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This page contains all tropes applying to the Smogon Create-a-Pokémon... Pokémon. If a trope applies only to the CAP when it is in Battle CAPacity, put it there.

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     Generation IV CAPs 

CAP 1: Syclar and Syclant

https://static.tvtropes.org/pmwiki/pub/images/cap_1_6175.png

The first CAP ever to be created, a line of Ice/Bug Glass Cannon mantis meant to check Garchomp, the first non-legendary Pokémon to be banned to Ubers at the time.


CAP 2: Revenankh

https://static.tvtropes.org/pmwiki/pub/images/cap_2_1110.png

A Ghost/Fighting mummy with some Mighty Glacier characteristics, made to capitalize on Ghost/Fighting's unresisted type coverage as the ultimate Bulk-Up user.


CAP 3: Embirch, Flarelm, and Pyroak

https://static.tvtropes.org/pmwiki/pub/images/cap_3_4691.png

A line of Fire/Grass dinosaurs who grow their own armor and are excellent at grinding down a variety of enemies over time.


CAP 4: Breezi and Fidgit

https://static.tvtropes.org/pmwiki/pub/images/cap_4_651.png

A parachuting Poison/Flying Cartoon Creature that evolves into a Poison/Ground Harvestmen with a lot of drills, the latter of which was made to be a pure team-support Pokémon.


  • Breaking Old Trends: Fidgit has the honor of being the first CAP to fulfil a competitive concept; Syclant, Revenankh and Pyroak were mostly based on Rule of Cool.
  • Disability Immunity: Breezi can have the Ability Own Tempo, which prevents confusion and blocks Intimidate.
  • Dishing Out Dirt: Upon evolving, Fidgit trades its Flying-type for Ground-type.
  • Flight: Breezi is actually part Flying-type, this being the source of its Tailwind.
  • The Medic: According to its Platinum entry, Fidgit are employed at Pokemon Centers to assist in extreme cases of poisoning. In Gen. IX, it can learn Healing Wish.
  • Multi-Armed and Dangerous: Being based off of an Harvestmen, Fidgit consists of mostly Spider Limbs. It uses its many large hands to, among other things, summon earthquakes.
  • Poisonous Person: A line of Poison-Types.
  • Puny Parachute: Breezi has one of these.
  • Secret Art: Fidgit's signature Ability, Persistent, extends the effects of certain field effects such as Gravity, Tailwind and notably Trick Room for two more turns.
  • Sensor Character: In Gen VII, they gained the Hidden Ability Frisk, which allows them to check and reveal the held item(s) of opposing Pokemon.
  • Status Buff: Breezi can have the Ability Unburden, which doubles its Speed if it uses up or loses a held item.
  • Stealth Pun: Breezi are often noted to be ignoring the world and spend their time gliding in the sky, and when they evolve, they gain the Ground-type; in other words, it's a cloudcuckoolander who becomes grounded when they grow up, literally!
  • Support Party Member: Invoked. Fidgit is designed for pure utility with unremarkable offensive presence. Its Ability Persistent helps keep field effects such as Trick Room longer, it has access to all damaging entry hazards introduced at the time and also use Rapid Spin to remove them. Fidgit's Poison/Ground typing means that it can switch in to absorb certain Status Conditions, such as Poison from Toxic Spikes, paralysis from Thunder Wave (but not other Paralysis-inducing attacks, such as Stun Spore or Glare); and Sleep if it has the Ability Vital Spirit.
  • This Is a Drill: Fidgit has several: one large one on the bottom of its body and several smaller ones on each of its elbows, the latter which it uses, in concept art, for Poison Jab. Upon evolving, it also learns Drill Run.

CAP 5: Rebble, Tactite, and Stratagem

https://static.tvtropes.org/pmwiki/pub/images/cap_5.png

A line of Rock-type Fragile Speedster/Squishy Wizard Starfish Alien made of gravel with Floating Limbs. Its goal was to play against type and see how the presence of such a new type of threat affected the metagame.


CAP 6: Privatyke and Arghonaut

https://static.tvtropes.org/pmwiki/pub/images/cap_6.png

A Water/Fighting octopus pirate that was intended to be an anti-metagame Pokémon: It decentralized the metagame of its time, but it instead centralized it around itself. Its pre-evolution, Privatyke, diligently serve as their sidekicks.


CAP 7: Nohface and Kitsunoh

https://static.tvtropes.org/pmwiki/pub/images/cap_7_6538.png

A Steel/Ghost phantom fox intended to be the ultimate scouting Pokémon. Its pre-evolution, Nohface, is a Ghost-type faceless fox said to have stolen the faces of children.


  • Balance Buff: In Gen VII, Kitsunoh gained Iron Fist as its Hidden Ability, which boosts the power of its punching moves by 20%. It can get Meteor Mash via breeding, Bullet Punch through relearning, and Thunder Punch and Ice Punch through tutoring.
  • Being Watched: According to its Diamond entry, if you're alone and think you are being watched, this is because a Kitsunoh is nearby, just like Haunter.
  • Casting a Shadow: A line of Ghost-types who can hide in shadows.
  • Cool Mask: While Nohface has no masks at all, Kitsunoh has multiple; one on its head and one for each limb.
  • The Dreaded: Nohface's Hidden Ability is Unnerve, which prevents opposing Pokemon from consuming their Berries.
  • Extra-ore-dinary: With help from a Metal Coat, Kitsunoh gains the Steel-type upon evolving.
  • The Faceless: Nohface is known as the "Faceless Pokémon", having a hole where its face should be, with beady red eyes emerging from it. Kitsunoh may also still be this beneath the mask.
  • Fantastic Foxes: Despite the name, Kitsunoh is less directly inspired by the Kitsune. It's still fantastic by being a phantom fox with a wide variety of elemental strikes.
  • Fog Feet: Kitsunoh doesn't have fog in lieu of feet, but rather, in addition to them.
  • Hidden in Plain Sight: According to its Platinum entry, Kitsunoh hide on the walls of old theatres by arranging its masks like decorations.
  • Jagged Mouth: Kitsunoh's masks give it the impression of a Cheshire Cat Grin and/or a Playful Cat Smile. For female Kitsunoh, that means four of them from the ones on its body.
  • No-Sell: In addition to the standard Ghost- and Steel-type immunities to Normal-, Fighting- and Poison-type moves, they can have the Ability Limber, which prevents them from being paralysed.
  • Punny Name: Nohface has...well, no face.
  • Secret Art: Shadow Strike, a physical Ghost-type attack that has a 50% chance to lower the target's Defense by one stage, was added due to the shortage of Ghost-type STAB usable with Kitsunoh's superior Attack. note 
  • Sensor Character: Can have the Ability Frisk, allowing them to check and reveal the held item(s) of opposing Pokemon.
  • Shrinking Violet: Kitsunoh is one, to the point that it wears masks to better communicate with others.
  • Socialization Bonus: Like the Scizor and Steelix lines, Nohface evolves into Kitsunoh when it is traded while holding a Metal Coat.

CAP 8: Monohm, Duohm, and Cyclohm

https://static.tvtropes.org/pmwiki/pub/images/cap_8_4002.png

A line of strangely adorable Electric/Dragon cloud dragons that get stormier the more heads they have. Intended to abuse abilities that are useful, but are confined to sub-par Pokémon.


CAP 9: Dorsoil and Colossoil

https://static.tvtropes.org/pmwiki/pub/images/whales.png

A Ground/Dark subterranean brown narwhal that's well-over-eight-feet-tall, great at basketball, and is intended to stop secondary effects in the metagame. Its pre-evolution, Dorsoil, is a dopey Ground-type beluga.


CAP 10: Protowatt and Krilowatt

https://static.tvtropes.org/pmwiki/pub/images/cap_10_6216.png

An Electric/Water shrimp meant to be a Jack of All Stats/utility counter (but is limited in how much it can do at a time thanks to the series' four-move limit), but primarily used as a sweeper due to a loophole on its Ability. Its pre-evolution Protowatt is a small krill that's much less dangerous in comparison.


CAP 11: Voodoll and Voodoom

https://static.tvtropes.org/pmwiki/pub/images/cap_11_5565.png

The final CAP of Generation IV, a Fighting/Dark voodoo doll meant to be a perfect partner for Togekiss (but in practice has done better with Zapdos). Its pre-evolution, Voodoll, is a Normal/Dark voodoo doll that's in a lot of pain.


  • And I Must Scream: Voodoll feels constant pain and suffering from the pins in its body; to make it worse, each pin is said to contain the combined pain of innocent souls, and one can hear screams coming from inside...
  • Balance Buff: As Voodoom could not achieve its role in the Gen. VII metagame (in which Baton Pass got banned), Voodoom was granted Nasty Plot itself, instead of needing to rely on another Pokémon to Baton Pass it.
  • Bare-Fisted Monk: Upon evolving, Voodoom trades its Normal-type for Fighting-type.
  • Consolation World Record:
    • Voodoom was made with the goal to "Pick a good-but-not-great OU Pokémon, and design the perfect teammate for it, similar to the way Celebi & Heatran, or Blissey & Skarmory complement each other so well on competitive teams.". They failed at making a teammate for Togekiss, but have succeeded (the staff claims it was the most successful CAP) at making one for Zapdos.
    • As the point was simply to find out the dynamics behind "perfect teammates," while not having the CAP turn into a Game-Breaker like some of the other CAPs, yes, Voodoom was the best CAP. Players learned a number of things about perfect teammates, and Voodoom isn't a Game-Breaker (except maybe with Zapdos).
  • Creepy Doll: A line of Dark-type animated voodoo dolls.
  • Elemental Absorption: Their once-flavor Ability Lightning Rod became viable with the Gen. V change in that it now draws in and nullifies all Electric-type moves to boost their Special Attack by one stage. Their other Ability, Volt Absorb, allows them to instead recover 25% of their max. HP when hit by one.
  • Elemental Punch: Voodoom gets Ice Punch from tutoring.
  • Emotion Suppression: Accordingly, Voodoom struck the pin through its heart to ensure that it feels nothing but pain; it is only when it feels loved enough to remove it that its true potential is unlocked.
  • Frankenstein's Monster: The justification for Voodoom's electricity-absorbing abilities is that in order to evolve, Voodoll has to get struck by lightning via a needle through the heart. Frankenstein was cited as inspiration for this.
  • Gone Horribly Wrong: Subverted — while Voodoom failed at partnering with Togekiss, it is exceptional with Zapdos. Because of this, it's been called the most successful CAP to date.
  • Hollywood Voodoo: While Voodoll plays this trope straight, Voodoom zigzags it to a degree. Some people had the idea to allow Voodoom to both bless (Louisiana voodoo) and curse (Hollywood voodoo) people with its pins, but it's still a gigantic voodoo doll (which only Hollywood and Louisiana voodoo use: other Voudoun branches do not use them).
  • Improbable Weapon User: A needle. Well, not exactly improbable for a voodoo doll, but still not something you commonly see.
  • It Only Works Once: Their Hidden Ability is Cursed Body, which has a 30% chance of preventing the opponent from using the last move they used on them for the next four turns.
  • Non-Elemental: Voodoll is part Normal-type.
  • Shout-Out: Voodoom's shiny colors are half-black, half-red, much like Harley Quinn.
  • Shock and Awe: Downplayed. While not Electric-types, Voodoll is said to evolve when it gets struck by lightning, and the line can learn several Electric-type moves like Thunderbolt and Volt Switch.
  • So Last Season: While Voodoom is considered the most successful CAP in terms of execution, the same cannot be said about its performance in later generations; the introduction of the Fairy-type in particular doesn't do it any flavors. While it was buffed just like several CAPs in Generation VII, gaining access to Flash Cannon and Smart Strike that could help it combat Fairy-types, the improvement isn't enough to save Voodoom.
  • Voodoo Doll: The line is based off of animated voodoo dolls.

     Generation V CAPs 

CAP 1/12: Scratchet and Tomohawk

https://static.tvtropes.org/pmwiki/pub/images/cap_12_7573.png

The first CAP of Generation V, a Flying/Fighting tiger gryphon that is meant to help the player regain momentum (the upper hand). Its pre-evolution, Scratchet, is a Normal/Fighting cub with a fluffy body meant to resemble an egg.


CAP 2/13: Necturine and Necturna

https://static.tvtropes.org/pmwiki/pub/images/cap_13_9395.png

A Grass/Ghost flytrap miko that can learn Sketch once as an Egg Move, granting her access to a single unique and/or mind-blowing attack that can come out of left field. Her pre-evolution, Necturine, resembles a Liechi Berry.


CAP 3/14: Mollux

https://static.tvtropes.org/pmwiki/pub/images/cap_14_9464.png

A Fire/Poison-type lava lamp cone snail that is meant to overcome the weaknesses in its typing and exploit its positive aspects in its becoming a viable threat in the metagame.


CAP 4/15: Cupra, Argalis, and Aurumoth

https://static.tvtropes.org/pmwiki/pub/images/cap_15_2913.png

The pseudo-legendary of CAP: Cupra is a fuzzy Bug-type caterpillar with copper wings that evolves into Argalis, a silver-plated cocoon and finally Aurumoth, a six-winged, Bug/Psychic-type golden seraphic moth that attempts to embody "risk vs. reward".


CAP 5/16: Brattler and Malaconda

https://static.tvtropes.org/pmwiki/pub/images/cap_16_3680.png

A line of Dark/Grass serpents; from a bratty rattlesnake to a malevolent anaconda of myth. The latter gives flexibility to sun teams while opposing common OU threats of the time, especially Latias and Latios.


CAP 6/17: Cawdet and Cawmodore

https://static.tvtropes.org/pmwiki/pub/images/cap_17_4977.png

The final CAP of Generation V, a line of Steel/Flying frigate birds who've enlisted in the navy to utilise moves underused in the OU metagame successfully; its Signature Move is specifically Belly Drum.


  • Action Initiative: Cawmodore gets Bullet Punch alongside Belly Drum, one generation before Azumarill could use a similar combination.
  • Anchors Away: Cawdet resembles one when it spreads its wings, while Cawmodore has an anchor incorporated into its beak, all the better to ram the opponent with Iron Head.
  • Animal Gender-Bender: In real life, only male frigate birds have the characteristic red gular pouch, but Cawmodore of both genders have it.
  • The Dreaded: Cawmodore can have the Ability Intimidate, which lowers the Attack of opposing Pokemon by one stage.
  • Due to the Dead: After a shipwreck, Cawmodore bury fallen sailors at sea as a final sign of respect.
  • Elemental Absorption: Can have the Ability Volt Absorb, letting them heal by 25% of their max. HP from what would otherwise be a weakness to Electric-type moves.
  • Extra-ore-dinary: A line of Steel-type sailors.
  • Failed a Spot Check: Cawdet will happily wander through enemy territory, oblivious to any potential dangers that bounce off its plated armor.
  • Feather Fingers: Cawmodore is shown to gesture the white feathers on its wings like fingers, which they presumably clench into a fist to use Bullet Punch, but it hasn't been shown to use them for anything dexterous.
  • Flight: A line of Flying-type frigate birds.
  • Glass Cannon: Cawmodore's high speed, strong STAB moves, and access to priority and recovery moves makes it terrifying if it's able to activate Belly Drum. That's a big "if", though, considering Cawmodore's low HP and Special Defense.
  • The Navigator: Cawmodore are known to be excellent navigators that make it easy for even the most inexperienced mariner to sail on through heavy storms.
  • Nerf: In Gen. VIII, Cawdet lost access to Belly Drum to give more Little Cup Pokémon a better chance to check it.
  • Power Nullifier: Cawdet can have the Ability Keen Eye, which prevents its accuracy from being lowered and ignore evasion boosts on its target. Their Hidden Ability is Big Pecks, which prevents their Defense from being lowered by other Pokemon.
  • Punny Name: Cawdet is a cadet who goes 'Caw', and later gets a Rank Up to commodore.
  • Signature Move: Cawmodore is literally built so that it can use Belly Drum very well and so that any set that doesn't use Belly Drum is thoroughly suboptimal.

     Generation VI CAPs 

CAP 18: Volkritter and Volkraken

https://static.tvtropes.org/pmwiki/pub/images/cap_18_4802.png

The first CAP of Generation VI (and a return to the previous numbers rather than renumbering them in Gen V), a Fire/Water vampire squid that was intended to work as a "Major Third"; a member of a trio or "core" of Pokémon, similar to how Voodoom was designed to be a perfect partner to a single Pokémon. In this case, the planned trio is to be formed with Lucario and Latias. While that didn't go exactly as planned, Volkraken is a formidable Pokemon on its own right. Its pre-evolution, Volkritter, is a bit more jittery.


CAP 19: Snugglow and Plasmanta

https://static.tvtropes.org/pmwiki/pub/images/5fe5c4e2c1e7b364be0fb43e8ca08264.png

An Electric/Poison gigantic manta ray designed to dissuade the opponent from fainting it, as that would give a teammate (Mega Gyarados) a free switch-in and an opportunity to sweep. Its pre-evolution, Snugglow, is much smaller and more of a hugger.


  • Balance Buff: Given that Plasmanta's original role was no longer relevant, the CAP community decided to made Plasmanta's checks less well-defined (as it wants to survive now). In particular, Plasmanta gained Aura Sphere and Body Press to let it damage Pokémon like Ferrothorn, Heatran, Tyranitar, and Cawmodore.
  • Bioluminescence Is Cool: The rings on Plasmanta's back glow.
  • Can't Kill You, Still Need You: Despite its high Special Attack, Plasmanta's STAB attacks and coverage are intentionally underwhelming, all for the opponent to keep Plasmanta alive to prevent a more dangerous Pokémon from taking its place.
  • Cuddle Bug: Snugglow loves giving oceangoers a surprise glomp and actively search out sources of stress to calm others, presumably using and reflected through their Hidden Ability Telepathy.
  • Elemental Absorption: Can have the Ability Storm Drain, which draws in and nullifies all Water-type attacks to boost their Special Attack by one stage.
  • Flying Seafood Special: As with other aquatic-based Pokémon, Plasmanta is shown floating in its 3D render.
  • Giant Flyer: Plasmanta is an enormous 23 feet long; for reference, that's long enough to accommodate a stretched out Gyarados.
  • Making a Splash: Downplayed. While not Water-types, they're based on manta rays, are in the Water 1 and Water 2 Egg Groups, and can learn a couple of Water-type moves, such as Aqua Tail and Surf.
  • Mellow Mantas: Snugglow is a cheerful manta that gives stressed oceangoers a big hug.
  • Mundane Utility: Plasmanta's venom, which has conductive properties, has been used in certain technologies, as it has a resistance of precisely one Ohm.
  • Psychic Powers: Downplayed. While not Psychic-types, they can learn Psychic-type moves such as Psyshock as well as having the Hidden Ability Telepathy, which allows them avoid damage from an allies' area-effect moves in a Double Battle.
  • Poisonous Person: Part Poison-types.
  • Punny Name: Snugglow likes to snuggle you and glow. Plasmanta is a manta whose body conducts plasma.
  • Shock and Awe: Part Electric-types, based on electric rays.
  • The Sleepless: Can have the Ability Vital Spirit, which prevents them from being put to sleep.
  • Tron Lines: The line's shiny markings were designed specifically with this trope in mind.

CAP 20: Floatoy, Caimanoe, and Naviathan

https://static.tvtropes.org/pmwiki/pub/images/cap_20.png

A Water/Steel viking longship that can use both Dragon Dance and Calm Mind sets effectively and has completely different checks and counters for either set. Its pre-evolutions, Floatoy and Caimanoe, are respectively a Water-type pool toy and a Water/Steel alligator canoe.


  • Balance Buff: Naviathan's Dragon Dance set was outclassed by other users of the move (i.e., Feraligatr and Dragon-type Pokémon). To fix this, its Ability Water Veil was replaced by Guts to boost physical damage even if burnt. Furthermore, it received Heavy Slam as a more powerful STAB option, and gained Drill Peck and Psychic Fangs as coverage moves, allowing it to break through Fighting-type and Water-resistant Poison-type Pokémon like Mega Venusaur, Mollux, and Plasmanta who would otherwise wall it.
  • Battle in the Rain: Floatoy's Hidden Ability is Swift Swim, which doubles its Speed under rain.
  • Bread, Eggs, Breaded Eggs: The motif of this evolutionary line invokes this — Floatoy is an inner tube with white stripes and oars, Caimanoe is a canoe with a reptilian anatomy and stormy colors, and Naviathan is a reptilian viking ship with a white, striped keel and oars along its back.
  • Cool Boat: Naviathan is a draconic Sapient Ship that utilizes Confusion Fu in battle.
  • Elemental Punch: Naviathan can learn Thunder Punch and Ice Punch from tutors.
  • Extra-ore-dinary: Upon evolving, Caimanoe and Naviathan gain the Steel-type as well as the Hidden Ability Light Metal, which halves their weight.
  • Horse of a Different Color: Like Lapras, the Naviathan line transport others across the water. Unlike Lapras, they are literally based on aquatic vehicles: a pool toy, canoe, and viking longship, respectively.
  • Magic Knight: Naviathan can attack with either physical or special attacks, and its Water/Steel typing gives it numerous resistances. It is, however, weak to Ground-type attacks, which are commonly seen, as well as strong special attacks (though Calm Mind offsets the latter).
  • Making a Splash: A line of Water-types based on waterborne vessel; Floatoy and Caimanoe can also have the Ability Water Veil, which prevents them from being burnt.
  • Meaningful Name: Floatoy is a float toy, Caimanoe is a caiman (a relative of alligators) canoe, Naviathan is a navigating leviathan.
  • The Navigator: Caimanoe is known as the "Navigator Pokémon", being adept at navigation thanks to its innate magnetic field.
  • Never Smile at a Crocodile: Downplayed with Caimanoe. It has a wide, fanged mouth, but only attacks if someone else provokes it.
  • Roar Before Beating: According to its X/OR entry, Naviathan will cry before the start of a major battle.
  • Stealth Pun: Caimanoe is a navi-gator.
  • Strange Salute: According to its Y/AS entry, a Naviathan bowing its head and raising its oars is a majestic salute reserved only for the courageous and valiant.
  • Super-Toughness: Can have the Ability Heatproof, which reduces the damage from Fire-type attacks and the burn status.

CAP 21: Crucibelle

https://static.tvtropes.org/pmwiki/pub/images/cap_21.png
A Poison/Rock slime mold capable of using the most of its typing to dole out powerful Head Smash attacks and act as a utility counter against various Gen. VI OU threats. Through Mega Evolution, it gains the Ability Magic Guard and climbs out of its ceramic pot to better batter its opponents.
  • Anti-Regeneration: Its Hidden Ability is Liquid Ooze, which causes Pokémon that use Life Drain moves against it to take damage instead of getting healed.
  • Armor-Piercing Attack: Can have the Ability Mold Breaker, which allows it to ignore any Abilities of opposing Pokémon that would reduce the effectiveness of its moves when attacking. This allows it to use status moves against Pokémon with Magic Bounce (such as Mega Sableye or Mega Diancie, which were popular in Gen. VI OU).
  • Badass Adorable: A rather meek, shy-looking humanoid slime mold who has the stats to go head to head with some of Gen. VI OU's biggest threats.
  • Cast from Hit Points: Crucibelle learns Wood Hammer and formerly Head Smash, both of which inflict recoil damage.
  • Chest Monster: Its shell looks like an ornately-designed urn from the outside, from which it surprises anyone who comes close.
  • Dishing Out Dirt: Part Rock-type, based on ancient pottery pots.
  • Healing Factor: Can have the Ability Regenerator, which allows it to restore 30% of its max. HP upon switching out - helping it recover from the recoil from Head Smash.
  • Hiding Behind Your Bangs: The slime that's dripping from its lid makes it look as if it has hair that veils its eyes.
  • Improvised Armour: Each Crucibelle create their own ceramic shell by firing clay in areas with high geothermal activity. Their designs reflect the society that it lived in, providing archaeologists with information about ancient civilizations.
  • Lightning Bruiser: Its HP, Attack, and Speed are its main highlights, followed by good Special Defense. Like Goodra though, its Defense is rather lacking, and it risks losing some of its bulk if it isn't running Regenerator.
  • Meaningful Name: A crucible is a ceramic container, in this case containing a Cute Monster Girl; Belle is a name that means beauty or beautiful in French.
  • Nerf: The nerf process removed Head Smash and Low Kick from its movepool, while 6 points were transferred from Mega Crucibelle's Speed to its Special Attack, allowing more Pokémon to have a better chance of checking it.
  • Poisonous Person: Part Poison-type, based on a hazardous slime mold.
  • Protection from the Elements: Mega Crucibelle has the Ability Magic Guard, allowing it to ignore indirect damage, ranging from entry hazards, residue damage from Hail and Sandstorm, and even the recoil it would have received from Head Smash completely.
  • Slime Girl: Crucibelle is a humanoid slime mold in a crucible; notably, it's one of the few CAPs whose gender ratio is 3:1 skewed towards females.
  • Status Buff: Learns Coil, which boosts its Attack, Defense and accuracy by one stage.
  • Stealth Pun: It's a slime mold that leaves or 'breaks out of' its pot to Mega Evolve; one of Crucibelle's Abilities is Mold Breaker.
  • Super Mode: Crucibelle is the first and thus far only CAP who can Mega Evolve, gaining boosted Attack and Special Defense, as well as Magic Guard.
  • Weaponized Headgear: The lid of its pot works as a spiked helmet for using its head.
  • Use Your Head: Crucibelle used to make great use of Head Smash's sheer power by either recovering from the recoil damage or avoiding recoil entirely, enough that the move got removed from its movepool.

CAP 22: Pluffle and Kerfluffle

https://static.tvtropes.org/pmwiki/pub/images/cap_22.png
The final CAP of Generation VI, a Fairy/Fighting pillow fighter that uses the move Parting Shot to its full extent, given that its only users in Gen. VI were Pangoro and Smeargle, neither of which have the attributes needed to use Parting Shot effectively. Its pre-evolution, Pluffle, is an adorable Fairy-type bunny pillow.

     Generation VII CAPs 

CAP 23: Pajantom

https://static.tvtropes.org/pmwiki/pub/images/cap_23.png

The first CAP of Generation VII, a Dragon/Ghost sleeping dragon who dreams itself to be much more fearsome and is a master of trapping moves, such as Wrap, Whirlpool, Sand Tomb, Fairy Lock, and, most significantly, Spirit Shackle at the expense of the opponent.


CAP 24: Mumbao and Jumbao

https://static.tvtropes.org/pmwiki/pub/images/jumbao.gif

A line of Grass/Fairy types based on the baobab tree, Jumbao is a wrestler that is capable of abusing harsh sunlight and sandstorms for different effects; the former to boost Solar Beam and Flame Burst, and the latter to help with Shore Up. Its pre-evolution, Mumbao, is a hyperactive shrub in the sun.


CAP 25: Caribolt, Smokomodo, and SnaelstromPre-evos

https://static.tvtropes.org/pmwiki/pub/images/capstarters.png

A set of starter Pokémon designed to maximize their Abilities' potential. In order:

  • Caribolt is a Grass/Electric Irish elk, using its Ability Galvanize to attack with powerful Physical moves, while not falling prey to common Electric-type weaknesses through its primary typing.
  • Smokomodo is a Fire/Ground bipedal chameleon, using its Ability Technician to boost coverage and priority moves.
  • Snaelstrom is a Water/Bug Triton snail, using its Ability Poison Heal and its natural bulk to support its team by spreading entry hazards or status.

  • Action Initiative:
    • Caribolt can Galvanize its Quick Attack into a Base 48 Electric-type attack.
    • Smokomodo can boost its Mach Punch and Bullet Punch into Base 60 attacks via Technician.
    • Snaelstrom naturally learns Aqua Jet. Unlike the others, its Ability doesn't boost its damage, instead relying on Swords Dance.
  • Always a Bigger Fish: While Toxapex prey on Corsola, Snaelstrom prey on Toxapex, protecting Corsola, who in exchange help maintain its coral-covered shell.
  • Breaking Old Trends: This trio have the honor of being the first CAP to have a Framework, allowing the rules of CAP to be bent slightly for additional flavour that otherwise wouldn't be allowed.
  • Big Creepy-Crawlies: Coribalis and Snaelstrom gain the Bug-type upon evolving, the latter being a massive 2'0" sea snail.
  • Colour-Coded Emotions: Smokomodo's Volcanic Veins change color based on its mood. Bright red is a sign of hostility, while a flickering yellow signals trust to its Trainer.
  • Disability Superpower: The Snaelstrom line's Hidden Ability is Poison Heal, which lets them restore 12.5% of its max. HP per turn instead of being damaged when they're poisoned, helping them offset their Stealth Rock weakness.
  • Dishing Out Dirt: Smoguana and Smokomodo gain the Ground-type upon evolving.
  • The Ditz: Smogecko has a knack of bumping into objects due to its natural clumsiness.
  • Fiery Salamander: Smokomodo is designed after a chameleon, named for a komodo, and has this trope as its design.
  • Green Thumb: The Caribolt line are part Grass-types; fields that Electrelk runs through become rich with plant life due to it discharging an abundance of bioenergy.
  • Lightning Gun: The Electric-type Caribolt is known as the Railgun Pokemon; like the protrusions on the backs of Alolan Golem, Caribolt's antlers function as a railgun which it fires electric beams from.
  • Magma Man: The Fire-type Smokomodo has magma coursing through its entire body and has volcanoes on its back spewing out smog, which helps to regulate its body temperature.
  • Making a Splash: The Snaelstrom line are part Water-types.
  • Meaningful Name: Each line has varying degrees of meaning behind their names.
    • For the Caribolt line, they are deers (a fawn, an elk and a caribou) who produce conifers (for Fawnifer) or electric bolts (Electrelk and Caribolt).
    • For the Smokomodo line, they are lizards (a gecko, an iguana and a Komodo Dragon/chameleon respectively) who expel smog.
    • For the Snaelstrom line, they incorporate whirlpools (a whirlpool, a charybdis and a maelstrom respectively) as well as the animals (snails and chrysalis).
  • Mighty Glacier: Snaelstrom can take a lot of hits thanks to its base 110 Defense, and it can do some good damage, especially after a Swords Dance. Its base 63 Speed means that it will likely move second, considering the pace of the tier.
  • Mood-Swinger: Smoguana's mood is as unpredictable as a volcano; quite literally blowing its top off if it gets angry.
  • Obfuscating Stupidity: Smokomodo looks stubborn, but it's actually very clever and will use its smog to Smoke Out; additionally, the Smokomodo line's Hidden Ability is Technician, which boosts their attacks that have 60 power or lower by 50%.
  • Poisonous Person: While not Poison-type, Snaelstrom can learn a few Poison-type moves, has Poison Heal as its Hidden Ability, and its pre-evolutions' Pokédex entries describe them as being fond of eating poisonous substances; Smokomodo and its pre-evolutions similarly are described to expel toxic smog.
  • Recurring Element: They are the Starter Mon of CAP, having an Ability that boosted the power of their primary types by 50% when they're at a third of their HP, and learn the Pledge moves as well as the elemental Hyper Beam variants. In addition, each of them also conform to fanon patterns observed in official Starter Trios:
    • Grass-type Starters being based on extinct megafauna. The Caribolt line is partially based on the Irish Elk, one of the largest deer species that lived in the Pleistocene.
    • Fire-type Starters being based on animals from the Eastern Zodiac. The Smokomodo line is partially based on a chameleon, which like Charizard represents the Dragon.
    • Water-type Starters being water-dwelling animals that have design elements of weapons or warrior classes. The Snaelstrom line is partially based on a Triton snail, and becomes a coral reef sentinel that defends other Pokémon from the attacks of the Toxapex line.
  • Shock and Awe: Electrelk and Caribolt gain the Electric-type upon evolving; additionally, the Caribolt line's Hidden Ability is Galvanize, changing their Normal-type moves into Electric-type as well as boosting those attacks by 20%.
  • Shout-Out: Caribolt's red nose is an obvious reference to Rudolph the Red-Nosed Reindeer.
  • Turns Red: As the Starter Mon of CAP, their default Abilities are Overgrow/Blaze/Torrent, which boosts the power of Grass-/Fire-/Water- type moves respectively by 50% when they are at one-thirds of their max. HP.
  • Turtle Island: Snaelstrom has a similar motif with its coral-adorned shell, which serves as housing for other underwater Pokémon, even after death.

CAP 26: Justyke and Equilibra

https://static.tvtropes.org/pmwiki/pub/images/equillibra_7.PNG

The final CAP of Generation VII, a Ground/Steel set of floating balance scales that resembles Lady Justice, designed to take advantage of "delayed attack" moves, in this case Doom Desire. Its pre-evolution Justyke resembles a gavel that's... not so stoic.


     Generation VIII CAPs 

CAP 27: Solotl and Astrolotl

https://static.tvtropes.org/pmwiki/pub/images/astrolotl.png

The first CAP of Generation VIII, a line of Fire/Dragon firework axolotl magical girls that provide offensive support to its team.


  • A Taste of the Lash: Can learn Fire Lash, which is an physical 80 power Fire-type attack that lashes at the opponent to lower their Defense by one stage.
  • Badass Cape: Solotl wears one.
  • Combat Medic: Astrolotl learns Healing Wish and Heal Bell, letting it heal its teammates' health or cure their status conditions; it can also use moves like Fire Lash to cripple opponents.
  • Cosmic Motifs: Solotl are believed to have arrived after falling from space, while Astrolotl are often mistaken for meteor showers.
  • Cute Monster Girl: A line of cute axolotl magical girls.
  • Delightful Dragon: The Dragon-type Solotl can spend a lifetime making sure that the dreams of kindhearted Trainers come true.
  • Exotic Eye Designs: Their irises are shaped like a twinkling star.
  • Fiery Salamander: A line of Fire-type axolotls, a species of salamander, and also carry traits of fireworks.
  • Frills of Justice: In addition to having the frills typically found on axolotls, Astrolotl also has dress-like frills on its torso.
  • Giant Poofy Sleeves: Astrolotl has what looks like these around its arms.
  • Healing Factor: Can have the Ability Regenerator, which allows it to restore 30% of its HP upon switching out.
  • Magical Girl Warrior: Astrolotl's streamer-like antennae, jewelry-like body patterns, poofy sleeves, and skirt-like frills invoke the Magical Girl. It's no slouch offensively, either, being able to use moves like Fire Lash and Explosion to support its team while dealing damage.
  • Nerf: In Gen. VIII, Astrolotl lost Wish and Knock Off to give opposing Pokémon a better chance of checking it.
  • Ninja Pirate Zombie Robot: As mentioned above, they're a line of firework axolotl magical girls.
  • Power Floats: Despite not being a Flying-type nor getting Levitate, it's shown floating in its 3D sprite.
  • Sailor Senshi Send-Up: As mentioned above, designer Quanyails explicitly described the Magical Girl trope as one of Astrolotl's inspirations, which can be seen in its twintail antennae, frills, and space theme.
  • The Sleepless: Can have the Ability Vital Spirit, which prevents them from falling asleep.
  • Stellar Name: They're axolotls themed after the sun (Sol) and space (Astro).
  • Video Game Stealing: Their Hidden Ability is Magician, which allows them to steal a held item when they attack an opponent as long as they themselves aren't holding one.
  • Wish Upon a Shooting Star: They're both categorized as the Shooting Star Pokémon, and it's tradition to wish upon a flying Astrolotl, who may even descend to someone if their wish was kind. Fittingly enough, they can also learn Healing Wish.

CAP 28: Miasmite and Miasmaw

https://static.tvtropes.org/pmwiki/pub/images/3ds_big_1.png

A line of Bug/Dragon bombardier beetles that are designed to disrupt pivoting strategies, namely those that use U-Turn, Volt Switch, and Teleport.


CAP 29: Chromera

https://static.tvtropes.org/pmwiki/pub/images/chromer.png

A Dark/Normal (formerly Dark/Poison) Legendary cubist chimera designed to utilize an otherwise detrimental ability to its benefit. In Chromera's case, it has Color Change which buys it time to set up multiple Calm Minds.


  • Anomalous Art: It's a legendary Pokémon that's made out of paint, and can change its type when hit by different attacks. Notably, its lvl up movepool contains a move of every typeas a result, with references to certain art styles and such.
  • Art Attacker: Its body appears to be made of paint, presumably the source of its Poison-type attacks.
  • Balance Buff: A rather unusual one for CAP, as instead of getting any stat buffs or huge movepool changes, Chromera got its type changed, a first for CAP, shedding its Poison typing in favor of Normal. Additionally, it also gained Switcheroo for a bit of extra utility.
  • Barrier Change Boss: Chromera has the Ability Color Change, which lets it change its typing to the type of the last attack that it was hit with. Depending on which type of moves were used, Chromera can either become resistant or vulnerable to the type it was last hit with.
  • Breaking Old Trends: As mentioned above, Chromera has the honor of being the first CAP to have its type changed after its process, scrapping its Poison typing in favor of becoming the Normal-type, the first CAP with said type, even!
  • Classical Chimera: Chromera incorporates elements from the classic lion/goat/snake chimera, where the body is leonine, the tail is a snake head, and the "picture frame" is curled and has ridges like goat horns.
  • Combat Pragmatist: Part Dark-type, and remained that way even after its type change.
  • Cursed with Awesome: Invoked. Color Change would be a detrimental Ability for most Pokémon, due to its unpredictability and difficulty to take advantage of STAB. Chromera was built from the ground up to utilize this Ability to its advantage, namely buying time so that it can set up multiple Calm Minds.
  • Discard and Draw: As previously mentioned, Chromera was retconned from being Dark/Poison to Dark/Normal. While it lost an immunity to Toxic and several resistances, this let it switch into Dragapult better since it was now completely immune to its Ghost-type STAB such as Shadow Ball, in addition to giving it turn one STAB on Boomburst.
  • Hoist by His Own Petard: Since the opponent is responsible for controlling the Chromera's type, it's possible to make Chromera weak against the next attack the opponent wants to use.
  • Make Some Noise: Learns Boomburst, a special 140 power Normal-type sound-based attack that hits everything around the user, making it a useful option even if Color Change leaves it without STAB.
  • The Muse: It's highly sought after because those who come across Chromera are struck with inspiration.
  • Non-Elemental: Following its post-process type change, Chromera gained the Normal type in favor of Poison, making it the first official Normal-type CAP.
  • Olympus Mons: It's the first official Legendary CAP; having a 600 BST, was voted to have no evolutions, and designer Gravity Monkey stated that they made it with a legendary look in mind.note 
  • Panthera Awesome: It's a chimera that primarily emphasises the lion part.
  • Poisonous Person: Zigzagged. While initially conceived as part Poison-type, it was changed to Normal instead to be more competitively viable. However, it still retains its Poison-type moves, most notably Acid Spray, Sludge Wave and Toxic.
  • Punny Name: Its name is a play on "chrom", a prefix referring to color, and "chimera". Its category is also a pun, being known as the Master Beastnote  Pokémon.
  • Recurring Element: Like Heatran, Chromera is an Legendary that is also an Giant Space Flea from Nowhere, having no clear backstory other than being an abstract artist whose presence inspires others.

CAP 30: Venomicon

A Poison/Flying Deadly Book with an alternate forme once it holds an unique item, and like Cyclohm is designed to optimise Abilities that are, at face value, competitively viable, but confined on unviable or excessively niche Pokémon, or are paired with objectively better Abilities. In Venomicon's case, it has Stamina for its tanking Prologue forme, and when it holds a Vile Vial, Tinted Lens for its utility wallbreaking Epilogue forme.


CAP 31: Saharascal and Saharaja

https://static.tvtropes.org/pmwiki/pub/images/saharaja.png

The final CAP of Generation VIII, a Ground-type Middle Eastern Bactrian camel that has access to a "forbidden fruit"; something on the CAP moves banlist. In Saharaja's case, it uses Diamond Storm. Its pre-evolution, Saharascal, is a Dromedary camel calf that's a lot more raggedy.


     Generation IX CAPs 

CAP 32: Ababo, Scattervein and Hemogoblin

https://static.tvtropes.org/pmwiki/pub/images/hemogoblin.png

The first CAP of Generation IX, a Fairy/Fire heartburn creature meant to overcome its average stats to become a viable threat in the metagame. Its pre-evolutions, Ababo and Scattervein, are respectively a Fairy-type blood cell and arteries.


CAP 33: Cresceidon

https://static.tvtropes.org/pmwiki/pub/images/cresceidon.png

A Water/Fairy sapient wave who not only is meant to be durable, but can afford to invest in Speed.


CAP 34: TBD

A Dragon/Poison locomotive that's designed to make use of an held item rarely seen competitively; in this case, it utilises Throat Spray.

     Flash CAPs 

Applies to all Flash CAPs

  • Canon Discontinuity: All of the FlashCAPs are only conceptual, unable to be played on on Pokémon Showdown! and are unconsidered whenever a new CAP is being designed.
  • Slippery Slope: Commonly cited as the reason why Flash CAPs will not be officialised nor be able to be used on Pokémon Showdown! in any way, as if they were accepted and used in competitive play, that would set a precedent for other, less thought-out Pokémon to do the same, spoiling the integrity and mission of CAP as a whole.

Froxbite

The first Flash CAP, made by a moderator and several CAP members, it is a Ice/Fire fox intended as part of a hail team.

  • Adaptive Armor: Sort of, as Froxfire's fur inversely scales with temperature.
  • Expy: Of Syclant, as it is a Glass Cannon that works best in hail, has similar base stats and base stat total, and has a secondary typing that neutralizes one of the Ice-type's weaknesses while doubling its weakness to Rock-type moves.
  • Fantastic Foxes: It's a flame-tailed arctic fox that can control the weather.
  • Glass Cannon: Like Syclant, it has around base 70 for its HP, Defense, and Sp. Defense, but it has around base 120 for its Attack, Sp. Attack, and Speed.
  • Oxymoronic Being: It has both Fire and Ice as its elemental affinities, which is normally self-defeating.
  • Power of the Storm: It manipulates the weather rather chaotically in a Pokédex entry, though in-game, it can only produce hail so with its Hidden Ability.
  • Secret Art: Would have had Flare Dash, a special Fire-type version of Quick Attack.

Cnidali and Mega Cnidali

A Poison/Fighting jellyfish intended to be a bulky utility NeverUsed Pokémon. Was created for the purposes of NeverUsed CAP brainstorming, but nothing more.

  • Bare-Fisted Monk: Fighting-type.
  • Elemental Punch: It can learn a variety of them, including Sting Jab, its Signature Move.
  • Expy: Downplayed with later CAP Crucibelle. Both are Physical Poison Types with the ability Regenerator and can Mega Evolve.
  • Gone Horribly Wrong: It was created as a NeverUsed Pokémon, but many users thought it was simply too powerful to remain in the tier.
  • The Paralyzer: Sting Jab, despite it being a Poison-type move, can paralyze.
  • Poisonous Person: Poison-Type.
  • Secret Art: Would have Sting Jab, a physical Poison-type move that has a chance of paralysing the target.
  • Super Mode: Was later given a Mega Evolution.

Chamereon

A Pokémon designed to theorize how Multitype might affect the OverUsed metagame and as an In-Joke to memetic CAP art entries.

  • Fish Eyes: Well, it is a chameleon.
  • Glacier Waif: It's two feet long, looks rather awkward and lanky, and has 119/111/109 bulk.
  • Hollywood Chameleons: Double-subverted. It can only change the color of its bands and ridge, but it can change its typing.
  • Lethal Joke Character: Its existence is a joke, but that doesn't mean that it isn't a competitive Pokémon. Its defenses, movepool, and flexible typing can theoretically have it fit on a variety of teams.
  • Multipurpose Tongue: It uses its tongue to swing from and to branches.
  • Stone Wall: It has amazing defenses, made even better by how it can change its typing at will. Its attack is acceptable after boosting it up with his wide variety of boosting moves, but otherwise Chamereon just cannot deal enough damage.

Petrogeist

A Ghost/Rock Pokémon that is capable of walling many threats, even if its stats do not appear to follow that.

  • Creepy Long Fingers: Its 'hands' are scythe-like with long 'fingers' as blades.
  • Flaming Hair: The top of Petrogeist's head emits a ghostly substance, which looks like bluish flames.
  • Spikes of Doom: Not only can it learn Stealth Rock and Spikes, Petrogeist has two large stalagmite Shoulders of Doom.
  • Supernaturally Delicious and Nutritious: Oddly inverted, as apparently, Petrogeist's ectoplasm tastes like blueberry ice cream to people.
  • Trail of Bread Crumbs: Its Black Pokédex entry states that Petrogeist drops a trail of rocks to find its way back from wandering at night.
  • Treasure Room: According to its White Pokédex entry, it's said to keep a collection of stolen items from spelunkers, but where these hoards might be have never been confirmed.

Snoutlet And Ampeater

The first of Generation VI theoretical CAPs, Ampeater is an Electric/Dark anteater designed to use Sticky Web to sweep.

Rhenstorm

A Steel/Flying bird with a furnace chamber body designed as a true Charizard counter.

  • Feed It with Fire: Has the Flash Fire ability, allowing it to nullify its Fire-Type weakness.
  • Hollywood Density: It averts the tendency in Pokémon to make species much lighter than a plausible weight; it uses its hefty 2,000 kg. to abuse Heavy Slam and Heat Crash.

Reverbell

A Fairy/Ghost angelic bell designed to counter Tomohawk. It is the first unofficial CAP to be created on the CAP Project channel on Pokémon Showdown! rather than IRC.

Eucalyptank

A Grass/Rock totem pole/sundial/top made to exploit all weathers to its offensive advantage.

  • Expy: Of the Mumbao line: both are Grass-Types who were made to take advantage of similar weather effects; namely Sun and Sandstorm. Both have the ability Drought, and have other abilities that help negate certain effects.
  • Missing Secret: It gets Shift Gear as an egg move, but the only parents it might possibly have is a genderless species of Pokémon.
  • Status Buff: It can use Sand Rush to double its otherwise mediocre speed.
  • Weather Manipulation: It has Drought as a primary ability, and it can exploit its effects with Weather Ball and Synthesis.

Barnecro

A Water/Ghost ship barnacle designed to maximize passive damage.

  • Damage Over Time: It is better at wearing opponents down by forcing them to switch in or by injuring them with Leech Seed or Spiky Shield than actually attacking.
  • Ghost Ship: It's a ship that has been taken over by not only barnacles but an unknown creature inhabiting it. Naturally, it has Ghost as one of its types.
  • No-Sell: It has Disguise as one of its abilities, giving it a free turn to set up hazards or a status condition.
  • Support Party Member: It specializes in setting up entry hazards and keeping them active, then dealing residual damage instead of dealing direct damage.

Chisphera

A Fighting/Psychic chimera that starts off subpar but grows stronger in battle the longer it stays in.

  • Escaped from the Lab: Its Moon Pokédex entry states that it was a project by the Aether Foundation and escaped from Aether Paradise.
  • Magic Knight: It can run well both a physical or special set.
  • Increasingly Lethal Enemy: Chisphera relies on gaining stat boosts either through Contrary in conjunction with Superpower and Close Combat or Stamina with Calm Mind. It then unleashes those boosts in not only normal attacks but moves that gain power with stat boosts, such as Stored Power and Power Trip.

Elktrolysis

An Ice/Electric legendary moose designed to be the ultimate Hail abuser.

  • Utility Party Member: It can set up Hail and provide a defensive buff in the form of Aurora Veil for its teammates.
  • Weather Manipulation: It receives Snow Warning as an ability to summon hail. As an added bonus, it can call down Thunderbolts.
  • What Could Have Been: Its Moon Pokédex entry states that it is one of four similar legendary Pokemon, but despite this, there have been no plans currently to create the other three.

Holloqua

A Water/Ghost jellyfish that, like Cyclohm, takes advantages of abilities not commonly seen in the metagame.

  • The Empath: Holloqua seek out those that are crying in order to soothe them.
  • Empty Shell: Its Pokédex entry in Pokemon Sun says that Holloqua are hollow creatures, drifting aimlessly in the seas.
  • Support Party Member: It can set up Reflect/Light Screen and/or Trick Room in tandem with its ability to allow easier switches for its team's side. It can also burn enemies with Scald or use Z-Curse to inflict status conditions.

Zapparation

An Electric/Ghost plasma ball specter that uses moves with high chances of secondary effects along with Serene Grace.

Eskimamba

A Ghost/Ice claw-headed serpent that can use Focus Punch when it forces switches.
  • Action Initiative: Has the Prankster Ability, which gives non-attacking moves +1 priority. It can use Encore in tandem with its ability to force switches, or Taunt and Haze for extra utility if it so desires.
  • Taking You with Me: Learns Explosion, purely for flavouring reasons.

Gilamonjaro

A Fire/Dark Gila monster that specializes in using stat drops effectively to force winning situations.

Nimbird

An Electric/Flying thundercloud peacock that has different sizes with different stats, letting it effectively take on a variety of roles.
  • Your Size May Vary: Its design framework. Comes in Small, Average and Large sizes: the bigger they are, the more HP, Special Attack and Defenses they gain, and the more Speed lost.

Chewerm

A Dark/Poison berry grub that makes use of an item rarely seen competitively; in this case, berries that raise a stat when consumed.
  • Poisonous Person: Poison-Type. Its Sword Pokédex entry states that it injects a special venom that preserves berries and makes them taste horrible to other Pokémon.
  • Underused Game Mechanic: Or to be more specific, underused game items. It specializes in consuming 'Pinch' berries that raises a stat when consumed at low health, which synergies with Unburden to activate a Speed Boost, or Ripen to double the effects

Horusands

A Flying/Ground pyramid owl that uses the ability Protean for a variety of utility purposes, rather than just offensively.
  • Confusion Fu: Invoked. In addition to utilizing Protean for STAB, it's designed to also be able to gain defensive bonuses by changing its Type to avoid damage.

Seraphleur

A Grass/Ground rose of Jericho designed to use Meteor Beam to enable snowballing.
  • Botanical Abomination: An Ultra Beast and part Grass-Type.
  • Dishing Out Dirt: Part Ground-Type, and was designed around the Rock-Type Meteor Beam.
  • Kill Streak: Part of its Concept, to use the initial boost from Meteor Beam to snowball faster.

Tormentoise

A Poison/Dark tortoise with a skull for a shell made to Torment in 1v1 battles.

Shrimpanzee

A Water/Normal sea monkey designed to turn an ordinarily hindering situation - namely, getting Status Conditions - into an tactical advantage.

  • Hoist by His Own Petard: Invoked. If the opponent tries to inflict a status condition onto Shrimpanzee, its Synchronise ability will grant them the condition instead, whilst it gets rid of it using Heal Bell.

Horrumoth

A Water/Ghost heikegani that resembles Aurumoth.

[1]

A Water/Flying Pokemon from the distant future that heavily resembles Naviathan.

Alternative Title(s): Smogon

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