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* ''Pokémon'' has a ''lot'' of GoddamnedBats, but most don't do much besides annoy you. Just when you thought it was safe to go into the water, you get attacked at every turn exactly like in caves, and there's a 90% chance that every single one of those is going to be a Demonic Jellyfish — Tentacool. Take Zubat's annoying Supersonic, making your Pokemon hit itself, but add on that it has multiple attacks which can poison your Pokemon as well; and unlike most of the StandardStatusEffects in the game, confusion and another effect can be on a Pokemon at the same time.

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* ''Pokémon'' has a ''lot'' of GoddamnedBats, but most don't do much besides annoy you. Just when you thought it was safe to go into the water, you get attacked at every turn exactly like in caves, and there's a 90% chance that every single one of those is going to be a Demonic Jellyfish — Tentacool. Take Zubat's annoying Supersonic, making your Pokemon hit itself, but add on that it has multiple attacks which can poison your Pokemon as well; and unlike most of the StandardStatusEffects StatusEffects in the game, confusion and another effect can be on a Pokemon at the same time.



* Similarly, anything with a move that caused [[StandardStatusEffects Sleep]] could very easily chip you to death. In gen 1, not only could sleep last much longer (up to 8 turns), but you couldn't act on the turn it wore off. If you were slower than the opposing Pokémon, it could put you to sleep again at the start of the next turn. If you were faster, TheComputerIsACheatingBastard and doesn't choose its move until after you wake up and puts you to sleep again. Mercifully, almost all sleep-inducing moves are horribly inaccurate, and the only one with perfect accuracy is exclusive to a species that's otherwise pathetic. Generation 2 onward nerfed the sleep status (lasting 0-5 turns and allowing the Pokémon to act the turn it wakes up) taking everything with Hypnosis out of Demonic Spider territory.

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* Similarly, anything with a move that caused [[StandardStatusEffects [[StatusEffects Sleep]] could very easily chip you to death. In gen 1, not only could sleep last much longer (up to 8 turns), but you couldn't act on the turn it wore off. If you were slower than the opposing Pokémon, it could put you to sleep again at the start of the next turn. If you were faster, TheComputerIsACheatingBastard and doesn't choose its move until after you wake up and puts you to sleep again. Mercifully, almost all sleep-inducing moves are horribly inaccurate, and the only one with perfect accuracy is exclusive to a species that's otherwise pathetic. Generation 2 onward nerfed the sleep status (lasting 0-5 turns and allowing the Pokémon to act the turn it wakes up) taking everything with Hypnosis out of Demonic Spider territory.



* The Shiinotic that can be found in Glimwood Tangle. They're fully evolved and come packing ''three'' moves they can heal themselves with: Moonlight, Giga Drain, and the potentially potent Strength Sap, which also lowers its target's Attack. They also tend to come packing Sleep Powder to put you to sleep on top of having Effect Spore as their ability, which gives it a random chance of inflicting your Pokémon with StandardStatusEffects if they attack it. In short, it pretty much ''needs'' to be brought down as quickly as possible, otherwise you may be in for a prolonged struggle to keep its health bar from refilling. It's the main reason why trying to train in Glimwood Tangle can be a massive pain.

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* The Shiinotic that can be found in Glimwood Tangle. They're fully evolved and come packing ''three'' moves they can heal themselves with: Moonlight, Giga Drain, and the potentially potent Strength Sap, which also lowers its target's Attack. They also tend to come packing Sleep Powder to put you to sleep on top of having Effect Spore as their ability, which gives it a random chance of inflicting your Pokémon with StandardStatusEffects StatusEffects if they attack it. In short, it pretty much ''needs'' to be brought down as quickly as possible, otherwise you may be in for a prolonged struggle to keep its health bar from refilling. It's the main reason why trying to train in Glimwood Tangle can be a massive pain.

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* Similarly, anything with a move that caused [[StandardStatusEffects Sleep]] could very easily chip you to death. In gen 1, not only could sleep last much longer (up to 8 turns), but you couldn't act on the turn it wore off. If you were slower than the opposing Pokémon, it could put you to sleep again at the start of the next turn. If you were faster, TheComputerIsACheatingBastard and doesn't choose its move until after you wake up and puts you to sleep again. Mercifully, almost all sleep-inducing moves are horribly inaccurate, and the only one with perfect accuracy is exclusive to a species that's otherwise pathetic. Generation 2 onward nerfed the sleep status (lasting 0-5 turns and allowing the Pokémon to act the turn it wakes up) taking everything with Hypnosis out of Demonic Spider territory.



* Watchog. This thing is unfair. First, it has Hypnosis. It has shaky accuracy (70 when the max is 100), but if it hits, you are instantly put to sleep and unable to attack. If you use a sleep-ridding item, it'll just sleep you again on the next turn. While you're asleep it uses Confuse Ray to ensure you'll have trouble attacking upon waking up. It also has Detect, which protects it for one turn against ANYTHING. Meaning it's potentially enough for your Pokémon to hit itself in confusion. And to note, Watchog evolves early, so you'll find it a lot, AND it's probably faster than anything you have at that point. It also has Super Fang, which halves your current health. It's also capable of hurting you regularly with Crunch. If you encounter one, be wary. Very wary.
** And the game wants you to ''know'' it as well. Lenora is the second Gym Leader, and her Watchog is the second Pokémon in her lineup. If what was mentioned above wasn't nasty ''enough'', it also knows Retaliate, a 70 power move which doubles in power if an ally was knocked out the previous round. It always starts with this move, so bring a tank like Roggenrola or have a decoy Patrat use Detect to annul the damage. After that, good luck — ''you'll need it!''
** Thankfully, you have access to Fighting-types like Sawk by this point.

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* Watchog. This thing is unfair. First, it has Hypnosis. It has shaky accuracy (70 when the max is 100), (70%), but if it hits, you are instantly put to sleep and unable to attack. If you use a sleep-ridding item, it'll just sleep you again on the next turn. While you're asleep it uses Confuse Ray to ensure you'll have trouble attacking upon waking up. It also has Detect, which protects it for one turn against ANYTHING. Meaning it's potentially enough for your Pokémon to hit itself in confusion. And to note, Watchog evolves early, so you'll find it a lot, AND it's probably faster than anything you have at that point. It also has Super Fang, which halves your current health. It's also capable of hurting you regularly with Crunch. If you encounter one, be wary. Very wary.
** And the game wants you to ''know'' it as well. Lenora is the second Gym Leader, and her Watchog is the second Pokémon in her lineup. If what was mentioned above wasn't nasty ''enough'', it also knows Retaliate, a 70 power move which doubles in power if an ally was knocked out the previous round. It always starts with this move, so bring a tank like Roggenrola or have a decoy Patrat use Detect to annul the damage. After that, You have access to Fighting-types like the Throh and Sawk by this point, but if you waltz into the gym wondering how tough normal-types could possibly be, good luck — ''you'll need it!''
** Thankfully, you have access to Fighting-types like Sawk by this point.
it!''
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* Hypno definitely counts. You'll first encounter one in the 5th Gym who is at level 38, which is very likely higher than everything you have on your team if you fight Koga before Sabrina. Killing this thing is a nightmare with a decent 85 base HP, 73 base defense, and a whopping 115 special (sp. def in the remake). Not to mention it's one of the few Pokemon that [[GameBreaker Alakazam]] actually CAN'T do significant damage to. You can skip this particular trainer, but if you're playing this for the first time or like to fight every trainer you have to ride out the storm.



* Generation III has Dewford Cave and their Sableye. No weaknesses and half-decent stats. Plus, seeing as this was the first ever Ghost/Dark Pokemon ever, many players would have wasted time trying to figure out its (nonexistent) weaknesses. Luckily for Ruby players, only Sapphire and Emerald had them.

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* Generation III has Dewford Cave and their Sableye. No weaknesses and half-decent stats.pretty good stats for that point in the game. Plus, seeing as this was the first ever Ghost/Dark Pokemon ever, many players would have wasted time trying to figure out its (nonexistent) weaknesses. Luckily for Ruby players, only Sapphire and Emerald had them. This is toned down in the remakes due to having gained a weakness to the new Fairy type.



* Hypno from Pokémon [=FireRed=] and [=LeafGreen=] definitely counts. You'll first encounter one in the 5th Gym who is at level 38, which is very likely higher than everything you have on your team if you fight Koga before Sabrina. Killing this thing is a nightmare with a decent 85 base HP, 73 base defense, and a whopping 115 special defense. Not to mention it's one of the few Pokemon that [[GameBreaker Alakazam]] actually CAN'T do significant damage to. You can skip this particular trainer, but if you're playing this for the first time or like to fight every trainer you have to ride out the storm.

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* Hypno from Pokémon [=FireRed=] and [=LeafGreen=] definitely counts. You'll first encounter one in the 5th Gym who is at level 38, which is very likely higher than everything you have on your team if you fight Koga before Sabrina. Killing this thing is a nightmare with a decent 85 base HP, 73 base defense, and a whopping 115 special defense. Not to mention it's one of the few Pokemon that [[GameBreaker Alakazam]] actually CAN'T do significant damage to. You can skip this particular trainer, but if you're playing this for the first time or like to fight every trainer you have to ride out the storm.
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No, that was right the first time. The Pokémon Tranquill is spelt with two Ls.


* Wild Tranquil are a pain to deal with, mostly due to their movepool, which, at the levels they are most common, contain Detect, a variation of Protect, which the bird is very likely to use (successfully) more than once in a row, Roost, which will allow it to heal itself, making battles even more tedious, Taunt, which removes your Pokémon's ability to use status moves, and Air Slash, which has a chance of causing your Pokemon to flinch if you don't out speed it, causing you to lose a turn. This combination of moves causes battles against Tranquil to last way longer than they should.

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* Wild Tranquil Tranquill are a pain to deal with, mostly due to their movepool, which, at the levels they are most common, contain Detect, a variation of Protect, which the bird is very likely to use (successfully) more than once in a row, Roost, which will allow it to heal itself, making battles even more tedious, Taunt, which removes your Pokémon's ability to use status moves, and Air Slash, which has a chance of causing your Pokemon to flinch if you don't out speed it, causing you to lose a turn. This combination of moves causes battles against Tranquil Tranquill to last way longer than they should.
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** It got worse in Gen. V. Before then, the Sturdy ability that they have only protects them from OneHitKill moves, such as Horn Drill and Fissure. In Gen. V, Sturdy also allows that pokemon to survive ''any'' attack that would KO them from full HP, bringing them to 1 HP instead. In Graveler's case, that means it doesn't matter if you go first; it still survives and if it decides to Self-Destruct...

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** It got worse in Gen. V. Before then, the Sturdy ability that they have only protects them from OneHitKill moves, such as Horn Drill and Fissure. In Gen. V, Sturdy also allows that pokemon Pokémon to survive ''any'' attack that would KO them from full HP, bringing them to 1 HP instead. In Graveler's case, that means it doesn't matter if you go first; it still survives and if it decides to Self-Destruct...



* While not a traditional Pokémon DemonicSpider in that it very rarely appears in the wild, Emolga is very nasty in the hands of most of the {{Mooks}} using it. You spend hours biking back and forth in search of Audino. When you finally see the shaking tall grass, you walk right into it, expecting a friendy Audino, then BAM, Emolga shows up. Normally you'd use a Ground-type to deal with Electric-types... Except that Emolga is part Flying, making it ''immune'' to Ground attacks, and you first encounter them in the Nimbasa Gym; where the leader has two of them. They're only weak to Ice and Rock. At this point in the game, Ice is nonexistent, and Rock is only available in the form of the Fossil Pokémon (which require backtracking, are ''weak to Electric'', and are slower than Emolga), a Boldore (which are very slow and not immune to Electric, unlike Graveler), and the TM for Rock Tomb, which you just ''may'' have missed in that huge desert (and it's a pretty weak attack to begin with). Later users of Emolga up the ante by teaching it [[GameBreaker Double Team]], making them nigh-impossible to ''hit''. Plus, hitting them with a physical attack has a chance of your Mon getting paralyzed due to Static. Thankfully, a Drilbur (high Attack, naturally learns Rock Slide at Level 29, immune to Electric) can take them down if it manages to hit with Rock Slide.

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* While not a traditional Pokémon DemonicSpider in that it very rarely appears in the wild, Emolga is very nasty in the hands of most of the {{Mooks}} using it. You spend hours biking back and forth in search of Audino. When you finally see the shaking tall grass, you walk right into it, expecting a friendy friendly Audino, then BAM, Emolga shows up. Normally you'd use a Ground-type to deal with Electric-types... Except that Emolga is part Flying, making it ''immune'' to Ground attacks, and you first encounter them in the Nimbasa Gym; where the leader has two of them. They're only weak to Ice and Rock. At this point in the game, Ice is nonexistent, and Rock is only available in the form of the Fossil Pokémon (which require backtracking, are ''weak to Electric'', and are slower than Emolga), a Boldore (which are very slow and not immune to Electric, unlike Graveler), and the TM for Rock Tomb, which you just ''may'' have missed in that huge desert (and it's a pretty weak attack to begin with). Later users of Emolga up the ante by teaching it [[GameBreaker Double Team]], making them nigh-impossible to ''hit''. Plus, hitting them with a physical attack has a chance of your Mon getting paralyzed due to Static. Thankfully, a Drilbur (high Attack, naturally learns Rock Slide at Level 29, immune to Electric) can take them down if it manages to hit with Rock Slide.



* Wild Tranquill are a pain to deal with, mostly due to their movepool, which, at the levels they are most common, contain Detect, a variation of Protect, which the bird is very likely to use (successfully) more than once in a row, Roost, which will allow it to heal itself, making battles even more tedious, Taunt, which removes your Pokémon's ability to use status moves, and Air Slash, which has a chance of causing your Pokemon to flinch if you don't out speed it, causing you to lose a turn. This combination of moves causes battles against Tranquill to last way longer than they should.

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* Wild Tranquill Tranquil are a pain to deal with, mostly due to their movepool, which, at the levels they are most common, contain Detect, a variation of Protect, which the bird is very likely to use (successfully) more than once in a row, Roost, which will allow it to heal itself, making battles even more tedious, Taunt, which removes your Pokémon's ability to use status moves, and Air Slash, which has a chance of causing your Pokemon to flinch if you don't out speed it, causing you to lose a turn. This combination of moves causes battles against Tranquill Tranquil to last way longer than they should.
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** Those who dare to run [[BrutalBonusLevel Purity Forest]] learn to fear Parasect. It appears in the last stretch of the dungeon, and it comes with Spore, a ''room-wide'' sleeping move, meaning that you might get put to sleep by something you didn't even see, and become easy target for enemy Pokémon.
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** Thankfully, their Unova {{expies}}, Frillish and Jellicent, aren't as bad- they still show up constantly, are immune to Normal and Fighting, and have the capabilities to disable your moves when you damage them- but at least they're slow.

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** Thankfully, their Unova {{expies}}, Frillish and Jellicent, aren't as bad- bad — they still show up constantly, are immune to Normal and Fighting, and have the capabilities to disable your moves when you damage them- them — but at least they're slow.



** It got worse in Gen. V. Before then, the Sturdy ability that they have only protects them from OneHitKill moves, such as Horn Drill and Fissure. In Gen. V, Sturdy also allows that pokemon to survive ''any'' attack that would KO them from full HP, bringing them to 1 HP instead. In Graveler's case, that means it doesn't matter if you go first; it still survives and if it decides to Self Destruct...
** Weezing are worse than Graveler: they are tanks, they lack a convenient 4x weakness, and they are immune to Ground (starting in Gen III when they gained the Levitate ability, at least), which leaves you one option: Switch in a Psychic. Psychics [[GlassCannon rarely have huge defense]], so they WILL die if those guys explode. The only good way to deal with them really is to send in a Steel and tap them with non-super effective moves, send in a Ghost type and watch your opponent explode in a smoldering cloud of [[EpicFail FAIL]], or have 'mon with the Damp ability as your lead. (Damp nullifies Explode and Self-Destruct). They're much less of a problem in the original, where Ground or Psychic can take them out easily before they get a change to blow up.

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** It got worse in Gen. V. Before then, the Sturdy ability that they have only protects them from OneHitKill moves, such as Horn Drill and Fissure. In Gen. V, Sturdy also allows that pokemon to survive ''any'' attack that would KO them from full HP, bringing them to 1 HP instead. In Graveler's case, that means it doesn't matter if you go first; it still survives and if it decides to Self Destruct...
Self-Destruct...
** Weezing are worse than Graveler: they are tanks, they lack a convenient 4x weakness, and they are immune to Ground (starting in Gen III when they gained the Levitate ability, at least), which leaves you one option: Switch in a Psychic. Psychics [[GlassCannon rarely have huge defense]], so they WILL ''will'' die if those guys explode. The only good way to deal with them really is to send in a Steel and tap them with non-super effective moves, send in a Ghost type and watch your opponent explode in [[NoSell a smoldering cloud cloud]] of [[EpicFail FAIL]], FAIL]][[note]]it helps that Ghost-types are resistant to Poison-type moves[[/note]], or have a 'mon with the Damp ability as your lead. (Damp nullifies Explode Explosion and Self-Destruct). Self-Destruct.) They're much less of a problem in the original, where Ground or Psychic can take them out easily before they get a change chance to blow up.
up. Gen VIII gave them the chance to have Neutralizing Gas instead of Levitate, and the Poison/Fairy Galarian Weezing are weak to Steel-types now.



* Meet Plusle and Minun. Unless your starter was the only Pokemon you raised up to this point, you won't be knocking out either of these with one hit. After it continues to stare you down with its [[BitchInSheepsClothing "cute"]] face it will then proceed to use Thunder Wave and paralyze your Pokemon. Traveling through Route 110 without a Poké Mart's worth of Parlyz Heals is a stupid thing to do.

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* Meet Plusle and Minun. Unless your starter was the only Pokemon Pokémon you raised up to this point, you won't be knocking out either of these with one hit. After it continues to stare you down with its [[BitchInSheepsClothing "cute"]] face face, it will then proceed to use Thunder Wave and paralyze your Pokemon.Pokémon. Traveling through Route 110 without a Poké Mart's worth of Parlyz Heals is a stupid thing to do.



** And the game wants you to ''know'' it as well. Lenora is the second Gym Leader, and her Watchog is the second Pokémon in her lineup. If what was mentioned above wasn't nasty ''enough'', it also knows Retaliate, a 70 power move which doubles in power if an ally was knocked out the previous round. It always starts with this move, so bring a tank like Roggenrola or have a decoy Patrat use Detect to annul the damage. After that, good luck-- ''you'll need it!''

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** And the game wants you to ''know'' it as well. Lenora is the second Gym Leader, and her Watchog is the second Pokémon in her lineup. If what was mentioned above wasn't nasty ''enough'', it also knows Retaliate, a 70 power move which doubles in power if an ally was knocked out the previous round. It always starts with this move, so bring a tank like Roggenrola or have a decoy Patrat use Detect to annul the damage. After that, good luck-- luck — ''you'll need it!''



* The good news about Durant is that they only appear in [[TheVeryDefinitelyFinalDungeon Victory Road]]. The bad news is that they ''utterly infest the place''. They're Bug/Steel which means they have just [[KillItWithFire one weakness]], nine resistances, and an immunity. They have quite a high Attack and Defense. MightyGlacier? Nope, unlike most Steel-types, these things are ''[[LightningBruiser quick]]'', in fact they are the fastest of all Steel-Types in Gen V. And at their level they know powerful STAB moves. They would make for [[SixthRanger a good sixth team member if you have an incomplete team for the final boss fights]]... Except that half of them have the Hustle ability, which raises their Attack by 50%, but lowers accuracy to 80% at the same time. Needless to say, [[TheComputerIsACheatingBastard the wild Durant will always hit you]]. Fortunately, Black 2/White 2's Victory Road doesn't have them, thankfully.

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* The good news about Durant is that they only appear in [[TheVeryDefinitelyFinalDungeon Victory Road]]. The bad news is that they ''utterly infest the place''. They're Bug/Steel Bug/Steel, which means they have just [[KillItWithFire one weakness]], nine resistances, and an immunity. They have quite a high Attack and Defense. MightyGlacier? Nope, unlike most Steel-types, these things are ''[[LightningBruiser quick]]'', quick]]''; in fact fact, they are the fastest of all Steel-Types in Gen V. And at their level they know powerful STAB moves. They would make for [[SixthRanger a good sixth team member if you have an incomplete team for the final boss fights]]... Except that half of them have the Hustle ability, which raises their Attack by 50%, but lowers accuracy to 80% at the same time. Needless to say, [[TheComputerIsACheatingBastard the wild Durant will always hit you]]. Fortunately, Black 2/White 2's Victory Road doesn't have them, thankfully.



* If you get unlucky, you'll run into a particularly infamous Pokémon inside the Reflecting Cave - [[LethalJokeCharacter Wobbuffet]]. They are the worst nightmare to Nuzlocke players for good reasons. If your lead Pokémon isn't a Ghost-type,[[labelnote:*]]In Gen VI, Ghost-types became immune to all trapping moves/abilities, and are guaranteed to escape regardless of speed.[[/labelnote]] you won't be able to run or switch out. All you can do is ''pray'' that your lead has a type advantage over them, or some other way to incapacitate them quickly. If you don't, not only do you have to deal with their counterattacks, but also their frighteningly smart AI; they'll put up Safeguard to block status ailments, and use [[TakingYouWithMe Destiny Bond]] when they get low on health.

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* If you get unlucky, you'll run into a particularly infamous Pokémon inside the Reflecting Cave - [[LethalJokeCharacter Wobbuffet]]. They are the worst nightmare to Nuzlocke players for good reasons. If your lead Pokémon isn't a Ghost-type,[[labelnote:*]]In Gen VI, Ghost-types became immune to all trapping moves/abilities, and are guaranteed to escape regardless of speed.[[/labelnote]] you won't be able to run or switch out. All you can do is ''pray'' that your lead has a type advantage over them, or some other way to incapacitate them quickly. If you don't, not only do you have to deal with their counterattacks, but also their frighteningly smart AI; they'll put up Safeguard to block status ailments, and use [[TakingYouWithMe Destiny Bond]] when they get low on health.



* Route 12 is full of Miltank. But you just got a level 32 [[GlassCannon Lucario]] handed to you, they shouldn't be too much of a problem, right? Well, they're tough enough to tank Lucario's super-effective moves for a turn or two - just long enough to get off a Bide, which will almost certainly take down Lucario. They also know Milk Drink, so they can heal pretty much at will, as well as Rollout and Body Slam. Did we mention they can almost certainly outspeed almost anything you can throw at them?

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* Route 12 is full of Miltank. But you just got a level 32 [[GlassCannon Lucario]] handed to you, they shouldn't be too much of a problem, right? Well, they're tough enough to tank Lucario's super-effective moves for a turn or two - just long enough to get off a Bide, which will almost certainly take down Lucario. They also know Milk Drink, so they can heal pretty much at will, as well as Rollout and Body Slam. Did we mention they can almost certainly outspeed almost anything you can throw at them?



* Torkoal in X/Y. This shouldn't be too hard. Just use a Water-Type Pokémon and squirt it... Wait, is it spamming Iron Defense? Not too frustrating. Use a Special Attack against it... And it's spamming Protect now. Now it's getting frustrating. Well, at least it's just defending itself and- did it just KO my Pokémon with Lava Plume?!

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* Torkoal in X/Y. This shouldn't be too hard. Just use a Water-Type Pokémon and squirt it... Wait, is it spamming Iron Defense? Not too frustrating. Use a Special Attack against it... And it's spamming Protect now. Now it's getting frustrating. Well, at least it's just defending itself and- and — did it just KO my Pokémon with Lava Plume?!
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* Generation III has Dewford Cave and their Sableye. No weaknesses and half-decent stats. Plus, seeing as this was the first ever Ghost/Dark Pokemon ever, many players would have wasted time trying to figure out its weaknesses. Luckily for Ruby players, only Sapphire and Emerald had them.

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* Generation III has Dewford Cave and their Sableye. No weaknesses and half-decent stats. Plus, seeing as this was the first ever Ghost/Dark Pokemon ever, many players would have wasted time trying to figure out its (nonexistent) weaknesses. Luckily for Ruby players, only Sapphire and Emerald had them.



* As a Steel/Psychic hybrid, Bronzong only has two effective weaknesses prior to Gen VI, and at least one of those weaknesses will ''always'' be negated if it has the Heatproof or Levitate ability[[labelnote:Luckily...]]There was a pre-Gen VI way to always damage Bronzong no matter what: Mold Breaker. A Pokémon with Mold Breaker bypasses these abilities and hits for super-effective damage regardless. [[OlympusMons Reshiram's]] Turboblaze ability also allows it to bypass one of the abilities and incinerate Bronzong-- sadly, this is an uber we're talking about. At least a ton of other Mold Breakers have also been added, most noticeably Haxorus (Druddigon's speed stat is trollishly low, as is Excadrill without its speed-in-Sandstorm ability; Basculin has a terrible movepool, Pinsir and Rampardos are rarely used, Throh is amazingly slow, and though Sawk has decent speed, it still gets outrun by most OU sweepers), so this is somewhat less troubling[[/labelnote]].
** Thankfully in Generation VI, Bronzong has been [[{{Nerf}} nerfed]] with the changes to the type chart, meaning that Ghost and Dark are now super effective against them! No more playing the "Levitate or Heatproof" Guessing Game.

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* As a Steel/Psychic hybrid, Bronzong only has two effective weaknesses prior to Gen VI, and at least one of those weaknesses will ''always'' be negated if it has the Heatproof or Levitate ability[[labelnote:Luckily...]]There was a pre-Gen VI way to always damage Bronzong no matter what: Mold Breaker. A Pokémon with ability[[note]]barring the attacker having Mold Breaker bypasses these abilities and hits for super-effective damage regardless. [[OlympusMons Reshiram's]] Turboblaze ability also allows it to bypass one of the abilities and incinerate Bronzong-- sadly, this is or an uber we're talking about. At least a ton of other Mold Breakers have also been added, most noticeably Haxorus (Druddigon's speed stat is trollishly low, as is Excadrill without its speed-in-Sandstorm ability; Basculin has a terrible movepool, Pinsir and Rampardos are rarely used, Throh is amazingly slow, and though Sawk has decent speed, it still gets outrun by most OU sweepers), so this is somewhat less troubling[[/labelnote]].
equivalent[[/note]].
** Thankfully in Generation VI, Bronzong has been [[{{Nerf}} nerfed]] {{nerf}}ed with the changes to the type chart, meaning that Ghost and Dark are now super effective against them! No more playing the "Levitate or Heatproof" Guessing Game.guessing game.






* The good news about Durant is that they only appear in one dungeon. The bad news is that they ''utterly infest the place'', and it's TheVeryDefinitelyFinalDungeon to boot. They're Bug/Steel which means they have just [[KillItWithFire one weakness]], nine resistances, and an immunity. They have quite a high Attack and Defense. MightyGlacier? Nope, unlike most Steel-types, these things are ''[[LightningBruiser quick]]'', in fact they are the fastest of all Steel-Types in Gen V. And at their level they know powerful STAB moves. They would make for [[SixthRanger a good sixth team member if you have an incomplete team for the final boss fights]]... Except that half of them have the Hustle ability, which raises their Attack by 50%, but lowers accuracy to 80% at the same time. Needless to say, [[TheComputerIsACheatingBastard the wild Durant will always hit you]]. Fortunately, Black 2/White 2's Victory Road doesn't have them, thankfully.

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* The good news about Durant is that they only appear in one dungeon. [[TheVeryDefinitelyFinalDungeon Victory Road]]. The bad news is that they ''utterly infest the place'', and it's TheVeryDefinitelyFinalDungeon to boot.place''. They're Bug/Steel which means they have just [[KillItWithFire one weakness]], nine resistances, and an immunity. They have quite a high Attack and Defense. MightyGlacier? Nope, unlike most Steel-types, these things are ''[[LightningBruiser quick]]'', in fact they are the fastest of all Steel-Types in Gen V. And at their level they know powerful STAB moves. They would make for [[SixthRanger a good sixth team member if you have an incomplete team for the final boss fights]]... Except that half of them have the Hustle ability, which raises their Attack by 50%, but lowers accuracy to 80% at the same time. Needless to say, [[TheComputerIsACheatingBastard the wild Durant will always hit you]]. Fortunately, Black 2/White 2's Victory Road doesn't have them, thankfully.



* If you get unlucky, you'll run into a particularly infamous Pokémon inside the Reflecting Cave - [[LethalJokeCharacter Wobbuffet]]. ''[[GameBreaker That]]'' Wobbuffet. They are the worst nightmare to Nuzlocke players for good reasons. If your lead Pokémon isn't a Ghost-type,[[labelnote:*]]In Gen VI, Ghost-types became immune to all trapping moves/abilities, and are guaranteed to escape regardless of speed.[[/labelnote]] you won't be able to run or switch out. All you can do is ''pray'' that your lead has a type advantage over them, or some other way to incapacitate them quickly. If you don't, not only do you have to deal with their counterattacks, but also their frighteningly smart AI; they'll put up Safeguard to block status ailments, and use [[TakingYouWithMe Destiny Bond]] when they get low on health.

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* If you get unlucky, you'll run into a particularly infamous Pokémon inside the Reflecting Cave - [[LethalJokeCharacter Wobbuffet]]. ''[[GameBreaker That]]'' Wobbuffet. They are the worst nightmare to Nuzlocke players for good reasons. If your lead Pokémon isn't a Ghost-type,[[labelnote:*]]In Gen VI, Ghost-types became immune to all trapping moves/abilities, and are guaranteed to escape regardless of speed.[[/labelnote]] you won't be able to run or switch out. All you can do is ''pray'' that your lead has a type advantage over them, or some other way to incapacitate them quickly. If you don't, not only do you have to deal with their counterattacks, but also their frighteningly smart AI; they'll put up Safeguard to block status ailments, and use [[TakingYouWithMe Destiny Bond]] when they get low on health.



* Salandit, encountered at Wela Volcano Park, knows [[FixedDamageAttack Dragon Rage]] at a point in the game where most Pokémon have less than 80 HP. If you don't have a Fairy-type Pokémon (which would have a poor type matchup against Salandit) or a high-HP Pokémon like Snorlax on your team, Salandit can KO your team members in just two turns. If that doesn't seem bad enough to qualify it as a Demonic Spider, remember that wild Salandit can cry for help. If that happens, you may end up fighting two Salandit at once, and if they both happen to use Dragon Rage on the same turn, then that two-turn KO becomes an instant one-turn KO.

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* Salandit, encountered at Wela Volcano Park, knows [[FixedDamageAttack Dragon Rage]] at a point in the game where most Pokémon have less than 80 HP. If you don't have a Fairy-type Pokémon (which would have a poor type matchup against Salandit) or a high-HP Pokémon like Snorlax on your team, Salandit can KO your team members in just two turns. If that doesn't seem bad enough to qualify it as a Demonic Spider, remember that wild Salandit can cry for help. If that happens, you may end up fighting two Salandit at once, and if they both happen to use Dragon Rage on the same turn, then that two-turn KO becomes an instant a one-turn KO.
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** Weezing are worse than Graveler: they are tanks, they lack a convenient 4x weakness, and they are immune to Ground, which leaves you one option: Switch in a Psychic. Psychics [[GlassCannon rarely have huge defense]], so they WILL die if those guys explode. The only good way to deal with them really is to send in a Steel and tap them with non-super effective moves, send in a Ghost type and watch your opponent explode in a smoldering cloud of [[EpicFail FAIL]], or have 'mon with the Damp ability as your lead. (Damp nullifies Explode and Self-Destruct).

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** Weezing are worse than Graveler: they are tanks, they lack a convenient 4x weakness, and they are immune to Ground, Ground (starting in Gen III when they gained the Levitate ability, at least), which leaves you one option: Switch in a Psychic. Psychics [[GlassCannon rarely have huge defense]], so they WILL die if those guys explode. The only good way to deal with them really is to send in a Steel and tap them with non-super effective moves, send in a Ghost type and watch your opponent explode in a smoldering cloud of [[EpicFail FAIL]], or have 'mon with the Damp ability as your lead. (Damp nullifies Explode and Self-Destruct).
Self-Destruct). They're much less of a problem in the original, where Ground or Psychic can take them out easily before they get a change to blow up.
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* You know how in ''Let's Go'' Tentacool and Tentacruel would hone in on you like gangsters? The Isle of Armor DLC gives us something worse roaming the seas -- ''[[ThreateningShark Sharpedo]]''. Befitting their FragileSpeedster status, they go for you as soon as they spawn and [[GlassCannon have the physical attack power to knock out a team member if you don't KO it first]]. They don't even care about Repels.

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* You know how in ''Let's Go'' Tentacool and Tentacruel would hone in on you like gangsters? The Isle of Armor DLC gives us something worse roaming the seas -- ''[[ThreateningShark Sharpedo]]''. Befitting their FragileSpeedster status, they go for you as soon as they spawn and [[GlassCannon have the physical attack power to knock out a team member if you don't KO it first]]. They don't even care about Repels.
Repels. And even if you manage to knock it out, its Rough Skin ability means that any attack that makes direct contact will always give Sharpedo the last laugh.
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* You know how in ''Let's Go'' Tentacool and Tentacruel would hone in on you like gangsters? The Isle of Armor DLC gives us something worse roaming the seas -- ''[[ThreateningShark Sharpedo]]''. Befitting their FragileSpeedster status, they go for you as soon as they spawn and [[GlassCannon have the physical attack power to knock out a team member if you don't KO it first]]. They don't even care about Repels.
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* Eelektross, an Electric type with great stats and ''Levitate''. Ground type moves have no effect on it, ''despite being the types only weakness''. It can act as a competent mixed sweeper and is the latest (and as of Gen VII, only) member of the No Weaknesses Club.

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* Eelektross, an Electric type with great stats and ''Levitate''. Ground type moves have no effect on it, ''despite being the types type's only weakness''. It can act as a competent mixed sweeper and is the latest (and as of Gen VII, only) member of the No Weaknesses Club.
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* Shedinja becomes an odd indirect DemonicSpider in ''Super'' and ''DX''; it's the OneHitPointWonder it is in the main series, but ArtificialBrilliance will drive other enemy Pokémon to knock it out to gain the Awakened status, giving them a massive power boost and can cause them to evolve or even ''mega-evolve'' if they're species is able to. Basically, if a Pokémon has a move that can get through Wonder Guard, and shares a dungeon with Shedinja, it can become a Demonic Spider.
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* Of all Pokémon, you wouldn't expect baby Pokémon like Magby to qualify as Demonic Spiders. However, the wild Magby at Wela Volcano Park love to spam two moves in particular: Fire Spin and Smokescreen. The result is that you're trapped, unable to run or switch out, while your own attacks repeatedly fail to connect (meanwhile, Magby knows the always-accurate Feint Attack). It only gets worse if the Magby cries for help and you're stuck with two Magby repeatedly using Smokescreen to make sure you can't get a single attack in while Fire Spin continues to whittle down your Pokémon's HP.

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* Of all Pokémon, you wouldn't expect baby Pokémon like Magby to qualify as Demonic Spiders. However, the wild Magby at Wela Volcano Park love to spam two moves in particular: Fire Spin and Smokescreen. The result is that you're trapped, unable to run or switch out, while your own attacks repeatedly fail to connect (meanwhile, Magby knows the always-accurate Feint Attack). It only gets worse if the Magby cries for help and you're stuck with two Magby repeatedly using Smokescreen to make sure you can't get a single attack in while Fire Spin continues to whittle down your Pokémon's HP.HP, [[FromBadToWorse or worse]], a Magby and [[OhCrap a Magmar]].
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Demonic spiders are commonly occurring enemies. There are no wild Gyarados in RB, and even in Yellow you have to purposefully start an encounter with one by fishing with the Super Rod, so they don't block any advance, and thus do not apply


* Gyarados can be an absolute beast to go up against. It is among the toughest Pokemon at the time and has then a unique combination of being both a Water and Flying type, making it a little tricky to tell just how well Grass type moves will do since not doing well against Flying type. Sure it's combination makes it weak against Electric type moves, but unless your Pokemon has both the speed and power to take it out in one go, it's likely Gyarados will use either Hydro Pump or Hyper Beam, both terribly powerful moves. Gyarados became more manageable in later generations due to its Special Attack being nerfed to oblivion, meaning that its strongest moves in the past now do pitiful damage. However, it can still be exceptionally dangerous at low levels due to packing powerful physical moves like Thrash, Dragon Rage, and Aqua Tail, along with Intimidate gimping your lead Pokémon if it's a physical attacker.

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* Gyarados can be an absolute beast to go up against. It is among the toughest Pokemon at the time and has then a unique combination of being both a Water and Flying type, making it a little tricky to tell just how well Grass type moves will do since not doing well against Flying type. Sure it's combination makes it weak against Electric type moves, but unless your Pokemon has both the speed and power to take it out in one go, it's likely Gyarados will use either Hydro Pump or Hyper Beam, both terribly powerful moves. Gyarados became more manageable in later generations due to its Special Attack being nerfed to oblivion, meaning that its strongest moves in the past now do pitiful damage. However, it can still be exceptionally dangerous at low levels due to packing powerful physical moves like Thrash, Dragon Rage, and Aqua Tail, along with Intimidate gimping your lead Pokémon if it's a physical attacker.

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Demonic spiders are commonly occurring enemies, competitive Pv P examples don't apply


* Jirachi, in competitive battles. Thanks to a combination of Iron Head with its Serene Grace (doubles likelihood of added effects on moves that have them), the little devil gets an 80 power [=STABed=] move with a ''60% chance of flinching.''



* See Jirachi in the Gen 3 category above? Even worse is Togekiss. Take that same 60% flinching [=STABed=] attack (backed with a base special attack stat of 120), throw in a Thunder Wave and you've got an enemy that allows you to attack only ''30% of the time''. And it can ''heal itself''. And it has access to multiple moves (Ominous Wind, [=AncientPower=], and Silver Wind) that deal damage with a 20% chance of boosting all its stats, aka "I win."
* Gliscor in competitive play. What's more annoying than a StoneWall with only two weaknesses, two immunities, incredibly high Defense, and a great offensive typing? One that can heal itself when poisoned. This means you can't cripple it or wear away at it with other status effects unless you get rid of its ability. In addition, the most common sets consist of spamming a combination of Protect, Substitute, and Toxic, an incredibly frustrating strategy. Unless it can be one-shotted (which won't usually happen), agony will ensue.


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* See Jirachi in the Gen 3 category above? Even worse is Togekiss. Take that same 60% flinching [=STABed=] attack (backed with a base special attack stat of 120), throw in a Thunder Wave and you've got an enemy that allows you to attack only ''30% of the time''. And it can ''heal itself''. And it has access to multiple moves (Ominous Wind, [=AncientPower=], and Silver Wind) that deal damage with a 20% chance of boosting all its stats, aka "I win."
* Gliscor in competitive play. What's more annoying than a StoneWall with only two weaknesses, two immunities, incredibly high Defense, and a great offensive typing? One that can heal itself when poisoned. This means you can't cripple it or wear away at it with other status effects unless you get rid of its ability. In addition, the most common sets consist of spamming a combination of Protect, Substitute, and Toxic, an incredibly frustrating strategy. Unless it can be one-shotted (which won't usually happen), agony will ensue.


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* Dracovish in competitive play. Its [[ThatOneAttack most infamous attack]] is Fishious Rend, a base 85 power Water-type move that doubles in power if the user attacks first, ''and'' is boosted by its Strong Jaw ability by 50%, giving it a 382.5 power move after STAB -- a move that even Water-resistant Pokemon struggle to defend against, often necessitating the use of Water-immune abilities on Pokemon.
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* The good news about Durant is that they only appear in one dungeon. The bad news is that they ''utterly infest the place'', and it's TheVeryDefinitelyFinalDungeon to boot. They're Bug/Steel which means they have just [[KillItWithFire one weakness]], nine resistances, and an immunity. They have quite a high Attack and Defense. MightyGlacier? Nope, these things are ''[[LightningBruiser quick]]''. And at their level they know powerful STAB moves. They would make for [[SixthRanger a good sixth team member if you have an incomplete team for the final boss fights]]... Except that half of them have the Hustle ability, which raises their Attack by 50%, but lowers accuracy to 80% at the same time. Needless to say, [[TheComputerIsACheatingBastard the wild Durant will always hit you]]. Fortunately, Black 2/White 2's Victory Road doesn't have them, thankfully.

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* The good news about Durant is that they only appear in one dungeon. The bad news is that they ''utterly infest the place'', and it's TheVeryDefinitelyFinalDungeon to boot. They're Bug/Steel which means they have just [[KillItWithFire one weakness]], nine resistances, and an immunity. They have quite a high Attack and Defense. MightyGlacier? Nope, unlike most Steel-types, these things are ''[[LightningBruiser quick]]''.quick]]'', in fact they are the fastest of all Steel-Types in Gen V. And at their level they know powerful STAB moves. They would make for [[SixthRanger a good sixth team member if you have an incomplete team for the final boss fights]]... Except that half of them have the Hustle ability, which raises their Attack by 50%, but lowers accuracy to 80% at the same time. Needless to say, [[TheComputerIsACheatingBastard the wild Durant will always hit you]]. Fortunately, Black 2/White 2's Victory Road doesn't have them, thankfully.
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That whole section contradicts the point of this page.


* As a Steel/Psychic hybrid, Bronzong only has two effective weaknesses prior to Gen VI, and at least one of those weaknesses will ''always'' be negated if it has the Heatproof or Levitate ability. A Pokémon with Mold Breaker bypasses these abilities and hits for super-effective damage regardless. [[OlympusMons Reshiram's]] Turboblaze ability also allows it to bypass one of the abilities and incinerate Bronzong-- sadly, this is an uber we're talking about. At least a ton of other Mold Breakers have also been added, most noticeably Haxorus (Druddigon's speed stat is trollishly low, as is Excadrill without its speed-in-Sandstorm ability; Basculin has a terrible movepool, Pinsir and Rampardos are rarely used, Throh is amazingly slow, and though Sawk has decent speed, it still gets outrun by most OU sweepers), so this is somewhat less troubling.

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* As a Steel/Psychic hybrid, Bronzong only has two effective weaknesses prior to Gen VI, and at least one of those weaknesses will ''always'' be negated if it has the Heatproof or Levitate ability.ability[[labelnote:Luckily...]]There was a pre-Gen VI way to always damage Bronzong no matter what: Mold Breaker. A Pokémon with Mold Breaker bypasses these abilities and hits for super-effective damage regardless. [[OlympusMons Reshiram's]] Turboblaze ability also allows it to bypass one of the abilities and incinerate Bronzong-- sadly, this is an uber we're talking about. At least a ton of other Mold Breakers have also been added, most noticeably Haxorus (Druddigon's speed stat is trollishly low, as is Excadrill without its speed-in-Sandstorm ability; Basculin has a terrible movepool, Pinsir and Rampardos are rarely used, Throh is amazingly slow, and though Sawk has decent speed, it still gets outrun by most OU sweepers), so this is somewhat less troubling.troubling[[/labelnote]].
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* Gyarados can be an absolute beast to go up against. It is among the toughest Pokemon at the time and has then a unique combination of being both a Water and Flying type, making it a little tricky to tell just how well Grass type moves will do since not doing well against Flying type. Sure it's combination makes it weak against Electric type moves, but unless your Pokemon has both the speed and power to take it out in one go, it's likely Gyarados will use either Hydro Pump or Hyper Beam, both terribly powerful moves.

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* Gyarados can be an absolute beast to go up against. It is among the toughest Pokemon at the time and has then a unique combination of being both a Water and Flying type, making it a little tricky to tell just how well Grass type moves will do since not doing well against Flying type. Sure it's combination makes it weak against Electric type moves, but unless your Pokemon has both the speed and power to take it out in one go, it's likely Gyarados will use either Hydro Pump or Hyper Beam, both terribly powerful moves.
moves. Gyarados became more manageable in later generations due to its Special Attack being nerfed to oblivion, meaning that its strongest moves in the past now do pitiful damage. However, it can still be exceptionally dangerous at low levels due to packing powerful physical moves like Thrash, Dragon Rage, and Aqua Tail, along with Intimidate gimping your lead Pokémon if it's a physical attacker.
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[[AC:Examples from Generation VIII: [[VideoGame/PokemonSwordAndShield Sword and Shield]] ]]
* The Shiinotic that can be found in Glimwood Tangle. They're fully evolved and come packing ''three'' moves they can heal themselves with: Moonlight, Giga Drain, and the potentially potent Strength Sap, which also lowers its target's Attack. They also tend to come packing Sleep Powder to put you to sleep on top of having Effect Spore as their ability, which gives it a random chance of inflicting your Pokémon with StandardStatusEffects if they attack it. In short, it pretty much ''needs'' to be brought down as quickly as possible, otherwise you may be in for a prolonged struggle to keep its health bar from refilling. It's the main reason why trying to train in Glimwood Tangle can be a massive pain.
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* Aerodactyl in the original ''VideoGame/PokemonMysteryDungeonRescueTeam'' is flat out awful. They have high attack that can make quick work out of you, packs Supersonic to confuse you, buffs its teammates' Movement Speed with Agility, have good bulk along with their Ability Pressure which wastes your Power Points making them very feared [[LightningBruiser Lightning Brusiers]] to boot. To make matters worse in Pitfall Valley's final 5 floors, Aerodactyls are the only Pokémon to spawn making said dungeon much more harder than it was. You'd better bring a Water or Electric type if you're tackling Sky Tower and Pitfall Valley.
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[[AC: General Trend]]
* Generally speaking, the later the generation of games, the more likely a particular Pokémon would become this. Newly-introduced Pokémon will have previously unseen dual-typings and movepools. And Pokémon from previous generations will also have new moves and abilities introduced to improve the Pokémon's competitiveness, as well as existing ones being {{Ret Con}}ned. Such things generally results in more possibilities of how your Pokemon can get screwed over.
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* Gyarados can be an absolute beast to go up against. It is among the toughest Pokemon at the time and has then a unique combination of being both a Water and Flying type, making it a little tricky to tell just how well Grass type moves will do since not doing well against Flying type Pokemon. Sure it's combination makes it weak against Electric type moves, but unless your Pokemon has both the speed and power to take it out in one go, it's likely Gyarados will use either Hydro Pump or Hyper Beam, both terribly powerful moves.

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* Gyarados can be an absolute beast to go up against. It is among the toughest Pokemon at the time and has then a unique combination of being both a Water and Flying type, making it a little tricky to tell just how well Grass type moves will do since not doing well against Flying type Pokemon.type. Sure it's combination makes it weak against Electric type moves, but unless your Pokemon has both the speed and power to take it out in one go, it's likely Gyarados will use either Hydro Pump or Hyper Beam, both terribly powerful moves.
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* Gyarados can be an absolute beast to go up against. It is among the toughest Pokemon at the time and has then a unique combination of being both a Water and Flying type, making it a little tricky to tell just how well Grass type moves will do since not doing well against Flying type Pokemon. Sure it's combination makes it weak against Electric type moves, but unless your Pokemon has both the speed and power to take it out in one go, it's likely Gyarados will use either Hydro Pump or Hyper Beam, both terribly powerful moves.
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* Eelektross, an Electric type with great stats and ''Levitate''. Ground moves don't hit it, people! It can act as a competent mixed sweeper and is the latest (and as of Gen VII, only) member of the No Weaknesses Club.

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* Eelektross, an Electric type with great stats and ''Levitate''. Ground type moves don't hit have no effect on it, people! ''despite being the types only weakness''. It can act as a competent mixed sweeper and is the latest (and as of Gen VII, only) member of the No Weaknesses Club.
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* Wild Tranquill are a pain to deal with, mostly due to their movepool, which, at the levels they are most common, contain Detect, a variation of Protect, which the bird is very likely to use (successfully) more than once in a row, Roost, which will allow it to heal itself, making battles even more tedious, Taunt, which removes your Pokémon's ability to use status moves, and Air Slash, which has a chance of causing your Pokemon to flinch if you don't out speed it, causing you to lose a turn. This combination of moves causes battles against Tranquill to last way longer than they should.
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Removing unnecesary pothole.


** Their pre-evolved form Petilil isn't much better, because she knows Sleep Powder, which has a fairly high accuracy (for the AI, at least) and [[CaptainObvious puts you to sleep]], and can be used around corners. At that point, she will spam Growth and Mega Drain to draw huge chunks out of your health and heal it back, while ''completely'' helpless. If your character is Oshawott, you're definitely in trouble.

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** Their pre-evolved form Petilil isn't much better, because she knows Sleep Powder, which has a fairly high accuracy (for the AI, at least) and [[CaptainObvious puts you to sleep]], sleep, and can be used around corners. At that point, she will spam Growth and Mega Drain to draw huge chunks out of your health and heal it back, while ''completely'' helpless. If your character is Oshawott, you're definitely in trouble.
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* Furfrou. This poodle Pokémon will quickly become one of the most annoying Mons to battle early in X/Y. Why? Because it loves to spam three moves. Those moves are Growl, Baby-Doll Eyes, and Sand Attack. Both Growl and Baby-Doll Eyes will lower your Pokémon's attack, and Sand Attack lowers their accuracy. In other words, you'll be spending a good portion of the battle either barely doing any damage at all, or being unable to hit the bloody thing. The only way to beat it is if you're lucky and fast enough to strike it with a super-effective move. And even then, their "Fur Coat" ability reduces the damage taken from physical-damage moves, which nearly all Fighting-type attacks are.

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* Furfrou. This poodle Pokémon will quickly become one of the most annoying Mons to battle early in X/Y. Why? Because it loves to spam three moves. Those moves are Growl, Baby-Doll Eyes, and Sand Attack. Both Growl and Baby-Doll Eyes will lower your Pokémon's attack, attack (with the latter having priority to boot), and Sand Attack lowers their accuracy. In other words, you'll be spending a good portion of the battle either barely doing any damage at all, or being unable to hit the bloody thing. The only way to beat it is if you're lucky and fast enough to strike it with a super-effective move. And even then, their "Fur Coat" ability reduces the damage taken from physical-damage moves, which nearly all Fighting-type attacks are.
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V: Multiple grammatical corrections made.


* While not a traditional Pokemon DemonicSpider in that it very rarely appears in the wild, Emolga is very nasty in the hands of most of the {{Mooks}} using it. You spend hours biking back and forth in search of Audino. When you finally see the shaking tall grass, you walk right into it, expecting a friendy Audino, then BAM, Emolga shows up. Normally you'd use a Ground-type to deal with Electric-types...except that Emolga is part Flying, making it ''immune'' to Ground attacks, and you first encounter them in the Nimbasa Gym - where the leader has two of them. They're only weak to Ice and Rock - at that point, Ice is nonexistent, and Rock is only available in the form of the fossil Pokemon (which require backtracking, are ''weak to Electric'', and are slower than Emolga), the aforementioned Boldore (who is very slow and not immune to Electric, unlike Graveler), and the TM for Rock Tomb, which you just ''may'' have missed in that huge desert (and it's a pretty weak attack to begin with). Later users of Emolga up the ante by teaching it [[GameBreaker Double Team]], making them nigh-impossible to ''hit''. Plus, hitting them with a physical contact attack has a chance of your 'Mon getting paralyzed. Thankfully, a Drilbur (high attack, naturally learns Rock Slide at 29, immune to Electric) can take them down if it manages to hit with Rock Slide.

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* While not a traditional Pokemon Pokémon DemonicSpider in that it very rarely appears in the wild, Emolga is very nasty in the hands of most of the {{Mooks}} using it. You spend hours biking back and forth in search of Audino. When you finally see the shaking tall grass, you walk right into it, expecting a friendy Audino, then BAM, Emolga shows up. Normally you'd use a Ground-type to deal with Electric-types...except Except that Emolga is part Flying, making it ''immune'' to Ground attacks, and you first encounter them in the Nimbasa Gym - Gym; where the leader has two of them. They're only weak to Ice and Rock - at that point, Rock. At this point in the game, Ice is nonexistent, and Rock is only available in the form of the fossil Pokemon Fossil Pokémon (which require backtracking, are ''weak to Electric'', and are slower than Emolga), the aforementioned a Boldore (who is (which are very slow and not immune to Electric, unlike Graveler), and the TM for Rock Tomb, which you just ''may'' have missed in that huge desert (and it's a pretty weak attack to begin with). Later users of Emolga up the ante by teaching it [[GameBreaker Double Team]], making them nigh-impossible to ''hit''. Plus, hitting them with a physical contact attack has a chance of your 'Mon Mon getting paralyzed. paralyzed due to Static. Thankfully, a Drilbur (high attack, Attack, naturally learns Rock Slide at Level 29, immune to Electric) can take them down if it manages to hit with Rock Slide.



* If you've been wandering around the Desert Resort or Kalos Route 10 for too long, you can run into a Sigilyph: Hard to run away from, stats comparable to fully-evolved Pokémon, and it packs Whirlwind, which it can use to flee in order to avoid letting you get your powerful ally. Bosses and even mooks with Sigilyph are usually really painful to deal with.
** Particularly trolly competitive players can turn this thoroughly average Pokemon into a nigh-invulnerable [[MightyGlacier Mighty Glacier]] through a dastardly combination of moves, Ability and held item. Sigilyph first takes the stage it opens up with Cosmic Power, boosting both defences. Well, just poison it right? Nope, because it's just been burned by its Flame Orb, and with the Magic Guard ability, is taking no damage. So you're forced to beat it down as it's defence climbs ever higher when it pops a Roost, undoing all of your hard work. And it's not just a defender because now it's got huge stat buffs, it starts throwing out Stored Power attacks at maximum damage. Sending out a Dark type to absorb the Psychic move? It has Psycho Shift to transfer its burn, and you don't have the luxury of Magic Guard. The only way to beat it is to use Houndoom (which is immune to Psychic moves and burns) or score a lucky crit.
* Watchog. That thing is unfair. First, it has Hypnosis. It has shaky accuracy (70 when the max is 100), but if it hits, you are instantly put to sleep and unable to attack. If you use a sleep-ridding item, next turn it's going to sleep you again. While you're asleep it uses Confuse Ray to ensure you have trouble with anything when you wake up. It also has Detect, which protects it for one turn against ANYTHING. Meaning it's potentially enough for your Pokémon to hit itself in confusion. And to note, Watchog evolves early, so you'll find it a lot, AND it's probably faster than ANYTHING you have at that point. It also has Super Fang, which halves your current health. It's also capable of hurting you regularly with Crunch. If you encounter one, be wary. Very wary.
** And the game wants you to ''know'' it as well. Lenora is the second Gym Leader, and her Watchog is the second Pokemon in her lineup. If what was mentioned above wasn't nasty ''enough'', it also knows Retaliate, a 70 power move which doubles in power if an ally was knocked out the previous round. It always starts with this move, so bring a tank like Roggenrola or have a decoy Patrat use Detect to annul the damage. After that, good luck-- ''you'll need it!''

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* If you've been wandering around the Desert Resort or Kalos Route 10 for too long, you can run into a Sigilyph: Hard to run away from, stats comparable to fully-evolved Pokémon, and it packs Whirlwind, which it can use to flee in order to avoid letting prevent you get your from getting a powerful ally. Bosses and even mooks with Sigilyph are usually really painful to deal with.
** Particularly trolly competitive players can turn this thoroughly average Pokemon Pokémon into a nigh-invulnerable [[MightyGlacier Mighty Glacier]] through a dastardly combination of moves, Ability and held item. Sigilyph first takes the stage it opens up with Cosmic Power, boosting both defences. its defensive stats. Well, just poison it ought to do the trick, right? Nope, because it's just been burned by its Flame Orb, and with the its Magic Guard ability, is it's taking no damage. ''no burn damage''. So you're forced to beat it down as it's defence climbs ever its Defenses soar even higher when it pops a Roost, undoing all of your hard work. And it's not just a defender because now it's got huge stat buffs, once it starts buffs its stats enough, it goes on offense by throwing out Stored Power attacks at maximum damage.you, which due to its aforementioned stat buffs, is going to '''hurt'''. Sending out a Dark type to absorb the Psychic move? It has Psycho Shift to transfer its burn, and you don't have the luxury of Magic Guard. The only way to beat it is to use a Houndoom (which is immune to Psychic moves and burns) or score a lucky crit.
* Watchog. That This thing is unfair. First, it has Hypnosis. It has shaky accuracy (70 when the max is 100), but if it hits, you are instantly put to sleep and unable to attack. If you use a sleep-ridding item, next turn it's going to it'll just sleep you again. again on the next turn. While you're asleep it uses Confuse Ray to ensure you you'll have trouble with anything when you wake attacking upon waking up. It also has Detect, which protects it for one turn against ANYTHING. Meaning it's potentially enough for your Pokémon to hit itself in confusion. And to note, Watchog evolves early, so you'll find it a lot, AND it's probably faster than ANYTHING anything you have at that point. It also has Super Fang, which halves your current health. It's also capable of hurting you regularly with Crunch. If you encounter one, be wary. Very wary.
** And the game wants you to ''know'' it as well. Lenora is the second Gym Leader, and her Watchog is the second Pokemon Pokémon in her lineup. If what was mentioned above wasn't nasty ''enough'', it also knows Retaliate, a 70 power move which doubles in power if an ally was knocked out the previous round. It always starts with this move, so bring a tank like Roggenrola or have a decoy Patrat use Detect to annul the damage. After that, good luck-- ''you'll need it!''



* The good news about Durant is that they only appear in one dungeon. The bad news is that they ''utterly infest the place'', and it's TheVeryDefinitelyFinalDungeon to boot. They're Bug/Steel which means they have just [[KillItWithFire one weakness]], nine resistances, and an immunity. They have quite a high Attack and Defense. MightyGlacier? Nope, these things are ''[[LightningBruiser quick]]''. And at their level they know powerful STAB moves. They would make for [[SixthRanger a good sixth team member if you have an incomplete team for the final boss fights]]... except that half of them have the Hustle ability, which reduces their accuracy to 80%. Needless to say, [[TheComputerIsACheatingBastard the wild Durant will always hit you]], so you'll never know until you actually catch it. Fortunately, Black 2/White 2's Victory Road doesn't have them, thankfully.
** Although if you want to cheat right back you could catch one with Hustle and teach it Hone Claws boosts attack and ''accuracy'') by TM... or search for the rare ones that don't have Hustle. Too bad that you can only find the Hone Claws TM post-Elite Four; in other words, when there is no necessity to solely use Unova Pokemon.
** One strategy in the metagame is to use Durant's Entrainment to keep the other pokemon from attacking every other turn and switch to [[FragileSpeedster Dugtrio]] where it will proceed to Hone Claws/Protect its way to maximum attack and proceed to sweep. If you're not prepared for this, you'll be in trouble real quick.
** If you think you could get away with a Fire-type, some of them know the move Dig, and they will use it. You can still change to a Flying-type or Levitating Pokémon, but this alone can make the battle last nearly forever, especially if they have high speed. Especially annoying when you try to level grind before facing the Elite 4, as some of them can pull off this trick even when your level is 25 higher than theirs.
* Upon reaching Pinwheel Forest for the first time, you encounter Tympole. [[CutenessProximity Aw, look at the dorky little tadpole with doohickey eyebrows]]... [[BadassAdorable how does it have Bubblebeam at Level 12?]] [[FragileSpeedster Why is it going ahead of my Pidove?]] [[TheComputerIsACheatingBastard Why is its Supersonic always hitting?!]] WHY WON'T YOU LET MY POKEMON ESCAPE YOU FIENDISH LITTLE THING?! (no, not Arena Trap; it just ''[[SuperPersistentPredator doesn't let you get away]]'' unless you have the Run Away ability or a 'mon over Level 17)
** Notably though, you can catch these pretty easily, and turn them (and their evolutions, who are arguably both much stronger and rarer in the wild) against your foes..
* Audino becomes this early on. While they're useful for LevelGrinding, they're absolutely annoying otherwise (Looking for that one rare Pokémon that can only be found in the rustling grass? Nope, have an Audino instead). Audino has surprisingly high base stats compared to most unevolved Pokémon; it also carries an Oran or Sitrus Berry most of the time, and it takes forever just to get it down to half its HP due to its high Defense stat. Around level 20, they learn Attract, which immobilizes 'mons of the other gender; and Secret Power, which puts your 'mons to sleep (thanks to their location) [[TheComputerIsACheatingBastard so often, you almost expect for it to happen]]. Fortunately, they become less of a threat later on.
* Oh, Zebstrika. It's annoying enough it's a [[GoddamnedBats relatively common annoying Pokemon in the mid-game]], but its moveset is what makes it such a pain for players to battle. Its high speed status is bad enough. But, it just loves to spam two moves in the wild. The first is Spark, an Electric-Type move that has a chance of paralyzing the player's Pokemon. The other move? Flame Charge. A Fire-Type move that is not only super-effective against Grass-Type Pokemon (Thought your Serperior would have the advantage being resistant to Electric-Type attacks, huh?) but also '''increases''' Zebstrika's high speed stats. Brought a Ground-Type to fight it? It can just use Stomp to pound your Pokemon into submission. [[ArsonMurderAndJaywalking It also has a really, really loud cry.]]
** What makes Blitzle/Zebstrika even more annoying is that it's absymal defense (and the EXP scaling) makes it utterly difficult in raising it. Normally, most Pokemon would be able to take hits when it's properly levelled. Not this Pokemon; a critical hit from even wild Pokemon several levels lower '''will''' OHKO Zebstika, and this can include Flying-type moves, which Electric-type Pokemon should resist. And you can forget about OHKO-ing the other Pokemon, because Blitzle/Zebstrika's attack stats are actually mediocre at best. And until you earn the fifth badge, Zebstrika and Emolga are the only Electric types you can find. A case where whether Zebstrika is with you, or against you, you're pretty much bummed.
* Whimsicott. Not only are they fast as hell, they can also have the Ability Prankster, which increase priority of non-damaging moves, essentially guaranteeing that status moves go first. A Whimsicott equipped with powerful status moves and Prankster essentially cannot be outsped whatsoever (unless under the effect of Taunt; but that can be cured by switching and it's a rather uncommon move). They can use Cotton Guard to boost their Defense at such a horrifying rate that after a mere ''two'' turns of use, they have a '''400% Defense boost'''; or just spam Cotton Spore, which will send you to minimum (aka ''one-quarter'') speed after three turns of use. If that's not all, they also have access to Hurricane- an attack which, if it doesn't outright one-shot you, can confuse you. Try to put up Light Screen to dampen Hurricane's damage? It may have Infiltrator instead, which ignores it. Intense sunlight in place? If they have Chlorophyll (only possible in regular player matches), nothing can outspeed it outside of increased-priority moves, and it knows Tailwind to up the speed of any remaining team members, which they'll very much use when about to go down. At least they're fragile.

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* The good news about Durant is that they only appear in one dungeon. The bad news is that they ''utterly infest the place'', and it's TheVeryDefinitelyFinalDungeon to boot. They're Bug/Steel which means they have just [[KillItWithFire one weakness]], nine resistances, and an immunity. They have quite a high Attack and Defense. MightyGlacier? Nope, these things are ''[[LightningBruiser quick]]''. And at their level they know powerful STAB moves. They would make for [[SixthRanger a good sixth team member if you have an incomplete team for the final boss fights]]... except Except that half of them have the Hustle ability, which reduces raises their Attack by 50%, but lowers accuracy to 80%. 80% at the same time. Needless to say, [[TheComputerIsACheatingBastard the wild Durant will always hit you]], so you'll never know until you actually catch it.you]]. Fortunately, Black 2/White 2's Victory Road doesn't have them, thankfully.
** Although if you want to cheat right back you could catch one with Hustle and teach it Hone Claws boosts attack (which raises Attack and ''accuracy'') by TM... or Or search for the rare ones that don't have Hustle. Too bad that you can only find the Hone Claws TM post-Elite Four; in other words, when there is no necessity to solely use Unova Pokemon.
Pokémon.
** One strategy in the metagame is to have a Durant with the Truant ability use Durant's Entrainment to keep the other pokemon Pokémon from attacking every other turn and switch to [[FragileSpeedster Dugtrio]] Dugtrio]], where it will proceed to Hone Claws/Protect its way to maximum attack Attack and proceed to sweep. If you're not prepared for this, you'll be in trouble real quick.
fast.
** If you think you could get away with a Fire-type, some of them know the move Dig, and they will ''will'' use it. You can still change to a Flying-type or Levitating Pokémon, but this alone can make the battle last nearly forever, especially if they have high speed. Speed. Especially annoying when you try to level grind before facing the Elite 4, Four, as some of them can pull off this trick even when your level Level is 25 times higher than theirs.
* Upon reaching Pinwheel Forest for the first time, you encounter Tympole. [[CutenessProximity Aw, look at the dorky little tadpole with doohickey eyebrows]]... [[BadassAdorable how does Wait, it have knows Bubblebeam at Level 12?]] [[FragileSpeedster Why is it going ahead of my Pidove?]] [[TheComputerIsACheatingBastard Why is its Supersonic always hitting?!]] WHY WON'T YOU LET MY POKEMON POKÉMON ESCAPE YOU FIENDISH LITTLE THING?! (no, (It's not Arena Trap; it just ''[[SuperPersistentPredator doesn't let you get away]]'' unless you have the Run Away ability or a 'mon Mon over Level 17)
** Notably though, you can catch these pretty easily, and turn them (and their evolutions, who are arguably both much stronger and rarer in the wild) against your foes..
foes...
* Audino becomes this early on. While they're useful for LevelGrinding, they're absolutely annoying otherwise (Looking for that one rare Pokémon that can only be found in the rustling grass? Nope, have an Audino instead).instead!). Audino has surprisingly high base stats compared to most unevolved Pokémon; it also carries an Oran or Sitrus Berry most of the time, and it takes forever just to get it down to half its HP due to its high Defense stat. Around level Level 20, they learn Attract, which immobilizes 'mons Mons of the other gender; and Secret Power, which puts your 'mons Mons to sleep (thanks to their location) [[TheComputerIsACheatingBastard so often, you almost expect for it to happen]]. Fortunately, they become less of a threat later on.
* Oh, Zebstrika. It's annoying enough it's a [[GoddamnedBats relatively common annoying Pokemon Pokémon in the mid-game]], but its moveset is what makes it such a pain for players to battle. Its high speed status Speed stat is bad enough. But, it just loves to spam two moves in the wild. The first is Spark, an Electric-Type Electric-type move that has a chance of paralyzing the player's Pokemon.your Pokémon. The other move? Flame Charge. A Fire-Type Fire-type move that is not only super-effective against Grass-Type Pokemon (Thought your Serperior would have the advantage being resistant to Electric-Type Electric-type attacks, huh?) but also '''increases''' Zebstrika's high speed stats. Speed. Brought a Ground-Type Ground-type to fight it? It can just use Stomp to pound flinch your Pokemon Pokémon into submission. [[ArsonMurderAndJaywalking It also has a really, really loud cry.]]
** What makes Blitzle/Zebstrika even more annoying is that it's absymal defense its abysmal defenses (and the EXP scaling) makes make it utterly difficult in raising it. Normally, most Pokemon Pokémon would be able to take a few hits when it's properly levelled. leveled. Not this Pokemon; Pokémon; a critical hit from even wild Pokemon Pokémon several levels lower '''will''' OHKO Zebstika, Zebstrika, and this can include Flying-type moves, which Electric-type Pokemon should resist. ''resist''. And you can forget about OHKO-ing the other Pokemon, Pokémon, because Blitzle/Zebstrika's attack Attack stats are actually mediocre at best. And until you earn the fifth badge, Zebstrika and Emolga are the only Electric types you can find. A case where whether Whether Zebstrika is with you, or against you, you're pretty much bummed.
bummed either way.
* Whimsicott. Not only are they fast as hell, they can also have the Ability Prankster, which increase increases priority of non-damaging status moves, essentially guaranteeing that status moves go Whimsicott will act first. A Whimsicott equipped with powerful status moves and Prankster essentially cannot be outsped whatsoever (unless under the effect of Taunt; but that can be cured by switching and it's a rather uncommon move). They can use Cotton Guard to boost their Defense at such a horrifying rate that after a mere ''two'' turns of use, they they'll have a '''400% Defense boost'''; or just they can spam Cotton Spore, which will send you to minimum (aka ''one-quarter'') speed Speed after three turns of use. If that's not all, enough, they also have access to Hurricane- an Hurricane (an attack which, if it doesn't outright one-shot you, can confuse you.has a chance of confusing you). Try to put up Light Screen to dampen Hurricane's damage? It may have Infiltrator instead, which ignores it. Intense sunlight in place? If they have Chlorophyll (only possible in regular player matches), nothing ''nothing'' can outspeed it outside of increased-priority moves, and it knows Tailwind to up the speed of any remaining team members, which they'll very much use when about to go down. At least they're fragile.



* For those who activated Memory Link and talked the Pokemon Breeder in the Center, you have the possibility of encountering a Darmanitan in Desert Resort. It's level 35, which is very likely to outlevel anyone in your team by 10-15 levels. Furthermore, all of N's Pokemon have [=IVs=] of 30 in each stat, including this behemoth, so it's going to outspeed almost anyone on your team and one-shot them with moves like Thrash and Flare Blitz. [[note]]Thankfully, because of its nature (all of N's Pokémon have pre-determined natures), its attack stats are actually ''lower'' than usual. But here, that doesn't really matter.[[/note]] Your only hopes of ''escaping'' are either to catch it with Great Balls at best, or hope it uses Hammer Arm so its speed drops. And if you do the latter, you may encounter it ''again''. Have fun.

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* For those who activated Memory Link and talked to the Pokemon Pokémon Breeder in the Pokémon Center, you have the possibility of encountering a special Darmanitan that formerly belonged to N in Desert Resort. It's level Level 35, which is very likely to outlevel anyone in your team by 10-15 levels.Levels. Furthermore, all of N's Pokemon have [=IVs=] of 30 in each stat, including this behemoth, so it's going to outspeed almost anyone on your team and one-shot them with moves like Thrash and Flare Blitz. [[note]]Thankfully, because of its nature (all of N's Pokémon have pre-determined natures), its attack stats are actually ''lower'' than usual. But here, that doesn't really matter.[[/note]] Your only hopes of ''escaping'' are either to catch it with Great Balls at best, or hope it uses Hammer Arm so its speed drops. And if you do the latter, you may encounter it ''again''. Have fun.



* Eelektross, an Electric type with great stats and ''Levitate''. Ground moves don't hit it, people! It can act as a competent mixed sweeper and is the latest (and as of Gen VI, only) member of the No Weaknesses Club.
* Scrafty is a surprisingly bulky fighting/dark pokemon. That means it's completely immune to the most common counter to fighting types, psychic. Its only weakness is flying, which lacks high damage moves at the levels you typically fight these things. Its abilities in normal play, Shed Skin and Moxie, are both very powerful and make Scrafty even more frustrating to fight against. Shed Skin gives Scrafty a chance to automatically heal it of any status effects at the end of the turn, so kiss goodbye to poison stall. Even more frightening is Moxie, which raises Scrafty's already decent attack by 1.5x every time it knocks out a pokemon. The final piece that makes Scrafty truly horrifying is its most powerful move- Hi Jump Kick, a 130 base power move which gets STAB boost on top of that, effectively increasing it to an absurdly high 195 power. It has a hell of a painful downside- if the move misses, Scrafty loses half of its maximum health- but with 90% accuracy, that won't be happening nearly as much as you want it to. Switch in a ghost type to avoid Hi Jump Kick? Congratulations, you get hit by a super-effective Crunch instead. Thankfully Gen VI added the fairy type, which provides resistance to both of Scrafty's STAB attacks and a doubly super-effective type against Scrafty. Scrafty's reign was short, but in Unova, it was truly a monster.

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* Eelektross, an Electric type with great stats and ''Levitate''. Ground moves don't hit it, people! It can act as a competent mixed sweeper and is the latest (and as of Gen VI, VII, only) member of the No Weaknesses Club.
* Scrafty is a surprisingly bulky fighting/dark pokemon. Fighting/Dark Pokémon. That means it's completely immune to the most common counter to fighting Fighting types, psychic. Psychic. Its only weakness is flying, weaknesses are Fighting and Flying, the latter of which lacks high damage moves at the levels Levels you typically fight these things. Its abilities in normal play, Shed Skin and Moxie, are both very powerful and make Scrafty even more frustrating to fight against. Shed Skin gives Scrafty a chance to automatically heal it of any status effects at the end of the turn, so kiss goodbye to poison stall.stalling won't help you. Even more frightening is Moxie, which raises Scrafty's already decent attack by 1.5x every time it knocks out a pokemon. Pokémon. The final piece that makes Scrafty truly horrifying is its most powerful move- move; Hi Jump Kick, a 130 base power move which gets a STAB boost on top of that, effectively increasing it to an absurdly high 195 '''195''' power. It has a hell of a painful downside- downside; if the move misses, Scrafty loses half of its maximum health- but health. But with 90% accuracy, that won't be happening nearly as much as you want it to. Switch in a ghost Ghost type to avoid Hi Jump Kick? Congratulations, you get hit by a super-effective Crunch instead. Thankfully Gen VI added the fairy Fairy type, which provides resistance to both of Scrafty's STAB attacks and a doubly super-effective type against Scrafty. Scrafty's reign was short, but in Unova, it was truly a monster.

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