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[[quoteright:313:[[InstantAwesomeJustAddDragons https://static.tvtropes.org/pmwiki/pub/images/dragon_types.png]]]]

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[[quoteright:313:[[InstantAwesomeJustAddDragons https://static.[[quoteright:313:https://static.tvtropes.org/pmwiki/pub/images/dragon_types.png]]]]
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* InstantAwesomeJustAddDragons: Dragon is often treated as one of the most special and powerful types in-universe. For example, it's UsefulNotes/OdaNobunaga's type specialty in ''VideoGame/PokemonConquest''. Many Legendary and pseudo-legendary Pokémon are Dragon-type as a testament to their power.
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* SixthRanger: Charizard and Gyarados, despite not being Dragon-type in most of their forms,[[note]]except for one of Charizard's Mega Evolutions,[[/note]] are treated as dragons and sometimes grouped together with Dragon-types, with both of them being in the Dragon egg group and learning most non-exclusive moves of the type. Most notably, Lance uses Gyarados on most of his teams and Charizard on his Johto and ''Let's Go'' teams, as does his cousin Clair with Gyarados,[[note]]except in the [[VideoGame/PokemonBlack2AndWhite2 Pokémon World Tournament]] where type specialist restrictions are much stricter[[/note]] and the Dragon-type GO Rocket Grunt in ''VideoGame/PokemonGo'' sometimes uses a Gyarados on their team (the only "off-type" Pokémon that can be found on a Grunt's team). In the TCG, the Dragon Majesty expansion depicts Charizard as this even more blatantly, with one of its promotional booklets labeling it as an "honorary Dragon type". There are other Pokémon treated as this such as Aerodactyl, Tyranitar and Lugia, but to a much lesser extent.

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* SixthRanger: Charizard and Gyarados, despite not being Dragon-type in most of their forms,[[note]]except for one of Charizard's Mega Evolutions,[[/note]] are treated as dragons and sometimes grouped together with Dragon-types, with both of them being in the Dragon egg group and learning most non-exclusive moves of the type. Most notably, Lance uses Gyarados on most of his teams and Charizard on his Johto and ''Let's Go'' teams, as does his cousin Clair with Gyarados,[[note]]except in the [[VideoGame/PokemonBlack2AndWhite2 Pokémon World Tournament]] where type specialist restrictions are much stricter[[/note]] and the Dragon-type GO Rocket Grunt in ''VideoGame/PokemonGo'' sometimes uses a Gyarados on their team (the only "off-type" Pokémon that can be found on a Grunt's team). In the TCG, the Dragon Majesty expansion depicts Charizard as this even more blatantly, with one of its promotional booklets labeling it as an "honorary Dragon type". There are other Pokémon treated as this such as Aerodactyl, Tyranitar Tyranitar, Lugia and Lugia, Salazzle, but to a much lesser extent.
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* SixthRanger: Charizard and Gyarados, despite not being Dragon-type in most of their forms,[[note]]except for one of Charizard's Mega Evolutions,[[/note]] are treated as dragons and sometimes grouped together with Dragon-types, with both of them being in the Dragon egg group and learning most non-exclusive moves of the type. Most notably, Lance uses Gyarados on most of his teams and Charizard on his Johto and ''Let's Go'' teams, as does his cousin Clair with Gyarados,[[note]]except in the [[VideoGame/PokemonBlack2AndWhite2 Pokémon World Tournament]] where type specialist restrictions are much stricter[[/note]] and the Dragon-type GO Rocket Grunt in ''VideoGame/PokemonGo'' sometimes uses a Gyarados on their team (the only "off-type" Pokémon that can be found on a Grunt's team). In the TCG, the Dragon Majesty expansion depicts Charizard as this even more blatantly, with one of its promotional booklets labeling it as an "honorary Dragon type".

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* SixthRanger: Charizard and Gyarados, despite not being Dragon-type in most of their forms,[[note]]except for one of Charizard's Mega Evolutions,[[/note]] are treated as dragons and sometimes grouped together with Dragon-types, with both of them being in the Dragon egg group and learning most non-exclusive moves of the type. Most notably, Lance uses Gyarados on most of his teams and Charizard on his Johto and ''Let's Go'' teams, as does his cousin Clair with Gyarados,[[note]]except in the [[VideoGame/PokemonBlack2AndWhite2 Pokémon World Tournament]] where type specialist restrictions are much stricter[[/note]] and the Dragon-type GO Rocket Grunt in ''VideoGame/PokemonGo'' sometimes uses a Gyarados on their team (the only "off-type" Pokémon that can be found on a Grunt's team). In the TCG, the Dragon Majesty expansion depicts Charizard as this even more blatantly, with one of its promotional booklets labeling it as an "honorary Dragon type". There are other Pokémon treated as this such as Aerodactyl, Tyranitar and Lugia, but to a much lesser extent.
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* SIPrefixName: The LifeDrain move Mega Drain, itself a stronger version of Absorb, has an even stronger version named Giga Drain.
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* PlayingWithFire: Since dragons are traditionally associated with fire[[note]]at least in Western folklore[[/note]], the majority of Dragon-types get Fire attacks, letting them bypass Steel-Types, the only thing that could wall them before the introduction of Fairies, and Ice-Types, the only other Type that hit them hard. Kingdra, Mega Sceptile, Latias, Latios, Zekrom, Kyurem[[note]]except for White Kyurem[[/note]], Haxorus, and Dragalge are the only Dragons that can't learn Fire attacks besides Hidden Power. Despite this, there are only three Fire/Dragon dual-types: Reshiram, Turtonator, and Mega Charizard X, the latter of which is the only one based on archetypical Western dragons (although Reshiram has features of a wyvern and an Eastern dragon).

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* PlayingWithFire: Since dragons are traditionally associated with fire[[note]]at least in Western folklore[[/note]], the majority of Dragon-types get Fire attacks, letting them bypass Steel-Types, the only thing that could wall them before the introduction of Fairies, and Ice-Types, the only other Type that hit them hard. Kingdra, Mega Sceptile, Latias, Latios, Zekrom, Kyurem[[note]]except for White Kyurem[[/note]], Haxorus, Haxorus[[note]]beginning in Sun & Moon[[/note]], and Dragalge are the only Dragons that can't learn Fire attacks besides Hidden Power. Despite this, there are only three Fire/Dragon dual-types: Reshiram, Turtonator, and Mega Charizard X, the latter of which is the only one based on archetypical Western dragons (although Reshiram has features of a wyvern and an Eastern dragon).
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* UselessUsefulSpell: Most of the Electric Pokémon that learn Electro Ball aren't that fast to begin with.[[note]]Only Voltorb, Electrode, Electabuzz, Mega Manectric, Emolga, and Galvantula are fast enough to abuse it, and even then, the opponent needs to be ''[[http://bulbapedia.bulbagarden.net/wiki/Electro_Ball significantly]]'' slower for the move to outdamage [[BoringButPractical Thunderbolt]].[[/note]]

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* UselessUsefulSpell: Most of the Electric Pokémon that learn Electro Ball aren't that fast to begin with.[[note]]Only Voltorb, Electrode, Electabuzz, Mega Manectric, Emolga, and Galvantula and Regieleki are fast enough to abuse it, and even then, the opponent needs to be ''[[http://bulbapedia.bulbagarden.net/wiki/Electro_Ball significantly]]'' slower for the move to outdamage [[BoringButPractical Thunderbolt]].[[/note]]

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Alphabetization.


* TheHunterBecomesTheHunted: Pulled off by Dragalge, Naganadel, and Duraludon against Fairy-types, which are normally the bane of dragons. The first two are '''Poison'''/Dragon types, with Dragalge being a specialized MightyGlacier and Naganadel being a specialized FragileSpeedster. The last is a '''Steel'''/Dragon specially oriented MightyGlacier. As such, the three can ''melt'' any Fairy that so much looks at them funny. The only other dragons that can do something similar are the legendaries Eternatus, another Poison/Dragon, and Dialga, another Steel/Dragon.



* TheHunterBecomesTheHunted: Pulled off by Dragalge, Naganadel, and Duraludon against Fairy-types, which are normally the bane of dragons. The first two are '''Poison'''/Dragon types, with Dragalge being a specialized MightyGlacier and Naganadel being a specialized FragileSpeedster. The last is a '''Steel'''/Dragon specially oriented MightyGlacier. As such, the three can ''melt'' any Fairy that so much looks at them funny. The only other dragons that can do something similar are the legendaries Eternatus, another Poison/Dragon, and Dialga, another Steel/Dragon.
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* DinosaursAreDragons: Many Dragon-types have characteristics of dinosaurs, most notably Tyrunt and Tyrantrum, the definitive ''TyrannosaurusRex'' Pokémon. Haxorus is [[WordOfGod stated]] to be based on herbivorous dinosaurs, though it also seems to be a bit of a {{Mix And Match Critter|s}}; Duraludon, likewise, seems to be an ambiguous theropod, likely inspired by [[Franchise/{{Godzilla}} Mechagodzilla]]. Jangmo-o and its evolutions, Hakamo-o and Kommo-o, are said to be a cross between theropods and ankylosaurs. Gabite and Garchomp generally resemble [[RaptorAttack dromaeosaurids]]. If you choose to get technical, then the birdlike Dragon-types such as Latios, Latias, Altaria and Reshiram also qualify for this. Also inverted with Pokémon who resemble dinosaurs or other prehistoric reptiles learning Dragon-type moves but not being Dragon-types themselves. Archeops, Aerodactyl and Tyranitar are good examples.

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* DinosaursAreDragons: Many Dragon-types have characteristics of dinosaurs, most notably Tyrunt and Tyrantrum, the definitive ''TyrannosaurusRex'' Pokémon. Haxorus is [[WordOfGod stated]] to be based on herbivorous dinosaurs, though it also seems to be a bit of a {{Mix And Match Critter|s}}; Duraludon, likewise, seems to be an ambiguous theropod, likely inspired by [[Franchise/{{Godzilla}} Mechagodzilla]]. Jangmo-o and its evolutions, Hakamo-o and Kommo-o, are said to be a cross between theropods and ankylosaurs. Gabite and Garchomp generally resemble [[RaptorAttack dromaeosaurids]].dromaeosaurids]], and the Dreepy line is a variation in that it's based on a prehistoric amphibian (''Diplocaulus'') often mistaken for a dinosaur and even lived in prehistoric times. If you choose to get technical, then the birdlike Dragon-types such as Latios, Latias, Altaria and Reshiram also qualify for this. Also inverted with Pokémon who resemble dinosaurs or other prehistoric reptiles learning Dragon-type moves but not being Dragon-types themselves. Archeops, Aerodactyl and Tyranitar are good examples.
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* SpaceMaster: Downplayed; Generation IV did most of the heavy lifting, creating Dragons with literally cosmic significance in Dialga, Palkia, and Giratina, and further introducing the ultimate Dragon-type move (barring Dialga's SecretArt) Draco Meteor. In Generation VI, using Camouflage in space will give the user the Dragon type.

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* SpaceMaster: Downplayed; Downplayed. Generation IV did most of the heavy lifting, creating Dragons with literally cosmic significance in Dialga, Palkia, and Giratina, and further introducing the ultimate Dragon-type move (barring Dialga's SecretArt) Draco Meteor. In Generation VI, using Camouflage in space will give the user the Dragon type. Rayquaza is a singular example tying all this together, as it's associated with outer space in addition to the sky in general.

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** The weather condition related to the Water type, rain, is ''far'' superior to the other weather conditions. Intense sunlight powers up Fire-type moves, but the Abilities powered up by intense sunlight are usually given to Grass-types, which are roasted even harder by the powered-up Fire moves. Rock- and Ground-types might enjoy having their weaknesses to Water being reduced, but in turn, they risk taking a no-charge Solar Beam. Sandstorm's powering-up Abilities, Sand Force and Sand Rush, are mutually exclusive and not innate boosts. Rain gives a boost to Water-type attacks ''and'' its Abilities are granted to mostly Water-types, who make extremely good use of them.

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** The weather condition related to the Water type, rain, is ''far'' superior to the other weather conditions. Intense sunlight powers up Fire-type moves, but the Abilities powered up by intense sunlight are usually given to Grass-types, which are roasted even harder by the powered-up Fire moves. Rock- and Ground-types might enjoy having their weaknesses to Water being reduced, but in turn, they risk taking a no-charge Solar Beam. Sandstorm's powering-up Abilities, Sand Force and Sand Rush, are mutually exclusive and not innate boosts. Rain gives a boost to Water-type attacks ''and'' its Abilities are granted to mostly Water-types, who make extremely good use of them. They do have to watch out for perfect-accuracy Thunder, but that can more often than not be avoided by just OHKO'ing any Electric-type that switches in.



** While they don't directly correlate to dealing damage, Water Pulse, Waterfall, Muddy Water and Octazooka are relatively weak or average in power but carry greater-than-average chances[[note]]20% chance of confusion, 20% chance of flinching, and 30 and 50% chances to lower accuracy, respectively[[/note]] to activate. The excellent defensive properties of the Water type and the generally good bulk that most Water-types have works well with this, allowing Water-types plenty of turns to stay on the field and wear the opponent down.

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** While they don't directly correlate to dealing damage, Water Pulse, Waterfall, Muddy Water Water, and Octazooka are relatively weak or average in power power, but carry greater-than-average chances[[note]]20% chance of confusion, 20% chance of flinching, and 30 and 50% chances to lower accuracy, respectively[[/note]] to activate. The excellent defensive properties of the Water type and the generally good bulk that most Water-types have works well with this, allowing Water-types plenty of turns to stay on the field and wear the opponent down.



* IceMagicIsWater: ''Every'' Water-Type (except Magikarp, Rotom Wash, and Pyukumuku) has access to an Ice-Type attack (usually from Technical Machines or Move Tutors), giving them a chance at beating Grass-types and Dragon-types.
* JackOfAllStats: Water is useful offensively and defensively, and most Water types are capable of serving as [[MightyGlacier any]] [[LightningBruiser of]] [[StoneWall the]] [[FragileSpeedster competitive]] [[GlassCannon archetypes]].

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* IceMagicIsWater: ''Every'' Water-Type (except Magikarp, Rotom Wash, and Pyukumuku) has access to an Ice-Type attack (usually from Technical Machines or Move Tutors), giving them a solid chance at beating Grass-types and Dragon-types.
Dragon-types. ([[FakeBalance Maybe too solid.]])
* JackOfAllStats: Water is useful offensively and defensively, and most Water types Water-types are capable of serving as [[MightyGlacier any]] [[LightningBruiser of]] [[StoneWall the]] [[FragileSpeedster competitive]] [[GlassCannon archetypes]].



** As of ''VideoGame/PokemonSwordAndShield'', Hydro Pump is now a TR.



** Gigantamax Inteleon's G-Max Hydrosnipe is a blast of water from its harpoon that explodes upon impact.

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** Gigantamax Inteleon's G-Max Hydrosnipe is a blast of water from its harpoon that explodes upon impact. This ignores the target's Ability (such as Water Absorb or Storm Drain).



* MakingASplash: Naturally, the Water-Type's arsenal revolves around all things water-based, mostly focusing on moving around large quantities of water, shooting streams of water (sometimes heated) and bubbles at your opponent and traveling around in the element itself. Some Water type moves involve more magical/precise control of their shape though, turning water into blades (Liquidation) or throwing stars (Water Shuriken).

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* MakingASplash: Naturally, the Water-Type's arsenal revolves around all things water-based, mostly focusing on moving around large quantities of water, shooting streams of water (sometimes heated) and bubbles at your opponent the opponent, and traveling around in the element itself. Some Water type Water-type moves involve more magical/precise control of their shape shape, though, turning water into blades (Liquidation) or throwing stars (Water Shuriken).



* SeaMonster: Many of the more powerful Water-types have a place in in-game lore as these, especially Gyarados, a vicious sea serpent whose rages can lay whole coastal cities to waste; [[TheWormThatWalks Wishiwashi]], an individually small and weak fish that can school in large groups to take the form of a giant, powerful, and [[TheDreaded widely feared]] monster; and [[OlympusMons Kyogre]], a massive leviathan and the primordial god of the sea.

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* SeaMonster: Many of the more powerful Water-types have a place in in-game lore as these, especially Gyarados, a vicious sea serpent whose rages can lay whole coastal cities to waste; [[TheWormThatWalks Wishiwashi]], an individually small and weak fish that can school in large groups to take the form of a giant, powerful, and [[TheDreaded widely feared]] monster; monster [[AlwaysABiggerFish that even the aforementioned Gyarados is terrified of]]; and [[OlympusMons Kyogre]], a massive leviathan and the primordial god of the sea.



** The ability Mega Launcher increases the power of Aura Sphere, Dark Pulse, Water Pulse, Dragon Pulse, and Heal Pulse by 50%.[[note]][[DevelopersForesight It boosts Origin Pulse as well]], though this is more a curiosity than anything, as Kyogre doesn't get Mega Launcher naturally and changing its ability mid-battle requires several steps.[[/note]]

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** The ability Mega Launcher increases the power of Aura Sphere, Dark Pulse, Water Pulse, Dragon Pulse, and Heal Pulse, and Terrain Pulse by 50%.[[note]][[DevelopersForesight It boosts Origin Pulse as well]], though this is more a curiosity than anything, as Kyogre doesn't get Mega Launcher naturally and changing its ability mid-battle requires several steps.[[/note]]



* SimpleYetAwesome: Surf has no additional effects in battle aside from hitting everything around the user and all it does is attack with a giant wave of water. But, it's vital for getting around and is strong enough that it's actually a legitimately good move, unlike other Hidden Machines.
** Waterfall is another Water-type Hidden Machine (and like Surf eventually became a TM), and it's every bit as useful as Surf. While Surf is the more powerful move, Waterfall has a chance to cause flinching, and it's decently powerful and runs off the Attack stat, making it a common option for physical attackers like Gyarados.

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* SimpleYetAwesome: Surf has no additional effects in battle aside from hitting everything around the user user, and all it does is attack with a giant wave of water. But, it's vital for getting around and is strong enough that it's actually a legitimately good move, unlike other Hidden Machines.
** Waterfall is another Water-type Hidden Machine (and like Surf Surf, eventually became a TM), and it's every bit as useful as Surf. While Surf is the more powerful move, Waterfall has a chance to cause flinching, and it's decently powerful and runs off the Attack stat, making it a common option for physical attackers like Gyarados.
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* KryptoniteIsEverywhere: The Fire type only has three weaknesses, but they're practically ubiquitous and counter it quite well. Good physical attackers of almost any type can learn Ground- and Rock-type attacks via TM, and most Fire-types have poor physical bulk with which to take these attacks. Meanwhile, Water is ''the most common type in the game'', and most Fire-types will be stuck with the unwieldy Solar Beam when dealing with them. [[note]]Many Fire-types can learn weak or impractical coverage moves to handle Water-types like Thunder Fang, Thunder Punch, Grass Knot, and Wild Charge. However, the more powerful Grass- and Electric-type moves are limited to just a few legendary Pokémon, Magmortar, and the Vulpix, Litwick, and Larvesta lines.[[/note]]

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* KryptoniteIsEverywhere: The Fire type only has three weaknesses, but they're practically ubiquitous and counter it quite well. Good physical attackers of almost any type can learn Ground- and Rock-type attacks via TM, and most Fire-types have poor physical bulk with which to take these attacks. Meanwhile, Water is ''the most common type in the game'', and most Fire-types will be stuck with the unwieldy Solar Beam when dealing with them. [[note]]Many Fire-types can learn weak or weak, situational, and/or impractical coverage moves to handle Water-types Water-types, like Thunder Fang, Thunder Punch, [[SituationalDamageAttack Grass Knot, Knot]], and [[CastFromHitPoints Wild Charge.Charge]]. However, the more powerful Grass- and Electric-type moves are limited to just a few legendary Pokémon, Magmortar, and the Vulpix, Litwick, and Larvesta lines.[[/note]]



** Gigantamax Cinderace's G-Max Move is G-Max Fireball, an enormous Pyro Ball that it kicks towards its enemy.

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** Gigantamax Cinderace's G-Max Move is G-Max Fireball, an enormous Pyro Ball that it kicks towards its enemy. This ignores Abilities such as Filter and Flash Fire.



* SuperMode: Charizard, Houndoom, Blaziken, and Camerupt are capable of Mega Evolution, with Charizard notably being one of two Pokémon to boast ''two'' Mega Evolutions. Groudon gains the Fire-type upon undergoing Primal Reversion. Charizard, Coalossal, Centiskorch and Cinderace are also all capable of Gigantamax, though Coalossal's G-Max Move focuses on its other type (Rock).

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* SuperMode: Charizard, Houndoom, Blaziken, and Camerupt are capable of Mega Evolution, with Charizard notably being one of two Pokémon to boast ''two'' Mega Evolutions. Groudon gains the Fire-type upon undergoing Primal Reversion. Charizard, Coalossal, Centiskorch Centiskorch, and Cinderace are also all capable of Gigantamax, though Coalossal's G-Max Move focuses on its other type (Rock).



* GrimyWater: The move Muddy Water uses Surf's animation, but with the water a sickly brown instead of blue. It has a chance to lower the target's accuracy, an effect borrowed from the Ground-type's wheelhouse.

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* GrimyWater: The move Muddy Water uses Surf's animation, but with the water shaded a sickly brown instead of blue. It has a chance to lower the target's accuracy, an effect borrowed from the Ground-type's wheelhouse.
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* SixthRanger: Charizard and Gyarados, despite not being Dragon-type in most of their forms,[[note]]except for one of Charizard's Mega Evolutions,[[/note]] are treated as dragons and sometimes grouped together with Dragon-types, with both of them being in the Dragon egg group and learning most non-exclusive moves of the type. Most notably, Lance uses Gyarados on most of his teams and Charizard on his Johto and ''Let's Go'' teams, as does his cousin Clair with Gyarados,[[note]]except in the [[VideoGame/PokemonBlack2AndWhite2 Pokémon World Tournament]] where type specialist restrictions are much stricter[[/note]] and the Dragon-type GO Rocket Grunt in ''VideoGame/PokemonGo'' sometimes uses a Gyarados on their team (the only "off-type" Pokémon that can be found on a Grunt's team).

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* SixthRanger: Charizard and Gyarados, despite not being Dragon-type in most of their forms,[[note]]except for one of Charizard's Mega Evolutions,[[/note]] are treated as dragons and sometimes grouped together with Dragon-types, with both of them being in the Dragon egg group and learning most non-exclusive moves of the type. Most notably, Lance uses Gyarados on most of his teams and Charizard on his Johto and ''Let's Go'' teams, as does his cousin Clair with Gyarados,[[note]]except in the [[VideoGame/PokemonBlack2AndWhite2 Pokémon World Tournament]] where type specialist restrictions are much stricter[[/note]] and the Dragon-type GO Rocket Grunt in ''VideoGame/PokemonGo'' sometimes uses a Gyarados on their team (the only "off-type" Pokémon that can be found on a Grunt's team). In the TCG, the Dragon Majesty expansion depicts Charizard as this even more blatantly, with one of its promotional booklets labeling it as an "honorary Dragon type".
Is there an issue? Send a MessageReason:
None


* SixthRanger: Charizard and Gyarados, despite not being Dragon-type in most of their forms,[[note]]except for one of Charizard's Mega Evolutions,[[/note]] are treated as dragons and sometimes grouped together with Dragon-types, with both of them being in the Dragon egg group and learning most non-exclusive moves of the type. Most notably, Lance uses Gyarados on most of his teams and both of them on his Johto teams, as does his cousin Clair with Gyarados,[[note]]except in the [[VideoGame/PokemonBlack2AndWhite2 Pokémon World Tournament]] where type specialist restrictions are much stricter[[/note]] and the Dragon-type GO Rocket Grunt in ''VideoGame/PokemonGo'' sometimes uses a Gyarados on their team (the only "off-type" Pokémon that can be found on a Grunt's team).

to:

* SixthRanger: Charizard and Gyarados, despite not being Dragon-type in most of their forms,[[note]]except for one of Charizard's Mega Evolutions,[[/note]] are treated as dragons and sometimes grouped together with Dragon-types, with both of them being in the Dragon egg group and learning most non-exclusive moves of the type. Most notably, Lance uses Gyarados on most of his teams and both of them Charizard on his Johto and ''Let's Go'' teams, as does his cousin Clair with Gyarados,[[note]]except in the [[VideoGame/PokemonBlack2AndWhite2 Pokémon World Tournament]] where type specialist restrictions are much stricter[[/note]] and the Dragon-type GO Rocket Grunt in ''VideoGame/PokemonGo'' sometimes uses a Gyarados on their team (the only "off-type" Pokémon that can be found on a Grunt's team).
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* {{Kaiju}}: While no non-Dynamaxed Pokémon is quite Kaiju-sized, this type tends to be pretty close in spirit, with many species being both physically imposing and able to deliver highly destructive attacks. The fact that, outside of Fairy-types, [[TakesOneToKillOne their best counter is another Dragon-type]] is also reminiscent of [[BehemothBattle Kaiju-on-Kaiju combat]]. Some are even directly reminiscent of specific [[{{Kaiju}} Kaijus]], like [[Characters/PokemonGenerationVMinccinoToGenesect Hydreigon]], based on [[Characters/GodzillaTheGhidorahs King Ghidorah]], and [[Characters/PokemonGenerationVIIIFamilies Duraludon]], based on [[Characters/{{Godzilla}} Mechagodzilla]].

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* {{Kaiju}}: While no non-Dynamaxed Pokémon is quite Kaiju-sized, Kaiju-sized (aside from Eternatus, itself incidentally a Poison/Dragon-type), this type tends to be pretty close in spirit, with many species being both physically imposing and able to deliver highly destructive attacks. The fact that, outside of Fairy-types, [[TakesOneToKillOne their best counter is another Dragon-type]] is also reminiscent of [[BehemothBattle Kaiju-on-Kaiju combat]]. Some are even directly reminiscent of specific [[{{Kaiju}} Kaijus]], like [[Characters/PokemonGenerationVMinccinoToGenesect Hydreigon]], based on [[Characters/GodzillaTheGhidorahs King Ghidorah]], and [[Characters/PokemonGenerationVIIIFamilies Duraludon]], based on [[Characters/{{Godzilla}} Mechagodzilla]].
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* SixthRanger: Charizard and Gyarados, despite not being Dragon-type in most of their forms,[[note]]except for one of Charizard's Mega Evolutions,[[/note]] are treated as dragons and sometimes grouped together with Dragon-types, with both of them being in the Dragon egg group and learning most non-exclusive moves of the type. Most notably, Lance uses both of them on most of his teams, as does his cousin Clair with Gyarados,[[note]]except in the [[VideoGame/PokemonBlack2AndWhite2 Pokémon World Tournament]] where type specialist restrictions are much stricter[[/note]] and the Dragon-type GO Rocket Grunt in ''VideoGame/PokemonGo'' sometimes uses a Gyarados on their team (the only "off-type" Pokémon that can be found on a Grunt's team).

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* SixthRanger: Charizard and Gyarados, despite not being Dragon-type in most of their forms,[[note]]except for one of Charizard's Mega Evolutions,[[/note]] are treated as dragons and sometimes grouped together with Dragon-types, with both of them being in the Dragon egg group and learning most non-exclusive moves of the type. Most notably, Lance uses Gyarados on most of his teams and both of them on most of his Johto teams, as does his cousin Clair with Gyarados,[[note]]except in the [[VideoGame/PokemonBlack2AndWhite2 Pokémon World Tournament]] where type specialist restrictions are much stricter[[/note]] and the Dragon-type GO Rocket Grunt in ''VideoGame/PokemonGo'' sometimes uses a Gyarados on their team (the only "off-type" Pokémon that can be found on a Grunt's team).
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* SixthRanger: Charizard and Gyarados, despite not being Dragon-type in most of their forms,[[note]]except for one of Charizard's Mega Evolutions,[[/note]] are treated as dragons and sometimes grouped together with Dragon-types, with both of them being in the Dragon egg group and learning most non-exclusive moves of the type. Most notably, Lance uses both of them on most of his teams, as does his cousin Clair with Gyarados, and the Dragon-type GO Rocket Grunt in ''VideoGame/PokemonGo'' sometimes uses a Gyarados on their team (the only "off-type" Pokémon that can be found on a Grunt's team).

to:

* SixthRanger: Charizard and Gyarados, despite not being Dragon-type in most of their forms,[[note]]except for one of Charizard's Mega Evolutions,[[/note]] are treated as dragons and sometimes grouped together with Dragon-types, with both of them being in the Dragon egg group and learning most non-exclusive moves of the type. Most notably, Lance uses both of them on most of his teams, as does his cousin Clair with Gyarados, Gyarados,[[note]]except in the [[VideoGame/PokemonBlack2AndWhite2 Pokémon World Tournament]] where type specialist restrictions are much stricter[[/note]] and the Dragon-type GO Rocket Grunt in ''VideoGame/PokemonGo'' sometimes uses a Gyarados on their team (the only "off-type" Pokémon that can be found on a Grunt's team).
Is there an issue? Send a MessageReason:
None


* SixthRanger: Charizard and Gyarados, despite not being Dragon-type in most of their forms,[[note]]except for one of Charizard's Mega Evolutions,[[/note]] are treated as dragons and grouped together with Dragon-types on occasion, with both of them being in the Dragon egg group and learning most non-exclusive moves of the type. Most notably, Lance uses both of them on most of his teams, as does his cousin Clair with Gyarados, and the Dragon-type GO Rocket Grunt in ''VideoGame/PokemonGo'' sometimes uses a Gyarados on their team (the only "off-type" Pokémon that can be found on a Grunt's team).

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* SixthRanger: Charizard and Gyarados, despite not being Dragon-type in most of their forms,[[note]]except for one of Charizard's Mega Evolutions,[[/note]] are treated as dragons and sometimes grouped together with Dragon-types on occasion, Dragon-types, with both of them being in the Dragon egg group and learning most non-exclusive moves of the type. Most notably, Lance uses both of them on most of his teams, as does his cousin Clair with Gyarados, and the Dragon-type GO Rocket Grunt in ''VideoGame/PokemonGo'' sometimes uses a Gyarados on their team (the only "off-type" Pokémon that can be found on a Grunt's team).
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* SixthRanger: Lugia, a Psychic/Flying Legendary Pokémon, is very heavily associated with water and has far more emphasis placed on its aquatic qualities than its psionic ones, to the point that it was depicted as a Water-type in the TCG for a brief period.
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* SixthRanger: Charizard and Gyarados, despite not being Dragon-type in most of their forms,[[note]]except for one of Charizard's Mega Evolutions,[[/note]] are treated as dragons and grouped together with Dragon-types on occasion, with both of them being in the Dragon egg group. Most notably, Lance uses both of them on most of his teams, as does his cousin Clair with Gyarados, and the Dragon-type GO Rocket Grunt in ''VideoGame/PokemonGo'' sometimes uses a Gyarados on their team (the only "off-type" Pokémon that can be found on a Grunt's team).

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* SixthRanger: Charizard and Gyarados, despite not being Dragon-type in most of their forms,[[note]]except for one of Charizard's Mega Evolutions,[[/note]] are treated as dragons and grouped together with Dragon-types on occasion, with both of them being in the Dragon egg group.group and learning most non-exclusive moves of the type. Most notably, Lance uses both of them on most of his teams, as does his cousin Clair with Gyarados, and the Dragon-type GO Rocket Grunt in ''VideoGame/PokemonGo'' sometimes uses a Gyarados on their team (the only "off-type" Pokémon that can be found on a Grunt's team).
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* SixthRanger: Charizard and Gyarados, despite not being Dragon-type in most of their forms,[[note]]except for one of Charizard's Mega Evolutions,[[/note]] are treated as dragons and grouped together with Dragon-types on occasion, with both of them being in the Dragon egg group. Most notably, Lance uses both of them on most of his teams, as does his cousin Clair with Gyarados, and the Dragon-type GO Rocket Grunt in ''VideoGame/PokemonGo'' sometimes uses a Gyarados on their team (the only "off-type" Pokémon that can be found on a Grunt's team).

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Not This Trope unless that explaination is made in any point of Pokemon media.


* LogicalWeakness:
** It has been noted several times in the anime that Water-types are weak against Electric-types because water is conductive to electricity. [[note]]Specifically water with impurities and dissolved electrolytes, at least, like salt water, which is what sea water is. Deionized pure water doesn't conduct electricity.[[/note]]
** Real-life plants store water, rely on water to grow, and play a huge role in preventing floods and storms from washing away the ground. In the games, the one-time-use Absorb Bulb and Luminous Moss items convert incoming Water-type attacks to stat boosts — additionally, the Cacnea and Maractus lines can potentially have Water Absorb as an ability, reflecting the particularly thirsty plants they're based off of.

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* LogicalWeakness:
**
LogicalWeakness: It has been noted several times in the anime that Water-types are weak against Electric-types because water is conductive to electricity. [[note]]Specifically water with impurities and dissolved electrolytes, at least, like salt water, which is what sea water is. Deionized pure water doesn't conduct electricity.[[/note]]
** Real-life plants store water, rely on water to grow, and play a huge role in preventing floods and storms from washing away the ground. In the games, the one-time-use Absorb Bulb and Luminous Moss items convert incoming Water-type attacks to stat boosts — additionally, the Cacnea and Maractus lines can potentially have Water Absorb as an ability, reflecting the particularly thirsty plants they're based off of.
[[/note]]

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* TheresNoKillLikeOverkill: [[AwesomeButImpractical While almost impossible to set up]], a Fire-type attack can reach a damage multiplier of ''x36''.[[note]]During harsh sunlight and while having Flash Fire or Blaze activated, attack a Bug/Steel or Ice/Steel type given the Ability Fluffy after it has been afflicted with Forest's Curse.[[/note]]
** In a similar vein, a Fire-type attack also has the lowest attainable non-zero multiplier, a pitiful ''0.02065x''.[[note]]This is done by attacking a dual-type Pokémon under rain whose types both resist Fire-type attacks (such as the Water/Dragon type Kingdra), with Thick Fat or Heatproof as its ability while Water Sport is in effect.[[/note]]

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* TheresNoKillLikeOverkill: TheresNoKillLikeOverkill:
**
[[AwesomeButImpractical While almost impossible to set up]], a Fire-type attack can reach a damage multiplier of ''x36''.[[note]]During harsh sunlight and while having Flash Fire or Blaze activated, attack a Bug/Steel or Ice/Steel type given the Ability Fluffy after it has been afflicted with Forest's Curse.[[/note]]
** In a similar vein, On the opposite end, a Fire-type attack also has the lowest attainable non-zero multiplier, a pitiful ''0.02065x''.[[note]]This is done by attacking a dual-type Pokémon under rain whose types both resist Fire-type attacks (such as the Water/Dragon type Kingdra), with Thick Fat or Heatproof as its ability while Water Sport is in effect.[[/note]]
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A group based on dragons and similar monsters from around the world. They are among the most elusive types, usually only appearing in secluded areas. As such, they are the third-rarest type. Their elusiveness is [[PowerEqualsRarity often related to their power]], and some of the strongest and most dangerous Pokémon in the series are Dragon-type. This power, combined with their mysteriousness, makes them very well-regarded in some circles. Dragon is a popular type for Legendaries. While the Dragon type covers most dragonlike Pokémon, there are a few dragonlike species that lack the typing but have similar properties and movepools; conversely, not all Dragon-type Pokémon are based on animals that can be classified as (or even resemble) dragons.

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A group based on dragons and similar monsters from around the world. They are among the most elusive types, usually only appearing in secluded areas. As such, they are the third-rarest type. Their elusiveness is [[PowerEqualsRarity often related to their power]], and some of the strongest and most dangerous Pokémon in the series are Dragon-type. This power, combined with their mysteriousness, makes them very well-regarded in some circles. Dragon is a popular type for Legendaries. While the Dragon type covers most dragonlike Pokémon, there are a few dragonlike species that lack the typing but have similar properties and movepools; conversely, not all Dragon-type Pokémon are based on animals that can be classified as (or even resemble) dragons.
dragons. The existence of Regidrago, a being made of "dragon energy", suggests that the Dragon type comes from moves or Pokémon having properties of said energy rather than strictly whether their design basis is draconic (though they coincide in most cases).
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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* LightEmUp: For the longest time, it was the closest in-game equivalent. Starting with Gen II, Pokémon associated with the [[ThePowerOfTheSun sun]] and light were cast as this type, including angelic Pokémon like Gardevoir[[note]]now part-Fairy as well[[/note]], Cresselia, and Celebi. They were always contrasted against the traditionally "dark" Ghost and Dark types, albeit ''weak'' to them. Even after the debut of Fairy-types, the ''de facto'' sun Pokémon, Solgaleo, is Psychic/Steel, and its moon-themed counterpart, Lunala, is Psychic/Ghost. Necrozma takes it to its logical conclusion, with it absorbing light, having [[FrickinLaserBeams Prismatic Laser]] and Photon Geyser for {{Secret Art}}s, and [[spoiler:having a true form made of light]]. Further supporting this is the fact that many of them can learn the Bug-type move Signal Beam (itself an example of LightEmUp), which helps them deal with Dark-types.

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* LightEmUp: For the longest time, it was the closest in-game equivalent. Starting with Gen II, Pokémon associated with the [[ThePowerOfTheSun sun]] and light were cast as this type, including angelic Pokémon like Gardevoir[[note]]now part-Fairy as well[[/note]], Cresselia, and Celebi. They were always contrasted against the traditionally "dark" Ghost and Dark types, albeit ''weak'' to them. Even after the debut of Fairy-types, the ''de facto'' sun Pokémon, Solgaleo, is Psychic/Steel, and its moon-themed counterpart, Lunala, is Psychic/Ghost. Necrozma takes it to its logical conclusion, with it absorbing light, having [[FrickinLaserBeams [[EnergyWeapon Prismatic Laser]] and Photon Geyser for {{Secret Art}}s, and [[spoiler:having a true form made of light]]. Further supporting this is the fact that many of them can learn the Bug-type move Signal Beam (itself an example of LightEmUp), which helps them deal with Dark-types.
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* WaterIsBlue: While not quite to the extent that Fire-types play into FireIsRed, the majority of Water-types have blue coloration to them.
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* FungiArePlants: Despite its name, the Grass-type includes several Pokémon, such as the Paras, Shroomish, Foongus and Morelull lines, that are either animal/fungus mixes or simply ambulatory toadstools.

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* AnimalisticAbomination: This is what the legendary dragons fall into. Between a mediator for a pair of world-destroying monstrosities[[note]]Rayquaza[[/note]], universal concepts made flesh[[note]]Dialga and Palkia[[/note]], an extradimensional guardian of reality which also embodies {{antimatter}}[[note]]Giratina[[/note]], three fragments of a god that may or may not have been an alien[[note]]Reshiram, Zekrom, and Kyurem[[/note]], a guardian of the land that balances the powers of avatars of life and death[[note]]Zygarde[[/note]], an extradimensional being fixated on consuming light to repair itself[[note]]Ultra Necrozma[[/note]], and an alien monstrosity responsible for the phenomenon of gigantic Pokémon[[note]]Eternatus[[/note]], the type's legendaries get awfully eldritch.


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* DraconicAbomination: This is what the legendary dragons fall into. Between a mediator for a pair of world-destroying monstrosities[[note]]Rayquaza[[/note]], universal concepts made flesh[[note]]Dialga and Palkia[[/note]], an extradimensional guardian of reality which also embodies {{antimatter}}[[note]]Giratina[[/note]], three fragments of a god that may or may not have been an alien[[note]]Reshiram, Zekrom, and Kyurem[[/note]], a guardian of the land that balances the powers of avatars of life and death[[note]]Zygarde[[/note]], an extradimensional being fixated on consuming light to repair itself[[note]]Ultra Necrozma[[/note]], and an alien monstrosity responsible for the phenomenon of gigantic Pokémon[[note]]Eternatus[[/note]], the type's legendaries get awfully eldritch.
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** Dragon-types have all sorts of inspiration and basis, from classical Eastern or Western dragons[[note]]such as Mega Charizard X, Dragonite, Salamence, Rayquaza, and the Tao trio[[/note]] to weirder but still recognizable dragons[[note]]such as the creation trio, Kommo-o, Ultra Necrozma, Duraludon and base Eternatus[[/note]] to real-world reptiles[[note]]such as Mega Sceptile, Tyrantrum, and Turtonator[[/note]] to MixAndMatchCritters with aspects of dragons[[note]]such as Flygon, Garchomp, Naganadel and Dragapult[[/note]] to "out there" concepts that only vaguely resemble dragons[[note]]such as Mega Ampharos, Altaria, Alolan Exeggutor, Guzzlord, all of Zygarde's forms and Eternamax Eternatus[[/note]].

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** Dragon-types have all sorts of inspiration and basis, from classical Eastern or Western dragons[[note]]such as Mega Charizard X, Dragonite, Salamence, Rayquaza, and the Tao trio[[/note]] to weirder but still recognizable dragons[[note]]such as the creation trio, Kommo-o, Ultra Necrozma, Duraludon and base Eternatus[[/note]] to real-world reptiles[[note]]such as Mega Sceptile, Tyrantrum, and Turtonator[[/note]] to MixAndMatchCritters with aspects of dragons[[note]]such as Flygon, Garchomp, Naganadel and Dragapult[[/note]] to "out there" concepts that only vaguely resemble dragons[[note]]such as Mega Ampharos, Altaria, Alolan Exeggutor, Guzzlord, all of Zygarde's forms and Eternamax Eternatus[[/note]]. Regidrago is unique in that its Dragon typing doesn't come from the kind of creature it is (a golem), but rather its ''theming'' (it's made of crystallized dragon energy and has dragon jaws for arms).
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* FastAsLightning: Several Electric-types tend to have high speed, with Regieleki being ''the fastest Pokémon of all time''. There are a few slower Electric-types that subvert this.

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%%
%% Entries relating to Smogon, competitive Pokémon strategies, or the metagame will be commented out or removed. If they can be rewritten in a more neutral manner, please do so.
%% The term is "super effective", not "super-effective", and the adjectival type names need to be written as "x-type", not "x type". Please remember this when adding tropes or editing.
%% Names of Pokémon, abilities, moves, trainer classes, and items should be capitalized. Also, the singular and plural forms of every Pokémon species are the same. One Pikachu, two Pikachu.
%% Please do not add WhenAllYouHaveIsAHammer to any entry, as Pokémon themselves can have other options available to them, making it misuse.
%%
Franchise/{{Pokemon}} come in 18 different types, each with its own [[ElementalRockPaperScissors advantages and disadvantages]]. When the franchise began, these types were little more than gameplay elements, but over the years, Creator/GameFreak and the fandom have added more than enough depth to the types to make them characters in their own right. This page is for types that were introduced in [[VideoGame/PokemonRedAndBlue the first-generation games]] and were considered to be special types in those games.
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[[foldercontrol]]

[[folder:Fire]]
!!Fire-Type / Flame-Type (ほのおタイプ ''hono'o taipu'')
[[quoteright:350:[[PlayingWithFire https://static.tvtropes.org/pmwiki/pub/images/fire_types.png]]]]

Pokémon with power over fire, lava, and all forms of heat. Most of them are {{Glass Cannon}}s, but surprisingly, the type has a lot of resistances (Bug, Grass, Ice, Steel, Fairy, itself). Most Fire-Type moves are also capable of inflicting the Burn status, which causes damage while also halving the afflicted Pokémon's physical attack. Fire types are immune to the Burn status themselves, which is handy for the physical attackers among them. They are based on fantastical animals that can breathe fire, but there are a few, such as Magmar and Chandelure, which are more esoteric. Fire is also one of the three starter types.

They tend to live in particularly hot areas, like [[LethalLavaLand volcanoes]], but as not every game has that kind of environment, they can be just as comfortable in caves or urban areas. Due to fire being one of the less naturally common elements, non-starter Fire-types tend to be rare and few in number.

Offensively, they are strong against Bug, Grass, Ice, and Steel, but weak against Dragon, Fire, Rock, and Water. Defensively, it's strong against Bug, Fire, Grass, Ice, Steel, and Fairy, but weak against Ground, Rock, and Water.
%%Offensively: x2 Bug, x2 Grass, x2 Ice, x2 Steel, x1/2 Dragon, x1/2 Fire, x1/2 Rock, x1/2 Water
%%Defensively: x1/2 Bug, x1/2 Fire, x1/2 Grass, x1/2 Ice (Gen II onward), x1/2 Steel, x1/2 Fairy, x2 Ground, x2 Rock, x2 Water
%%Known Specialists: Blaine in ''Red and Green/Blue'' and ''Yellow''; Flannery in ''Ruby and Sapphire'' and ''Emerald''; Flint in ''Diamond and Pearl'' and ''Platinum''; Chili in ''Black and White'' and ''Black 2 and White 2''; Malva in ''X and Y''; Kiawe in ''Sun and Moon''; Kabu in ''Sword and Shield''
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* AttackAttackAttack: There are only 2 Fire-type attacks that aren't offensive; [[StandardStatusEffects Will-O-Wisp]] and [[ThePowerOfTheSun Sunny Day]]. Even then, Will-O-Wisp inflicts damage over time, and Sunny Day raises the power of Fire-type moves.
* AwesomeButImpractical:
** Blast Burn is a Fire-type clone of Hyper Beam, meaning you're exposed to retaliation for 1 turn after using it (and you could do more damage by just using Flamethrower twice).
** Fire Blast has better accuracy than Blizzard and Thunder, but it still has a very low PP count at 5 and thus is [[TooAwesomeToUse not very practical]] outside of battle facilities that heal your Pokémon after each battle.
** Inferno always inflicts a burn when it hits and has high power, but only has 50% accuracy.
** Burn Up has a base power of 130, but the user loses its Fire typing after using the move. Furthermore, it fails when used by a non-Fire-type Pokémon, so ItOnlyWorksOnce.
* BreathWeapon: Most of the attacks of this type are depicted as this; of course, some Fire-type Pokémon[[note]]Braixen & Magmortar mainly[[/note]] have other methods of expelling fire.
* BoringButPractical: Flamethrower isn't the most damaging attack out there, but it still does good damage, reliably hits its target, and has a respectable amount of PP.
* CastFromHitPoints: Flare Blitz is a powerful move, but does damage to the user equal to 1/3 of the damage dealt to the target.
* ColorCodedElements: Fire is represented as an [[FireIsRed orange-red]].
* CounterAttack: Shell Trap, Turtonator's SecretArt, blows up opponents that hit Turtonator with a physical attack.
* DangerousForbiddenTechnique:
** Overheat deals incredible damage, but lowers the user's Special Attack by two stages with each use, preventing it from hitting nearly as hard on repeated uses (and weakening the user's other Special moves as well).
** V-create is the third strongest move in the series that isn't a Z-move and the strongest one that isn't sacrificial, but each use lowers the user's defenses and Speed by one stage each.
** Flavor-wise, Burn Up is this, as it completely consumes the user's flames. In practice, whether losing one's Fire-typing is a boon or a bane depends on what moves the opponent is capable of using.
* DifficultButAwesome: Eruption's Power is directly proportional to how much HP the user has left, boasting a large 150 (same as Blast Burn) if the user is at full health. If you can keep the user healthy, it's far more useful than Fire Blast due to higher Power, 100% accuracy, and the ability to hit multiple opponents in Double and Triple Battles.
* ElementalPunch: The moves Fire Punch and Blaze Kick. Fire Punch has slightly above-average power and wide distribution while Blaze Kick is a bit stronger and has a higher crit chance at the cost of some accuracy.
* ElementalRivalry: The obvious one would be [[FireWaterJuxtaposition Fire and Water]], but there appears to be a lot of pairs of Fire types with [[LightningFireJuxtaposition Electric]] types. The Magmar and Electabuzz families and the Houndoom and Manectric families are version counterparts, there's a rivalry between Volkner and Flint in ''VideoGame/PokemonDiamondAndPearl'', and then there's [[Videogame/PokemonBlackAndWhite Reshiram and Zekrom]].
* ElementalRockPaperScissors
** Offense
*** Strong: Bug, Grass, Ice, Steel
*** Weak: Dragon, Fire, Rock, Water
** Defense
*** Strong: Bug, Fire, Grass, Ice (Gen II-Forward), Steel, Fairy
*** Weak: Ground, Rock, Water
* FireIceLightning: A very popular motif seen frequently in the series — Ember, Powder Snow, Thunder Shock; Fire Punch, Ice Punch, Thunder Punch; Flamethrower, Ice Beam, Thunderbolt; Fire Blast, Blizzard, Thunder; Magmar, Jynx, Electabuzz; Articuno, Zapdos, Moltres; Reshiram, Zekrom, Kyurem; and so many more. There isn't much of an ElementalRockPaperScissors usually seen with this kind of arrangement compared to other games — the only type in this triad that has an advantage over another is Fire over Ice.
* FireIsRed: [[ZigZaggedTrope Zig-Zagged]]. Several Fire attacks tend to be more realistically shaded, including blue flames for the more potent attacks, but most of the Pokémon themselves have red as their primary body color.
* FlamingHair: This design feature is popular among Fire-types, notably the Ponyta line and Infernape.
* GlassCannon: Fire has many common weaknesses and tends to be frail defensively, but hits a lot super effectively. Ironically, they have the highest number of resistances after Steel, at 6.
* GoombaStomp: Heat Crash, the Tepig line's signature move. It deals Fire-type damage depending on how heavy the target is compared to the user.
* HerdHittingAttack: During Double and Triple Battles, Lava Plume hits everything but the user while Eruption, Heat Wave, and Incinerate only hit enemy Pokémon.
* KillItWithWater: Almost all of them are weak to Water-type attacks. They can learn Sunny Day to reduce the damage taken from Water-type attacks.
* KryptoniteIsEverywhere: The Fire type only has three weaknesses, but they're practically ubiquitous and counter it quite well. Good physical attackers of almost any type can learn Ground- and Rock-type attacks via TM, and most Fire-types have poor physical bulk with which to take these attacks. Meanwhile, Water is ''the most common type in the game'', and most Fire-types will be stuck with the unwieldy Solar Beam when dealing with them. [[note]]Many Fire-types can learn weak or impractical coverage moves to handle Water-types like Thunder Fang, Thunder Punch, Grass Knot, and Wild Charge. However, the more powerful Grass- and Electric-type moves are limited to just a few legendary Pokémon, Magmortar, and the Vulpix, Litwick, and Larvesta lines.[[/note]]
* LastDiscMagic: Fire Blast is usually available to buy as a TM late in the game or can be learned naturally by many Fire-types during the late- or post-game.
* LightEmUp: ''Diamond and Pearl'' gave a lot of Fire-Types access to [[ChargeAttack Solar]] [[GreenThumb Beam]], which gives them an attack to use against Water-, Rock-, and Ground-types.
* LikeCannotCutLike: Fire-type Pokémon resist Fire attacks.
* LimitBreak:
** The Fire-type Z-Move is Inferno Overdrive, a burst of fire which causes a massive and devastating explosion.
** The Fire-type Max Move is Max Flare, a massive tongue of flame which activates harsh sunlight.
** Gigantamax Cinderace's G-Max Move is G-Max Fireball, an enormous Pyro Ball that it kicks towards its enemy.
** Gigantamax Charizard's exclusive G-Max Move, G-Max Widfire, sees it launch a dragon-shaped flame at the opponent, which explodes on impact and deals additional damage on non-Fire-types for several turns after.
** G-Max Centiferno, the G-Max Move of Gigantamax Centiskorch, is a massive blast of fire that traps opponents in a swirling inferno akin to Fire Spin.
* MagmaMan: Invoked in certain magma-related attacks like Lava Plume and Eruption.
* MundaneUtility: The Flame Body and Magma Armor abilities have the secondary effect of causing Pokémon Eggs to hatch in half the time they usually would, making Pokémon with these abilities incredibly useful for hatching lots of eggs quickly. The Slugma line notably have both of these abilites.
* PlayingWithFire: Naturally, the Fire-Type wields incendiary abilities.
* ThePowerOfTheSun: They get the move [[WeatherManipulation Sunny Day]], which enhances their attacks by 50% and weakens Water-Type attacks by the same amount.
* RequiredSecondaryPowers: It's only natural that Fire Pokémon are immune to burn effects.
* RingOfFire: The move Fire Spin invokes this, as the target is both trapped (unable to flee or switch out) and progressively damaged over several turns. Heatran's signature Magma Storm is much the same, only [[ShapedLikeItself with magma]].
* SecretArt:
** The following abilities are exclusive to Fire-types:
*** Blaze increases the power of Fire moves when the user is at 1/3 or less health.
*** The Flame Body ability has a 30% chance to burn opponents who use physical contact attacks on the user. [[MundaneUtility It also makes eggs hatch faster.]]
*** The Flash Fire Ability gives immunity to Fire and gives a boost to the user's Fire attacks by 50% if they are hit by one. It doesn't stack with itself.
*** Magma Armor prevents the user from becoming Frozen. [[MundaneUtility It also makes eggs hatch faster.]]
*** White Smoke prevents the user from having their stats lowered by opponents, but doesn't prevent moves like Overheat from lowering the user's stats.
** The following moves can only be learned by Fire-types:
*** Eruption's damage depends on the user's current HP, and taking damage will reduce the power.[[note]]Groudon is a partial exception, as it can learn Eruption despite not being Fire-type outside of its SuperMode.[[/note]]
*** Lava Plume hits all Pokémon around the user and has a good chance to inflict a burn.
*** Fire Pledge, exclusive to Fire-type starters and monkey, can be combined with Grass Pledge or Water Pledge to deal extra damage and create a special secondary effect.
*** Blast Burn, exclusive to fully-evolved Fire-type starters, is a clone of Hyper Beam. It deals a large amount of damage, but forces the user to stay in the next turn to recharge.
*** UpToEleven with Burn Up, where it can only be used if the user is a Fire-type, to the point that due to its side effect, [[ItOnlyWorksOnce it can only be used once]] until the user is switched out.
* SituationalDamageAttack: Heat Crash's power depends on the user's weight compared to the target's weight. It's a paltry 40 power if the target is over 50% of the user's weight, but a whopping 120 if the target is below 20% of the user's weight.
* StandardStatusEffect: Heavily associated with the Burn Status.
* StatusBuff: [[FeedItWithFire Flash Fire]] increases the power of the user's Fire-type moves by 50% when hit by a Fire-type move. Since it's not considered a stat boost like for Storm Drain and Lightning Rod, it doesn't stack with itself.
* SuperMode: Charizard, Houndoom, Blaziken, and Camerupt are capable of Mega Evolution, with Charizard notably being one of two Pokémon to boast ''two'' Mega Evolutions. Groudon gains the Fire-type upon undergoing Primal Reversion. Charizard, Coalossal, Centiskorch and Cinderace are also all capable of Gigantamax, though Coalossal's G-Max Move focuses on its other type (Rock).
* TheresNoKillLikeOverkill: [[AwesomeButImpractical While almost impossible to set up]], a Fire-type attack can reach a damage multiplier of ''x36''.[[note]]During harsh sunlight and while having Flash Fire or Blaze activated, attack a Bug/Steel or Ice/Steel type given the Ability Fluffy after it has been afflicted with Forest's Curse.[[/note]]
** In a similar vein, a Fire-type attack also has the lowest attainable non-zero multiplier, a pitiful ''0.02065x''.[[note]]This is done by attacking a dual-type Pokémon under rain whose types both resist Fire-type attacks (such as the Water/Dragon type Kingdra), with Thick Fat or Heatproof as its ability while Water Sport is in effect.[[/note]]
* TurnsRed: Blaze boosts the power of Fire-type moves by 1.5x when the user is at 1/3 of their max health or less. It's exclusive to Fire-type starter Pokémon (and Pansear and Simisear).
* UndergroundMonkey: Alolan Marowak is part Fire-Type.
* UselessUsefulSpell: The ability Magma Armor makes the owner immune to being Frozen. Not only is getting Frozen incredibly rare due to each move that inflicts it only having a 10% chance to do so, using a Fire-type attack when Frozen will thaw out the user, so it's not debilitating anyway.
* WhipItGood: Fire Lash, previously Heatmor's signature move, strikes at the foe using a burning lash. It's notable for being a move with respectable base power '''and''' a guaranteed Defense drop, allowing it to snowball very quickly, though its only user lacked the stats to make good use of it. In ''Sword and Shield'', it was given to [[CreepyCentipedes Sizzlipede and Centiskorch]], the latter of which has the strong Attack stat to abuse Fire Lash a lot more easily.
* WreathedInFlames: Invoked with the Fire-type exclusive ability, Flame Body. Also used for some physical Fire-type moves.
[[/folder]]

[[folder:Water]]
!!Water-Type (みずタイプ ''mizu taipu'')
[[quoteright:350:[[MakingASplash https://static.tvtropes.org/pmwiki/pub/images/water_types.png]]]]

With 70 percent of the Earth covered by it, it isn't difficult to imagine that Water Pokémon are the most common type. It's one of the three types that has been paired with every existing type at least once (the other being Flying and Psychic). Most Water-types are based on aquatic animals, both marine and freshwater, and is one of the three starter types. They can be found on every aquatic route, and some of the more amphibious types can be found in [[BubblegloopSwamp wetlands]]. They can also be fished out using various fishing rods.

Offensively, they are strong against Fire, Rock, and Ground, but are resisted by Grass, Dragon, and other Water-types. Defensively, they resist Fire, Ice, and Steel and are only weak to Electric- and Grass-types ([[AnIcePerson but most Grass-types don't want to hang around them willingly]]), making them pretty hard to wear down.
%%Known Specialists: Misty in ''Red and Green/Blue'' and ''Yellow''; Wallace and Juan in ''Ruby and Sapphire'' and ''Emerald''; Crasher Wake in ''Diamond and Pearl'' and ''Platinum''; Cress in ''Black and White'' and ''Black 2 and White 2''; Marlon in ''Black 2 and White 2''; Siebold in ''X and Y''; Lana in ''Sun and Moon''; Nessa in ''Sword and Shield''
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* ActionInitiative: Aqua Jet. Water Shuriken, despite being a multi-hit move, has boosted priority as well.
* AquaticMook: Several wild Water-type Pokémon are fought while on water, underwater, or fished up.
* AwesomeButImpractical: Hydro Cannon is a Water-type clone of Hyper Beam, meaning that your opponent will have a free turn to [[JustForPun wash you up]] after you use it. (Also, you could do more damage by spamming Surf, so... yeah. Don't use it unless you like losing.)
* BattleInTheRain: RainDance summons a rainstorm that rages on for several turns of battle and empowers Water moves, as well as causing several other effects (such as giving 100% accuracy to Thunder and Hurricane). The abilities Drizzle and Primordial Sea are automatic versions that activate as soon as the user enters battle.
* BreathWeapon: A weird one in that the water they use is often depicted as coming from their mouths in most adaptations.
* BubbleGun: The moves Bubble and its big sister Bubble Beam, both of which cause damage in addition to possibly lowering the target's speed.
* ComMons: They serve as the main encounters on aquatic routes, though they aren't exceptionally powerful. Tentacool in particular are very common in the seas of Kanto, Johto, Hoenn and Alola.
* ColorCodedElements: WaterIsBlue, as are most Water-types' color schemes.
* CoupDeGrace: Brine deals double damage to targets who have less than half their health left.
* DifficultButAwesome: Water Spout's Power is directly proportional to how much HP the user has left, boasting a large 150 (same as Hydro Cannon) if the user is at full health. If you can keep the user healthy, it's far more useful than Hydro Pump due to higher Power, 100% accuracy, and the ability to hit multiple opponents in Double and Triple Battles.
* ElementalBaggage: Brine? Dive? Muddy Water? Surf? Waterfall? Whirlpool? Doesn't matter, your Pokémon can always summon enough water from nowhere to enable these moves, even if you're fighting in the middle of the desert or ''[[UpToEleven at the edge of space!]]''
* ElementalRockPaperScissors
** Offense
*** Strong: Fire, Ground, Rock
*** Weak: Dragon, Grass, Water
** Defense
*** Strong: Fire, Ice, Steel, Water
*** Weak: Electric, Grass
* FakeBalance:
** Within the Starter PowerTrio; not only does Water have the least number of weaknesses[[note]]2 types, Grass and Electric, compared to Fire's 3 and [[KryptoniteIsEverywhere Grass's 5]][[/note]] and types that resist it[[note]]Only 3 types, [[LikeCannotCutLike Water]], Grass, and Dragon, resist Water, compared to Fire's 4 and Grass's ''[[KryptoniteIsEverywhere 7]]''[[/note]], meaning that they can easily beat Grass-types despite the type disadvantage thanks to their access to [[AnIcePerson Ice-type attacks]], and Electric-types (their only other weakness) due to them not resisting Water attacks and their GlassCannon tendencies.
** The weather condition related to the Water type, rain, is ''far'' superior to the other weather conditions. Intense sunlight powers up Fire-type moves, but the Abilities powered up by intense sunlight are usually given to Grass-types, which are roasted even harder by the powered-up Fire moves. Rock- and Ground-types might enjoy having their weaknesses to Water being reduced, but in turn, they risk taking a no-charge Solar Beam. Sandstorm's powering-up Abilities, Sand Force and Sand Rush, are mutually exclusive and not innate boosts. Rain gives a boost to Water-type attacks ''and'' its Abilities are granted to mostly Water-types, who make extremely good use of them.
* FlyingSeafoodSpecial: Practically all Water-types based on fish just seem to float in midair when battling on land, except, as of Gen VI, [[ButtMonkey Magikarp]], who just flops around helplessly.
* GiantWallOfWateryDoom: Surf, ubiquitous both as a mandatory field move and as a potent and reliable attack, involves the user surfing toward the opponent. On a huge crest of ocean water. Muddy Water is also depicted as this.
* GradualGrinder: Real-life water can wear away at almost anything with enough time, and a few Water-type moves have shades of it.
** Liquidation and Razor Shell aren't particularly powerful, but carry 20 and 50% chances to lower the opponent's Defense and thus become stronger with repeated uses.
** Clamp and Whirlpool are weak, but inflict [[FixedDamageAttack percentage-based damage]] that can run from 50% of the target's max HP to 83%[[note]]if the user holds a Binding Band and traps the target for five turns instead of four[[/note]] over time.
** While they don't directly correlate to dealing damage, Water Pulse, Waterfall, Muddy Water and Octazooka are relatively weak or average in power but carry greater-than-average chances[[note]]20% chance of confusion, 20% chance of flinching, and 30 and 50% chances to lower accuracy, respectively[[/note]] to activate. The excellent defensive properties of the Water type and the generally good bulk that most Water-types have works well with this, allowing Water-types plenty of turns to stay on the field and wear the opponent down.
* GrimyWater: The move Muddy Water uses Surf's animation, but with the water a sickly brown instead of blue. It has a chance to lower the target's accuracy, an effect borrowed from the Ground-type's wheelhouse.
* HealItWithWater:
** Aqua Ring confers a Leftovers effect, healing the user 1/16 of its max HP at the end of each turn.
** A few abilities are based on this concept. Rain Dish causes a Pokémon to regain some HP when it's raining, Water Absorb will heal Pokémon hit with water-type attacks instead of damaging them, and Hydration will cure status effects (eg. burn, freeze, poison) in rain.
* HerdHittingAttack: Bubble, Muddy Water, Water Spout, and Origin Pulse hit all enemy Pokémon, while Surf and Sparkling Aria hit everyone but the user[[note]]although Surf hit enemies only in Generation III[[/note]].
* IceMagicIsWater: ''Every'' Water-Type (except Magikarp, Rotom Wash, and Pyukumuku) has access to an Ice-Type attack (usually from Technical Machines or Move Tutors), giving them a chance at beating Grass-types and Dragon-types.
* JackOfAllStats: Water is useful offensively and defensively, and most Water types are capable of serving as [[MightyGlacier any]] [[LightningBruiser of]] [[StoneWall the]] [[FragileSpeedster competitive]] [[GlassCannon archetypes]].
* LastDiscMagic: Hydro Pump isn't a TM like Fire Blast, Thunder, or Blizzard, but can be learned naturally by many Water-types during the late- or post-game.
* LikeCannotCutLike: Water moves do not do much against Water-types.
* LimitBreak:
** The Water-type Z-Move is Hydro Vortex, a powerful MegaMaelstrom, and while the foe is trapped in it, the attacker rams into them repeatedly.
** The Water-type Max Move is Max Geyser, a huge torrent launched at the opponent, the cascading aftermath of so much water flying about causing heavy rain to fall for five turns.
** Primarina's personal Z-Move is Oceanic Operetta, in which it forms an enormous sphere of water and drops it on the target.
** G-Max Cannonade, Gigantamax Blastoise's G-Max Move, is a series of short, pressurized blasts of water from its cannons followed by a single large blast. The resulting vortex continues to damage non-Water-types over the next several turns.
** Upon Gigantamaxing, Rapid Strike Style Urshifu gains access to G-Max Rapid Flow, a NoHoldsBarredBeatdown of watery punches that completely ignores all protection moves.
** Gigantamax Inteleon's G-Max Hydrosnipe is a blast of water from its harpoon that explodes upon impact.
** The G-Max Move of Gigantamax Drednaw is G-Max Stonesurge. Drednaw fires a sphere of water from its mouth that, upon hitting the ground, spreads large stones around to activate a Stealth Rock effect.
** G-Max Foam Burst, exclusive to Gigantamax Kingler, is a jet of water that explodes into a torrent of bubbles, surrounding the target and decreasing its speed.
* LogicalWeakness:
** It has been noted several times in the anime that Water-types are weak against Electric-types because water is conductive to electricity. [[note]]Specifically water with impurities and dissolved electrolytes, at least, like salt water, which is what sea water is. Deionized pure water doesn't conduct electricity.[[/note]]
** Real-life plants store water, rely on water to grow, and play a huge role in preventing floods and storms from washing away the ground. In the games, the one-time-use Absorb Bulb and Luminous Moss items convert incoming Water-type attacks to stat boosts — additionally, the Cacnea and Maractus lines can potentially have Water Absorb as an ability, reflecting the particularly thirsty plants they're based off of.
* MakingASplash: Naturally, the Water-Type's arsenal revolves around all things water-based, mostly focusing on moving around large quantities of water, shooting streams of water (sometimes heated) and bubbles at your opponent and traveling around in the element itself. Some Water type moves involve more magical/precise control of their shape though, turning water into blades (Liquidation) or throwing stars (Water Shuriken).
* MegaMaelstrom: Hydro Vortex pulls the enemy under and unleashes one of these.
* RainDance: A Water-type move that makes it rain. See BattleInTheRain above.
* RequiredSecondaryPowers: As explained above, nearly all water Pokémon will have some variation of an ice attack.
* SeaMonster: Many of the more powerful Water-types have a place in in-game lore as these, especially Gyarados, a vicious sea serpent whose rages can lay whole coastal cities to waste; [[TheWormThatWalks Wishiwashi]], an individually small and weak fish that can school in large groups to take the form of a giant, powerful, and [[TheDreaded widely feared]] monster; and [[OlympusMons Kyogre]], a massive leviathan and the primordial god of the sea.
* SecretArt:
** The ability Drizzle gives an instant Rain Dance effect when the user switches into battle if there is no weather or another weather in play. It lasts for 5 turns unless the user is holding a Damp Rock, in which case it lasts 8 turns. If Rain is already active, it ''does not'' reset or stack with the current turn limit. Prior to ''X and Y'', the effect was permanent unless it was overridden by another weather activating.
** Primal Kyogre has an enhanced version of Drizzle called Primordial Sea. It has the same Water-boosting effects, cannot be overridden by normal weather abilities or weather moves (only Desolate Land and Delta Stream), and makes it so all Fire-type moves except for Will-O-Wisp will always fail. Unlike Drizzle, it will not persist when the owner switches out or if it is supressed by Gastro Acid.
** The ability Mega Launcher increases the power of Aura Sphere, Dark Pulse, Water Pulse, Dragon Pulse, and Heal Pulse by 50%.[[note]][[DevelopersForesight It boosts Origin Pulse as well]], though this is more a curiosity than anything, as Kyogre doesn't get Mega Launcher naturally and changing its ability mid-battle requires several steps.[[/note]]
** The ability Torrent increases the power of Water moves by 50% when the user is at 1/3 or less HP.
** Water Pledge and Hydro Cannon, which are special moves only tutorable to Water-type starter Pokémon.
** The move Water Spout deals damage depending on the percentage of the user's current HP, with a higher percentage meaning higher damage.
** The ability Water Veil makes the owner immune to burns.
** The ability Water Bubble not only makes the owner immune to burns, it also reduces Fire-type damage by half, and doubles the power of the user's Water-type attacks.
* SimpleYetAwesome: Surf has no additional effects in battle aside from hitting everything around the user and all it does is attack with a giant wave of water. But, it's vital for getting around and is strong enough that it's actually a legitimately good move, unlike other Hidden Machines.
** Waterfall is another Water-type Hidden Machine (and like Surf eventually became a TM), and it's every bit as useful as Surf. While Surf is the more powerful move, Waterfall has a chance to cause flinching, and it's decently powerful and runs off the Attack stat, making it a common option for physical attackers like Gyarados.
** Scald is a decently powerful Water-type move [[note]]on par with Waterfall at 80 power[[/note]] with 100% accuracy and also has a 30% chance of inflicting the burn status, which deals damage over time and halves the afflicted Pokémon's attack. It's been a TM since its debut in Gen V, which was also the generation that [=TMs=] first became usable repeatedly. Because of this, it's pretty much assumed that any Pokémon that ''can'' have Scald probably ''will'', especially if it uses its Special Attack stat for attacking. Scald also has the nice ability to thaw out the user when used, though it will also thaw a frozen target.
* SpamAttack: Water Shuriken hits the target 2-5 times on each use, with each hit dealing weak damage.
* StatusBuff:
** Withdraw increases the user's defense by 1 stage.
** Swift Swim doubles the user's speed during Rain.
** Storm Drain gives immunity to Water attacks and increases the user's Special Attack by 1 stage whenever hit by one. In a Double or Triple Battle, single-target Water-type moves used by an opponent or ally will be forced to target the Pokémon with Storm Drain.
* SuperMode: Blastoise, Slowbro, Gyarados, Swampert, and Sharpedo are capable of Mega Evolution. Kyogre can undergo Primal Reversion to become Primal Kyogre, while Greninja is capable of transforming into Ash-Greninja if it has the Battle Bond ability. Blastoise, Kingler, Lapras, Inteleon, Drednaw, ''and'' Urshifu (in its Fighting/Water Rapid Strike style) are all capable of Gigantamax (though Lapras's G-Max Move is not Water-type).
* StoneWall: Water types are often lauded with being one of the best defensive typings in the game. They only have two weakness and have four resistances. On top of that, quite a few Water-types also favors high HP and Defensive stats, but their speed tend to be fairly low.
* SwitchOutMove: Flip Turn inflicts damage by ramming into the target while propelled by water like a surfer, then switches the user out (again, like a surfer quickly changing direction).
* TruthInTelevision: Scald has a 30% chance to burn, which is higher than most Fire-type moves. There's a reason for that: water and steam transfer heat by direct contact instead of by radiation, making hot water and steam burns more painful (and sometimes fatal) than the common burns you get when you touch something hot, like a flame or a hot stovetop. Water also has a very high specific heat, which means the particles of steam carry huge amounts of damaging energy.
** Water's high specific heat also explains its resistances to both Fire and Ice — it takes a ''lot'' of thermal energy to change water's temperature.
* TurnsRed: Torrent boosts the power of Water-type moves when the user is at low health. It's exclusive to Water-type starter Pokémon, Panpour, and Simipour.
[[/folder]]

[[folder:Grass]]
!!Grass-Type (くさタイプ ''kusa taipu'')
[[quoteright:350:[[GreenThumb https://static.tvtropes.org/pmwiki/pub/images/grass_types.png]]]]

Grass-type Pokémon is a misnomer. The type is associated with all plant life, autotrophic protista, even heterotrophic crinoids and fungi. They tend to be {{Mighty Glacier}}s, strong and sturdy like a tree, but slow to move, though there are several outliers, such as Jumpluff, Sceptile, Whimsicott, and Kartana, who are particularly [[FragileSpeedster speedy]]. It's one of the three starter types. As the name implies, they can generally be encountered wherever tall grass is found, but a few, like Cacturne and Abomasnow, can be found in places that seem inhospitable to plant life, proving their resilience.

Grass-types can be difficult to use effectively in battle, as they are heavily disadvantaged in many different ways. [[KryptoniteIsEverywhere They have FIVE weaknesses]] (Fire, Flying, Ice, Poison, and Bug), their attacks are resisted by '''seven''' types (Fire, Flying, Poison, Bug, Grass, Dragon, and Steel), and their movepools tend to be poor, [[PoorPredictableRock with many Grass-types lacking options other than Grass, Normal, and other attacks/moves from their secondary types]]. Despite this, they are good at spreading around status effects and passive damage through Leech Seed and the like. Grass types are also good at blocking such status effects themselves, as they're immune to powder moves and Leech Seed. Lastly, their positive defensive matchups can still be relied upon, as Grass is one of only three types to take less-than-neutral damage from Ground and Electric — and, as exemplified in the starter type triangle, also resists the ubiquitous Water type, [[KryptoniteIsEverywhere although its access to Ice moves makes handling Water-types themselves much riskier than taking a Water-type move]].
%%Known Specialists: Erika in ''Red and Green/Blue'' and ''Yellow''; Gardenia in ''Diamond and Pearl'' and ''Platinum''; Cilan in ''Black and White'' and ''Black 2 and White 2''; Ramos in ''X and Y''; Mallow in ''Sun and Moon''; Milo in ''Sword and Shield''
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* ActionInitiative: Grassy Glide has increased priority if Grassy Terrain is in effect.
* AlwaysAccurateAttack: Magical Leaf bypasses accuracy and evasion checks when it's used.
* AwesomeButImpractical:
** Solar Beam and Solar Blade are strong attacks, but they have [[SuckingInLines a charge turn]] that telegraphs what you are doing to your opponent. Averted in Sunny weather where the charge turn is negated, but played straighter in Rain, Sandstorms, Hail or Strong Winds, which halve their power.
** Frenzy Plant is a Grass-type clone of Hyper Beam, which means you're a sitting duck after using it. Also, you can do more damage by spamming Energy Ball.
* BoringButPractical: Energy Ball isn't the most damaging Grass-type move, but it is accurate, has a good amount of PP, deals fairly good damage, and has a 10% chance to lower the target's special defense by 1 stage. This trope also applies to Seed Bomb, which has slightly less (but still decent) base damage than Energy Ball, but does physical damage, has 5 additional PP, and has no secondary effects.
* BulletSeed: The TropeNamer. It's an attack which shoots seeds at the opponent to hit 2-5 times.
* CastFromHitPoints: Wood Hammer does damage to the user equal to 1/3 of how much it deals to the target.
* ChargedAttack: Solar Beam and Solar Blade require a turn to gather sunlight before the attack executes on the second turn. If the weather is sunny, however, the charge turn is not required.
* ColorCodedElements: Grass-typing is represented as Green, and many Grass-types are varying shades of green and yellow.
* CriticalHitClass: Razor Leaf and Leaf Blade have high critical hit ratios.
* DangerousForbiddenTechnique: Leaf Storm deals heavy damage to the target, but lowers the Special Attack of the user by two stages. Serperior is well-known for its Contrary ability, which ''raises'' its stats after using the move instead of lowering them.
* ElementalRockPaperScissors:
** Offense
*** Strong: Ground, Rock, Water
*** Weak: Bug, Dragon, Fire, Flying, Grass, Poison, Steel
** Defense
*** Strong: Electric, Grass, Ground, Water
*** Weak: Bug, Fire, Flying, Ice, Poison
* EnergyBall: An attack of this name is under the Grass type. The flavor text describes the attack drawing its power from nature, which could explain the Grass-type (and the attack animation in Generation VI has little leaf particles). Oddly, it's often found in Bug, Psychic, and Ghost-types' movepools.
* FantasticFlora: Just going by its attacks, the Grass-type includes plants whose seeds can plant themselves into other beings to cause insomnia or leech away health (Worry Seed and Leech Seed), and spores that can induce sleep and paralysis (Spore and Stun Spore).
* GardenGarment: Bellossom and Lilligant both have the appearance of wearing dresses fashioned out of petals, while Leavanny, Roselia, and Roserade have a leaf-based "cape".
* GreenThumb: Naturally, the Grass-Type specializes in plant-related combat.
* HealThyself:
** The Morelull line's [[SecretArt signature move]], Strength Sap, heals the user by the same amount of HP as the target's Attack stat, as well as lowering the target's Attack by one stage[[labelnote:*]]it's flavored as a LifeDrain attack, but technically doesn't qualify for that trope since it doesn't deal any damage[[/labelnote]].
** The move Synthesis immediately restores half of the user's HP. Like several other Grass-type moves, it's more effective [[ThePowerOfTheSun in sunny weather]]; however, like Solar Beam and Solar Blade, it's hindered by rain and sandstorms.
%% ** The move Jungle Healing heals both the user and its ally while curing them of status effects.
* HealingWinds: Aromatherapy, where the user releases a soothing scent that cures all status effects.
* HerdHittingAttack: Razor Leaf hits all opponents, while Petal Blizzard hits everyone but the user.
* KryptoniteIsEverywhere: Grass-types have the most weaknesses of all types, at five (tied with Rock), and their attacks are resisted by seven types (tied with Bug). Several Grass Pokémon, like [[PsychicPowers Exeggcute, Exeggutor, Celebi,]] [[AnIcePerson Snover, and Abomasnow]], are notorious for having the most weaknesses of any Pokémon at '''six normal weaknesses and one double weakness each'''. Come Generation VI, we can add Grass/Dark-types Nuzleaf, Shiftry, and Cacturne to the list.
* LifeDrain: Several Grass moves, like Absorb and Mega Drain, deal damage while healing the user for 50% of the damage dealt. Leech Seed acts as a sort of continuous LifeDrain.
* LikeCannotCutLike: Grass moves do half damage against Grass-types. Leech Seed will also only fail on opposing Grass-types.
* LightEmUp: The move Solar Beam is a beam of [[ThePowerOfTheSun charged sunlight]].
* LimitBreak:
** The Grass-type Z-Move is Bloom Doom; after the Pokémon turns the area into a flowery meadow, it releases a devastating flower explosion.
** The Grass-type Max Move is Max Overgrowth, which causing huge mushrooms to grow and damage the opponent with bursts of energy from them, also turning the ground into Grassy Terrain for five turns.
** Gigantamax Venusaur's exclusive G-Max Move, G-Max Vine Lash, has it spawning huge vines from its back and lashing the opponent with them and, for four turns, continuing to damage non-grass type Pokémon.
* LogicalWeakness: Grass' resistance towards Electric is explained in ''[[Recap/PokemonS6E7TreesACrowd Tree's a Crowd]]'', as Grass-types diffuse electricity into the trees or ground.
* MushroomMan: Though not plants, mushrooms are always associated with the Grass-type in this franchise. In terms of actual humanoid fungi, there are Amoonguss, a hopping toadstool with a face on its stem and a sort pair of arms ending in smaller mushroom caps, and Shiinotic, a diminutive humanoid with short legs, thin and spindly arms and fingers and a broad purple cap growing from its head. They evolve from more borderline examples of this trope that put more emphasis on "mushroom" than "man", Foongus — much like Amoonguss, but with only a pair of fingerless arms for limbs — and Morelull — an ambulatory cluster of hyphae with eyes and three mushrooms sprouting from its top. Breloom has a similar bipedal build, but more closely resembles a kangaroo.
* PetalPower: Petal Dance and Petal Blizzard are damage-dealing moves presented as their user buffeting its target with a flurry of razor-sharp petals.
* {{Planimal}}: By definition, any Pokémon that has the Grass type must be at least part plant (or fungus), and as such most Grass-types that aren't outright {{Plant Person}}s or {{Nature Spirit}}s of some sort will end up being this. Exactly how this works can vary: in some cases, the Pokémon is a "normal" animal in symbiosis with a plant or fungus (like the Paras line and their parasitic mushroom, or the Bulbasaur line, whose plant the Pokédex describes as growing from a seed planted in their back at birth). Others, like Sawsbuck, simply appear to be individual creatures with characteristics of both plants and animals.
* PoisonousPerson: Many have a secondary Poison-typing (especially in Gen I) and usually have access to Poison attacks.
* ThePowerOfTheSun: Just like real plants, some Grass-type abilities involve sunlight, like Synthesis, Solar Beam, and the abilities Chlorophyll and Leaf Guard.
* SecretArt:
** Chlorophyll doubles the user's Speed in sunny weather.
** Effect Spore has a 30% chance of inflicting paralysis, sleep, or poisoning on Pokémon that make contact with the possessor of the Ability. All Pokémon who have this Ability as a standard Ability are mushroom-based.
** Harvest has a 50% chance of recreating a consumed berry each turn (100% chance during sunny weather).
** Leaf Guard makes the user immune to StandardStatusEffects during sunny weather.
** Overgrow increases the power of Grass moves when the user is at 1/3 or less health.
** Leech Seed deals percentage-based LifeDrain damage to the opponent until the seeds are removed by Rapid Spin or switching out.
** Grass Pledge and Frenzy Plant, which are special moves only tutorable to Grass-type starter Pokémon.
** Spore makes the target fall asleep, but unlike most sleep-inducing moves, it has 100% accuracy. Others have much worse accuracy. Only mushroom-based Pokémon can learn this.
** Forest's Curse is a move that gives a Pokémon the Grass type on top of their existing typings, which, given Grass's [[KryptoniteIsEverywhere many weaknesses]], usually is advantageous. Kyurem in particular has ''10 weaknesses'' when afflicted with Forest's Curse, while the combinations Ground/Flying, Ground/Dragon, Dragon/Flying, Ice/Steel, Bug/Steel, Bug/Fighting, Dark/Psychic and Ice/Bug each gain an 8x weakness. %%Also Water/Ground, Water/Dragon, and Water/Flying to the move Freeze-Dry and Normal/Dark, Normal/Fighting, Fighting/Dark, Ice/Fighting, and Ice/Dark to the move Flying Press.
** Grassy Terrain creates a {{Geo Effect|s}} which gives all Pokémon on the ground RegeneratingHealth and increases the power of their Grass-type moves.
* SituationalDamageAttack: Grass Knot's Power is dependent on the target's weight. For the lightest of targets, it's a pathetic 20, but for the heaviest, it's a very strong 120.
* SpamAttack: Bullet Seed hits the opponent with a barrage of 2-5 weak hits on each use.
* StealthPun: Leaf Blade. It's often depicted as a blade of green energy in the anime, but in the games it's a green slash. But it's a blade used by Grass-type Pokémon. It's a '''literal''' ''blade of grass''.
* SupportPartyMember: Although [[KryptoniteIsEverywhere their offensive and defensive matchups]] are a little shaky, Grass-types tend to get many support/utility moves like Poisonpowder, Sleep Powder, Stun Spore, Spore, Leech Seed, Aromatherapy, and such, while also soaking up the first five.
* SuperMode: Venusaur, Sceptile, and Abomasnow are capable of Mega Evolution, and Venusaur, Rillaboom, Flapple, and Appletun are capable of Gigantamax, with the latter two notably sharing an appearance while doing so.
* TurnsRed: Overgrow boosts the power of Grass-type moves when the user is at 1/3 of their total health or lower. It's exclusive to Grass-type starter Pokémon (and Pansage and Simisage).
* UselessUsefulSpell: Petal Blizzard is tied with Leaf Blade as the strongest physical Grass-type move without any downsides, and even hits multiple opponents in Double, Triple, and Horde Battles. Everything capable of learning it has below-average Attack at best, making it largely worthless.
* WeakToFire: As part of the core ElementalRockPaperScissors, Grass-type starters always maintain a weakness to the fire type (when not counting Mega Sceptile, who is Grass/Dragon and is thus neutral to Fire).
[[/folder]]

[[folder:Electric]]
!!Electric-Type (でんきタイプ ''denki taipu'')
[[quoteright:350:[[ShockAndAwe https://static.tvtropes.org/pmwiki/pub/images/electric_types.png]]]]

Electric-types are known for their ability to control electricity. Most of them are known for [[FastAsLightning extraordinary speed stats]]. They are also capable of inflicting the paralysis status (though this ability isn't exclusive to electric-type moves). Paralysis cuts the affected Pokémon's speed, and there's also a chance that it can't move at all. Electric types are immune to Paralysis themselves. A lot of them are electricity-generating animals, but a number of machines are among the ranks. Electric rodents appear to be [[RecurringElement particularly common.]]

Offensively, it is effective against two of the most common types in the game (Water and Flying), while it is resisted by Grass-types, Dragon-types, and other Electric-types, with Ground-types being immune. Defensively, it resists Flying, Steel, and itself, and is only weak to Ground. [[GlassCannon To balance this, most Electric-types have weak defenses.]]

They mostly make their homes in urban regions, but some take up residence in caves and forests, the latter most memorably being where Pikachu are found.
%%Offensively: x2 Water, x2 Flying, x1/2 Dragon, x1/2 Electric, x1/2 Grass, x0 Ground
%%Defensively: x1/2 Electric, x1/2 Flying, x1/2 Steel, x2 Ground
%%Known Specialists: Lt. Surge in ''Red and Green/Blue'' and ''Yellow''; Wattson in ''Ruby and Sapphire'' and ''Emerald''; Volkner in ''Diamond and Pearl'' and ''Platinum''; Elesa in ''Black and White'' and ''Black 2 and White 2''; Clemont in ''X and Y''; Sophocles in ''Sun and Moon''
----
* AllWebbedUp: Electroweb, which inflicts damage while lowering the target's Speed stat.
* AlwaysAccurateAttack: Shock Wave bypasses accuracy and evasion checks when used. Thunder confers the same effect during Rain, with the added bonus of hitting the target when they're in the middle of using Fly, Bounce, or Sky Drop.
* ArmorPiercingAttack: In ''Diamond and Pearl'', Thunder had a 30% chance to bypass Protect during Rain due to a glitch.
* AntiAir: One of the few types that are effective against Flying-types. Thunder bypasses the target's semi-invulnerable phase when they are using Fly, Bounce, or Sky Drop.
* AwesomeButImpractical:
** Thunder is the strongest widespread Electric attack in the game, but it has a less-than-perfect accuracy of 70%. Averted during Rain when its accuracy is perfect, but played straighter in sunny weather, which reduces its accuracy to 50%.
** Zap Cannon is tied with Volt Tackle as the strongest Electric move that's available to non-Legendaries and always inflicts [[StandardStatusEffects Paralysis]] on its target, but its accuracy is worse than Thunder's at ''50%''.
* BoringButPractical: Thunderbolt isn't the flashiest or strongest Electric attack, but it has above-average power (90 as of Gen VI) and 100% accuracy.
* CastFromHitPoints: Wild Charge and Volt Tackle deal damage to the user equal to a fraction of the damage they deal to their targets; 1/4 and 1/3, respectively.
* ChainLightning: Discharge and Parabolic Charge damage all adjacent Pokémon in Double and Triple battles.
* ColorCodedElements: The Electric-type icon is [[YellowLightningBlueLightning Yellow]], as is a majority of Electric-types themselves.
* ElementalRivalry: There appear to be a lot of pairs of [[LightningFireJuxtaposition Electric types with Fire types]]. See Fire-types for examples.
* ElementalRockPaperScissors:
** Offense
*** Strong: Flying, Water
*** Weak: Dragon, Electric, Grass
*** Can't Hit: Ground
** Defense
*** Strong: Electric, Flying, Steel
*** Weak: Ground
* FragileSpeedster: They tend to have above-average or high Speed, but are not very durable. In Gen VI, they even gain immunity to paralysis, which would otherwise terribly slow them down.
* HarmlessElectrocution:
** In RealLife, electrocution can be extremely dangerous or even fatal. In-game, the worst it'll ever do is cause a Pokémon to faint.
** Electrify (the SecretArt of Helioptile and Heliolisk) causes the target's next attack to register Electric damage, with the flavor being that the user of Electrify was able to infuse the target with electricity without actually harming them at all. Ion Deluge is a somewhat less effective version, as it only converts Normal-type moves, but it's available to more than one evolutionary line.
* HerdHittingAttack: Electroweb hits all opponents, while Discharge and Parabolic Charge hit everyone but the user.
* ImprovisedLightningRod: The ability Lightning Rod draws all Electric moves toward the user, confers immunity to those moves if they don't already have it, and gives a free boost to Special Attack each time they are hit by them (unless they're a Ground-type). It's mostly Electric-types themselves who have this ability, but a few Ground-types gain it as well (such as [[AscendedMeme Rhydon]]). It's also possessed by Mega Sceptile (its tail acts as the lightning rod), and most notably, one pair of Water Pokémon (Goldeen and Seaking — it's the horn that acts as the makeshift lightning rod).
* KidAppealCharacter: Every generation has an Electric-type rodent with generally low stats, meant to replicate the appeal of Pikachu.
* LastDiscMagic: Thunder is usually available to buy as a TM late in the game or can be learned naturally by many Electric-types during the late- or post-game.
* LightEmUp: Many Electric-type Pokémon can learn [[BigCreepyCrawlies Signal Beam]]. Some Electric-type Pokémon are themselves strongly associated with light, such as Luxray, Lanturn, and Ampharos.
* LikeCannotCutLike: Electric-types resist themselves.
* LimitBreak:
** The Electric-type Z-Move is Gigavolt Havoc, a spear-like bolt of devastating lightning.
** The Electric-type Max Move is Max Lightning, which turns the ground into Electric Terrain.
** Gigantamax Toxtricity's exclusive G-Max Move is G-Max Stun Shock, which causes Toxtricity to slam its tail on opponents like a guitar, and randomly either poisons or paralyzes them.
* TheParalyzer: Thunder Wave is the series’ bread-and-butter example, and Electric-types in general are strongly associated with paralysis.
* PoorPredictableRock: Electric types usually have fairly limited movepools on the special side, with many having to rely on Hidden Power for type coverage. Electric types on the physical side have it just as bad or even worse in a sense. That is while they often do have a wider range of type coverage with their physical moves, their STAB moves are very limited when it comes to good choices. The only widespread physical Electric type move of above average power is Wild Charge, which does recoil damage, something the often frail Electric types don't appreciate. All of the other options are substantially weaker or are signature moves restricted to one or two Pokémon.
* PowerfulButInaccurate: Zap Cannon is one of the strongest Electric-type moves and will always inflict paralysis if it hits, but it only has 50% accuracy.
* RecurringElement: In each Generation, there's always at least one Electric-type rodent that has a design similar to Pikachu.
* SecretArt:
** The ability Static inflicts Paralysis 30% of the time to opponents that use contact moves on the user.
** The ability Motor Drive makes the user immune to Electric attacks and increases their Speed by 1 stage whenever hit by one.
** The ability Volt Absorb also gives immunity to Electric attacks and heals the user by 25% of their max HP when hit by one.
** The move Electro Ball is a move that deals more damage the faster the user is compared to the target.
** The move Volt Tackle is exclusive to the Pikachu line and has high power at the cost of dealing damage to the user.
** The move Electric Terrain is a field move that lasts for 5 turns (8 if the user holds a Terrain Extender). It prevents grounded Pokémon from falling asleep and increases the power of Electric moves used by grounded Pokémon by 50%.
** The move Nuzzle is a very weak attack learned only by the [[RecurringElement Pikachu line and its Kid-Appealing successors]], but it will always inflict Paralysis on the target.
** The move Parabolic Charge is somewhat weak, but hits all opponents in Double, Triple, and Horde Battles and has a LifeDrain effect.
* ShockAndAwe: The Electric-type's specialty, of course.
* SituationalDamageAttack: Electro Ball's damage is dependent on the difference between the user's and target's Speed; the faster the user is than the target, the more damage it will do.
* StandardStatusEffects: Most Electric attacks have a 10%-30% chance to paralyze the target, which lowers their speed by 50% and causes them to lose a turn from being "fully paralyzed" 25% of the time. The move Thunder Wave inflicts it 90% of the time without doing damage, while Nuzzle and Zap Cannon inflict damage in addition to always causing it ([[PowerfulButInaccurate though Zap Cannon has 50% accuracy]]).
** Since Generation VI, Electric-types are now immune to paralysis themselves.
* StaticElectricity: The ability Static adds a chance of causing paralysis every time the owner is hit by a physical move and increases the chances of finding Electric-type Pokémon in the wild.
* StatusBuff:
** Charge doubles the power of the next Electric-type attack used and increases the user's Special Defense by 1 stage.
** Magnetic Flux raises the Defense and Special Defense of all allies with the Plus or Minus abilities.
** Plus and Minus give a 50% Special Attack increase when an ally on the field with either ability is present. This isn't considered a stat boost, meaning this stacks on a multiplier instead of additively with stat bonuses from StatusBuff moves like Nasty Plot.
** Lightning Rod increases the user's Special Attack by 1 stage whenever they are hit with an Electric-type attack, unless they are already immune to Electric; it also draws in and nullifies Electric-type attacks.
* SuperMode: Ampharos and Manectric are capable of Mega Evolution, while Pikachu and Toxtricity are capable of Gigantamax.
* SwitchOutMove: Volt Switch, which inflicts damage before forcing the user to switch out. The user won't switch out if the target is immune to the move.
* UndergroundMonkey: Alolan Geodude and its evolved forms are part Electric-Type.
* UselessUsefulSpell: Most of the Electric Pokémon that learn Electro Ball aren't that fast to begin with.[[note]]Only Voltorb, Electrode, Electabuzz, Mega Manectric, Emolga, and Galvantula are fast enough to abuse it, and even then, the opponent needs to be ''[[http://bulbapedia.bulbagarden.net/wiki/Electro_Ball significantly]]'' slower for the move to outdamage [[BoringButPractical Thunderbolt]].[[/note]]
* WonderTwinPowers: The Plus and Minus abilities, originally exclusive to Doubles-gimmicky Plusle and Minun and made available to a few other Electric-types as a Hidden Ability, increase their wielders' Special Attack stats when paired together. As of Gen V, they also activate when paired with themselves.
* YellowLightningBlueLightning: Electric attacks typically have a yellow coloration (although blue has not been unheard of), while the Pokémon themselves also tend to be yellow or blue.
[[/folder]]

[[folder:Ice]]
!!Ice-Type (こおりタイプ ''ko'ori taipu'')
[[quoteright:347:[[AnIcePerson https://static.tvtropes.org/pmwiki/pub/images/tumblr_inline_mta510shid1r9lhsj.png]]]]

Pokémon with the ability to control ice, snow, and/or cold temperatures in some manner. A lot of them are based on arctic animals, animals found in cold water, or personifications of snow and ice. Many Ice moves can inflict the very debilitating Freeze status, which renders the victim virtually immobile (unless you are lucky enough for it to thaw out). Ice-types are hardy enough to be immune to Freezing themselves, and as of Generation VII, Sheer Cold. Ice is typically one of the harder types to find, as they only reside in colder areas. They also tend to appear late in the game, and Ice-type specialists are either among the last two Gym Leaders fought in the region or a member of the Elite Four. Ice is the rarest type as of Generation VII.

Ice has a tenuous status on the type chart. While Ice-type attacks are strong against many Pokémon (Grass, Flying, Ground, and Dragon, but are resisted by Water, Ice, Fire, and Steel), their defensive capabilities are ''much'' worse. Ice-type Pokémon only resist Ice-type attacks, and have ''[[KryptoniteIsEverywhere a lot]]'' of weaknesses (Rock, Fighting, Fire, and Steel).

When a hailstorm is in effect, Ice-Type Pokémon take no residual damage from it.
%%Offensively: x2 Grass, x2 Ground, x2 Flying, x2 Dragon, x1/2 Water, x1/2 Fire, x1/2 Ice, x1/2 Steel
%%Defensively: x1/2 Ice, x2 Fire, x2 Rock, x2 Fighting, x2 Steel
%%Known Specialists: Lorelei in ''Red and Green/Blue'' and ''Yellow''; Pryce in ''Gold and Silver'' and ''Crystal''; Glacia in ''Ruby and Sapphire'' and ''Emerald''; Candice in ''Diamond and Pearl'' and ''Platinum''; Brycen in ''Black and White''; Wulfric in ''X and Y''; Melony in ''Shield''
----
* ActionInitiative: Ice Shard, as an Ice-type iteration of Quick Attack, will let the user move first.
* AlwaysAccurateAttack: Blizzard will bypass accuracy and evasion checks during Hail.
* AnIcePerson: Predictably, the Ice-type's abilities are all cryogenic in nature.
* AntiAir: Ice is one of the few types to be super effective against Flying. Slightly downplayed in that, unlike Rock and Electric, Ice does not resist flying.
* ArmorPiercingAttack: In ''Diamond and Pearl'', Blizzard had a 30% chance to bypass Protect during Hail due to a glitch.
* AwesomeButImpractical:
** Blizzard is the strongest widespread Ice attack, but has iffy accuracy at 70%. Averted in Hail, where it always hits.
** The Kyurem formes' {{Secret Art}}s, Freeze Shock and Ice Burn, have a charge turn that telegraph what you're doing to your opponent. This means that they will always end up hitting an Ice-resistant Pokémon if your opponent is even ''mildly'' competent.
* BoringButPractical: Ice Beam isn't the flashiest or most damaging Ice-type move out there, but it does reliable damage and is learned by quite the array of Pokémon, making it a good choice for both Ice-type Pokémon and non-Ice-types looking to nail opponents with an Ice weakness that would otherwise walk all over them.
* ChargedAttack: Ice Burn and Freeze Shock require a turn to charge before inflicting heavy damage.
* ColorCodedElements: Ice-types are represented by light-blue, and many Ice-types share the colorization.
* TheDragonslayer: Before Fairy came along, Ice was ''the'' type for nailing Dragons. It was Dragon's only weakness outside itself, and up until Generation V, most fully-evolved Dragon-types had a double weakness to Ice.
* ElementalRockPaperScissors
** Offense
*** Strong: Dragon, Flying, Grass, Ground
*** Weak: Fire (Gen II-Forward), Ice, Steel, Water
** Defense
*** Strong: Ice
*** Weak: Fighting, Fire, Rock, Steel
* FreezeRay: The bread-and-butter Ice attack, Ice Beam.
* GlassCannon: From a typing standpoint, Ice hits four types super-effectively and, in practice, many of the Pokémon weak to Ice are doubly weak to Ice. On the other hand, at least a quarter of all Ice-types have a double weakness of their own, and the type's lack of resistances makes it difficult for an Ice-type to rely on ElementalRockPaperScissors to take a hit.
* HairTriggerAvalanche: The move Avalanche doubles in power if the user has been attacked already in that turn, capturing this trope's flavor of an avalanche being something specifically provoked by the victim, as opposed to other natural disasters. In later games, the user's attacking animation evokes this trope even further, appearing to be screaming, depending on the species.
* HarmlessFreezing: In RealLife, exposure to extreme cold and freezing temperatures has a high risk of inflicting frostbite. Here, the worst it can do is make you unable to attack for the rest of the battle. That said, there's no way to freeze opponents ''without'' damaging them first...
* HerdHittingAttack: Blizzard, Glaciate, Icy Wind, and Powder Snow hit both opponents in Doubles.
* HumanSnowball: Ice Ball, as the user deliberately encases ''itself'' in ice before mowing down the opponent. Oddly enough, the anime contradicts this by making it a projectile attack.
* KillItWithIce: Their approach to battle, naturally — bombard the opponent with snow storms, ice, and blasts of chilling wind to defeat them.
* IceMagicIsWater:
** In Generation I, Ice-type moves actually dealt normal damage to Fire-type Pokémon rather than resisted, which the part-Flying Charizard and Moltres didn't appreciate. Additionally, some Water-types are part-Ice, and can learn Ice-type moves.
** Many Ice-type Pokémon that lack a secondary Water typing can still learn Water Pulse by TM.
* LateCharacterSyndrome: Due to most [[SortingAlgorithmOfThreateningGeography ice and snow-themed places being set later in the game then other places]], Ice-typed Pokémon have a tendency to be ignored since most players would have their in-game team already in place. They also tend to evolve at higher levels than other types, the earliest being Smoochum at level 30.
* LastDiscMagic:
** Blizzard is usually available to buy as a TM late in the game or can be learned naturally by many Ice-types during the late- or post-game.
** In ''VideoGame/PokemonXAndY'', Ice Beam is the final TM you receive from the Gym Leaders. In other games in which there's an Ice-type Gym Leader (who also gives away an Ice-type TM), s/he is the seventh out of eight.
** ''VideoGame/PokemonSunAndMoon'' effectively turns the entire type into this. You don't get access to the area where nearly all Ice-type Pokémon live (and the Z-Crystal is located) until you're ready to challenge the Elite Four, and the only Ice [=TMs=] available before you reach the final island are Hail and Aurora Veil, neither of which are direct attacks.
** Finally averted in ''VideoGame/PokemonUltraSunAndUltraMoon'', where Seaward Cave, an optional early area in ''Sun and Moon'', became both mandatory and colder. Smoochum and Delibird are both part of the walking encounter table, and returning with Lapras Surf, itself obtained fairly early on the second island, will net you the Frost Breath TM and a chance at catching a Seel. Similarly, in ''VideoGame/PokemonSwordAndShield'', getting lucky with the weather in the Wild Area can net you a Vanillite or Snover before even tackling the first gym.
* LightEmUp: Aurora Beam, a weaker cousin to Ice Beam (though with a different effect), involves a beam of rainbow-colored light.
* LikeCannotCutLike: The only type Ice Pokémon resist against is themselves.
* LimitBreak:
** The Ice-type Z-Move is Subzero Slammer, in which the user drastically drops the temperature and freezes the target inside a massive ice crystal which proceeds to shatter, inflicting great damage.
** The Ice-type Max Move is Max Hailstorm. It summons huge hailstones which crash into the opponent and break apart into millions of pieces which cause, you guessed it, a hailstorm for five turns.
** Gigantamax Lapras's exclusive G-Max Move, G-Max Resonance, summons a huge hailstone that drops onto the opponent and breaks apart into an Aurora Veil that reduces damage taken for five turns.
* LuckBasedMission: Wanna see a Frozen Pokémon? Good luck, since there's no move that guarantees that it will be inflicted like the other StandardStatusEffects (accuracy aside) and the highest chance of it happening normally is 10% (the move Secret Power has a 30% chance of freezing, but only when used in the few-and-far between icy areas). This is likely to restrict what is arguably the most crippling status condition in the game; without items, the frozen Pokémon is completely helpless unless the equally low 10% chance of it thawing out of the ice occurs. And in Gen I, their only hope of defrosting without items is getting hit with a Fire-type move or if the opponent uses Haze; otherwise they're completely hosed.
* MightyGlacier: Puns aside, many Ice-types have great offensive power and decent defenses but poor speed. Avalugg and Regice are literal takes on this trope, being Mighty Glaciers (Avalugg is physical-oriented, Regice is special-oriented) that are also actual animated glaciers.
* {{Nerf}}: In the original ''Red and Green'', Blizzard had a 30% chance to Freeze and 90% accuracy, and any Frozen Pokémon would stay Frozen ''permanently'' (unless you had a Ice Heal, Full Heal, or Full Restore, which you couldn't use in Player Versus Player matches, or the opponent used [[GoodBadBugs Haze]] or a damaging Fire-type move except for Fire Spin). International releases reduced the freeze chance to 10%, and Gen II onwards changed Blizzard's accuracy to 70%, made it so that a Frozen Pokémon has a 10% chance to cure itself every turn (even the same turn it was Frozen), introduced moves that could be used while Frozen that would also thaw out the user, and prevents Freeze from being inflicted during Sunny Day. Contrary to popular belief, however, if a frozen Pokémon is sent out during harsh sunlight, it will not thaw out faster.
* ObviousRulePatch: Generation VI nerfed critical hits to do 1.5x damage instead of 2x. To account for this, the power of Frost Breath (and its counterpart Storm Throw) was adjusted from 40 to 60, which actually still makes it somewhat more powerful than before when factoring the crit in.[[note]]In Generation V, Frost Breath was weaker than Ice Beam even with the crit factored in; the buff to Frost Breath (and slight nerf to Ice Beam) in Generation VI puts the two on even ground.[[/note]]
* OneHitKO: Sheer Cold can instantly knock out the opponent, with an accuracy of 30% if the user and target are at equal levels. It's also the only move of this type that no Pokémon has an immunity to via ElementalRockPaperScissors, until Generation VII where Ice-types are immune to it. Shedinja is also immune to it because of Wonder Guard.
* PowerEqualsRarity: Ice is easily one of the best attacking types in the series. However, the Ice-''types'' capable of getting STAB on them are rare and usually reserved for the endgame — by contrast, the Water-types that can learn Ice moves are ubiquitous, but can't hit as hard with them.
* RequiredSecondaryPowers: They're immune to being frozen and resist their own attacks.
* ScissorsCutsRock: Normally, Ice-type attacks aren't very effective on Water-types, but the SecretArt Freeze Dry ''is'' super-effective on them as a special property.
* SecretArt:
** The ability Ice Body heals the owner for 1/16 of their total HP at the end of each turn during Hail.
** The ability Snow Cloak boosts Evasion by 1 stage during Hail.
** The ability Slush Rush doubles the owner's speed during Hail.
** The ability Snow Warning gives an instant Hail effect when the user switches into battle if there is no weather or another weather in play. It lasts for 5 turns unless the user is holding an Icy Rock, in which case it lasts 8 turns. If Hail is already active, it ''does not'' reset or stack with the current turn limit. Prior to ''X and Y'', the effect was permanent unless it was overridden by another weather activating.
** The ability Refrigerate turns Normal-type moves into Ice-type moves and grants a 20% damage bonus in addition to STAB (30% in Gen VI).
** The move Frost Breath always inflicts a CriticalHit, unless the target has the ability Battle/Shell Armor or is under the effect of Lucky Chant.
** The move Freeze-Dry [[ScissorsCutsRock hits Water-types super effectively]].
** The move Aurora Veil creates a barrier that reduces damage from both physical and special moves, but it can only be used during a hailstorm.
* SpamAttack: Icicle Spear hits the target 2-5 times on each use. Cloyster can notably hit a target with this move 5 times due to having Skill Link as a possible ability.
* StandardStatusEffects: Associated with the Freeze status, with many of their attacks having a 10% chance to inflict it(notably, there is no non-damaging move that inflicts Freeze, ala Toxic, Thunder Wave, or Will-O-Wisp). Ice-types themselves cannot be frozen (unless it's done by Tri Attack in Generation II).
* StatusBuffDispel: Haze is under this type, despite its animation being a thick cloud of black smoke. Mist [[InvertedTrope inverts]] it by preventing stats from being lowered.
* SuperMode: Glalie and Abomasnow are capable of Mega Evolution, while Lapras alone is able to Gigantamax.
* UndergroundMonkey: Alolan Vulpix, Alolan Sandshrew, Galarian Darumaka, Galarian Mr. Mime and their evolved forms are Ice-Types.
* WeakToFire: Fire resists and is super-effective against Ice-types; however, this is averted by the large sum of part-Water Ice Pokémon, the two part-Rock types, and Kyurem.
[[/folder]]



[[folder:Psychic]]
!!Psychic-Type / Esper-Type (エスパータイプ ''esupaa taipu'')
[[quoteright:350:[[PsychicPowers https://static.tvtropes.org/pmwiki/pub/images/psychic_types.png]]]]

Pokémon with various types of mental or magical abilities, they have a tendency to be used whenever a particular Pokémon has a vague sort of magical power that doesn't fit any of the other elemental types. They are usually found in more urban environments.

On paper, Psychic-Types were supposed to be weak to Ghost and Bug, but [[FakeBalance both of those types were rare with only weak attacks]] (not helped by a glitch that made it outright ''immune'' to Ghost), and a quarter of all Pokémon in Gen I were part Poison (including the only Ghost-types at the time, as well as the only Bug-types with Bug-type attacks worth a quasi-significant fraction of a fuck). Add on the facts that Psychic-types favored the Special stat, which governed Special Attack ''and'' Special Defense, that there were a ''lot'' of strong Psychic-types (including [[OlympusMons Mewtwo]], one of the most powerful Pokémon in the series), and that Psychic was only resisted by itself, and [[InfinityPlusOneElement Psychic was one of the best types in the game]]. This reign of terror ended with the introduction of 2 types, Dark and Steel, both of which were defensively strong against Psychic attacks (Dark-types being flat-out immune, as well as offensively strong against Psychic-types), the introduction of better Bug and Ghost moves, and splitting apart the Special stat into Special Attack and Special Defense. Furthermore, Psychic is only resistant to itself and Fighting, making it the second-worst defensive typing after Ice. Needless to say, the Psychic-type is no longer a GameBreaker. Nonetheless, Psychic is the type with the most [[OlympusMons Legendary and Mythical Pokémon]] associated with it, with all generations having at least two of them being at least part Psychic, with the exception of Gen VI (which only had one). Its also the third type to be paired with every other type after Flying and Water.

%%Offensively: x2 Poison, x2 Fighting, x1/2 Psychic, x1/2 Steel, x0 Dark
%%Defensively: x1/2 Psychic, x1/2 Fighting, x2 Bug, x2 Ghost, x2 Dark
%%Known Specialists: Sabrina in ''Red and Green/Blue'' and ''Yellow''; Will in ''Gold and Silver'' and ''Crystal''; Liza and Tate in ''Ruby and Sapphire'' and ''Emerald''; Lucian in ''Diamond and Pearl'' and ''Platinum''; Caitlin in ''Black and White'' and ''Black 2 and White 2''; Olympia in ''X and Y''; Faba in ''Sun and Moon''
----
* AlienAmongUs: Implied with at least some Psychic-types, confirmed with Deoxys, Elgyem, Beheeyem, the Cosmog line, and Necrozma.
* AlwaysAccurateAttack: Hyperspace Hole bypasses accuracy and evasion checks when used.
* ArmorPiercingAttack: Future Sight and Hyperspace Hole ignore protection moves (Protect, Mat Block, etc.) when they deal damage.
* AwesomeButImpractical:
** Future Sight has good power, but it takes two turns before the attack hits — more than enough time for the opponent to switch to something that can tank or nullify the attack. (Don't try using Protect against it, though. It doesn't work.)
** Stored Power increases damage based on the amount of status buffs the user has. As it initially has a power of 20, it doesn't seem that useful, but with every single stat buffed up to maximum, the power skyrockets to 860, over three times more powerful than Explosion. Getting to that point requires an entire team with Baton Pass and stat-boosting moves or a [[MasterOfNone Smeargle]] with Moody/Acupressure, and it takes a while to fully play out. And even if you do manage to pull off the stat boosts, your opponent could still completely nullify the attack with a Dark-type Pokémon and/or just erase your hard work with Haze or a SwitchOutMove.
*** That said, buffing it all the way to 860 is essentially ThereIsNoKillLikeOverkill territory. It's fully possible with the right setup to unleash a 260 power Stored Power on ''turn 1'' in a Double Battle.
** Necrozma's Prismatic Laser is essentially a slightly stronger Psychic-type Hyper Beam, which means using it forces the user to spend a turn sitting around doing nothing... and it could do more damage by spamming Psychic or Photon Geyser anyways.
* BarrierBustingBlow: Psychic Fangs breaks Reflect, Light Screen, and Aurora Veil before dealing damage, unless the target is immune or if the move misses.
* BarrierWarrior: The two main screen moves, Reflect and Light Screen, are both Psychic-type — and so is the move Barrier, in fact. Mr. Mime is a particularly noteworthy example, as it is generally associated with all three moves (its original Japanese name is even "Barrierd").
* BrainCriticalMass: Many of them are said to be incredibly intelligent.
* CastingAShadow: Many of them can learn [[BoringButPractical Shadow Ball]], which can help them cover their weakness to Ghosts and hit other Psychic-types.
* ColorCodedElements: The Psychic-type icon is deep pink/magenta, though Psychic-types themselves come in a variety of colors.
* ConfusionFu: Psychic-type mythical and legendary Pokémon, like [[LightningBruiser Mewtwo]] and [[FragileSpeedster Azelf]], are known for having vast and varied movepools, often for both physical and special attack. As for the other Psychic-types, their movepools usually range from decent to outright barren.
* CounterAttack: Mirror Coat, which only works against Special attacks and doesn't affect Dark-types, hits the opponent for double the damage the user took.
* CriticalHitClass: Generation 4 added several new moves with a higher-than-normal chance of landing a CriticalHit. The Psychic type got Psycho Cut, an extremely spammable physical attack with decent power and 100% accuracy that is restricted to a very small number of Pokémon, even less of whom posess the stats to effectively use it.[[note]] By level up: Kadabra, Alakazam, Mewtwo, Absol, Gallade, Cresellia, Inkay, Malamar, Kartana, and Necrozma. By breeding: Drowzee, Meditite, Spinda, and Pawniard. [[/note]] Even after ''Sword and Shield'' made Psycho Cut a TM, which expanded the number of Pokémon that can learn it, some of which have the Attack to use it well, the number of Pokémon that can learn it is still relatively small.
* DangerousForbiddenTechnique: Deoxys's SecretArt, Psycho Boost, deals massive damage but lowers the user's Special Attack stat by two stages when it hits.
* DreamStealer: The move Dream Eater not only damages the target, [[LifeDrain but also restores the user's HP]], on the grounds that the user is devouring the target's dream. It should be said, though, that while this is a Psychic move, it's at least as much associated with Ghost-types.
* EasyAmnesia: So easy that Pokémon can inflict it on themselves via the Psychic move Amnesia, sharply raising Sp. Def.
* EldritchAbomination: Not to the extent of Ghost-types, mind you, but Psychic-types can get pretty freaking weird. Special mention goes to the Ralts line (in the Amorphous egg group despite being humanoid, capable of creating small black holes, etc.), Unown (a RealityWarping HiveMind from another dimension that vaguely resembles the letters of the English alphabet), Mewtwo (man-made monstrosity intended to be as powerful as the legendary Mew but [[GoneHorriblyRight gone horribly awry]]), and Necrozma (a being from Ultra Space that's [[SiliconBasedLife made of black prisms]], is violent and aggressive, steals light from worlds, and [[spoiler:is the remains of a [[FallenAngel once-benevolent light dragon]]]]).
* ElementalRockPaperScissors
** Offense
*** Strong: Fighting, Poison
*** Weak: Psychic, Steel
*** Can't Hit: Dark
** Defense
*** Strong: Fighting, Psychic
*** Weak: Bug, Dark, Ghost (Gen II-Forward)
*** Immune: Ghost (Gen I Only)
* TheEmpath: Many of them are skilled at sensing emotion.
* FailedFutureForecast: Prior to Gen V, the move Future Sight had 90% accuracy, meaning there was a 10% chance your Pokémon would "foresee an attack" that never actually came to pass. It's since been boosted to 100% accuracy, though that's still not failproof, especially since it's now affected by ElementalRockPaperScissors (meaning that Dark-types NoSell it).
* FreakyFridayFlip: The Psychic repertoire includes a number of "swap" moves in which the user exchanges some attribute with the target: Power Swap exchanges their Attack and Sp. Atk values; Guard Swap exchanges their Defense and Sp. Def values; Skill Swap exchanges their abilities; and Heart Swap exchanges their stat changes.
* GeneticEngineeringIsTheNewNuke: Many Pokémon of this type have appearances inspired by genetics and biology (Deoxys, Solosis and its evolutions) or explicitly created through this method (Mewtwo).
* GreenThumb: They frequently have access to Grass-type moves, usually [[BoringButPractical Energy Ball]] and [[SituationalDamageAttack Grass Knot]].
* GravityMaster: The move Gravity, which negates the Ground immunity conferred by the Flying-type and Levitate, as well as inhibiting certain airborne moves like Bounce, falls under the Psychic banner.
* HealingShiv: The move Heal Pulse, which restores HP but cannot target the user.
* HeroicSacrifice: The move Healing Wish, which makes the user faint but restores the HP and status of the next Pokémon to switch in. [[OlympusMons Cresselia's]] SecretArt Lunar Dance is an even better version that restores PP as well.
* InfinityPlusOneElement: In the original games, a player would have an incredibly difficult time without at least one Psychic of their own, and would have no way to counter [=NPC=]s' Psychics except with sheer LevelGrinding. This was remedied by the introduction of the [[CombatPragmatist Dark]]-type and to a lesser extent the [[ExtraOreDinary Steel]]-type in [[VideoGame/PokemonGoldAndSilver Gen II]], as well as making Psychic types weak to Ghost, and giving them and Bug types stronger moves. Even in the later games, they are still useful to have, as both of the types they are good against only have one or two other weaknesses [[note]]Fighting is otherwise weak to Flying and Fairy, while Poison is otherwise weak to Ground.[[/note]]
* LightEmUp: For the longest time, it was the closest in-game equivalent. Starting with Gen II, Pokémon associated with the [[ThePowerOfTheSun sun]] and light were cast as this type, including angelic Pokémon like Gardevoir[[note]]now part-Fairy as well[[/note]], Cresselia, and Celebi. They were always contrasted against the traditionally "dark" Ghost and Dark types, albeit ''weak'' to them. Even after the debut of Fairy-types, the ''de facto'' sun Pokémon, Solgaleo, is Psychic/Steel, and its moon-themed counterpart, Lunala, is Psychic/Ghost. Necrozma takes it to its logical conclusion, with it absorbing light, having [[FrickinLaserBeams Prismatic Laser]] and Photon Geyser for {{Secret Art}}s, and [[spoiler:having a true form made of light]]. Further supporting this is the fact that many of them can learn the Bug-type move Signal Beam (itself an example of LightEmUp), which helps them deal with Dark-types.
* LightIsGood: Like Fairy-types, many Psychic-types are angelic and nice, such as Cresselia, Gardevoir (who also happens to be Fairy-type), the lake spirits (Azelf, Uxie, and Mesprit), and the Cosmog line.
* LightIsNotGood: Originally, Psychic-types were very sinister, with the likes of Drowzee, known for preying on children in particular as its evolved form Hypno, in its ranks. Mewtwo, the original "evil" Pokémon, is a Psychic-type's mascot, contrasting strongly against more angelic Pokémon within it. Coming after Mewtwo is Malamar, a Psychic/Dark type who willfully tries to control the minds of people and Pokémon, and portrayed as one of the few "evil" Pokémon in the anime. Then there is Necrozma, who is not only [[NonStandardCharacterDesign an all-black prism creature that looks more robot than Pokémon]] (and has powers centered around light), but is also the BigBad of ''VideoGame/PokemonUltraSunAndUltraMoon'' (and indeed the first Pokémon to be the villain of a main game).
* LikeCannotCutLike: Psychic-types resist Psychic-type attacks.
* LimitBreak:
** The Psychic-type Z-Move is [[MindRape Shattered Psyche]], in which the user controls the target and hurts them by hurling them around.
** The Psychic-type Max Move is Max Mindstorm, in which the user sends a huge blast of pure psychic energy at the opponent which creates Psychic Terrain for five turns.
** Gigantamax Orbeetle's signature G-Max Move is G-Max Gravitas, in which it sends out a huge beam from its underside, so powerful that it intensifies Gravity for five turns.
* {{Nerf}}: ''Gold and Silver'' introduced the Dark- and Steel-types to resist their attacks (and in Dark's case, hit Psychic for super-effective damage), and more powerful Bug- and Ghost-type moves were introduced.
* ManBitesMan: Psychic Fangs deals damage with the user's teeth.
* NonElemental: Psywave (all games) and Future Sight (pre-Generation V) do not take ElementalRockPaperScissors into account or get a [=STAB=] bonus when they deal damage.
* OlympusMons: Psychic is the most common type for legendary and mythical Pokémon combined, with a whopping 19/74 of them boasting a Psychic typing. Perhaps most notably, this includes the original strongest Pokémon Mewtwo and the entirety of Gen 7's mascot trio (which comes to five, including Cosmog and Cosmoem).
* PowerCopying: Trace (an Ability) and Role Play (a Move) can copy most Abilities. Each has a [[http://bulbapedia.bulbagarden.net/wiki/Trace few]] [[http://bulbapedia.bulbagarden.net/wiki/Role_Play exceptions]] they can't copy.
* PrimalFear: Because Psychic Pokémon tend to refer to mental ability and the mind, their weaknesses are also based on common fears — Bugs, the Dark, and Ghosts.
* PsychicPowers: This is their gimmick. The Psychic-type has access to a vast array of powers, like telepathy, telekinesis, precognition, and much more.
* RandomizedDamageAttack: Psywave is an odd variant in that it inflicts a random amount of damage ranging from 50% to 150% of the user's level, making it a hybrid of this and [[FixedDamageAttack its total opposite]]. Also, it doesn't inflict type damage (but Dark-types can still stop it).
* RealityWarper: Some Psychic-type moves create bizarre effects on the battlefield, as seen with the three Room attacks. Trick Room sets an effect where slower Pokémon go before faster ones. Wonder Room swaps the Defense and Special Defense stats of everyone. Magic Room negates the effects of items. A move similar to Trick Room, Speed Swap, swaps the Speed stats of the user and the target. This even goes for human psychics, such as Inver, who is able to switch all weaknesses and resistances around in Inverse Battles.
* RestingRecovery: Rest, a move which cures status conditions and restores the user's HP at the cost of falling asleep, is under this type.
* ScissorsCutsRock:
** Miracle Eye allows Psychic-type moves to affect Dark-types, who are normally immune to them. [[DownplayedTrope Downplayed]] in that very few Dark-types have a secondary typing of [[PoisonousPerson Poison]] or [[BareFistedMonk Fighting]].
** Psyshock, despite being a special type move, actually deals physical type damage, giving Psychic-types a strong move against special walls. The same is true for Psystrike.
* SecretArt:
** Psyshock, [[ArmorPiercingAttack which uses the opponent's Defense stat while using the attacker's Special Attack stat]]. Psystrike is an even stronger version that is the signature move of [[OlympusMons Mewtwo]].
** The ability Forewarn reveals the move with the highest power that the opponent knows. In the ''VideoGame/PokemonMysteryDungeon'' spinoffs, the user will occasionally dodge attacks, even if the attack cannot miss.
** Psychic Terrain protects all Pokémon on the ground from [[ActionInitiative moves with increased priority]]. It also gives a hefty 50% boost to other Psychic-type attacks.
* {{Seers}}: Some Psychic-type moves involve divining the future in some way, such as Future Sight (which has the added bonus of dealing damage). The Ability Forewarn also qualifies, as the user's powers warn it of the opponent's strongest move.
* SituationalSword: Synchronoise only works if the user and target share a type.
* SquishyWizard: Most of them hit very hard with Special Attack, but are not good at defense. Alakazam is a notable example: it's ludicrously fast and has Special Attack to match, but neutral physical attacks are incredibly painful, and super-effective physical attacks are likely going to take it down in one hit. They do tend to have good Special Defense, though.
* StarfishAliens: Some Psychic-types are implied to be extraterrestrial in origin and many of these are pretty weird-looking. Deoxys, Elgyem, Beheeyem, and (if one counts extradimensional beings) Necrozma are the only ones for whom this is ''confirmed'' to be the case, but Starmie also has this suggested of it.
* StatusBuff:
** Calm Mind increases the user's Special Attack and Special Defense by 1 stage each.
** Meditate increases Attack by 1 stage.
** [[SuperSpeed Agility]] increases Speed by 2 stages.
** Reflect and Light Screen decrease the damage taken from Physical attacks and Special attacks, respectively, by all allies by 50% in Single Battles and 33% in Double or Triple Battles. They aren't dispelled by switching and stack multiplicativately with Defense/Special Defense boosts, but only last for 5 turns (or 8 with a Light Clay). (In Gen I, the note about stacking multiplicativately still held true, but they lasted indefinitely and wore off upon switching.)
** Amnesia increases Special Defense by 2 stages. In Generation I, it increases Special by two stages.
** Cosmic Power increases Defense and Special Defense by 1 stage.
** Barrier increases Defense by 2 stages.
* SuperIntelligence: The abilities of many Psychic Pokémon stem from their ridiculously high intelligence.
* SuperMode: Alakazam, Slowbro, Mewtwo, Gardevoir, Medicham, Metagross, Latias, Latios, and Gallade are capable of Mega Evolution, with Mewtwo having ''two'' potential Mega Evolutions. Necrozma can not only absorb Solgaleo or Lunala for a stronger form, but it can also Ultra Burst (effectively Mega Evolution, [[MyRulesAreNotYourRules only not actually]]) from there into the stronger-than-Arceus Ultra Necrozma. Orbeetle and Hatterene are also capable of Gigantamax, though only Orbeetle has a Psychic-type G-Max Move.
* SwordBeam: Psycho Cut, one of the few Physical-category Psychic moves, which manifests as a crescent-shaped energy wave launched at the opponent. While having a physical blade is not '''strictly''' necessary to learn it, a lot of the Pokémon that do have some form of NaturalWeapon to focus it through, such as Gallade's sword-like limbs, Absol's horn, Malamar's tentacles, Kartana's blades, Cresselia's crescents, etc.
* {{Telepathy}}: Most Psychic Pokémon are natural telepaths, but there is also an actual ability called Telepathy which ensures a Pokémon cannot be hit by its allies in a Double/Triple battle.
* TeleportersAndTransporters: Teleport is a Psychic-type move that allows the user to escape from a Wild Pokémon and can take you back to the last Pokémon Center you visited when used outside of battle. Unfortunately, that's all it does — it's useless in battles with Trainers and is rendered obsolete outside of battle once you get Fly (and the latter isn't even doable in Gen VII thanks to field moves being cut). Generation 8 at last gave it a effect for trainer battles, namely switching out with another team member.
** Teleportation in general is often associated with Psychic-types. All the Gyms that specialize in Psychic-types have at least a few teleporters that you have to use to make your way through.
* UndergroundMonkey: Alolan Raichu, Galarian Ponyta and Galarian Rapidash are part Psychic-Type.
* UseYourHead: How Zen Headbutt works.
* WeaksauceWeakness: They're weak to ''Bug''-type attacks. In ''Red'', ''Blue'', and ''Yellow'', this was their only weakness due to a bug that made Psychic immune to Ghost.
[[/folder]]

[[folder:Dragon]]
!!Dragon-Type (ドラゴンタイプ ''doragon taipu'')
[[quoteright:313:[[InstantAwesomeJustAddDragons https://static.tvtropes.org/pmwiki/pub/images/dragon_types.png]]]]

A group based on dragons and similar monsters from around the world. They are among the most elusive types, usually only appearing in secluded areas. As such, they are the third-rarest type. Their elusiveness is [[PowerEqualsRarity often related to their power]], and some of the strongest and most dangerous Pokémon in the series are Dragon-type. This power, combined with their mysteriousness, makes them very well-regarded in some circles. Dragon is a popular type for Legendaries. While the Dragon type covers most dragonlike Pokémon, there are a few dragonlike species that lack the typing but have similar properties and movepools; conversely, not all Dragon-type Pokémon are based on animals that can be classified as (or even resemble) dragons.

Offensively, they are only super effective against themselves, are resisted by only Steel-types, and completely ineffective against Fairy-types. They don't need to hit super-effectively [[LightningBruiser to make it hurt]]. They resist Water, Grass, Fire, and Electric, but are weak to Ice and Fairy, giving them some nice defensive applications.
%%Offensively: x2 Dragon, x1/2 Steel, x0 Fairy
%%Defensively: x1/2 Fire, x1/2 Water, x1/2 Grass, x1/2 Electric, x2 Ice, x2 Dragon, x2 Fairy
%%Known Specialists: Lance in ''Red and Green/Blue'' and ''Yellow'' and in ''Gold and Silver'' and ''Crystal''; Clair in ''Gold and Silver'' and ''Crystal''; Drake in ''Ruby and Sapphire'' and ''Emerald''; Drayden and Iris in ''Black and White'' and ''Black 2 and White 2''; Ryuki in ''Sun and Moon''; Raihan in ''Sword and Shield''
----
* AchillesHeel:
** [[ObviousRulePatch Deliberately invoked]] with Fairy-Type Pokémon in Gen VI. Fairies are immune to Dragon-Type moves and can deal super-effective damage in return. While Ice is only effective offensively, and Steel just resists Dragon-type moves, Fairy is the ''only'' type Dragons have a real disadvantage against.
** Some of the more popular Dragons are also Flying-type, notably Dragonite, Altaria, Salamence, and Rayquaza. This not only cancels Dragon's resistance to Electric, it makes them take quadruple damage from Ice-type attacks.
* ActionInitiative: Dragon Tail has negative priority, causing the user to go last.
* AlwaysAccurateAttack: As of ''X and Y'', Dragon Rush will always hit a Pokémon that is under the effects of [[StatusBuff Minimize]].
* AnimalisticAbomination: This is what the legendary dragons fall into. Between a mediator for a pair of world-destroying monstrosities[[note]]Rayquaza[[/note]], universal concepts made flesh[[note]]Dialga and Palkia[[/note]], an extradimensional guardian of reality which also embodies {{antimatter}}[[note]]Giratina[[/note]], three fragments of a god that may or may not have been an alien[[note]]Reshiram, Zekrom, and Kyurem[[/note]], a guardian of the land that balances the powers of avatars of life and death[[note]]Zygarde[[/note]], an extradimensional being fixated on consuming light to repair itself[[note]]Ultra Necrozma[[/note]], and an alien monstrosity responsible for the phenomenon of gigantic Pokémon[[note]]Eternatus[[/note]], the type's legendaries get awfully eldritch.
* TheArtifact: In Generations I and II, the Dragon type was very rare and reserved for the Dragonite line and Kingdra, in keeping with the Japanese media convention of distinguishing between mystical/ethereal dragons like them and more animalistic/bestial dragons like Charizard and Gyarados.[[note]]This can be seen in series like ''VideoGame/MonsterHunter'', and how the bestial "wyverns" and rare "Elder Dragons" are different classifications of dragons, especially in Japanese where they're described using different kanji for "dragon".[[/note]] Later generations gave the Dragon type to more common and less "mystical" dragon Pokémon like Garchomp and Haxorus, causing many players to question why Charizard and Gyarados (and to a lesser extent, Lugia) weren't Dragon-type in the first place, and by proxy, why there were so few Dragon-types in those generations.
* AttackAttackAttack: Almost all Dragon-type moves are attacks. Only ''two'' Dragon-type move are status moves (Dragon Dance and Clangorous Soul), and the first is a StatusBuff that's offensively-minded while the second is an all-around stat boost.
* AwesomeButImpractical:
** In the TCG. Possibly to give the type an "ultimate element" feel, Dragon-types almost always require two different Energy types to attack.
** Dialga's SecretArt, Roar of Time, is a Hyper Beam clone. The same goes for one of Eternatus' {{Secret Art}}s, Eternabeam, except it's very slightly stronger. You should know by now why both are bad if you've read the rest of this page.
** Dragon Rush is as powerful as Stone Edge and Earthquake, but has less than perfect accuracy at 75% accuracy.
* BreathWeapon:
** Dragon Breath and Dragon Rage are depicted as traditional fire-based ones ([[TechnicolorFire of various colors depending on the adaptation]]), while Dragon Pulse [[WaveMotionGun is more energy-based]].
** Also, half of them can use Flamethrower.
* CastFromHitPoints: The exclusive to Kommo-o move Clangorous Soul damages the user by 33% of their max health, but raises all stats. It replaces the Z-Move Clangorous Soulblaze but adds the health drawback as it isn't a one-use Z-Move.
* ColorCodedElements: A bright, vivid [[PurpleIsPowerful violet]], though it's also been represented by a mix of blue and red. In the TCG, the Dragon-type is represented as [[GoldColoredSuperiority gold]].
* ConfusionFu: Their movepools range from "better than most" to "I have no idea what this thing is going to do to me, but [[ThisIsGonnaSuck it's probably going to suck]]".
* DangerousForbiddenTechnique:
** Draco Meteor is almost as strong as Hyper Beam and doesn't have the recharge turn, but it lowers the user's Special Attack by 2 stages each time it's used.
** Outrage is very strong, but forces the user to stay in battle without the option to switch out for 2-3 turns and inflicts [[StandardStatusEffects Confusion]] on them when it finishes.
* DinosaursAreDragons: Many Dragon-types have characteristics of dinosaurs, most notably Tyrunt and Tyrantrum, the definitive ''TyrannosaurusRex'' Pokémon. Haxorus is [[WordOfGod stated]] to be based on herbivorous dinosaurs, though it also seems to be a bit of a {{Mix And Match Critter|s}}; Duraludon, likewise, seems to be an ambiguous theropod, likely inspired by [[Franchise/{{Godzilla}} Mechagodzilla]]. Jangmo-o and its evolutions, Hakamo-o and Kommo-o, are said to be a cross between theropods and ankylosaurs. Gabite and Garchomp generally resemble [[RaptorAttack dromaeosaurids]]. If you choose to get technical, then the birdlike Dragon-types such as Latios, Latias, Altaria and Reshiram also qualify for this. Also inverted with Pokémon who resemble dinosaurs or other prehistoric reptiles learning Dragon-type moves but not being Dragon-types themselves. Archeops, Aerodactyl and Tyranitar are good examples.
* DiscOneNuke: Pokémon that know Dragon Rage at a low level have a great time if obtained early on, as the attack's guaranteed 40 damage will one-shot most Pokémon. As time passes and Pokémon increase in HP counts, the move will start to fall behind in damage output and will be shelved for stronger and more reliable moves.
* DragonsAreDemonic: The Ghost/Dragon Giratina and the Dark/Dragon Hydreigon and Guzzlord are often depicted as antagonistic creatures with sinister designs. Dragapult is also a Ghost/Dragon type, but is depicted more as creepy by default rather than malevolent. Mega Charizard X has a demonic design, although it's of the DarkIsNotEvil variety. [[spoiler:Eternatus looks malevolent and even nearly brings about TheEndOfTheWorldAsWeKnowIt.]]
* DragonsAreDivine: Even outside of Legendaries, the type is revered as sacred by many groups of people.
* ElementalRockPaperScissors
** Offense
*** Strong: Dragon
*** Weak: Steel
*** Can't Hit: Fairy
** Defense
*** Strong: Electric, Fire, Grass, Water
*** Weak: Dragon, Fairy, Ice
* FakeBalance: Between their [[ConfusionFu massive movepools]] and [[LightningBruiser above-average stats]], they could easily muscle through Steel- and Ice-types that were ''supposed'' to deal with them (they're both weak to Fire, which pretty much every Dragon can abuse since, you know, they're Dragons). The Fairy-type was introduced to alleviate this, especially since they aren't weak to Fire.
* FixedDamageAttack: Dragon Rage inflicts 40 damage to anything that isn't a Fairy-type. This was the only Dragon-type move in Generation I, meaning there was no way to inflict Dragon-type damage.
* InfinityMinusOneSword: Of the "pseudo-legendary" Pokémon [[note]]Pokémon with base stat totals of 600, a three-stage evolutionary line, and require 1,250,000 EXP to reach level 100[[/note]], seven (out of nine) of them are Dragon-typed, the only exceptions being Tyranitar and Metagross. They're not legendary, but they're sure as strong as — or stronger than — some of them.
* InfinityPlusOneElement: In the earlier games, they were intended as this. Dragon-types tended to be very rare and either evolved from weak Pokémon that needed a lot of time and level grinding to raise, or were found in out-of-the-way locations, sometimes both. However, they were only weak to Ice and other Dragons, their moves only resisted by Steel-types, and many Dragons can learn Fire-type attacks for Steel-types anyway (which would also cover any Ice-types the opponent tried). They continued to be one of the best types of the game until Gen VI, in which Fairy-types were introduced to deal with them after WordOfGod admitted they were too strong and too common. Even then, the movepools and potential from most of the Dragon-types still allow them to face its tailor-made weakness using other means outside of their own element.
* InstantAwesomeJustAddDragons: Dragon is often treated as one of the most special and powerful types in-universe. For example, it's UsefulNotes/OdaNobunaga's type specialty in ''VideoGame/PokemonConquest''. Many Legendary and pseudo-legendary Pokémon are Dragon-type as a testament to their power.
* {{Kaiju}}: While no non-Dynamaxed Pokémon is quite Kaiju-sized, this type tends to be pretty close in spirit, with many species being both physically imposing and able to deliver highly destructive attacks. The fact that, outside of Fairy-types, [[TakesOneToKillOne their best counter is another Dragon-type]] is also reminiscent of [[BehemothBattle Kaiju-on-Kaiju combat]]. Some are even directly reminiscent of specific [[{{Kaiju}} Kaijus]], like [[Characters/PokemonGenerationVMinccinoToGenesect Hydreigon]], based on [[Characters/GodzillaTheGhidorahs King Ghidorah]], and [[Characters/PokemonGenerationVIIIFamilies Duraludon]], based on [[Characters/{{Godzilla}} Mechagodzilla]].
* KamehameHadoken: Dragon Pulse resembles both trope namers in the anime; in ''Diamond & Pearl'' and ''Black and White'', it's depicted as a light green ball of energy, while in ''XY'' and ''Sun & Moon'', it's depicted as a beam of energy shaped like a dragon.
* LastDiscMagic: Draco Meteor is only available during the late- or post-game, and can only be taught to Dragon-types with a maximum friendship rating.
* LightningBruiser: They lean towards this, having brutal offensive power on top of generally good stats and awesome type effectiveness. Their sole status move (Dragon Dance) enhances the "lightning" and "bruiser" aspects of its wielder by boosting Attack and Speed.
* LimitBreak:
** The Dragon-type Z-Move is Devastating Drake, in which the user attacks the target with a huge, dragon-shaped aura that causes a massive explosion on impact.
** The Dragon-type Max Move is Max Wyrmwind. This forms a huge tornado of Dragon-type energy around the opponent; said tornado has huge dragon wings made of energy swirl about in it to hit and cut into the opponent. This lowers the Attack stat of the opponent and any of its allies.
** Gigantamax Duraludon's exclusive G-Max Move is G-Max Depletion, which a huge tornado of Dragon-type energy around the opponent, which decreases the PP of the move the opponent last used by two.
* MagicKnight: After dragons evolve into their final stage, most of them have almost equally high Attack and Special Attack stats, and their movepools usually expand to include an even ratio of physical and special attacks, while the previous stages are usually limited to mostly physical attacks.
* MagikarpPower: Dragons evolve very late, are pretty weak in the first and second stages, and have limited movepools. By the time they reach their final stage (usually in the 40s or 50s), they become very powerful and gain many more options. Special mention goes to Deino, which evolves into Zweilous at level ''50'' and later into Hydreigon at level '''64''', later than any other Pokémon that evolves through leveling up.
* MeteorMove: Gen VI's animation for Dragon Rush shows the user jumping in the air before slamming onto the target in a fiery crash. This is because [[LostInTranslation the Japanese name of the move is Dragon Dive]].
* NoHoldsBarredBeatdown: Outrage, a move with a power of 120 that locks the user in for 2-3 turns and causes them to become confused.
* {{Nerf}}: Most Dragons were hit by the introduction of the Fairy-type, [[ObviousRulePatch which was the point of them in the first place]]. They can learn Steel-type and Poison-type moves to hit Fairies super-effectively, however, though they rarely have occasion to due to the otherwise poor coverage of these attacks.
* NonElemental: Not in terms of the attacks themselves, which tend to fall under TechnicolorFire, but their offensive type matchups. Dragon is strong against one type (itself), weak against another (Steel), and ineffective against a third (Fairy). This ties it with Normal for having the fewest non-neutral offensive matchups of any type, and Dragon-type attacks instead force foes to rely on high defensive stats instead of favorable ElementalRockPaperScissors to take a hit.
* OlympusMons: From Generation III onwards, Dragon has been a pretty common type among newly introduced Legendary Pokémon; most notably, Sinnoh's and Unova's legendary trios are all part Dragon-type.
* OurDragonsAreDifferent:
** Dragon-types have all sorts of inspiration and basis, from classical Eastern or Western dragons[[note]]such as Mega Charizard X, Dragonite, Salamence, Rayquaza, and the Tao trio[[/note]] to weirder but still recognizable dragons[[note]]such as the creation trio, Kommo-o, Ultra Necrozma, Duraludon and base Eternatus[[/note]] to real-world reptiles[[note]]such as Mega Sceptile, Tyrantrum, and Turtonator[[/note]] to MixAndMatchCritters with aspects of dragons[[note]]such as Flygon, Garchomp, Naganadel and Dragapult[[/note]] to "out there" concepts that only vaguely resemble dragons[[note]]such as Mega Ampharos, Altaria, Alolan Exeggutor, Guzzlord, all of Zygarde's forms and Eternamax Eternatus[[/note]].
** In the first two generations (and to a lesser extent, the following two), the Dragon type was mostly used for dragons that gave off a "mystical" feel - Dragonite, Kingdra, Flygon, Altaria, and various Legendary Pokémon. This seems to be due to a distinction between different types of dragons in Japanese media and culture, where such "mystical" dragons are distinguished from more "bestial", non-magical typically Western dragons such as Charizard and Gyarados[[note]]while Eastern in appearance, it is very ferocious and animalistic and behaves more like a Western dragon[[/note]] (who lack the Dragon type). Salamence and Garchomp began to break the mold before the Dragon type came to encompass a more universal concept of what dragons are.
* OvershadowedByAwesome: Some of the "weaker" Dragon types, like Flygon or Druddigon, are generally overlooked; they're still very strong and versatile Pokémon, but they just can't stack up against heavyweights like Garchomp or Haxorus.
* PlayingWithFire: Since dragons are traditionally associated with fire[[note]]at least in Western folklore[[/note]], the majority of Dragon-types get Fire attacks, letting them bypass Steel-Types, the only thing that could wall them before the introduction of Fairies, and Ice-Types, the only other Type that hit them hard. Kingdra, Mega Sceptile, Latias, Latios, Zekrom, Kyurem[[note]]except for White Kyurem[[/note]], Haxorus, and Dragalge are the only Dragons that can't learn Fire attacks besides Hidden Power. Despite this, there are only three Fire/Dragon dual-types: Reshiram, Turtonator, and Mega Charizard X, the latter of which is the only one based on archetypical Western dragons (although Reshiram has features of a wyvern and an Eastern dragon).
* SecretArt: Draco Meteor, which has a very high damage of 130 ([[{{Nerf}} 140 prior to Gen VI]]), but lowers Special Attack by two stages per use. It can only be taught by special tutors to Dragon-types (and Arceus and Silvally), although Mega Charizard X, Mega Ampharos, Mega Sceptile, and Ultra Necrozma can't learn it because they can only be accessed in battle.
* ShedArmorGainSpeed: Scale Shot fires the user's scales at the enemy, which lowers the user's defense but increases their speed.
* ShoulderSizedDragon: Plenty of the first-stage Dragon-types are small enough to qualify, such as Dratini, Bagon, Gible, Axew, Deino, Goomy, Jangmo-o and Dreepy.
* SlapOnTheWristNuke: Spacial Rend is described as ''tearing apart reality'', and its Gen VI animation shows reality cracking like glass. In practice, it has 100 power and its only special effect is an increased chance to land a critical hit — strong, but nowhere near the destructive power it implies.
* SpaceMaster: Downplayed; Generation IV did most of the heavy lifting, creating Dragons with literally cosmic significance in Dialga, Palkia, and Giratina, and further introducing the ultimate Dragon-type move (barring Dialga's SecretArt) Draco Meteor. In Generation VI, using Camouflage in space will give the user the Dragon type.
* StatusBuff: Dragon Dance raises the user's Attack and Speed by one stage. In Generation VI, using the Camouflage move in space will change the user into a Dragon type.
* SuperMode: Altaria, Salamence, Latias, Latios, Rayquaza, and Garchomp are capable of Mega Evolution. Additionally, three non-Dragon-type Pokémon — Charizard, Ampharos, and Sceptile — become Dragon-type through Mega Evolution, while Necrozma also gains the type upon Ultra Bursting. Flapple, Appletun, and Duraludon are also capable of Gigantamax (but only Duraludon has a Dragon-type G-Max Move), though [[spoiler:Eternatus]] is fought in its similar powered-up [[spoiler:Eternamax]] form that boasts a base stat total around ''four hundred'' points higher than Arceus, which is [[GameBreaker (perhaps thankfully)]] not accessible to trainers.
* SwitchOutMove: Dragon Tail goes last, but forces the target to switch out when it hits.
* TakesOneToKillOne: The other type that is weak to itself. Before the introduction of Fairies, the best counter to a Dragon was (and still is, in some cases) usually a stronger and faster one, due to how incredibly powerful they tend to be.
* TechnicolorFire: A lot of Dragon-type moves consist of green, blue, or purple colored fire.
* TheHunterBecomesTheHunted: Pulled off by Dragalge, Naganadel, and Duraludon against Fairy-types, which are normally the bane of dragons. The first two are '''Poison'''/Dragon types, with Dragalge being a specialized MightyGlacier and Naganadel being a specialized FragileSpeedster. The last is a '''Steel'''/Dragon specially oriented MightyGlacier. As such, the three can ''melt'' any Fairy that so much looks at them funny. The only other dragons that can do something similar are the legendaries Eternatus, another Poison/Dragon, and Dialga, another Steel/Dragon.
* TornadoMove: Twister, which is a weak whirlwind attack. It may seem odd to be a Dragon-type move, [[LostInTranslation but that's because the move's Japanese name contains]] ''tatsu'' (dragon). It can cause targets to flinch and strike targets in the semi-invulnerable turn of Fly (doing double damage in the process), but overall, there's practically no point to using it instead of Dragon Pulse or Draco Meteor.
* UltimateLifeForm: Most of them have Pokédex entries that focus on how badass they are.
* UndergroundMonkey: The Alolan Exeggutor is part Dragon-Type.
* UniquenessDecay: It was once only represented by the Dratini family in Generation I. Now there's a good selection to choose from, though they're still somewhat uncommon. In fact, looking at Dragon-types throughout the generations, one can see that it was once reserved for Pokémon that fit the Japanese stereotype of "mystical" or "ethereal" dragons (Dragonite and Kingdra),[[note]]possibly explaining why it wasn't given to obvious but more beastly dragons like Charizard and Gyarados[[/note]] and even in the two generations that followed, most Dragons continued to fit the stereotypes. Pseudo-legendaries Salamence and Garchomp were the only exceptions, and more Dragon Pokémon followed their lead in later generations - bringing everything full circle when Charizard could become a Dragon-type via Mega Evolution.
* UnskilledButStrong: Most Dragon-type moves don't have secondary effects, but hit extremely hard ([[LightningBruiser especially off of the Dragon-types' high stats]]) and are resisted by only 2 types to compensate for their lack of super-effective coverage.
* UnstoppableRage: Outrage, which causes the user to go into a powerful frenzy for two to three turns, and then confuses them out of exhaustion. In-character, many Dragon-types are prone to this — even the ''friendly'' ones, like Dragonite, Goodra, and Drampa, are prone to wrecking everything in their way if they get pissed off. Drampa's Pokédex entry even states that it goes into a rage when children are harmed.
* WeaponizedOffspring: Dragapult, the final form of the Dreepy line, is a motherly Pokémon that can fly at 120 mph and carries several baby Dreepy within the holes on its head. It also uses the Dreepy as ammo for its [[SecretArt Dragon Darts]] move, which the babies look forward to eagerly for some reason.
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