirty' moves (e.g. Mud Bomb), they will become annoyed and gain a slight boost to their attack power but have a slight chance of disobeying attacks in order to clean themselves. Their tufty fur makes them resistant to spore based moves and is sufficiently anti static to deflect weak Electric moves like Thunder Wave. Chained moves like Double Slap will be faster and more powerful when used by this Pokémon.

Cinccino (Normal): Cinccino are very concerned with cleanliness and get quite annoyed when dirty. When attacked by 'dirty' moves (e.g. Mud Bomb), they will become annoyed and gain a slight boost to their attack power but have a slight chance of disobeying attacks in order to clean themselves. Their tufty fur makes them resistant to spore based moves and is sufficiently anti static to deflect weak Electric moves like Thunder Wave. Chained moves like Double Slap will be faster and more powerful when used by this Pokémon.

Gothita (Psychic): Gothita are skilled illusionists, able to create illusions much like with Hypnosis to fool their foes. They also have an innate sense of the future, able to predict and anticipate attacks, making them slightly more likely to evade. If their stats are lowered, their special attacks will be a bit more powerful for a few rounds. They fight most enthusiastically at night and are familiar with the Dark-type.

Gothorita (Psychic): Gothorita are skilled illusionists, able to create illusions much like with Hypnosis to fool their foes. They also have an innate sense of the future, able to predict and anticipate attacks, making them slightly more likely to evade. If their stats are lowered, their special attacks will be a bit more powerful for a few rounds. They fight most enthusiastically at night and are familiar with the Dark-type.

Gothitelle (Psychic): Gothitelle are skilled illusionists, able to create illusions much like with Hypnosis to fool their foes. They also have an innate sense of the future, able to predict and anticipate attacks, making them slightly more likely to evade. If their stats are lowered, their special attacks will be a bit more powerful for a few rounds. They fight most enthusiastically at night and are familiar with the Dark-type.

Solosis (Psychic): Solosis's body is surrounded by a liquid chemically similar in composition to a cell's cytoplasm, acting as a protective buffer from the outside environment. The damaging effects of weather, such as Hail or Sandstorm, will be buffered by this coating of liquid, and statuses, like poison or burn, may be weakened or distributed. Toxic will take an extra turn to set in as it diffuses through this liquid coat. They levitate by default.

Duosion (Psychic): Duosion’s body is surrounded by a liquid chemically similar in composition to a cell's cytoplasm, acting as a protective buffer from the outside environment. The damaging effects of weather, such as Hail or Sandstorm, will be buffered by this coating of liquid, and statuses, like poison or burn, may be weakened or distributed. Toxic will take an extra turn to set in as it diffuses through this liquid coat. With two brains, Duosion is also somewhat more resistant to mentally-effecting attacks. They levitate by default.

Reuniclus (Psychic): Reuniclus's body is surrounded by a liquid chemically similar in composition to a cell's cytoplasm, acting as a protective buffer from the outside environment. The damaging effects of weather, such as Hail or Sandstorm, will be buffered by this coating of liquid, and statuses, like poison or burn, may be weakened or distributed. Toxic will take an extra turn to set in as it diffuses through this liquid coat. Their arms, despite being primarily composed of this liquid, are actually very firm, strong and prehensile, allowing for powerful attacks and a great ability to throw or smash. They levitate by default.

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.

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.

Vanillite (Ice): Vanillite move by 'skating' over the ground, propelling themselves with bursts of mist, able to move fairly quickly but unable to change their direction easily. 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.

Vanillish (Ice): Vanillish can move quickly over the ground in short distances through slight levitation and bursts of mist, though they are not as agile as Vanillite and have a low flight ceiling. 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.

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. icy bodies are extremely cold. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind.

Deerling (Normal/Grass): Deerling's appearance changes with the seasons, their body changing to Pink in the Spring, Green in the Summer, Orange in the Autumn, and Brown in the Winter (this form can be determined by the user, but some environments that are clearly "wintry" or "summery" may trigger this change). Deerling are especially cute and adorable, much like baby Pokémon, and are thus better at using techniques like Charm. Being so intrinsically linked with the natural world means that their Natural Gift attack will deal slightly more damage than normal, and will be less subject to diminishing returns than normal.

Sawsbuck (Normal/Grass): Sawsbuck's appearance changes with the seasons, their body changing to Pink in the Spring, Green in the Summer, Orange in the Autumn, and Brown in the Winter (this form can be determined by the user, but some environments that are clearly "wintry" or "summery" may trigger this change). Being so intrinsically linked with the natural world means that their Natural Gift attack will deal significantly more damage than normal, and will be less subject to diminishing returns than normal. Any attack they execute with their hooves or antlers is 1.2x as powerful, and their Horn Leech attack heals them for more health than usual.

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. 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.

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 1.2x damage.

Foongus (Grass/Poison): When attacked physically or threatened, Foongus may release a small amount of spores causing a random mild status effect. Their spores and powders are somewhat more effective and spread in dense clouds. They are resistant to being afflicted with status moves.

Amoongus (Grass/Poison): When attacked physically or threatened, Amoongus may release a small amount of spores causing a random mild status effect. Their spores and powders are somewhat more effective and spread in dense clouds. They are resistant to being afflicted with status moves.

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. Unlike most Ghost-types, 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. Unlike most Ghost-types, they can be poisoned.

Alomomola (Water): Alomomola are natural healers. As such, all attacks dealing with healing are significantly more effective. Their defensive stats are slightly higher than those of other Water-types. They fight more enthusiastically when submerged and in a sizable body of water.

Joltik (Bug/Electric): Joltik's extremely small size make them difficult to spot. This makes them somewhat weaker to physical attacks and makes their physical attacks somewhat less effective. Joltik, however, have the special capabilities of any other Pokémon and are extremely nimble climbers that can climb sheer surfaces, allowing for other forms of attack and evasion. Much like Ariados, they are able to travel using their String Shot, which is slightly charged with electrical energy and can do slight electrical damage on contact, and will be more effective than usual.

Galvantula (Bug/Electric): Galvantula are excellent climbers and can scale sheer surfaces. Much like Ariados, they are able to travel using their String Shot, which is slightly charged with electrical energy and can do slight electrical damage on contact, and will be more effective than usual.

Ferroseed (Grass/Steel): Ferroseed are covered in large spines. Physical attacks dealt to them will deal 25% recoil damage to the user. Ferroseed, though typically fairly sessile, can move by rolling, spinning or hopping if need be. Their Gyro Ball is more effective than normal.

Ferrothorn (Grass/Steel): Like their preevolution, Ferrothorn are covered in large spines. Physical attacks dealt to them will deal 25% recoil damage to the user. Ferrothorn move with the aid of their three vines, able to use them much like arms or claws to move or attack. They can also be used to stick to ceilings or other horizontal surfaces. Their Gyro Ball is more effective than normal.

Klink (Steel): Klink are bound together by a powerful electrical force and are constantly turning to maintain it. They can break apart for a short time (e.g. to perform an attack) but will be drawn back together immediately afterwards. If they stay apart much longer than that, they will suffer fatigue more quickly, but while they stay together they are less susceptible to fatigue than other Pokémon. They also charge attacks more quickly while bound together. The Klink line is familiar with the Electric-type. Because of the electrical energies that bind them together, they are effected by Magnetic Flux. They are inorganic and fight most enthusiastically in manmade environments. They levitate by default. Moving by electro magnetic propulsion, they are not as fast as other levitating Pokémon, but are much more agile.

Klang (Steel): Klang's multiple gears are bound together by a powerful electrical force and are constantly turning to maintain it. They can break apart for a short time (e.g. to perform an attack) but will be drawn back together immediately afterwards. If they stay apart much longer than that, they will suffer fatigue more quickly, but while they stay together they are less susceptible to fatigue than other Pokémon. They also charge attacks more quickly while bound together. The Klink line is familiar with the Electric-type. Because of the electrical energies that bind them together, they are effected by Magnetic Flux. They are inorganic and fight most enthusiastically in manmade environments. They levitate by default. Moving by electro magnetic propulsion, they are not as fast as other levitating Pokémon, but are much more agile.

Klinklang (Steel): Klinklang's multiple gears are bound together by a powerful electrical force and are constantly turning to maintain it. They can break apart for a short time (e.g. to perform an attack) but will be drawn back together immediately afterwards. If they stay apart much longer than that, they will suffer fatigue more quickly, but while they stay together they are less susceptible to fatigue than other Pokémon. They also charge attacks more quickly while bound together. The Klink line is familiar with the Electric-type. Because of the electrical energies that bind them together, they are effected by Magnetic Flux. They are inorganic and fight most enthusiastically in manmade environments. They levitate by default. Moving by electro magnetic propulsion, they are not as fast as other levitating Pokémon, but are much more agile.

Tynamo (Electric): Tynamo levitate by default. Moving by electro magnetic propulsion, they are not as fast as other levitating Pokémon, but are much more agile. They are also fairly good swimmers and are able to stay underwater as long as any Water-type.

Eelektrik (Electric): Eelektrik levitate by default. Moving by electro magnetic propulsion, they are not as fast as other levitating Pokémon, but are much more agile. They are also fairly good swimmers and are able to stay underwater as long as any Water-type.

Eelektross (Electric): Eelektross levitate by default. Moving by electro magnetic propulsion, they are not as fast as other levitating Pokémon, but are much more agile. They are also fairly good swimmers and are able to stay underwater as long as any Water-type. Unlike their preevolutions, they are able to ground themselves for a short time and stand on their modified fins.

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.

Beheeyem (Psychic): Beheeyem are extremely intelligent Pokémon with potent psychic capabilities. They levitae by default. They are telepathic, giving them all of the bonuses associated with Mind Reader without the usual drop in speed.

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 solid at all times, with the exception of their flame which counts as ethereal. Because their flames are ethereal, they are not dealt extra damage if struck with water based moves.

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 solid at all times, with the exception of their flames which count as ethereal. Because their flames are ethereal, they are not dealt extra damage if struck with water based moves.

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 solid at all times, with the exception of their flames which count as ethereal. Because their flames are ethereal, they are not dealt extra damage if struck with water based moves. Chandelure's special attacks deal slightly more damage than those of other Pokémon.

Axew (Dragon): Axew's tusks are tough and sharp. Any attacks utilizing these tusks are granted a 1.1x boost in power.

Fraxure (Dragon): Fraxure's tusks are tough and sharp. Any attacks utilizing these tusks are granted a 1.1x boost in power. Their fear inducing attacks are slightly more effective than normal.

Haxorus (Dragon): Haxorus's tusks are tough and sharp. Any attacks utilizing these tusks are granted a 1.2x boost in power. The armor covering their bodies also gives them a slight boost to their defensive stats. Their fear inducing attacks are slightly more effective than normal.

Cubchoo (Ice): Cubchoo constantly have a droplet of frozen water hanging from their nose, which they use to power their attacks. If submerged in water or otherwise added to, Cubchoo will gain a slight boost in their next Ice or Water attack. Techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective when used by Cubchoo. They are adept swimmers and can see in the dark

Beartic (Ice): Beartic are surprisingly adept swimmers, able to both swim powerfully on the surface and stay underwater for a good period, though they will likely need air at least once in the course of a battle, depending on energy exhaustion. Beartic’s forelegs are extremely powerful, doing additional damage to any attack used with them. They are large and intimidating so their fear attacks are more effective. They can see in the dark.

Cryogonal (Ice): Cryogonal levitate by default. The chain of ice produced from their face can be lengthened and shortened at will for slight energy cost and also used to manipulate items or foes. Moves like Light Screen and Reflect are stronger and faster to set up when used by Cryogonal. Cryogonal's Attract and similar moves show the target an image that they would find alluring. This works on male and female Pokémon. They are inorganic. Their icy bodies are extremely cold. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind.

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.

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.

Stunfisk (Ground/Electric): Despite being a Ground-type, Stunfisk dwell primarily underwater and can stay in water for an unlimited amount of time. Though still weak to Water attacks, they are somewhat less vulnerable than other Ground-types. Stunfisk, though able to swim somewhat, moves mostly through flopping and sliding, but prefer to lie and await foes in mud or other similar substrate. They can also levitate. Moving by electro magnetic propulsion, they are not as fast as other levitating Pokémon, but are more agile. They have a low flight ceiling. Stunfisk are familiar with the Water type.

Mienfoo (Fighting): Mienfoo train in conducting long strings of attacks, able to perform consecutive attacks with great ease. Attacks that score multiple hits will be harder to interrupt and get in additional hits and attacks that are combined or can be used in quick succession will be more likely to succeed. They are skilled jumpers and are less likely to injure themselves than other Pokémon.

Mienshao (Fighting): Mienshao train in conducting long strings of attacks, able to perform consecutive attacks with great ease. Attacks that score multiple hits will be harder to interrupt and get in additional hits and attacks that are combined or can be used in quick succession will be more likely to succeed. The whip-like hairs extending from their hands can be used to give more range to their attacks and will cause a slight stinging sensation at the site of the hit. They are skilled jumpers and are less likely to injure themselves than other Pokémon.

Druddigon (Dragon): Druddigon are very cold-blooded. In the sun and warmer temperatures, they will fight with great enthusiasm, but in cold temperatures or if chilled, they will quickly grow sluggish. Their skin is very tough and scaly and their body is covered in spikes; both of these factors will cause 25% recoil to physical attacks against it.

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 permanently solid and cannot change in to the other states. They cannot levitate or fly in any way.

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 permanently solid and cannot change in to the other states.

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.

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.

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 1.1x boost to attacks involving headbutting.

Rufflet (Normal/Flying): Rufflet are extremely confident Pokémon and are difficult to intimidate or beguile. Attacks using fear or intimidating tactics are much less effective on Rufflet.

Braviary (Normal/Flying): Braviary are extremely confident Pokémon and are difficult to intimidate or beguile. Attacks using fear or intimidating tactics are much less effective on Braviary. Their powerful wings and talons are designed to lift foes, allowing them to lift Pokémon 1.5x their weight, though lifting Pokémon that weigh more than Braviary will take much more energy. Attacks made using their talons deal 1.2x damage.

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. Much like Cubone’s helmet, it can break and be replaced for a 1 SP fee or a stay in the Pokémon Center.

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. Much like Cubone's helmet, it can break and be replaced for a 1 SP fee or a stay in the Pokémon Center.

Heatmor (Fire): Heatmor are constantly producing and releasing fire, which can burn the foe with prolonged contaact and be used for illumination. Heatmor can release fire from their mouth, fists and tail, allowing them to attack in a variety of fashions. Fire attacks issued from their mouth will be long and thin but easier to direct for a more centered hit, or used like a whip to lash the foe for a guaranteed hit but slightly less damage. Their powerful forelimbs allow them to dig with ease and grant them a 1.2x boost to attacks using their claws.

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. Their Bug-type attacks are slightly more powerful when they drop below 1/4 health.

Deino (Dark/Dragon): Deino are blind, but due to this, are in a constant state of confusion and rage. This makes their attacks less accurate but as if powered permanently by a Howl. They do still have some perception of their world, though, able to hear and smell foes, and possibly sense their movement.

Zweilous (Dark/Dragon): Zweilous are blind, but due to this, is in a constant state of confusion and rage. This makes their attacks less accurate but as if powered permanently by a Howl. It does still have some perception of their world, though, able to hear and smell foes, and possibly sense their movement. Their two heads will rarely work together, but when both do happen to perform the same attack on the same target (about a 10% chance, adjusted based on the circumstances), the power of the attack will rise.

Hydreigon (Dark/Dragon): Hydreigon are extremely frightening, violent, temperamental and intimidating Pokémon. They levitate almost constantly, though are somewhat slow due to their size. Their hands have developed into two heads, both completely under the control of the main head and used to attack, both physically and specially, and their Tri Attack is more powerful than normal. They are extremely sensitive to movement and are able to target a foe even at a significant distance or if they are hiding. Despite their great power, they are very hard to control and easy to anger, and may potentially disobey their trainer, especially if angered or otherwise displeased.

Larvesta (Bug/Fire): Larvesta shoot fire from the five horns around their face. They move mainly by crawling, and although somewhat slow at first, can build significant momentum, especially when done in tandem with their ability to issue fire which allows them to jump quite well and propel themselves somewhat.

Volcarona (Bug/Fire): Volcorona have gigantic wings which them it to fly with great grace and ease. These wings constantly issue embers, and being within three or so feet can cause mild damage each round to foes due to the embers. They are capable of generating vast amounts of heat by flapping their wings, enough to melt moderate and weaker Rock attacks or dissipate fog. Energy use is equal to Fire Spin and is usable twice per battle.


Kalos Evolution Families:

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 1/4 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 1/4 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 1/4 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 1/4 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 1/4 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 1/4 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 1/4 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 1/4 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 1/4 health.

Bunnelby (Normal): Despite being a Normal-type, Bunnelby are extremely adept diggers, able to form stable tunnels and stay underground for extended periods of time. They are familiar with the Ground type.

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. All of their Digging-related moves will use much less energy than the average Pokémon.

Fletchling (Normal/Flying): Fletchling are rather fast and nimble fliers, due to their relatively small size. They generates fire from a small heat sink it the center of their body, allowing them to use significantly more Fire attacks than the average Pokémon.

Fletchinder (Fire/Flying): Fletchinder propel themselves in the air using the flames that build in their chest. Though they cannot accelerate very quickly, they can build up very high speeds over time as their fire builds.

Talonflame (Fire/Flying): Talonflame are extremely fast and agile flyers, able to reach high speeds by propelling themselves with their flame, and are particularly adept at divebombing techniques. Their talons are sharp and powerful, giving them 1.2x boost to any moves that utilize them. They have great control of their Fire attacks, and they will not suffer an accuracy decrease when firing from a far distance.

Scatterbug (Bug): Scatterbug are covered in a layer of fine powder that they use to attack enemies. If Scatterbug are attacked directly, there is a chance that the foe will inhale some of this powder, which will induce mild paralysis.

Spewpa (Bug): Spewpa's furry body is actually a thick protective layer, guarding it against attack. Using a move, they can bristle the fur, acting much like a short-term Harden. If Spewpa are attacked directly, there is a chance that the foe will inhale paralytic powder, enduing mild paralysis.

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.

Litleo (Fire/Normal): Litleo are very proud and confident Pokémon. Though still young and playful, they can be rather aggressive. Any move involving roaring or growling will be more intimidating and more effective when used by Litleo. Their hearing is more sensitive than normal, at the expense of making them more vulnerable to sound-based status attacks. Their sense of smell is similarly enhanced, allowing them to track foes and detect true foes in a Double Team.

Pyroar (Fire/Normal): Pyroar are very proud and protective Pokémon. Though rage-enducing attacks will be more effective, they will also sharply boost their attack. Any move involving roaring or growling will be more intimidating and more effective when used by Pyroar, even those which would not normally have this effect. Their hearing is more sensitive than normal, at the expense of making them more vulnerable to sound-based status attacks. Their sense of smell is similarly enhanced, allowing them to track foes and detect true foes in a Double Team.

Flabébé (Fairy): Flabébé are extremely small Pokémon, tied for both the lightest and smallest ever discovered. Flabébé share a symboitic relationship with their flower, which can come in a variety of colors. This flower generates a constant source of Grass energy, allowing them to use Grass moves as if it were a Grass-type. If Flabébé are separated from their flower, they will lose the ability to use their Grass moves and will forego any orders in order to reunite with them. Flabébé and their flower can levitate, but due to their extremely light weight, they will be easily moved about by slight gusts or winds. Due to their connection with plants and nature, they are subject to the effects of Flower Shield. They have two vines hidden in their flowers that they can extend to use to manipulate objects and Pokémon and attack.

Floette (Fairy): Floette share a symboitic relationship with their flower, which can come in a variety of colors. This flower generates a constant source of Grass energy, allowing them to use Grass moves as if it were a Grass-type. If Floette are separated from their flower, they will lose the ability to use their Grass moves and will forego any orders in order to reunite with them. Though heavier and largier than Flabébé, they are still relatively small and light and can levitate. Due to their connection with plants and nature, they are subject to the effects of Flower Shield. They have two vines hidden in their flowers that they can extend to use to manipulate objects and Pokémon and attack.

Florges (Fairy): Florges have physically merged with their flower, effectively becoming a single entity. This flower generates a constant source of energy, allowing them to use Grass moves as if they were a Grass-type. They can levitate. Due to their connection with plants and nature, they are subject to the effects of Flower Shield. They have two vines hidden in their flowers that they can extend to use to manipulate objects and Pokémon and attack.

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. 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. They have two vines that stem from their neck.

Pancham (Fighting): Pancham are rather playful Pokémon, although they try their best to maintain a tough facade. They are somewhat more vulnerable to taunting or ridiculing attacks but receive a greater boost in attack from them.

Pangoro (Fighting/Dark): Pangoro chew a branch in their mouths, able to use it to sense the vibrations in the air to locate targets, similarly to a Psychic-type's ability to locate targets. They are quite intolerant of bullying or making fun, and if they or an ally is taunted or provoked, they will be under the effects of the move as well, but will also gain a significant boost in attack.

Furfrou (Normal): Furfrou's fur is extremely soft and cushiony, acting as both insulation and giving them a slight defensive boost against physical attacks. Furfrou's fur is often styled in a number of colorful fashions, giving it a slight boost to visually-based moves (such as Attract or Charm) when groomed. 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. As dogs they are quite good diggers and swimmers, though these activities will be unpleasant for them and ruin their style, and they deal 1.2x damage with their biting attacks.

Espurr (Psychic): Espurr's Psychic abilities are somewhat underdeveloped, requiring slightly more focus than normal to execute Psychic attacks. Using a move, they can raise their ears to expose their telepathic organ, giving a slight boost to their Psychic attacks for a drop in accuracy. They can see in the dark and are well adapted to moving silently. They are able climbers and have excellent poise and balance. As cats, they will usually land on their feet, and can slip through gaps that might seem too thin at first glance with little drop in speed.

Meowstic (Psychic): Male and Female Meowstic differ somewhat in appearance and ability. Male Meowstic have a blue coat and fuller features, and have a slightly more support-oriented moveset. All support moves are slightly more potent and more likely to be successful, as well as quicker to execute than normal. Female Meowstic have a white coat and more conservative features, and have a slightly more offense-oriented moveset. All offensive moves are slightly more powerful and additional effects are slightly more potent. Regardless of gender, all Meowstic can see in the dark and are well adapted to moving silently. They are able climbers and have excellent poise and balance. As cats, they will usually land on its feet, and can slip through gaps that might seem too thin at first glance with little drop in speed.

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.

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.

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.

Spritzee (Fairy): Spritzee emit a pleasant scent constantly. Any Pokémon that comes within three feet of Spritzee will suffer the effects of Sweet Scent. Any moves involving gasses or scents will be more potent and will linger for a longer period of time. This effect comes with diminishing returns. Inorganic Pokémon and members of the Spiritzee line are unaffected but Pokémon with sensitive smell will be more heavily affected. Spritzee levitate by default but have a low flight ceiling.

Aromatisse (Fairy): Aromatisse emit a pleasant scent constantly. Any Pokémon that comes within 5 feet of Aromatisee will suffer the effects of Sweet Scent. Any moves involving gasses or scents will be more potent and will linger for a longer period of time. Aromatisee are also able to release a sour, spicy or bitter smell in order to distract or irritate foes in a manner similar to Cotton Spore. This effect comes with diminishing returns. Inorganic Pokémon and members of the Spiritzee line are unaffected but Pokémon with sensitive smell will be more heavily affected. They levitate by default but have a low flight ceiling.

Swirlix (Fairy): Swirlix's bodies are sticky and sweet, making them rather hard to let go of if grappled. Using a move, they can spit a fine thread of sticky, sugary string similar to String Shot to entangle a target. Like a Spinarak, they can use this to pull themselves from place to place more quickly without it counting as a move.

Slurpuff (Fairy): Slurpuff have an extremely sensitive sense of smell, allowing it to be aware of its opponent's position as long as they’re dry. Slurpuff’s bodies are sticky and sweet, making them rather hard to let go of if grappled. Using a move, they can spit a fine thread of sticky, sugary string similar to String Shot to entangle a target. Like a Spinarak, they can use this to pull themselves from place to place more quickly without it counting as a move.

Inkay (Dark/Psychic): Inkay are able to bioluminece, allowing them to light up a dark area for an extended period of time by using a move. It costs no energy to maintain this light. Their light-based attacks are slightly more potent than normal. They also can maintain their accuracy regardless of their orientation. They can levitate, moving through small, thrusting motions, much like an aquatic squid which makes them agile but not particularly fast. They are also fairly able swimmers and can stay underwater as long as any Water type. They can expel ink as a defense, using little energy but at the cost of a move, which can be used to blind opponents.

Malamar (Dark/Psychic): Malamar are able to bioluminece, allowing them to light up a dark area for an extended period of time by using a move. It costs no energy to maintain this light. Their light-based attacks are slightly more potent than normal allowing it to inflict stronger sleep and mental illusions with Hypnosis. They can levitate, and are faster than their previous form. Their arms are long and quite stretchy, allowing them to attack from a distance. They are also fairly able swimmers and can stay underwater as long as any Water type. They can expel ink as a defense, using little energy but at the cost of a move, which can be used to blind opponents.

Binacle (Rock/Water): A single Binacle actually consists of two organisms bound to a rock. Although they appear sessile, they are able to move by crawl on their two heads using their stretchy necks. Since they are both separate organisms, each head is able to act independently to perform two moves simultaneously, but they will both be affected equally by mentally-affecting attacks. They are fairly resistant to Water-type moves despite their Rock-type and take slightly less damage from them. They can see in the dark.

Barbaracle (Rock/Water): Barbaracle are made up of a number of symbiotic organisms, each having a separate mind that is linked to the larger organism. This allows them to perform multiple actions simultaneously. They are fairly resistant to Water-type moves despite their Rock-type and take slightly less damage from them. They can see in the dark.

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.

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.

Clauncher (Water): Clauncher's large claws act much like a cannon, granting a 10% boost to any moves fired from it. Though only decent swimmers, they can also use the exhaust from their claw to propel themselves on land and in water. They prefer to walk along the bottom of the water. They fight more enthusiastically when submerged and in a sizable body of water.

Clawitzer (Water): Clawitzer's large claws act much like a cannon, granting a 20% boost to any moves fired from it. Though only decent swimmers, they can also use the exhaust from their claw to propel themselves on land and in water. They prefer to walk along the bottom of the water. They fight more enthusiastically when submerged and in a sizable body of water.

Helioptile (Electric/Normal): Helioptile are extremely sensitive to changes in weather. Their frills act like solar panels. Using a move in bright sunlight, Helioptile can extend their frills to absorb energy from the sun, restoring significant energy once per battle. Their dry skin is also very water absorbent, and it will restore minor energy every round in the rain. Due to living in a desert environment, they are immune to damage from Sandstorms and can use electricity without seeing their moves lose power in the heat.

Heliolisk (Electric/Normal): Heliolisk are extremely sensitive to changes in weather. Their frills act like solar panels. Using a move in bright sunlight, Heliolisk can extend their frills to absorb energy from the sun, restoring significant energy once per battle. Their dry skin is also very water absorbent, and it will restore minor energy every round in the rain. Due to living in a desert environment, they are also immune to damage from Sandstorms and can use electricity without seeing their moves lose power in the heat.

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.

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.

Amaura (Rock/Ice): Amaura's body is extremely frigid. Using a move, Amaura can chill their body, making any physical attacks listed as XX Ice-typed for the duration of the battle. 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.

Aurorus (Rock/Ice): Aurorus' body is extremely frigid. Using a move, Amaura can chill their body, making any physical attacks listed as XX Ice-typed for the duration of the battle. 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.

Hawlucha (Flying/Fighting): Though not extremely fast or proficient fliers, Hawlucha are extremely adept at aerial movement. Although they can maintain some level of flight, they prefer jumping and gliding, and can move extremely fast when launching from the ground. When executing physical moves, they can also more easily maneuver to evade counter-attacks or position themselves in an optimal place.

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.

Carbink (Rock/Fairy): Carbink have bodies made of an extremely hard, diamond-like material, taking only 80% damage from physical attacks. However, while they can levitate, they are not particularly fast or agile. They also get a slight boost to light based attacks when fired from their head. They are inorganic.

Goomy (Dragon): Goomy are slow and slimy, but also rather soft and squishy, taking 90% damage from physical attacks. Their body is amorphous, allowing them to move across the ground by oozing or slithering, as well as making them hard to grasp. Being natural swamp dwellers, they are more comfortable in wet environments.

Sliggoo (Dragon): Sliggoo are slow and slimy, but also rather soft and squishy, taking 90% damage from physical attacks. Though they appear to have eyes, they are actually blind, having lost their sight upon evolution. Instead, they use antennae as a radar system, allowing them to detect foes regardless of optical illusions or attempts to hide. Being natural swamp dwellers, they are more comfortable in wet environments.

Goodra (Dragon): Although Goodra are much faster and more nimble than their pre-evolutions, they are still rather soft and squishy, taking 80% damage from physical attacks. Unlike their previous evolution, they are not blind. However, they can still use their antennae as a radar system, allowing them to detect their foe regardless of optical illusions or attempts to hide. They use their horns and sticky arms to attack with great force, dealing fast attacks. Being natural swamp dwellers, they are more comfortable in wet environments.

Klefki (Steel/Fairy): Klefki collect a large variety of keys on their ring, never letting them go. They can use them to attack physically or jangle them to create a loud sound to threaten or distract foes. Klefki levitate by default. Due to being a living keyring, they are inorganic. Natural pranksters, they use non damaging moves that target the foe faster than usual.

Phantump (Grass/Ghost): Phantump can levitate. Their body is considered to be ethereal, but the wooden stump is always solid. Their Ingrain technique heals more health than usual.

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. Their bodies are entirely solid. Their Ingrain technique heals more health than usual.

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.

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.

Bergmite (Ice): Bergmite's icy bodies are extremely cold. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind. Their bodies are also tough and they take only 90% damage from physical attacks.

Avalugg (Ice): Avalugg's large, hefty body is hard as steel, but also causes them to be relatively slow. Their thick carapace of ice mean that take 80% damage from physical attacks. Their icy body is extremely cold. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind.

Noibat (Flying/Dragon): A Noibat's "ears" are actually sound amplifiers, allowing them to fire sound attacks at high volumes. Their ears also allow them to amplify sound moves to be at their full 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 also allow them to amplify sound moves to be at their full 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.


Last edited by Connor; 04-10-2015 at 10:39 AM.
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Old 08-28-2014, 08:10 PM   #2
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I love them.

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Old 08-28-2014, 08:16 PM   #3
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Looks great. Small typo for Victreebel. It should denote that Victreebel recieves the health/energy gain not Bellsprout.
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Old 08-28-2014, 08:26 PM   #4
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I love them.

I hate how I need to edit my Squad Summary.
Well don't put SC's in your squad summary. And turn the font size back to normal. And either get better Gen VI humpy sprites or dump them, they just hop and I'm pretty sure not all of them are in sync with the others. And fix your nicknames.
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Old 08-28-2014, 08:29 PM   #5
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I love them and everything seems good, but could we please give Mothim and Aromatisse extra Psychic energy? Just a smidge? Both of them are not great Pokemon, and if Lunatone can receive a smidgeon of extra Ice and a beast like Drapion can receive extra Bug, surely we can give Mothim and Aromatisse extra Psychic?

Also, I was talking to Blaze and Red about this, but could we also give Lopunny fauxmilliarity or a smidge extra Fighting energy, considering the plethora of interesting Fighting moves that Lopunny can use? And considering her new Mega form? Blaze and Red have already been reffing Lopunny with more Fighting energy than typical Normals anyway, and it might be a nice niche for the bunny.

Other than that, fantastic work. Thank you so much, Dave & Kush. ^_____^
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Old 08-28-2014, 08:54 PM   #6
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I agree that Buneary line deserves Fighting familiarity, and I'd support Aromatisse and Mothim lines getting more Psychic.

No, I am not going to stop bringing this up, can we please give the Doduo line its crappy but existent flight back?

Also some typos in Doduo and Dodrio SC
nevermind that one was taken care of
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Old 08-28-2014, 09:02 PM   #7
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Gliscor SC has a typo
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Old 08-28-2014, 09:07 PM   #8
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I'm not keen on Lopunny getting more Fighting energy because a) we don't give most other 'mon extra energy of types they Mega into and b) because I feel it'll devalue Mega Lopunny when it gets released, but Jeri's trying to talk me round.

Regarding Psychic energy and familiarity, we've scrubbed that concept entirely, so Pokémon like Venomoth and Ariados no longer have it.

No flying Doduo, Kairne.

Not seeing the Gliscor typo, Takuya.
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Old 08-28-2014, 09:08 PM   #9
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Upon evolving, their claws became much stronger and attacks that use the, are 1.2x stronger then normal.
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Old 08-28-2014, 09:10 PM   #10
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Dammit Kush, commas aren't Ms! Commas aren't Ms at all!
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Old 08-28-2014, 09:38 PM   #11
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Quote:
Originally Posted by DaveTheFishGuy View Post
I'm not keen on Lopunny getting more Fighting energy because a) we don't give most other 'mon extra energy of types they Mega into and b) because I feel it'll devalue Mega Lopunny when it gets released, but Jeri's trying to talk me round.

Regarding Psychic energy and familiarity, we've scrubbed that concept entirely, so Pokémon like Venomoth and Ariados no longer have it.
But Gorebyss still has it, echoing and reflecting Huntail's extra Dark energy? My understanding of why Kush removed it for Butterfree and such was because people were confusing "telekinetically familiar" for extra Psychic energy. However, if Gorebyss has extra Psychic, couldn't we squeeze some onto Aromatisse and/or Mothim? Aromatisse in particular would benefit significantly, since Psychic would offer coverage and could fuel her Screens.
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Old 08-28-2014, 10:07 PM   #12
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Some dual-types such as Anorith have their types reversed from what the order actually is. I'm fixing them as I go along for the site but just pointing it out now so you can fix it here if you so please.

Edit: Learn how to spell Braixen plz. Also Conkeldurr.
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Old 08-28-2014, 10:22 PM   #13
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I have several quibbles, but here are a couple major ones:

Sudowoodo gets a boon to enthusiasm in rain now. Except:
Black, White, Black 2, White 2
To avoid being attacked, it does nothing but mimic a tree. It hates water and flees from rain.
Y
It disguises itself as a tree to avoid attack. It hates water, so it will disappear if it starts raining.
Silver
It disguises itself as a tree to avoid attack. It hates water, so it will disappear if it starts raining.
Crystal
If a tree branch shakes when there is no wind, it's a SUDOWOODO, not a tree. It hides from the rain.
FireRed
It disguises itself as a tree to avoid attack. It hates water, so it will disappear if it starts raining.
Pearl
It stands along paths pretending to be a tree. If it starts raining, it seems to disappear.
Platinum
To avoid being attacked, it does nothing but mimic a tree. It hates water and flees from rain.
SoulSilver
It disguises itself as a tree to avoid attack. It hates water, so it will disappear if it starts raining.

All evidence seems to point to Sudowoodo not only not being more enthusiastic in rain, but downright horrified by it.

Also, things like Armaldo and Water, Skuntank and Fire, Ninetales and Psychic or Ghost, were those turned down for any specific reason or were they just not considered?

Karrablast also seems to lose both the ability to spit acid, and, more importantly, the ability to see in the dark, when it evolves. The former I can understand even if I disagree, but the latter seems really... not so good an idea.

On second look it seems Bug SC now includes that they can all see in the dark. Which still makes it really weird that some have it specified on top of that.

Last edited by Slash; 08-28-2014 at 10:29 PM.
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Old 08-29-2014, 02:30 AM   #14
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Oh hey yeah that Sudowoodo thing is stupid isn't it. Woops. Best scrub that, Dave!
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Old 08-29-2014, 02:34 AM   #15
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Ok seriously we didn't give extra familiarity to stuff for shits and giggles. "It would benefit" is not a reason to give it familiarity.If I didn't state "they are familiar with XXX" then they aren't familiar with it. Personally I could get behind Lopunny but it's really a case of refs just giving it a bit more energy instead of it getting actual familiarity. We considered literally everything in the redux thread and if it didn't get included it isn't an accident.

Also, there are three new attack descriptions (Psychic, Sketch, Transforn) which are necessary to understand he relevant pokemon which I'm sure will go up soon. There are also some foundational rules e.g. levitation, flight, familiarity, STAB which are needed too. I'm sure these will go up.

Last edited by Mercutio; 08-29-2014 at 02:46 AM.
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Old 08-29-2014, 04:46 AM   #16
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Oh man these look so great. Thanks guys!

Also like how inorganics are mention in the SCs. Makes my hunting easier =3
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Old 08-29-2014, 05:28 AM   #17
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Good job guys.
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Old 08-29-2014, 05:35 AM   #18
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Love what you've done with a lot of pokemon to balance out the playing field a surprising amount! Seriously massive improvement.
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Old 08-29-2014, 06:13 AM   #19
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Ok seriously we didn't give extra familiarity to stuff for shits and giggles. "It would benefit" is not a reason to give it familiarity.If I didn't state "they are familiar with XXX" then they aren't familiar with it. Personally I could get behind Lopunny but it's really a case of refs just giving it a bit more energy instead of it getting actual familiarity. We considered literally everything in the redux thread and if it didn't get included it isn't an accident.
Thiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiis. Seriously guys. Please don't bawwww that your ideas didn't get in. We spent a lot of time on this and discussed the suggestions from the feedback thread. If something isn't there, it's for a reason.

In other news, I've gone through and excised the individual 'can see in the dark' from all the Bug-types, along with the GM-related stuff because lol and the Sudowoodo 'like a Grass-type' bit. Also given Karrablast a 1.1x boost to horn-related attacks.

Would anyone care if I got rid of the red rage from Scyther and Electabuzz? I thought we did that already but apparently not.
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Old 08-29-2014, 06:47 AM   #20
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If you do, what of Primeape and Seviper?
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Old 08-29-2014, 06:52 AM   #21
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If you do, what of Primeape and Seviper?
Primeape and Mankey seem to actually fit the rage part though. Seviper vs. Zangoose is probably something that shouldn't be changed but all in all is really rare to see in action.
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Old 08-29-2014, 06:56 AM   #22
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Yeah the Mankey line and Zangoose/Seviper have consistent anime and PokéDex evidence backing them up, whereas Scytherbuzz is one ancient anime episode.
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Old 08-29-2014, 07:05 AM   #23
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Dammit Dave stop changing things after I've already compiled everything for the site.
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Old 08-29-2014, 07:12 AM   #24
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I agree, just checking.
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Old 08-29-2014, 09:23 AM   #25
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So in the new Dunsparce sig you have it saying it "levitates" with it's wings, rather then fly. This goes against anime evidence & an earlier LO statement so I'm assuming it's a typo.
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