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Attackers

Attackers are Pokémon with good sustained damage, making them capable of steadily whittling down enemy HP.

    In General 
  • Glass Cannon: Most of the Pokémon are very frail to compensate for their burst damage.
  • Life Drain: Most Attack-based Attackers (such as Cinderace and Decidueye) gain lifesteal as they level up.
  • Long-Range Fighter: Attackers are the game's ranged DPS class, allowing them to engage and take down enemies at longer range than any other class. As a tradeoff, most Attackers have poor mobility and health, so they won't last too long against enemies that get up close and personal.

    Pikachu 

Pikachu (ピカチュウ, Pikachu)

https://static.tvtropes.org/pmwiki/pub/images/unite_pikachu_2.png
Pikachu, the Mouse Pokémon, is an Electric-type Pokémon from the Kanto region and the mascot of the franchise at large. It is a social Pokémon which stores electricity in its cheeks for defense; when gathered together, they are known to cause lightning storms with their collective electric charge.

Pikachu is a Novice-difficulty Ranged Attacker which boasts a plethora of powerful attacks capable of inflicting paralysis on enemies, allowing it to keep at a safe distance from enemies and impede their movement. It is one of the five possible choices for a starter Pokémon when first beginning the game. Uniquely, unlike most other Pokémon in the game, Pikachu does not evolve despite having two possible evolutions in the main series: Raichunote  and its Alolan variant.
  • Pikachu's Ability, Static, paralyzes all enemies around it for a short period when it receives damage. The effect goes on cooldown after it is triggered.
  • Its boosted basic attack deals increased damage and paralyzes enemies for a short period on hit.
  • Its first move, Thunder Shock, is a Sure Hit move in which Pikachu releases electricity around it, dealing damage to all enemies in the area of effect and paralyzing them for a short time. It upgrades at level 4, with its upgrade options being:
    • Electro Ball, a Sure Hit move in which Pikachu launches an electric orb that increases in damage the lower an enemy's HP is and paralyzes enemies in the area of effect. At level 11, it upgrades to Electro Ball+, which has increased damage.
    • Thunder, an Area move which summons thunderbolts within a circular space, dealing heavy damage to all enemies that are hit. At level 11, it upgrades to Thunder+, which attacks an increased amount of times.
  • Its second move, Electroweb, is a Hindrance move that traps enemies that are hit within an electric net, leaving them unable to move for a short period of time. It upgrades at level 6, with its upgrade options being:
    • Volt Tackle, a Hindrance move in which Pikachu electrifies itself and charges forward, throwing back enemies on hit. At level 13, it upgrades to Volt Tackle+, which has a reduced cooldown.
    • Thunderbolt, a Hindrance move in which Pikachu attacks an area with a powerful electric blast, damaging enemies and leaving them unable to act for a brief period. At level 13, it upgrades to Thunderbolt+, which has increased damage.
  • At level 9, Pikachu unlocks its Unite Move, Thunderstorm: an Area move in which it summons powerful thunderbolts in a large radius around its position.

Pikachu's Holowear currently includes Hip-Hop Style Pikachu.
  • Crutch Character: Finally averted thanks to the Christmas Patch, which buffs Pikachu's Unite Move so it charges more frequently. Pikachu is notably very powerful as he is the only character during early lane phases with a strong nuke as well as one Hindrance move that lasts for around 1 second; but, as soon as the other Pokemon hits their stat spikes via evolution, Pikachu's best thing to do was to rely on the moves that gives him Crowd Control, which other Pokemon will also have access with better mileage.
  • Limit Break: Pikachu's Unite Move, Thunderstorm, deals heavy damage over time to all opponents within a large radius of Pikachu.
  • Series Mascot: Naturally, being the mascot of the Pokémon franchise at large, Pikachu is front and center alongside Cinderace in the majority of promotional material for the game.
  • Shock and Awe: All of Pikachu's moves make use of electricity (and are Electric-type in the main series):
    • Thundershock is a Sure Hit+Hindrance Sp. Attack move that targets one Pokémon but can hit the target's surrounding teammate/s as well as slow down anyone affected. This move can change to:
      • Thunder - an AOE move that damages opponents over time
      • Electro Ball - a Sure Hit+Hindrance move that works similarly to Thundershock but slows down the opponent as well.
    • Electro Web is a Hindrance move that damages the opponent as well as roots it. This move can change into:
      • Thunderbolt - a Hindrance+AOE move that both damages and stuns the opponent for a long time
      • Volt Tackle - a Sure Hit Sp. Attack move that targets one Pokémon as well as stuns him for the duration of the move.
  • Static Electricity: Pikachu's Ability, Static, paralyzes the opponents who make contact with him. Because Pikachu is a Glass Cannon, this skill only encourages Pikachu to run away or play keep-away in a clash than tank and stay in the middle of the fight.
  • Starter Mon: Pikachu is the Attacker option for the player's first Unite License, and one of the 'mons used in the new-player tutorial.

    Cinderace (Aceburn) 

Cinderace (エースバーン, Aceburn)

https://static.tvtropes.org/pmwiki/pub/images/unite_cinderace.png
Cinderace, the Striker Pokémon, is a Fire-type Pokémon found in the Galar region as the Stage-2 evolution of the Starter Pokémon Scorbunnynote . It is a highly competitive Pokémon capable of creating flaming soccer balls from pebbles by juggling them with its feet. Though skilled at both offense and defense, it has a tendency for showboating that often gets it into trouble.

Cinderace is a Novice-difficulty Ranged Attacker with a moveset geared towards high mobility, capable of increasing its speed and hindering its enemies with burns to clear a path for quick goals. It begins the match as Scorbunny, evolving into Rabootnote  at level 5 and its final form at level 7.
  • Cinderace's Ability, Blaze, causes it to place a 'cinder' on any enemies it hits with an attack or move; attacking enemies afflicted with a cinder a certain amount of times will cause the cinder to flare, dealing additional damage. Additionally, it boosts Cinderace's first basic attack after any move, as well as increases its critical hit rate and basic attack speed for a brief period when at half-HP or lower.
  • Its boosted basic attack deals increased damage on hit.
  • Its first move, Ember, is a Sure Hit move that fires a small flame at enemies, inflicting them with a burn effect that reduces their Attack and deals gradual damage for a short period of time. It upgrades at level 7, with its upgrade options being:
    • Pyro Ball, a Ranged attack and Cinderace's Signature Move in which it kicks a ball of flame in a chosen direction, burning them for a short time on hit. At level 11, it upgrades to Pyro Ball+, which reduces the cooldown of Cinderace's Flame Charge or Feint when it hits an enemy.
    • Blaze Kick, an Sure Hit move in which Cinderace performs a fiery flying kick that renders him immune to hindrances during use. It is guaranteed to be a critical hit, and enemies struck by it are shoved back and burned. At level 11, it upgrades to Blaze Kick+, which increases the speed of Cinderace's basic attacks after the move hits.
  • Its second move, Low Sweep, is a Dash Move that delivers a swift sweep of the legs in a given direction, dealing damage to any enemy it hits. It upgrades at level 8, with its upgrade options being:
    • Flame Charge, a Dash move in which Cinderace covers itself in flames and launches forward, damaging enemies hit. At level 13, it upgrades to Flame Charge+, which causes the next boosted attack after its use to decrease enemies' movement speed for a short duration.
    • Feint, a Buff move that grants Cinderace invincibility and increased movement speed for a short period of time. At level 13, it upgrades to Feint+, which causes the next three basic attacks after the move's use to restore Cinderace's HP.
  • At level 9, Cinderace unlocks its Unite Move, Blazing Bicycle Kick: a Sure Hit move which launches a massive Pyro Ball at a designated location. The attack releases a large shock wave upon impact that damages enemies within its area of effect, and also boosts Cinderace's movement speed for a short time when it hits.

Cinderace's Holowear currently includes Captain Style Cinderace.

  • Escape Battle Technique: Feint is a move that boosts its movement speed and gives it less than a second of invulnerability, making it good for dodging attacks and dangerous moves when timed well.
  • Extremity Extremist: All of Cinderace's moves are various kicks. Most of its arsenal consists of either kicking fireballs at the enemy or sliding kicks, while Blaze Kick is a Diving Kick that allows Cinderace to push off in a specific direction.
  • Magikarp Power: While most Pokémon get their first move upgrade around level 4 or 5, Cinderace doesn't get its first move upgrade until level 7 (where most Pokémon already have both of their upgrades), and before then it's made of paper and hits like a wet noodle. As such, it'll have trouble contributing much in the early game, but if it manages to get the levels it needs, Cinderace's damage output is nothing short of devastating and is deceptively capable of staying out of trouble despite still being made of paper.
  • Playing with Fire: Being a Fire-type Pokemon, Cinderace has access to four Fire-type moves in this game.
    • Ember is a basic Fire-type attack where Cinderace sets one opponent on fire. It is replaced by the following two Fire-type Moves
      • Pyro Ball is a ranged Fire-type attack where Cinderace kicks a powerful ball in a linear and narrow AOE.
      • Blaze Kick is a melee Fire-type attack.
  • Series Mascot: Fittingly for a game centered around scoring goals, Cinderace is prominently featured in Unite's promotional material, effectively as The Rival to Pikachu. Notably, it's at the front of the line in the game's Switch icon.

    Alolan Ninetales (Kyukon) 

Alolan Ninetales (キュウコン, Kyukon)

https://static.tvtropes.org/pmwiki/pub/images/unite_alolan_ninetales_2.png
A variant of Ninetales, the Fox Pokémon, found exclusively in the mountains of the Alola region. Unlike its Fire-type counterpart from the Kanto region, Alolan Ninetales is an Ice/Fairy type Pokémon which creates drops of ice in its coat to ward off enemies. It is fiercely territorial, guiding travelers to the mountain's base solely to get them to leave and freezing those who anger it without hesitation.

Alolan Ninetales is an Intermediate-difficulty Ranged Attacker capable of slowing its enemies to make up for its own low mobility. Its attacks are also able to freeze enemies solid, leaving them unable to act and setting Ninetales and its allies up for easy knockouts. It begins the match as Alolan Vulpixnote  before evolving at level 4.
  • Alolan Ninetales's Ability, Snow Warning, causes snow to fall from the sky upon nearby enemies every few seconds, damaging them and decreasing their movement speed for a short duration. Additionally, it causes Ninetales's boosted attacks and moves to sling snow; hitting the same enemy with snow multiple times will freeze it for a short period of time.
  • Its boosted basic attack reduces the movement speed of nearby enemies on hit.
  • Its first move, Powder Snow, is an Area move that launches a gust of snow in a cone in front of Alolan Vulpix, slowing enemies caught within its area of effect. It upgrades at level 4, with its upgrade options being:
    • Avalanche, an Area move which launches a blast of chilly ice in a chosen direction; at the end of its travel, the ice forms a wall that cannot be passed through on land. After a short period of time, the ice wall melts and collapses, dealing damage to nearby enemies. At level 11, it upgrades to Avalanche+, which also reduces the movement speed of enemies for a short duration on hit.
    • Dazzling Gleam, a Hindrance move which summons a cone of blinding light in front of Alolan Ninetales; enemies that are hit by the attack are stunned and left unable to act for a short period of time. At level 11, it upgrades to Dazzling Gleam+, which has increased damage and stun duration.
  • Its second move, Icy Wind, is a Ranged move that launches a gust of freezing air, damaging and slowing enemies on hit. It upgrades at level 6, with its upgrade options being:
    • Blizzard, a Ranged move which fires two icy blasts in front of Alolan Ninetales. In addition to damaging enemies, each blast has a unique effect on hit: the first blast decreases enemies' movement speed, while the second blast shoves enemies. Additionally, if the second blast strikes an obstacle, it will do additional damage to enemies around the point of impact. At level 13, Blizzard upgrades to Blizzard+, which has increased damage.
    • Aurora Veil, a Buff move which creates an aurora in a small circle around Alolan Ninetales. Allies standing within the aurora's radius will receive damage reduction; additionally, Alolan Ninetales itself will also have its movement speed and all of its basic attacks boosted while within the aurora. At level 13, it upgrades to Aurora Veil+, which increases the amount of damage reduction that the aurora gives.
  • At level 9, Alolan Ninetales unlocks its Unite Move, Snow Globe: an Area move in which it attacks with chilly snow and ice in a large radius around its position. The move does increased damage to frozen enemies.

  • Barrier Warrior: Avalanche creates a large ice wall at the end of the damage area.
  • An Ice Person:
    • Powder Snow is an attack that can slow down the opponent. This move can be replaced by
      • Avalanche, an AOE move that slows the opponent as well as forming a wall at the end of the move.
      • Dazzling Gleam: A cone of light that damages and stuns enemies caught in it.
    • Icy Wind is an AOE move that can slow down the opponent as well. This move can be replaced by
      • Blizzard, which is an AOE move that has two phases. The first phase casts a wind which slows down the opponent, then the second phase casts a wind which push opponents away.
      • Aurora Veil, which is a Battle Aura that reduce the damage received by any ally near A-Ninetales, including its user, as well as making all of A-Ninetales' auto attacks Boosted Attacks for the duration, giving Ninetales cleave, additional damage, and stacking their passive on enemies.
  • Limit Break: Snowglobe, A-Ninetales's Unite Move, is an AOE spell that deals damage within its radius, with additional damage to Frozen enemies.
  • Red Mage: Alolan Ninetales is notable as an Attacker Pokémon for having a lot of supportive effects with its offensive kits.
  • Status Infliction Attack: A-Ninetales's passive (Aside from dropping hail on enemies), has them stack a chilling effect with each ability, hail strike, and boosted auto attack they land. Hitting an enemy with any of these 4 times inflicts Freeze, which is equivalent to Stun.
  • With Catlike Tread: Because there's no way to turn Snow Warning off, it's entirely possible for it to trigger on a nearby opponent or wild Pokémon and blow Ninetales's cover while it's trying to hide in a bush.

    Greninja (Gekkouga) 

Greninja (ゲッコウガ, Gekkouga)

https://static.tvtropes.org/pmwiki/pub/images/unite_greninja.png
Striking from the shadows is the Ninja Pokémon Greninja, a Water/Dark-type Pokémon found in the Kalos region as the Stage-2 evolution of the Starter Pokémon Froakienote . It is a dangerous combatant known to toy with its foes using swift and unpredictable movements, before finishing them off with throwing stars formed out of compressed water.

Greninja is an Expert-difficulty Ranged Attacker which makes use of unique evasive techniques to disorient its opponents, allowing it to strike freely with its self-healing Water-type moves or safely retreat in a pinch. It begins the match as Froakie, evolving into Frogadiernote  at level 5 and its final form at level 7.
  • Greninja's Ability, Torrent, boosts its Attack stat and movement speed when it is at half health or lower.
  • Its boosted basic attack has different effects depending on Greninja's distance from its target. At long range, it deals increased damage to enemies while decreasing their movement speed for a short period; at close range, the attack deals greater damage the lower the enemy's HP is.
  • Its first move, Bubble, is a Ranged move which fires a spray of small bubbles at enemies, decreasing the movement speed of those that it hits. It upgrades at level 7, with its upgrade options being:
    • Water Shuriken,, a Ranged move in which Greninja slings a volley of watery throwing stars in rapid succession, healing itself and reducing enemies' movement speed for a short period on hit. At level 11, it upgrades to Water Shuriken+, which launches a larger amount of shurikens.
    • Surf, a Melee move in which Greninja rides a wave into enemies, damaging them and healing itself. The attack deals increased damage against enemies the lower their HP is, and if it knocks out an enemy its cooldown is reset. At level 11, it upgrades to Surf+, which restores a larger amount of Greninja's HP.
  • Its second move, Substitute, is a Dash Move that deploys a substitute doll behind Froakie as it moves forward, covering its escape. It upgrades at level 5, with its upgrade options being:
    • Double Team, a Dash move in which Greninja quickly moves in a given direction while creating illusory copies of itself to aid it in battle. At level 13, it upgrades to Double Team+, which has a reduced cooldown.
    • Smokescreen, a Dash move in which Greninja creates a lingering smokescreen in a circular area, temporarily blinding enemies caught in it. Afterwards, Greninja rolls away and begins sneaking, granting it invisibility and increased movement speed for a short period of time; additionally, the next basic attack it uses will be boosted. At level 13, it upgrades to Smokescreen+, which increases Greninja's Attack stat for a short period of time when it stops sneaking.
  • At level 9, Greninja unlocks its Unite Move, Waterburst Shuriken: an Area move which launches a massive Water Shuriken at a designated location, damaging and temporarily slowing enemies caught in the area of effect. The Water Shuriken then explodes, dealing additional damage and throwing enemies caught by the blast while allowing Greninja to hop away in a chosen direction.

Greninja's Holowear currently includes Hero Style Greninja and Fashionable Style Greninja.
  • Confusion Fu: Double Team creates copies that are visually indistinguishable from the real Greninja for the enemy, Smokescreen can blind enemies and allow Greninja to outmaneuver them, and even its Unite Move allows Greninja to jump in any direction of its choice, making it a very unpredictable opponent.
  • Critical Status Buff: Its ability, Torrent, increases Greninja's Attack when its health drops low.
  • Interface Screw: Both of Greninja's upgrades to Substitute inflict this upon the enemy: Smokescreen by covering their screen with black smoke when they enter its area of effect, and Double Team by spawning duplicates of Greninja with their own minimap icons to sow confusion.
  • Limit Break: His Unite Move Waterburst Shuriken haves him a wield Water shuriken that's twice its size, throws it on an area, which does a relatively small amount of damage, then landing on it before jumping away while the shuriken explodes, dealing a larger amount of damage.
  • Making a Splash: Being partly a Water-type Pokemon, Greninja has access to three Water moves. Its basic move is Bubble, a projectile attack that slows targets. It upgrades to either Surf, which has Greninja ride a wave in the targeted direction to damage enemies in the way and heal itself based on damage dealt, or Water Shuriken, which throws more projectiles and increases Greninja's movement speed while using it.
  • Mechanically Unusual Fighter: Greninja is notably the only Pokemon who has two different basic (and boosted) attacks. These attacks differ depending on the distance between him and the opponent. Initially, Greninja can throw a projectile of water at comparably the same distance as Cinderace, but when its target is in melee range, its attack is more powerful. A boosted attack done on a distant opponent slows them while a boosted attack done in close range, it does bigger hits while moving at the back of the opponent. As a result, Greninja plays much more like a Speedster with long-range poke capabilities than a regular Attacker.
  • Me's a Crowd: Double Team produces two extra copies of Frogadier/Greninja to fight alongside it and confuse the competition as they're visually identical to the original. They can also use Water Shuriken or Surf, adding to Greninja's damage output.
  • Ninja Log: Substitute is one of its starting moves as Froakie, causing it to dash a short distance while leaving a Substitute doll behind. As Froakie evolves into Frogadier, it replaces this move with Double Team or Smokescreen.
  • Pragmatic Adaptation: Greninja is a fast Special Attack Pokémon in the mainline games. Here in Unite, it's designed as a Physical Attacker instead of a Special Speedster.
  • Smoke Out: Smokescreen, a Hindrance move that not only both blinds and slow the user affected within the AOE, but also keeps Frogadier invisible within said AOE.
  • Spam Attack: Water Shuriken causes Greninja to shoot out multiple strong Water Shurikens in quick succession.
  • Stock Ninja Weaponry: Water Shuriken, as befitting its ninja motif; Greninja's ranged attack also has it throwing a smaller one at the target. Additionally, for its melee attack, Greninja forms a kunai-like blade out of water.

    Venusaur (Fushigibana) 

Venusaur (フシギバナ, Fushigibana)

https://static.tvtropes.org/pmwiki/pub/images/unite_venusaur_4.png
Venusaur is a Grass/Poison Pokémon who is the Stage-2 evolution of the Kanto Starter, Bulbasaur. The large flower-like growth on its back is capable of absorbing sunlight, which it can weaponize as powerful blasts of energy. As such, it instinctively seeks out areas that are bathed in sunlight. The same flower-like growth gives off a pleasant aroma that is capable of calming others, including opponents in battle. In addition to this growth, Venusaur also has a pair of powerful whip-like vines that can easily topple a ten-story building, and potent bursts of pollen that can incapacitate opponents.

In Unite, Venusaur is an Intermediate-difficulty Ranged Attacker that excels at inflicting damage upon opposing Pokemon from a safe range. What it lacks in endurance or mobility, it compensates for in overwhelming attack power, allowing it to KO opponents with ease — hopefully before it goes down. It starts matches as a Bulbasaur, evolving into Ivysaur at level 5, then Venusaur at Level 9.
  • Venusaur's passive ability, Overgrowth, increases its attack power by 20% when its HP is reduced to 30% or lower.
  • Venusaur's boosted attack replaces its normal projectile with Vine Whips, striking twice, pulling opponents in closer, and reducing the opponent's mobility by 20% for 1.5 seconds.
  • Venusaur's first move, Seed Bomb, fires a projectile that damages all opponents in its area of effect. At level 5, it can be upgraded into the following:
    • Sludge Bomb, a debuffing projectile that creates a lingering area of effect. The initial hit reduces the opponents' movement speed by 35% for 1 second and inflicts poison, while the AOE damages opponents over time for up to 5 seconds, reduces mobility by 45% (stacking with the initial hit's movement debuff), and reduces Sp. Defense by 35% for 1 second per tick. When upgraded to Sludge Bomb+ at level 11, its AOE radius expands.
    • Giga Drain, a recovery attack that emits a conical AOE in front of Venusaur, damaging opponents caught in it over time while converting a portion of that damage into HP recovered. When activated, Venusaur's defenses also increase by 35% for 2.5 seconds. When upgraded to Giga Drain+ at level 11, the healing effect becomes stronger.
  • Venusaur's second move, Razor Leaf, launches a barrage of projectiles in a line in front of Venusaur, capable of hitting up to ten times over a 0.75 second period of time. At level 7, it can be upgraded into one of the following:
    • Solar Beam, an Area attack that, after a 0.75 second charge time, fires an energy beam that inflicts damage. The amount of damage inflicted depends on which segment of the beam strikes opponents, with some parts dealing damage scaled to the victim's Max HP. When upgraded to Solar Beam+ at level 13, its charge time and cooldown time are reduced.
    • Petal Dance, an Area attack that scatters petals in an area of effect around Venusaur for 4.8 seconds, damaging any opponents caught in it. While active, Venusaur's mobility also increases, with the movement speed buff diminishing over the course of its activation. Successfully hitting opponents with Petal Dance also reduces the cooldown for Sludge Bomb/Giga Drain. When upgraded to Petal Dance+ at level 13, its area of effect increases.
  • Venusaur's Unite Move, unlocked at level 9, is Verdant Anger. When activated, it fires a large Seed Bomb that, upon reaching its target area, explodes, dealing heavy damage while reducing the mobility of any opponents hit by it by 35% for 1 second. The Seed Bomb also splits into four smaller bombs, each one capable of inflicting further damage.

  • Critical Status Buff: Has Overgrow, which powers up the user when HP is low.
  • Green Thumb:
    • Seed Bomb is an attack that explodes in an AoE. This move can be replaced by
      • Giga Drain, a cone AoE that absorbs HP from enemies in range as well as decreasing the damage dealt to Venusaur by a few percent.
      • Sludge Bomb, a puddle of sludge that also inflicts Poison and slows them down.
    • Razor Leaf is a line AoE that inflicts continuous damage. This move can be replaced by
      • Solar Beam, a powerful beam of sunlight that does heavy damage.
      • Petal Dance, a storm of petals that surrounds the user and damages enemies that are standing in it. It also speeds up the user's movement. It also reduces the cooldown of Venusaur's other basic ability by 1 second every time it hits at least one enemy Pokémon, a feature not in the move's description.
  • Mighty Glacier: Unlike most Attackers, Venusaur has decent survivability if it opts for Giga Drain due to its healing and damage resistance, allowing it to stand its ground and outlast attackers.
  • Poisonous Person: Is Poison-type, and can swap out Seed Bomb with Sludge Bomb instead.
  • Secondary Sexual Characteristics: The Venusaur in Unite lacks a seed in the middle of the top of the flower, marking him as male.

    Cramorant (Uu) 

Cramorant (ウッウ, Uu)

https://static.tvtropes.org/pmwiki/pub/images/unite_cramorant_0.png
Cramorant is a Water/Flying type Pokémon who hails from the Galar region.

  • Blow You Away: Cramorant, being partly a Flying-type Pokemon, has access to three Flying-type moves
    • Feather Dance is a Flying-type move that debuffs Cramorant's enemies. This move will be replaced by Hurricane or Air Slash.
      • Hurricane is a Flying-type move that tosses an opponent Pokemon into the air, dealing damage on their way down.
      • Air Slash is a Flying-type move that shoots sharp gusts of wind, also allowing Cramorant to move back for the duration of the move.
  • Making a Splash: Cramorant, being partly a Water-type Pokemon, has access to three Water-type moves
    • Whirlpool is a Water-type AOE move that deals damage to a specified circular AOE as well as slowing down anyone affected by the move. This move will be replaced by Surf and Dive.
    • Surf is a Water-type AOE move that pushes then pulls the opponent in a linear but wide area.
    • Dive is a Water-type AOE move that attacks one area by diving underwater then appearing on the area.
  • Shamu Fu: True to its original game, Cramorant has access to Gulp Missile, a Passive Skill that, after using Dive or Surf, Cramorant can scoop up either an Arrokuda or a Pikachu (explained in lore as a Surfing Pikachu which it can throw to any opponents on either its boosted attack or when Cramorant gets hit. Its Unite Move has it firing multiple Arrokuda in quick succession.

    Gardevoir (Sirnight) 

Gardevoir (サーナイト, Sirnight)

https://static.tvtropes.org/pmwiki/pub/images/unite_gardevoir.png
A Psychic/Fairy-type Pokémon from the Hoenn region, Gardevoir, the Embrace Pokemon, is one of two distinct Stage 2 evolution of Ralts, the other being Gallade. Gardevoir is distinguished for its fierce loyalty to trainers, using its innate ability to predict the future to protect them from harm. Its already formidable psychic powers grow more powerful still when protecting its trainer, and in the event of an emergency, it is willing to lay down its life by using all of their power to create a miniature black hole.

In Unite, Gardevoir is an Intermediate-difficulty Ranged Attacker. Its abilities have unique properties that make them difficult to master, but in the right hands, they are difficult opponents to predict, and powerful allies to have at your side. It starts the match as Ralts, evolving into Kirlia at level 5, and Gardevoir at level 9.
  • Gardevoir's passive ability, Synchronize, causes any opponent that inflict a mobility-hampering debuff on it to, themselves, be inflicted with a 40% mobility debuff for 3 seconds. In addition, any opponent that inflicts a damage-over-time debuff on Gardevoir will suffer damage-over-time, themselves, for 3 seconds. This passive has an 8 second cooldown.
  • Gardevoir's boosted attack turns every third normal attack into a projectile that inflicts damage over a small area of effect, while also reducing the opponent's Sp. Defense by 10% for 2 seconds.
  • Gardevoir's first move, Confusion, fires a penetrating projectile that damages opponents and reduces mobility by 35% for 1 second. At level 7, it can be upgraded into one of the following:
    • Psychic, a Ranged attack that creates a lingering area of effect on impact. Opponents hit by the attack suffer a debuff reducing mobility by 50% for 1 second, while opponents caught in the area of effect suffer a 20% decrease to Special Defense for 4 seconds, while staying in the AOE can stack the effect up to 80%. When upgraded to Psychic+ at level 13, its cooldown reduces by 1 second.
    • Moonblast, a Ranged attack that pushes Gardevoir slightly back when activated. It creates a conical AOE on impact, stunning the first enemy hit by it for 1.2 seconds. When upgraded to Moonblast+ at level 13, it also grants Gardevoir a protective shield for 3 seconds.
  • Gardevoir's second move, Teleport, warps it a short distance while making its next normal attack a guaranteed boosted attack. At level 5, it can be upgraded into one of the following:
    • Psyshock, an Area Attack that bombards a designated area with psychic bombs up to three times, reducing its cooldowns with each successful hit. The targeting area moves in relation to Gardevoir after activation. When upgraded to Psyshock+ at level 11, the damage it inflicts increases with each successful hit.
    • Future Sight, an Area Attack that creates a time-delayed explosion in its designated area of effect. If the explosion hits any opponents, it cooldown resets by 75%, and Gardevoir gains a 40% speed buff for 1.5 seconds. When upgraded to Future Sight+ at level 11, a successful hit instantly resets its cooldown.
  • Gardevoir's Unite Move, unlocked at level 9, is Fairy Singularity. When activated, Gardevoir creates a micro-black hole that draws in any opponents caught in its area effect, inflicting heavy damage and shoving them around after it explodes.

  • Gravity Master: Its Unite move, Fairy Singularity, pulls nearby Pokémon to an area before exploding.
  • Magikarp Power: Even with the December 2021 patch lowering a lot of the level requirements for evolving and receiving the newer and more powerful moves, Ralts still struggle on the early game as its initial moveset is limited to one nuke and one teleport, which is why Ralts are usually encouraged to be the team Jungler.
  • Mechanically Unusual Class: Both of her Teleport upgrades have odd targeting properties: Future Sight has a delay before it actually deals damage, and Psyshock targets an area relative to Gardevoir's position, which moves when it does.
  • Power Floats: Ralts, Kirlia, and Gardevoir all levitate above the ground instead of walking.
  • Psychic Powers: The Gardevoir line is a Psychic/Fairy type that has access to five Psychic-type moves:
    • Psychic Teleportation: Teleport is a move notably accessible only to Ralts (as its upgraded moves does not teleport Kirlia/Gardevoir) that allows Ralts to directly move from one place to anywhere accessible within the specified radius. As soon as Ralts evolves to Kirlia, this attack will be replaced by one of the following moves:
      • Psyshock is a damaging Psychic-type move where Kirlia/Gardevoir casts attacks on three specified area which heavily depends on the location of Kirlia/Gardevoir.
      • Future Sight is a damaging Psychic-type move where Kirlia/Gardevoir casts a heavily delayed attack on a specified target area. The upgraded version of this move allows Gardevoir to use this move again when the initial cast does hit.
    • Confusion is a linear AOE Psychic-type move that hits anyone in the line. As soon as Kirlia evolves to Gardevoir, this attack will be replaced by one of the following moves:
      • Psychic, a direct upgrade of Confusion, is a damaging Psychic-type move that slows down the opponent.
      • Light 'em Up: Moonblast, while not a Psychic-type move, is a damaging Fairy-type move that hits anyone in front of Gardevoir. Not only does this move stuns the opponent, it also pushes Gardevoir back.
  • Squishy Wizard: One of the squishiest Pokemon, yet can absolutely devastate the enemy team single handedly thanks to its AoE capability combined with Cooldown Manipulation.
  • Synchronization: Gardevoir's Synchronize ability causes any slows or Damage Over Time effects it's inflicted with to also affect the Pokémon that caused them.

    Sylveon (Nymphia) 

Sylveon (ニンフィア, Nymphia)

https://static.tvtropes.org/pmwiki/pub/images/unite_sylveon.png
Sylveon is a Fairy-type Pokémon who evolves from Eevee as long as said Eevee has high friendship and possesses a Fairy-type Attack.

  • Adaptation Decay: Swift, in the mainline Pokemon games, is a Normal-type Always Accurate Attack, which is useful for either ensuring the final hit to be fatal or ensure that the next hit will be consistent if either users have their accuracies or their evasions stats greatly affected. In this game, however, Swift only shoots 4 stars in a straight line, making this move miss if the targetted enemy manages to move out sideways from the linear area.
  • Damage Over Time: Three out of four moves Sylveon has deals mildly average but consistent damage for a specified period of time. Draining Kiss and Mystical Fire targets one opponent while Hyper Voice works in an AoE. All three of these moves grows stronger thanks to Pixilate, which increases Sylveon's Sp Atk (and Sp Def) every time each attack hits, making Sylveon deceptively powerful, as some people can see in the End Results screen.
  • Life Drain: Has access to Draining Kiss, a Fairy-type Move that continuously drains the HP of his target as long as said target is within the vicinity.
  • Lightning Bruiser: Sylveon is surprisingly versatile as an Attacker Pokemon as he is one of the few, if not the only, Attacker Pokemon who will survive even after burst attacks from either another Attacker or a Speedster yet can still deal enough damage to win a 1v1 match. Furthermore, a lot of his other moves and Abilities grants him either additional movement speed or an instant Dash move, making him very mobile enough to either start a fight to his team's favor or counter an initiation by staying away from the heat of the fight.
  • Limit Break: Sylveon's Unite move, Fairy Frolic, makes Sylveon momentarily Invulnerable by jumping up in the air. When he lands, he deals damage in a circular AOE with him in the center as well as healing himself.
  • Our Fairies Are Different: Downplayed. Despite being a Fairy-type Pokemon, Espeon has access to only two Fairy-type move, one of which will be unlearned in favor of the other Fairy-type move. However, one could argue that Hyper Voice counts as a Fairy-type move as well as Pixilate is originally an ability that turns any Normal-type moves in to Fairy-type moves instead
  • Playing with Fire: Has access to Mystical Fire, a Fire-type Move where Sylveon produces 4-5 flames surrounding him. The flames will automatically shoot off toward nearby enemies.
  • Secondary Sexual Characteristics: While Sylveon himself doesn't have any differing sexual characteristics, the Eevee he evolves from happens to have the normal Eevee tail. Eevee having a normal tail pattern are male while Eevee having a heart-shaped tail pattern is female; therefore, not only does this mean means the playable Eevee in this game is male, it follows that this playable Eevee will evolve in to a male Sylveon.
  • Status Buff: Has access to Calm Mind, a Psychic-type move that buffs Sylveon's Sp. Attack, Sp. Defense and movement speed.
  • Star Power: Eevee has access to Swift, a Normal-type move where he shoots a bunch.
  • Super-Scream: Has access to Hyper Voice, a Normal-type Move that continuously damage the opponent inside the cone-shaped AOE, with the most damaging part being on the further end of the area.
  • Wholesome Crossdresser: Sylveon is established to be male, but most of his Holowear costumes are feminine in design.
  • Wounded Gazelle Gambit: Eevee has access to Baby Doll Eyes, which not only damage the opponent but also reduces their attack and speed as well.

    Decidueye (Junaiper) 

Decidueye (ジュナイパー, Junaiper)

https://static.tvtropes.org/pmwiki/pub/images/decidueye_unite_6.png

One of the starters in the Alola Region, Decidueye is a Grass/Ghost-type Pokémon who throws his leaf-like quills like a projectile, even using vines to throw larger quills like a bow and arrow.


  • Casting a Shadow: Being part Ghost-type, Decidueye has access to three Ghost-type moves:
    • Astonish is a single-target move that damages and slows the targeted enemy. This move can be replaced by Leaf Storm or Shadow Sneak'' if Decidueye reaches Level 7.
    • Spirit Shackle is a linear move that shoots a chargeable arrow - out of 2 - to a specified direction. Decidueye can still move while charging the arrow but move slowly than his regular movement speed.
    • Shadow Sneak is a both a buff and a debuff move that targets the nearest enemy Pokemon, making the target slower as well. When Decidueye uses this moves, he immediately gains a buff that increases his movement speed. It is also helpful in seeking out hidden enemies, as the move prioritizes locking onto other players before focusing on a regular wild Pokémon (only when it's attacked first). After it's upgraded, it allows Decidueye to seek out any hidden enemies nearby without the attack having to connect.
  • Green Thumb: Being part Grass-type, Decidueye has access to three Grass-type moves:
    • Leafage is an AOE move that hits anyone within Rowlet's/Dartrix's vicinity. This move can be replaced by Razor Leaf or Spirit Shackle if Dartrix evolves into Decidueye by Level 7.
    • Razor Leaf is a Buff move where Decidueye summons leaves surrounding him. For the next few moments, all of Decidueye's auto-attack will bounce off to the next nearest Pokemon within the target's and Decidueye's vicinity. Upgrading this move further will increase the damage depending on the opponent's remaining HP.
    • Leaf Storm is a linear AOE move where Decidueye throws a barrage of leaves that damages the enemy as well as pushing the enemies who are at closer distance.
  • Limit Break: Decidueye's Unite Move, Nock Nock, is a linear AOE move where he is rooted in one place while continuously shooting a barrage of arrows before shooting a larger arrow.
  • Long-Range Fighter: Decidueye has excellent range with some of its moves and can deal a lot of damage from a good distance away. However, it lacks mobility and is quite squishy, so enemies getting up in its face will usually find it easy prey.
  • Magikarp Power: Similar to Cinderace, it only starts learning moves once it evolves to Decidueye and reaches level 7.
  • Master Archer: Hands down the Pokémon with the best range among the rest due to Spirit Shackle and Nock Nock. Nock Nock deserves special mention, as its range reaches further than any other attack (except Dragonite's Draco Meteor, which covers a greater distance).

    Duraludon 

Duraludon (ジュラルドン, Duraludon)

https://static.tvtropes.org/pmwiki/pub/images/d8d04651_0b01_46f0_b031_4a6b864c5428.png

Duraludon is a Steel/Dragon-type Pokémon that first appeared in the Galar region.

  • Anchored Attack Stance: When using Flash Cannon, Duraludon drops to all fours to anchor itself, making it unable to move but making its basic attacks more powerful and increasing its attack range.
  • The Artifact: Despite later receiving an evolution in the form of Archaludon, Duraludon is still treated as a single-stage Pokémon to maintain its gameplay design.
  • Charged Attack: Dragon Pulse counts as both the Collect and Hold types. Duraludon marks enemies hit by its basic attacks while it has Dragon Pulse learned (the Collect component) and when used, Dragon Pulse can be held to increase its range and power (the Hold component). Dragon Pulse’s damage to an enemy is increased by both the amount of time it is held for and the number of marks on that enemy.
  • Dishing Out Dirt: Stealth Rock is a Rock-type move where Duraludon throw down a rocky field that slows enemies and deals damage over time. The move is hidden until enemies walk onto it. If an enemy blocks the thrown rock, the field will be set up at their feet instead of the chosen location. If the enemy stays in the field for too long, they will be rooted. Gain a boosted auto after casting the move. Two charges of this move can be stored. When upgraded, a third charge is added.
  • Expy: Much of its moveset functions very similarly to Sergeant Hammer. Flash Cannon gives it an Anchored Attack Stance that trades in the ability to move for longer-ranged and more powerful attacks like Hammer's Siege Mode, Dragon Tail deals damage and shoves enemies back like Concussive Blast (with the difference that it also pushes Duraludon back), and Stealth Rock is planted on the ground to damage and slow approaching enemies like Hammer's Spider Mines.
  • Extra-ore-dinary: As a part Steel-type Pokemon, Duraludon has access to two Steel-type Move
    • Metal Claw is a Steel-type move where Duraludon strikes an area, slowing enemies under said area. Gain a boosted auto after landing the attack. At Level 7, this move can be replaced by either Dragon Tail or Stealth Rock.
    • Flash Cannon is a Steel-type Move where Duraludon slow, then rooted, enemies in front of Duraludon. For a short time afterward, boosted autoattacks slow enemies and pierce them.
  • Immune to Flinching: Duraludon's Ability is Heavy Metal, which blocks a shoving or throwing move once before going on cooldown.
  • Limit Break: Duraludon's Unite move, Revolving Ruin, makes Duraludon shoot a laser that hits the area surrounding Duraludon with a great radius. Anytime the laser hits an opponent, Duraludon gains an Attack boost as well as an additional Shield bonus, and the burning circle left by the laser damages and slows the opponent upon contact.
  • Non-Elemental: Laser Focus is a Normal-type self-buff move that, after reduce damage taken, Duraludon's next 3 autoattacks will deal more damage. At Level 5, Laser Focus can be replaced with either Flash Cannon or Dragon Pulse
  • Our Dragons Are Different: As a part Dragon-type Pokemon, Duraludon has access to two Dragon-type Move
    • Dragon Pulse is a Dragon-type move that can be charged before dealing damage in an area surrounding Duraludon. When charging, your movement speed is decreased, but if the move is charged up, it'll be stronger and hit in a wider area. After learning this move, opponents will be marked up to 6 times whenever Duraludon damages them. When a marked opponent is hit by Dragon Pulse, they will lose all their marks and take additional damage according to how many marks they had. If this move kills an enemy, its cooldown is reduced, and the next 3 autoattacks from Duraludon will also decrease its cooldown.
    • Dragon Tail is a Dragon-type Move that shoves an enemy back and push Duraludon back slightly. After landing this attack, gain a boosted auto. Two charges of this move can be stored.
  • Pragmatic Adaptation: Duraludon in the mainline series is a Special Attacker, but it's redesigned into a Physical Attacker in Unite.
  • Skill Gate Characters: Duraludon has a noticeably high winrate in solo queue as it can easily hunker down and deny large areas of the map, zoning enemies away from key objectives with its powerful, long-ranged attacks. In competitive play, on the other hand, players are more capable of exploiting its low burst damage and lack of mobility, shutting it down with long-ranged burst damage (such as Gardevoir and Espeon) or by diving onto it (such as with Lapras and Leafeon).
  • Stealth Pun: Duraludon's appearance is based on The Shard, the tallest structure in London. Its gameplay involves remaining largely stationary to defend an area, much like a defensive structure in other MOBA and RTS games.

    Espeon (Eifie) 

Espeon (エーフィ, Eifie)

https://static.tvtropes.org/pmwiki/pub/images/unite_espeon.png
A Psychic-type Pokémon who first appeared in the Johto region, Espeon is one of the various Pokémon Eevee can evolve into. In particular, Eevee can evolve into Espeon if it has levels up with enough friendship during the day.

  • Limit Break: Her Unite move, Psychic Solare, launches every enemy Pokemon in the vicinity in the air, freezing them in the air, damaging them before finally shoving them.
  • Non-Elemental: As Eevee, has access to two Normal-type moves:
    • Swift is a Normal-type move that launches three stars initially targeted at one specified designation but continues beyond it until a certain distance. At Lv 4, Espeon can replace this move with either Psyshock or Stored Power
    • Growl is a Normal-type move that deals damage to a linear AoE as well as slowing anyone within the vicinity. At Lv 6, Espeon can replace this move with either Psybeam or Future Sight
  • Power Floats: During her scoring animation, Espeon uses her psychic abilities to lift herself off the ground.
  • Psychic Powers: Espeon, being a Psychic-type, has access to five Psychic-type moves:
    • Psyshock is a Psychic-type move that launches five projectiles initially targeted at one specified designation but continues beyond it until a certain distance. If all 5 projectiles hits one pokemon, said Pokemon will also be stunned as well.
    • Stored Power is a Psychic-type move where Espeon throws a group of homing projectiles targeting random enemies within Espeon's radius. Up to 5 maximum projectiles can be charged per three seconds.
    • Psybeam is a Psychic-type move where Espeon shoots a laser in a specified direction. If the laser hits, it will bounce to other available nearby target within the radius. The damage of this laser depends on the HP of the first target it hits.
    • Future Sight is a Psychic-type move where Espeon homes on a specific Pokemon, allowing every other moves Espeon use to automatically hit said Pokemon, before finally dealing damage to the target.
  • Secondary Sexual Characteristics: Espeon is confirmed female here, as the Eevee she evolves from has a heart-shaped tail.
  • Status-Buff Dispel: Espeon has two abilities as an Eevee and as an Espeon:
    • Eevee's Ability is Adaptability, which negates any Hindrances then becomes immune to Hindrances for a short time.
    • Espeon's Ability is Magic Bounce, which is similar to Adaptability and also damages the opponent who inflicted the hindrance while slowing them as well.

    Delphox (Mahoxy) 

Delphox (マフォクシー, Mahoxy)

https://static.tvtropes.org/pmwiki/pub/images/unite_delphox_1.png
Delphox is a Fire/Psychic-type Pokémon who first appeared in Kalos as one of the region's starters.

  • Critical Hit: Subverted in the 1st Anniversary patch. Delphox used to notably be the only Mage-type Attacker where two of her spells can potentially deal critical hits. While Delphox does not have any base Crit rate, she is able to make her spells deal critical hits by adding Items such as Scope Lens and/or Razor Claw. This has been patched out in the Anniversary
  • Fatal Fireworks: Her Unite move saturates an area with fireworks explosion for a certain duration. You do NOT want to stand in it.
  • Playing with Fire: Being part Fire-type, Delphox has access to six Fire-type moves:
    • Ember: At Level 6, this move can be replaced by one of the moves listed below:
      • Fire Blast: Sends out a linear wave of fire where the affected area will burst after initially sending out a projectile
      • Mystical Fire: Sends out a ball of fire. At Level 11, Mystical Fire+ can reduce cooldown when the skill hits
    • Will-O-Wisp:
      • Flame Charge: A Fire-type move where Delphox jumps to a specified place then, if an enemy is present within her vicinity , sends out three projectiles that homes in on them.
      • Fire Spin: A Fire-type move where Delphox throws a whirlwind of Fire that follows an opponent then stunning them by spinning them uncontrollably.
  • Limit Break: Its Unite Move, Fanciful Fireworks, deals continuous damage in an area, slowing and weakening HP recovery moves as well.
  • Run or Die: She has 2 skills that can be dodged, but will suck royally if it ever hits you.
    • Fire Spin is a slow-moving tornado that will disorient-slash-disable you for 1 second if it hits. Considering the genre, getting caught in it means you are bound to be jumped by her allies and get shredded in that crucial one second.
    • Fanciful Fireworks deal sustained area damage over time, while slowing enemies caught in it and reducing their healing effectiveness. You do not want to stay in it, making it great for contesting objectives.
  • Psychic Powers: Subverted. Despite being Psychic-type, Delphox has no Psychic-type moves in his arsenal in Pokemon Unite.
  • Squishy Wizard: Just as squishy as Gardevoir, with just as powerful area damage capability.
  • Tornado Move: Fire Spin creates a fire tornado that disorients and spins Pokemons caught in it.

    Glaceon (Glacia) 

Glaceon (グレイシア, Glacia)

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

Glaceon is one of Eevee's various evolutions, being an Ice-type Pokémon that first appeared in the Sinnoh region.

  • An Ice Person: As an Ice-type Pokemon, Glaceon entire arsenal is based around ice, specifically Ice Shards built up by her moves and boosted attacks.
    • Icicle Spear winds up for a second, before shooting all of Glaceon's Ice Shards at a targeted enemy.
    • Icy Wind has Glaceon dashing forward and then throwing all Shards at once.
    • Ice Shard is an Ice-type move where Glaceon supplements her basic attack with Ice Shards. Each basic attack will produce 2 more Ice Shards.
    • Freeze Dry is an Ice-type move where Glaceon throws an icy wind on a specified direction, generating Ice shards depending on how many opponents were hit within the the circular area, as well as potentially freezing anyone affected in the area.
  • Charged Attack: Glaceon's moveset is based around building up Ice Shards over time through attacking or its secondary moves (Ice Shard/Freeze-Dry) to fuel its primary move, Icy Wind or Icicle Spear.
  • Difficult, but Awesome: Glaceon generally requires more micromanagement than most other Pokemon as she has to actively monitor how many Ice shards stocked in either her Icicle Spear or Icy Wind moves to maximize their potential damage. The Ice Shard will stay until the blue bar underneath Glaceon's health bar is drained, and the only way to keep the blue bar up is to keep attacking, meaning that Glaceon has a noticeable ramp-up time in most fights as well and leaving her at a disadvantage against other burst-damage Attackers, but once charged up, Glaceon can seriously bring the pain to anyone that strays into her cast range.
  • Flechette Storm: Icicle Spear is an Ice-type move where Glaceon targets a specific opponent then shoots all available Shards she has. When any other opponent is in between the firing range, the Shard will hit said opponent instead but will still target the original opponent.
  • Homing Projectile: Icicle Spear's shards will home in on the target once fired; it doesn't matter how far the enemy runs, once Icicle Spear starts firing, it will hit them (unless someone takes a hit or two for them).
  • Limit Break: Glacial Stage is an ice-type move where Glaceon freezes an area that damages the opponent underneath said area. Her Ice Shards quickly restocks while she is inside the same area, making Icicle Spear more lethal.
  • Mage Marksman: Glaceon is notably the only ranged Sp. Attack Pokemon that can actually deal critical damage on both her Basic Attack and one of her skills (Icy Wind). It also seems like her base stats supports this as she not only also gains an initial Critical Hit Rate starting at Level 5, but also has her Basic Attack be entirely based on her Sp Attack, only other Pokemon possessing the same stats being Wigglytuff and Blissey, but this is more relevant to Glaceon as she also gains Spell Vamp as well, which means both her Basic Attack and her skills can heal her, making her Spell Vamp an equivalent to Life Steal on normal Atk-based Pokemons. With all this stats in mind, she still maintains to have Cooldown Reduction like any other SpA-based Pokemon, making her able to spam skills earlier than most other marksman-type Pokemon
  • Non-Elemental: As an Eevee, she has access to two Normal-type moves:
    • Swift is a Normal-type move where Eevee summons 4 stars that suppplement its basic attack. Every time Eevee(G) does a basic attack, she throws a star in addition, throwing the last two stars on the third instance. At Level 4, this attack can be replaced by either Icy Wind or Icicle Spear.
    • Tail Whip is a Normal-type move where Eevee whips its tail that lowers targetted opponent's Sp Defense. At Level 6, this attack can be replaced by either Ice Shard or Freeze Dry
  • Secondary Sexual Characteristics: Similar to Espeon's case, Glaceon is confirmed female as well, as the Eevee she evolves from has a heart-shaped tail.
  • Status-Buff Dispel: Has two Ablilities as Eevee and Glaceon
    • No-Sell: Run Away is an ability that dispels any Hindrances as well as turns Eevee momentarily invincible. After it this Ability activate will trigger a cool down as well.
    • Invisibility Cloak: Snow Cloak is an ability that momentarily turns Glaceon invisible instead of being afflicted with any Hindrance. After this Ability activates, it will trigger a cool down as well.

    Mew 

Mew (ミュウ, Mew)

https://static.tvtropes.org/pmwiki/pub/images/dbfe953e_bfd0_4e27_8e8c_d987d677fa78.png

Mew is a Mythical Psychic Pokemon hailing from under a truck in the Kanto Region. Known as the "Progenitor of all Pokemon", Mew has access to a few moves available to different available Pokemon already, but he can also swap between the moves in a 20 second interval.

  • All Your Powers Combined: While Mew is a Psychic type in general, four of his power are almost a carbon copy of their respective moves prior to Unite Sept 2022
    • Electro Ball works similarly to the same move Pikachu can possess in that Mew hurls a yellow ball that homes to a target opponent, dealing damage as well as paralyzing them
    • Solar Beam works similarly to the same move Venusaur can possess in that Mew shoots a beam of sunlight in a comparably long line.
    • Surf works similar to the same move Blastoise can possess in that Mew summons out a tidal wave that can push opponent on a specified linear direction as well as relocating towards the end of the move.
    • Light Screen works mildly different but visually similar to the same move Mr. Mime can possess in that Mew summons an impassable wall of light. The main difference is every moves listed prior to this move will power up when they pass through the Light Screen. In addition, Mew may use the move again to recall the Light Screen so that it follows him.
  • Master of All: The only thing that keeps Mew from being called a mislabeled All Rounder is its frailty. It can buff allies, provide crowd control to defend an important location, relocate to either chase down enemy or else escape, and also deal a good chunk of damage.
  • Mechanically Unusual Fighter: Mew is the only character out of the roster who can actively reset their moveset after a 20 seconds cooldown, where other Pokemon must stick to the two moveset they possess all throughout the match.
    • In addition, Mew's basic attack works similarly to Aegislash in which it only gets a boosted attack stack whenever he uses a move but, unlike Aegislash, using a basic attack does not decrease the stack. When Mew has 3 boosted attack stacks, its next basic attack is a relatively powerful projectile.
  • Pragmatic Adaptation: Mew's Synchronize ability functions differently from the main series and other iterations of it in this game. Instead of reflecting status effects, it increases Mew and its allies movement speed whenever Mew uses a move.
  • Skill Gate Characters: Mew does have a relatively low skill floor as anyone can just stick to one of the 9 possible combinations of moveset Mew can possess all throughout the match, just like any other Pokemon, but what separates a good Mew user from a great Mew user is knowing which moveset to instantly switch into whenever the needs call for another moveset that the current moveset cannot optimally cover.
  • Status Buff: Mew can learn Coaching, a Fighting-type move that buffs the target ally's basic attack speed as well as giving them a shield. Coaching is mildly spammable as long as the target ally/ies do not currently have the Coaching Buff.
  • Super-Speed: Mew can learn Agility, a Psychic-type move that quickly moves Mew in a specified direction. Mew can hold two charges but has a small cooldown before using both charges and each charges has a notably long cooldown as well.

    Dragapult (Dorapult) 

Dragapult (ドラパルト, Dorapult)

https://static.tvtropes.org/pmwiki/pub/images/b5343136_9ff2_46c0_9a52_93546946b786.jpeg

Dragapult is a Dragon and Ghost-type Pokémon hailing from the Galar region.

  • Boring, but Practical: Compared to the usual Unite Move, which tends to be some sort of big, flashy explosion or team buff, Dragapult's Dreep and Destroy doesn't seem too exciting; all it does is boost its attacks and allow it to attack two opponents at once (or one opponent twice if there are no other targets). Given how devastating Dragapult's basic attacks can be, it doesn't need much else to mow down the opposition in a teamfight, and if you really want someone dead, it can be used twice in a row. The move's short cooldown also means Dragapult can use it much more liberally than the bigger Unite Moves of most other Pokémon.
  • Fragile Speedster: Both of its secondary move upgrades (Phantom Force and Dragon Dance) make Dragapult quite nimble for an Attacker, allowing it to run circles around opponents, but it's not particularly good at taking hits.
  • Limit Break: Hitting opponents or remaining in stealth with Phantom Force builds up a gauge that turns Dragapult's attacks into boosted attacks when full. Boosted attacks not only deal more damage, but also splash in a small area. Averted with its actual Unite Move, which functions like a regular move with two charges and operates on a cooldown rather than the Unite Energy system.
  • Our Dragons Are Different: Part Dragon-type and knows three Dragon-type moves:
    • Dragon Dance allows him to circle around enemies while spamming auto-attacks on them. When an enemy dies from this move, the move's cooldown resets.
    • Dragon Breath allows him to fire a stream of draconic fire that leaves a burning trail, damaging and slowing down enemies if they step on it while recharging his auto-attack meter.
  • Our Ghosts Are Different: Part Ghost-type and knows three Ghost-type moves:
    • Astonish allows it to damage enemies and slow them down. When Dreepy evolves, Astonish can be replaced with Dragon Breath or Shadow Ball.
    • Shadow Ball allows it to mark an opponent he hits and deal more damage.
    • Phantom Force allows it to enter stealth for a short time and its boosted basic attack damage and basic attack speed are increased.
  • Spam Attack: Dragapult's strategy as it has a boosted basic attack gauge which drains if it doesn't damage anyone in a short period of time, and nearly all of its abilities are about multiple hits in a short period of time: Quick Attack increases his basic attack speed, Shadow Ball allows him to mark an enemy up to four times, Dragon Dance has him continually deal damage with high-speed basic attacks for a short period of time (and instantly cools down if it kills someone), Phantom Force boosts Attack speed right after emerging, and even Dragon Breath has instant cooldown when you use Dragon Dance. To top it off, Dreep and Destroy, while not the flashiest, is unusually spammable thanks to its stacking charges and very low cooldown for a Unite move (more comparable to a regular move). The result is that a proper Dragapult assault is an absolute carpet-bombing of smaller attacks burying the unfortunate opponents.
  • Super-Scream: Dreepy knows Astonish which has it shooting a sound blast in a forward direction and it explodes upon contact with an enemy or after a period of time. If it hits an enemy Pokémon, they're damaged and slowed for a short time.
  • Super-Speed: Dreepy knows Quick Attack which has him quickly shoot forward and increases his basic attack speed.

    Chandelure (Chandela) 

Chandelure (シャンデラ, Chandela)

https://static.tvtropes.org/pmwiki/pub/images/img_0537.png

Chandelure is a Ghost and Fire-type Pokémon hailing from the Unova region.

  • Armor-Piercing Attack: His Infiltrator ability allows his next attack to partially ignore opponent's Special Defense up to eight times after damaging an opponent.
  • Limit Break: Ignite Midnight wherein Chandelure seals the area around himself in darkness which obscures opponent's vision for a short time. If Chandelure uses this again, he will continuously fire a beam of fire in a designated direction, dealing damage to enemies it hits and he can aim the beam. The final blast does increased damage.
  • Master of Illusion: His Night Shade and Poltergeist moves create mirages and these can cause an opponent to be prevented from acting and slowed down when hit respectively.
  • Our Ghosts Are Different: Part Ghost-type and can learn Night Shade and Poltergeist with the former move preventing opponents from moving for a short period of time and the latter slowing down opponents if they come into contact with a mirage or step into the zone.
  • Playing with Fire: Part Fire-type and can learn Ember, Flamethrower and Overheat which burn opponents and Overheat uses heat energy to deal damage based on the amount of heat energy Chandelure stored up.
  • Psychic Powers: Can learn Imprison where he creates a zone in front of himself preventing the first Pokémon that enters from moving and all Pokémon that are in or enter the zone cannot use moves. At Level 13, all Pokémon caught in the zone when this move is activated cannot act.
  • Status Effects: Uses his first moves to burn opponents and his second moves to stop opponents from acting (Night Shade, Imprision) or be slowed down (Poltergeist)

    Inteleon 

Inteleon (インテレオン Inteleon)

https://static.tvtropes.org/pmwiki/pub/images/img_0561.png

Inteleon is a Water-type Pokémon and the Stage 2 evolution of the Galar Water-type starter, Sobble.


  • Achilles' Heel: Due to how it can deal more damage building up Critical Counters but deal less damage without them than any other Pokémon, it's not advised to use its basic attacks, as they can quickly and easily deplete the counters and leave it wide open to punishment. Also, since it needs to build said counters up, it needs to take time before it can attempt to deal high damage.
  • Armor-Piercing Attack: Snipe Shot partially ignores the target's Special Defense.
  • Beware My Stinger Tail: Can learn Fell Stinger, which releases a stinger to either tag enemies for a Critical Counter or pull itself to a wall.
  • Critical Hit Class: While invisible through its Sniper ability, Inteleon builds up Critical Counters over time to a maximum of 3. If it uses Water Gun (or one of its upgrades, Snipe Shot or Liquidation) or a basic attack while it has Critical Counters, it consumes one to deal a guaranteed critical hit. Additionally, Inteleon has an innately increased crit chance and critical hit damage, and its Limit Break Azure Spy Vision further increases its crit rate while passively generating Critical Counters over time.
  • Crosshair Aware: While charging Snipe Shot, the direction Inteleon is aiming at is visible to the enemy as a red line resembling a Laser Sight.
  • Grappling-Hook Pistol: If its Fell Stinger move hits a wall, Inteleon immediately grapples to it.
  • The Gunslinger: Depending on how it's built, Inteleon can be played as either a Trick Shot by picking off enemies from afar with Snipe Shot while sneaking around using Fell Stinger, or a Woo with Liquidation to barrage enemies with a hail of projectiles and Acrobatics to dart around its target.
  • Hand Blast: Inteleon attacks using water from its fingertips as a working Finger Gun.
  • Limit Break: Azure Spy Vision, which for a short duration allows Inteleon to see nearby Pokémon that are in stealth or in tall grass, doubles its critical hit rate, and periodically grants Critical Counters.
  • Long-Range Fighter: Even by Attacker standards, Inteleon stands out for having an absurd effective range when built around Snipe Shot, which can easily hit targets from off the screen. On the other hand, it needs to stand still to properly aim and has low health and only moderate mobility while Snipe Shot deals mediocre damage up close, so it relies on its range to not get picked off in return.
  • Making a Splash: Appropriately enough for a Water-type starter, Inteleon's secondary move and basic attacks have it attacking with water projectiles.
  • More Dakka: Liquidation has Inteleon firing a barrage of water projectiles at its target. Each individual projectile deals low damage, but their sheer volume, ability to crit, and causing the target to take increased damage from Inteleon if enough of them hit makes it quite deadly.
  • Not Quite Flight: Can learn Acrobatics to temporarily glide, increasing its movement speed if it hits an enemy. It can then push off that enemy to glide in a different direction and gain a Critical Counter.
  • Puppy-Dog Eyes: One of Sobble's starting moves is Tearful Look which decreases the Attack and Special Attack of an opponent and boosts Sobble's speed.
  • Sensor Character: During its Unite Move, Azure Spy Vision, Inteleon can see invisible Pokémon and Pokémon hiding in tall grass.
  • Sniper Scope Sway: Simulated by Snipe Shot, whose projectile has a conical spread around the direction it's aimed at. Charging up the move tightens the possible spread, until it reaches perfect accuracy after 1.25 seconds of charging.
  • Stealth Expert: Appropriately enough for a Pokémon based on a secret agent, Inteleon's ability Sniper causes it to turn invisible when near a wall and out of combat, letting it sneak around while hugging walls. However, it can still be barely visible for those who notice its white outlines moving around.
  • Surprisingly Sudden Death: Escaping a fight with low health? Better hope Inteleon isn't sneaking around nearby with a Snipe Shot charge ready...

    Miraidon 

Miraidon (ミライドン, Miraidon)

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Miraidon is an Electric/Dragon-type from the Paldea Region and the version mascot of Pokémon Violet. Resembling a robotic Cyclizar, it was brought over from the future (or a futuristic Alternate Universe) by Professor Turo and can transform into a motorcycle-like form at will. In Pokémon Unite, it assumes its Ultimate Mode at all times.
  • Always Accurate Attack: Electro Drift's fully charged move will home in on a target once it's locked down. It can only be stopped if Miraidon is blocked or taken down before then, however.
  • Charge Attack: The appropriately named Charge Beam has Miraidon charging for a few seconds before using the move.
  • Geo Effects: Miraidon's Ability, Hadron Engine, consumes its Aeos Energy to create Electric Terrain around itself after hitting an enemy player with a move; the more Energy drained, the stronger its effects. Electric Terrain strengthens allies' moves and the healing and shields provided by allied goal zones, and prevents allies from falling asleep. Enemy goal zones in Electric Terrain conversely have their healing and shielding weakened.
  • Limit Break: Bright Future Meteor Storm which has Miraidon calling down up to five meteorites in a row. If an opposing Pokémon is hit by one, the next meteor to fall deals increased damage and the final meteor has a wider area of effect and throws opponents. The move has to be channeled to gain the full effect, draining Unite Energy based on how long it's channeled, though Miraidon can move and has Hindrance Resistance while channeling. Incidentally, this is Miraidon's only attack that doesn't involve electricity, as it seems to be a souped-up version of Draco Meteor.
  • Magikarp Power: It's got potential to deal massive damage, but it's hindered by having a slow take off at the start of a match that it must reach lv. 5 to start being a menace. Its basic attack doesn't damage much, it's slow to move, and it's got low defenses.
  • Necessary Drawback: Hadron Engine cannot be turned off; if Miraidon connects with a move while it's off cooldown, it will trigger and deplete Miraidon's Aeos Energy even if you don't want it to. As a result, Miraidon's power is offset by the massive Aeos Energy drain, making it poor at scoring but good at helping allies score.
  • Ninja Pirate Zombie Robot: It's a robotic dragon-motorcycle that runs on electricity that it can weaponize, and is also a playable Legendary Pokémon.
  • Olympus Mons: A Legendary Pokémon and unlike Zacian and Mewtwo, it was made an EX License upon release.
  • Our Dragons Are Different: Part-Dragon type but does not learn any Dragon-type moves — although its Unite Move, Bright Future Meteor Storm, may be based on Draco Meteor.
  • Rolling Attack: Electro Drift has Miraidon spinning at the opponent, damaging everything in its way.
  • Shock and Awe: Part Electric-type and all of its moves are Electric-type.
  • Status Buff: Charge Beam boosts Miraidon's Sp. Atk like in the games.
  • Status Effects: Miraidon's second attack (Thunder Wave, Thunder, Electro Drift) paralyze and slow opponents respectively.
  • Three-Strike Combo: Each of Miraidon's primary move upgrades (Charge Beam and Electro Drift) stores up to two charges. If it hits opponents twice in succession with them, it can then use a more powerful version of that move.
  • Trademark Favorite Food: Sandwiches, just like in Pokémon Scarlet and Violet, as the "Miraidon's Sandwich Challenge" event is themed around them.

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