Black and White Species Characteristics

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Victini: (Psychic/Fire) Victini is the essence of victory and it will do almost anything to bring its allies to victory. If at a significant disadvantage, its attacking abilities improve significantly.

Snivy: (Grass) Snivy, as a young snake, is a fairly swift and agile Pokémon, and the most agile of its line. Its body and coloring allow it to easily hide amongst trees and grass.

Servine: (Grass) Servine, as a young snake, is a fairly swift and agile Pokémon, and the fastest of its line. Its body and coloring allow it to easily hide amongst trees and grass. Since its hands are much less prehensile than its preevolution’s, it utilizes the vine-like extensions around its neck to manipulate items and foes, which it can extend and retract to attack or grasp.

Serperior: (Grass) Serperior are very royal and intimidating Pokémon and are difficult to discourage or scare. Their long, sinuous bodies, while not allowing for the speed and agility of their lower forms, does allow them to bind foes with ease. Like Servine, vines near its neck can be used for attack or manipulation of objects.

Tepig: (Fire) Tepig’s nose is very sensitive, allowing it to easily sniff out foes. It can release a large amount of smoke or smog from its nose in a short time to hide itself almost in an instant.

Pignite: (Fire/Fighting) Pignite is a somewhat temperamental Pokémon and is somewhat easily angered. Attacks fueled by anger are more effective against Pignite. It can release a large amount of smoke or smog from its nose in a short time to hide itself almost in an instant.

Emboar: (Fire/Fighting) Emboar’s “beard” of flames is constantly burning and grows and shrinks to indicate its attitude. It can release a large amount of smoke or smog from its nose in a short time to hide itself almost in an instant.

Oshawott: (Water) Oshawott constantly wields a shell which it uses as a weapon, performing slashing attacks with it. The shell is fairly solid and can be used to defend against many physical attacks or to counter some attacks.

Dewott: (Water) Dewott wields two sharp shells, much like its preevolution, generally only wielding one at a time. The shells are fairly solid and can be used to defend against many physical attacks or to counter some attacks.

Samurott: (Water) Samurott is extremely adept with the many sharp shell blades it wields on its body, able to use its long horn, tail and two sword shaped shell plates on its forefeet to attack. Despite typically standing on all fours, it can easily fight on two legs, especially when wielding its swords.

Patrat: (Normal) As lookouts, Patrat have extremely keen eyesight, allowing them to see long distances and in fogs, smoke or otherwise obstructing conditions.

Watchog: (Normal) As lookouts, Watchog have extremely keen eyesight, allowing them to see long distances and in fogs, smoke or otherwise obstructing conditions. It also can illuminate the rings on its body, allowing it to light up the arena for very little energy.

Lillipup: (Normal) Between its sensitive nose and sensitive fur, Lillipup has a great amount of awareness of its surroundings, able to sense the presence of the foe at all times, more likely to hit it through fog, haze or a Double Team clone. However, this sense is imperfect – if the foe is “washed out” (e.g. in a body of water or smells/is made to smell like the surroundings) they will be harder to locate this way. As dog Pokémon, they are fairly adept at digging and swimming, and do both with a bit more ease and speed than other Pokémon.

Herdier: (Normal) Herdier has a thick coating of fur across its back that acts as an insulator, allowing it to resist the cold and be less affected by it. As dog Pokémon, they are fairly adept at digging and swimming, and do both with a bit more ease and speed than other Pokémon.

Stoutland: (Normal) Stoutlant 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 dog Pokémon, they are fairly adept at digging and swimming, and do both with a bit more ease and speed than other Pokémon.

Purrloin: (Dark) Purrloin are mischievous and deceptive Pokémon, using their cuteness and playfulness to destract the foe and strike. Any attacks involving deception or distraction will be more successful.

Liepard: (Dark) Liepard are mischievous and deceptive Pokémon, using their cuteness and playfulness to destract the foe and strike. Any attacks involving deception or distraction will be more successful.

Pansage: (Grass) As a monkey, Pansage is 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.

Simisage: (Grass) As a monkey, Simisage is 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 is also somewhat temperamental and can be somewhat easily provoked.

Pansear: (Fire) As a monkey, Pansear is quite nimble and deft, able to navigate trees and branches with ease. The heat generated in Pansear’s body is often released through its 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.

Simisear: (Fire) As a monkey, Simisear is quite nimble and deft, able to navigate trees and branches with ease. The heat generated in Simisear’s body is often released through its 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.

Panpour: (Water) As a monkey, Panpour is quite nimble and deft, able to navigate trees and branches with ease. Although able to release water through its mouth, Water attacks can also be used through its tail, allowing for better accuracy and a wider range of fire. If in or near a source of water, its tail can be used to siphon extra water to slightly reduce the energy use for Water attacks fired from the mouth.

Simipour: (Water) As a monkey, Simipour is quite nimble and deft, able to navigate trees and branches with ease. Although able to release water through its mouth, Water attacks can also be used through its tail, allowing for better accuracy and a wider range of fire. If in or near a source of water, its tail can be used to siphon extra water to slightly reduce the energy use for Water attacks fired from the mouth.

Munna: (Psychic) Munna thrives on the dreams of others, both Pokémon and humans. Its sleep 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.

Munsharna: (Psychic) Munsharna thrives on the dreams of others, both Pokémon and humans. Its sleep 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. Munsharna is almost always sleeping, though, much like Abra, is constantly aware of its surroundings in its sleep. This makes it hard to put to sleep against its will. While asleep, Munsharna also releases a wispy pink smoke from its forehead, called Dream Mist, which can produce confusing images of its dreams, possibly threatening the foe.

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.

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.

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.

Blitzle: (Electric) Blitzle is brimming with electrical energy, often releasing small amounts through its mane, causing it to flash brightly. Its mane can be illuminated for a longer period of time, allowing it to illuminate an area much like an Ampharos. Blitzle, though quite fast, is not nearly as fast as its evolution, but somewhat more agile.

Zebstrika: (Electric) Zebstrika is brimming with electrical energy, often releasing small amounts through its mane, causing it to flash brightly. Its 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 its speed-based attacks somewhat more effective.

Rogenrolla: (Rock) Despite resembling an eye, the artifice on Rogenrolla’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.

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.

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.

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.

Swoobat: (Psychic/Flying) Though, unlike Woobat, Swoobat utilizes its eyesight, it is also adept at using sound waves as a means of sensing its environment, allowing it to “see” its foe’s location despite visual trickery or obstructions. Its Supersonic is slightly more effective than normal.

Drillbur: (Ground) Drillbur digs like a drill using its long, pointed, shovel-like claws. This allows it to dig quickly and easily through almost any type of ground – even through some hard, impenetrable surfaces, like concrete – letting it travel fast and efficiently through the ground. Its tunnels are also sturdy, and, if desired, can be made so they do not collapse after being dug.

Excadrill: (Ground) 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. It can dig through most surfaces and tunnel in almost anything aside from many feet of solid concrete or bedrock. Its tunnels are also sturdy, and, if desired, can be made so they do not collapse after being dug.

Audino: (Normal) Audino have sensitive hearing, at the expense of being more vulnerable to sound attacks. Audino are skilled healers, and their healing moves are slightly more effective than normal.

Timburr: (Fighting) Timburr carry around a fairly heavy plank of wood which can be used in Physical attacks involving smashing the foe. Using it this way grants them a fair boost in power (~25%) for an equivalent increase in energy use and a significant 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 the Theif 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. Using it this way grants them a fair boost in power (~25%) for an equivalent increase in energy use and a significant drop in 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 the Theif must be quite strong to do so.

Conkledurr: (Fighting) Conkledurr carry around two concrete blocks which can be used in Physical attacks involving smashing the foe. Using it this way grants them a fair boost in power (~25%) for an equivalent increase in energy use and a significant drop in speed. The blocks can be dropped by Timburr to execute an attack under normal conditions and can be stolen from it, though they are very, very heavy, and the Theif must be extremely strong to steal them.

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 sides 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 its lumps to vibrate, giving a slight boost to its next physical attack.

Throh: (Fighting) Throh is quite skilled in the forms of Judo and constantly practices its technique in throwing and other “passive” maneuvers. Therefore, all attacks involving grappling or throwing will receive a solid boost in power.

Sawk: (Fighting) Sawk is quite skilled in the forms of Karate and constantly practices its 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 is “dressed” in a wrapping of leaves, allowing it to easily hide amongst trees and bushes. If its clothing is shed willingly (using a move) or destroyed, Sewaddle will automatically craft a new one out of nearby foliage.

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 it are somewhat reinforced and can be used for protection against the elements or attacks. They also can hide well in bushes or trees due to their leafy covering.

Leavanny: (Bug/Grass) Leavanny are adept at forming clothes and repairing objects with their silk. If an object is broken, it can repair it using its silk. Leavanny, due to its leafy “clothing” can hide very well amongst foliage.

Venipede: (Bug/Poison) Venipede has 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.

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

Scoliopede: (Bug/Poison) The arm-like extensions on its 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 its preevo, its poison also has a 5% chance of localized paralysis.

Cottonee: (Grass) Cottonee is very light and fluffy and has a body which allows them to be picked up by the wind, allowing it to ride wind currents. When attacked, it releases a light puff of cotton, which may cause light symptoms similar to the effects of Cotton Spore.

Whimsicott: (Grass) Whimsicott uses its cottony head to ride whirlwinds and currents. Although, like Jumpluff, it cannot explicitly fly, it can generate winds or ride currents allowing it to float with some level of control.

Petilil: (Grass) Petilil, despite lacking limbs, can move by hopping or shuffling, but prefers to stay relatively immobile. As a bulb Pokémon, Petilil’s Ingrain is a bit more effective than usual and can be retracted easier.

Lilligant: (Grass) Lilligant issues a pleasant smell from its large, crown-like flower. Being in close proximity to Lilligant may result in a mild Sweet Scent-like effect.

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 atheistic. Basculin are extremely aggressive and territorial, and two Basculin with different colored stripes may turn on a blind rage.

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.

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.

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.

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

Darmanitan: (Fire) Darmanitan’s “eyebrows” are actually two flickering flames that grow more intense the more excited it is. When it reaches half health, it may be ordered into “Zen Mode”, in which it withdraws its hands and legs and extinguishes its external fires and concentrates. In Zen Mode, Darmanitan gains a secondary Psychic type and all associated weaknesses and resistances. Though immobile, it can float low over the ground. When entering Zen Mode, it cannot come out of it until it faints.

Maractus: (Grass) Maractus’s body is filled with loose seeds and sand, causing it 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 it lives in the desert, it is immune to the effects of Sandstorms and can see reasonably well in them.

Dweeble: (Bug/Rock) Dweeble’s shell is actually a hollowed out rock. Its body is fairly small, allowing to withdraw easily inside for defense. Though very rarely will it abandon its rock, it can in desperation or if otherwise required.

Crustle: (Bug/Rock) With a heavy shell of rock on its back, Crustle is a slow-moving Pokémon, having difficulty moving at much more than a fast crawl. However, Crustle’s shell is extremely hard and durable, granting it a boost in physical defense, though its vulnerable body will still take full damage.

Scraggy: (Dark/Fighting) The yellow portion around its 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 its torso.

Scrafty: (Dark/Fighting) The yellow portion around its lower body and its 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 its torso or head.

Sigilyph: (Psychic/Flying) Sigilyph don’t actually fly, but rather appear to float. Their floating is quite dynamic and resembles flying, but they can stop their momentum and change direction easily.

Yamask: (Ghost) Yamask carries around a mask resembling a human face. Though it appears to be a part of it, it is actually only carrying it, and can use it for defense or to attack.

Cofagrigus: (Ghost) Cofagrigus’ is composed of minerals and gold in the shape of a coffin which it has possessed, residing within this solid form. Though unable to change forms like other ghosts due to being bound to the coffin, it can close itself within the coffin for defense against physical and special attacks. Its four “hands” move wildly and erratically, but have no real substance, only somewhat able to manipulate objects.

Tirtouga: (Water/Rock) Tirtouga’s shell is rock hard. Physical attacks targeted at it will be quite reduced in strength. Though a fairly good swimmer, it has some trouble on land, only able to shuffle about with its flippers.

Carracosta: (Water/Rock) Carracosta’s shell is rock hard. Physical attacks targeted at it will be quite reduced in strength. Although much more mobile than its preevolution on land, it is still somewhat sluggish and is a little bit slow in the water as well.

Archen: (Rock/Flying) Archen is a poor flyer, though it is able to hop quite a distance and glide somewhat.

Archeops: (Rock/Flying) Archeops is much closer to a raptor than a bird and despite being able to fly, prefers to run. Due to its fairly primal wings, it needs to get a running start in order to take off.

Trubbish: (Poison) As a living bag of trash, Trubbish emits a horrid stench, and any Pokémon that smells in its odor within 3 feet has a chance of flinching.

Garbodor: (Poison) Garbodor is a living garbage monster and stinks horribly. Any Pokémon that smells in its odor within 6 feet has a chance of flinching. It shoots toxins and many attacks from its fingertips as well as its mouth, allowing for better aim.

Zorua: (Dark) Zorua are adept at creating illusions. As such, Double Team will create one extra clone and moves that are considered “deceptive” will be slightly more effective.

Zoroark: (Dark)

Minccino: (Normal) Minccino are very concerned with cleanliness and get quite annoyed when dirty. When attacked by “dirty” moves (e.g. Sludge, Mud Bomb, Sand-Attack), it will become annoyed and gain a slight boost to its general attack power, but have a slight chance of disobeying attacks to clean itself. The dirtier it gets, the more of a boost it receives and the more likely it is to disobey (capping at about 15% boost/disobeying rate).

Cinccino: (Normal) Cinccino are very concerned with cleanliness and get quite annoyed when dirty. When attacked by “dirty” moves (e.g. Sludge, Mud Bomb, Sand-Attack), it will become annoyed and gain a slight boost to its general attack power, but have a slight chance of disobeying attacks to clean itself. The dirtier it gets, the more of a boost it receives and the more likely it is to disobey (capping at about 15% boost/disobeying rate).

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. They fight most enthusiastically at night.

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. They fight most enthusiastically at night.

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. They fight most enthusiastically at night.

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.

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.

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. Its 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.

Ducklett: (Water/Flying) Ducklett are only decent swimmers, able to stay underwater for a time but are not very mobile while underwater.

Swanna: (Water/Flying) Swanna are only decent swimmers, able to stay underwater for a time but are not very mobile while underwater.

Vanillite: (Ice) Vanillite moves by “skating” over the ground, propelling itself with bursts of mist, able to move fairly quickly but unable to change its 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.

Vanillish: (Ice) Vanillish can move over the ground in short distances through slight levitation and bursts of mist, though is not quite as nimble as its preevolution. 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.

Vanilluxe: (Ice) Vanilluxe can move over the ground in short distances through slight levitation and bursts of mist, though is not quite as nimble as its preevolution. 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.

Deerling: (Normal/Grass) Deerling’s appearance changes with the seasons, its 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 “wintery” or “summery” may trigger this change).

Sawsbuck: (Nor mal/Grass) Sawsbuck’s appearance changes with the season, its horns flowering in the spring, turning to leaves in the summer, changing colors in the Autumn, and losing its leaves and growing more fur in the Winter (this form can be determined by the user, but some environments that are clearly “wintery” or “summery” may trigger this change).

Emolga: (Electric/Flying) Emolga cannot actually “fly”, much like the Gligar family, instead gliding over the ground.

Karrablast: (Bug) Karrablast can spit an acidic irritant to ward off foes. Karrablast can see in the dark.

Escaliver: (Bug) Escaliver are covered in a thick, steely armor developed from the shell of a Shelmet. This provides him some level of defense against physical attack. Escaliver can float low over the ground and even reach high speeds, but has trouble turning.

Foongus: (Grass/Poison) When attacked physically or threatened, Foongus may release a small amount of spores causing a random mild status effect.

Amoongus: (Grass/Poison) When attacked physically or threatened, Amoongus may release a small amount of spores causing a random mild status effect.

Frillish: (Water/Ghost) Despite their resemblance to jellies, Frillish can actually survive outside of the water for long periods of time, and, additionally, are able to float above the ground. While not particularly fast or nimble, they can maneuver with some decent ability.

Jellicent: (Water/Ghost) Despite their resemblance to jellies, Jellicent can actually survive outside of the water for long periods of time, and, additionally, are able to float above the ground. While not particularly fast or nimble, they can maneuver with some decent ability.

Alomomola: (Water) Alomomola are natural healers. As such, all attacks dealing with healing are significantly more effective.

Joltik: (Bug/Electric) Joltik are the smallest Pokémon known, only a decameter in height. It’s extremely small size makes it difficult to spot, but makes it somewhat weaker to physical attacks and makes its physical attacks somewhat less effective. Joltik, however, have the special capabilities of any other Pokémon and are extremely nimble climbers, 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.

Galvantula: (Bug/Electric) Galvantula are excellent climbers. 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.

Ferroseed: (Grass/Steel) Ferroseed is covered in large spines. Physical attacks dealt to it are likely to cause some decent recoil. Ferroseed, though typically fairly sessile, can move by rolling, spinning or hopping if need be.

Ferrothorn: (Grass/Steel) Like its preevolution, Ferrothorn is covered in large spines. Physical attacks dealt to it are likely to cause some decent recoil. Ferrothorn moves with the aid of its 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.

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 it stays apart much longer than that, it will suffer a rapid energy drain.

Klang: (Steel) Klang’s multiple gears are bound together by a powerful electrical force and are constantly turning to maintain it. The “minigear” (the faced gear) can break away from the rest for a short time to perform an attack, but will be drawn back immediately afterwards. If it stays apart much longer than that, it will suffer a rapid energy drain.

Klang: (Steel) Klang’s multiple gears are bound together by a powerful electrical force and are constantly turning to maintain it. The “minigear” (the faced gear) can break away from the rest for a short time to perform an attack, but will be drawn back immediately afterwards. If it stays apart much longer than that, it will suffer a rapid energy drain. The spikes on the outermost gear can cause some physical recoil if touched or hit.

Tynamo: (Electric) Tynamo constantly levitates using a magnetic field. This levitation allows for fairly quick and nimble travel and requires no energy to maintain. They are also fairly good swimmers and are able to stay underwater as long as any Water type.

Eelektrik: (Electric) Eelektrik constantly levitates using a magnetic field. This levitation allows for fairly quick and nimble travel and requires no energy to maintain. They are also fairly good swimmers and are able to stay underwater as long as any Water type.

Eelektross: (Electric) Eelektross constantly levitates using a magnetic field. This levitation allows for fairly quick and nimble travel and requires no energy to maintain. Unlike its preevolutions, it is able to ground itself for a short time and stand on its modified fins. They are also fairly good swimmers and are able to stay underwater as long as any Water type.

Elgyem: (Psychic) Elgyem are extremely intelligent Pokémon with potent psychic capabilities. Their abilities allow them to maintain Psychic levitation constantly with little energy cost.

Beheeyem: (Psychic) Beheeyem are extremely intelligent Pokémon with potent psychic capabilities. Their abilities allow them to maintain Psychic levitation constantly with little energy cost.

Litwick: (Ghost/Fire) Litwick’s flame is made from a ghostly flame 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 moves primarily by hopping, though, by melting some of its wax, it can ooze to move around the arena.

Lampent: (Ghost/Fire) Lampent’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. Lampent can float and move with a decent amount of agility in the air. Their arms, despite seeming solid, are actually relatively moveable and prehensile.

Chandelure: (Ghost/Fire) Chandelure’s flames are 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. Chandelure can float and move with a decent amount of agility in the air. Their arms, despite seeming solid, are actually relatively moveable and prehensile.

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

Fraxure: (Dragon) Fraxure’s tusks are tough and sharp. Any attacks utilizing these tusks are granted a slight boost in power.

Haxorus: (Dragon) Haxorus’s tusks are tough and sharp. Any attacks utilizing these tusks are granted a slight boost in power. The armor covering its body also gives it a slight boost in physical defense.

Cubchoo: (Ice) Cubchoo constantly has a droplet of frozen water hanging from its nose, which it uses to power its attacks. If submerged in water or otherwise added to, Cubchoo will gain a slight boost in its next Ice or Water attack.

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.

Cryogonal: (Ice) Cryogonal can levitate for no energy cost. The chain of ice produced from its face can be lengthened and shortened at will for slight energy cost and also used to manipulate items or foes.

Shelmet: (Bug) A Shelmet’s shell is hard, reducing the damage from all attacks. The most vulnerable spot of a Shellder is its face, where its defense is considered to be halved. It moves mostly by hopping but can shuffle with its small legs to move.

Accelgor: (Bug) Accelgor is extremely speedy and nimble, able to move at almost lightning speed. Its body is very moist underneath the wrappings and it will feel uncomfortable if in a dry environment.

Stunfisk: (Ground/Electric) Despite being a Ground-type, Stunfisk dwells primarily underwater and can stay in water for an unlimited amount of time. Though still weak to Water attacks, it is somewhat less vulnerable than other Ground-types. Stunfisk, though able to swim somewhat, moves mostly through flopping and sliding, but it prefers to lie and await foes in mud or other similar substrate.

Meinfoo: (Fighting) Meinfoo 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.

Meinshao: (Fighting) Meinshao 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.

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

Golett: (Ground/Ghost) Golett is entirely inorganic, meaning it is completely unaffected by poison. Though slow and robotic, it is quite heavy and bulky for its size, allowing it to deal slightly more damage from physical attacks.

Golurk: (Ground/Ghost) Golurk is entirely inorganic, meaning it is completely unaffected by poison. Though slow and robotic, it is quite heavy and bulky for its size, allowing it to deal more damage from physical attacks. Despite being very large and extremely heavy, Golurk has the astounding and mysterious ability to fly at high speeds through the air, though this can burn energy very swiftly.

Pawniard: (Dark/Steel) Pawniard’s body has multiple sharp steel blades on it, which it can use for attack or defense. Pokémon directly attacking Pawniard risk lacerations and decent recoil damage.

Bisharp: (Dark/Steel) Bisharp’s body has multiple sharp steel blades on it, which it can use for attack or defense. Pokémon directly attacking Bisharp risk lacerations and decent recoil damage.

Bouffalant: (Normal) Bouffalant’s “afro” is soft and spongy, acting as a buffer against attacks and recoil damage. Its whole head is actually quite heavy due to the large mass of hair and horns, giving it a slight boost to attacks involving headbutting.

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

Braviary: (Normal/Flying) Braviary is an extremely confident Pokémon and is difficult to intimidate or beguile. Attacks using fear or intimidating tactics are much less effective on Braviary. Its powerful wings and talons are designed to lift foes, allowing them to lift Pokémon x1.5 their weight, though lifting Pokémon that weigh more than Braviary will take much more energy.

Vullaby: (Dark/Flying) The bones around its 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.

Mandibuzz: (Dark/Flying) The bones around its 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’s body is constantly producing and releasing fire. Heatmor can release fire from its mouth, fists and tail, allowing it to attack in a variety of fashions. Fire attacks issued from its 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.

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, but still take massive damage from it.

Deino: (Dark/Dragon) Deino is blind, but due to this, is in a constant state of confusion and rage. This makes its attacks less accurate but as if powered permanently by a Howl. It does still have some perception of its world, though, able to hear and smell foes, and possibly sense their movement. Due to their eagerness, however, Deino have more energy than a normal Pokémon.

Zweilous: (Dark/Dragon) Zweilous is blind, but due to this, is in a constant state of confusion and rage. This makes its attacks less accurate but as if powered permanently by a Howl. It does still have some perception of its world, though, able to hear and smell foes, and possibly sense their movement. Its 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. Due to their eagerness, however, Zweilous have more energy than a normal Pokémon.

Hydreigon: (Dark/Dragon) Hydreigon is an extremely frightening, violent, temperamental and intimidating Pokémon. It levitates constantly, now unable to stand, though is somewhat slow in the air due to its size. Its hands have developed into two heads, both completely under the control of the main head, and can be used to attack, both physically and specially. It is extremely sensitive to movement and is able to target a foe even at a significant distance or if they are hiding. Despite its great power, it is very hard to control and easy to anger, and may potentially disobey its trainer, especially if angered or otherwise displeased.

Larvesta: (Bug/Fire) Larvesta shoots fire from the five horns around its face. It moves mainly by crawling, and although somewhat slow at first, it can build significant momentum, especially when done in tandem with its ability to issue fire.

Volcorona: (Bug/Fire) Volcorona’s gigantic wings allow 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.