Types In GeneralWhat is an elemental type? Such questions are often asked by up and coming poketrainers, hoping to grasp the complexities of battle to their fullest (or, perhaps, to avoid battles they cannot win). And it is understandable that they would ask such a question, seeing as how elemental types can often determine the proper response to a pokemon. The aspect that confuses them the most is the split between elemental pokemon and elemental moves; the purpose of this article is to clarify such confusion.
Elemental PokemonA pokemon's elemental affiliation is determined by a combination of physiological and behavioral traits. Fire type pokemon, for instance, near universally have internal glands which produce flammable substances alongside specialized organs to direct them; the few firetypes that DON'T have this operate by redirecting ambient heat in a manner similar to their gland-based brethren, and are thus classified as firetype due to their similar behavior. Because their types are determined by their physiology, moves of a specific type will IN GENERAL have greater or less impact one pokemon of a specific type. In addition, a pokemon using a move of the same type as its own affiliation will be more adept with it instinctively. Pokemon are generally classified as either "pure", having only one elemental affiliation, or "Dual Type", having two; while many pokemon could in theory belong to more groups, such metaclassification is generally seen as unnecessary nitpicking by the community.
Elemental MovesThe various specialized attacks and abilities a pokemon can learn are referred to as moves. Unlike pokemon themselves, moves only come in one elemental variety at a time; this is due to the physiological requirements of a move being more specific then a pokemon's own biology. However, a move's element does not limit the pokemon that can learn the move; continuing the fire-type example, the Bagon line is capable of learning Ember by striking its claws against its shellcrests, despite not being firetype itself. What type a Move belongs to is determined by the methodology most commonly used to enact a move. Moves are also classified by their usage, with physical attacks requiring physical contact and special attacks being ranged or psychic in nature; a number of moves are not aggressive, but instead inflict a temporary condition known as a "status effect."
Elements In CultureFiretypes are aggressive. Water Types are gentle. Fighting Types are honorable. These and more stereotypes can be found throughout all civilizations that have had contact with pokemon, and they are not without reason; a pokemon's type is often determined by its environment, and its personality shares such origins. However, pokemon are individuals first and foremost; simply classifying a pokemon's methods by type is not advisable, as even some puretypes break the trend of their elemental class.
edited 20th Sep '12 3:38:50 PM by Masterweaver
edited 20th Sep '12 1:55:44 PM by Sixthhokage1
General CharacteristicsGround Type pokemon are defined by their habit of taking advantage of the environment, whether that means causing an earthquake or grabbing a handy bone to swing at their foe. Most of these pokemon consequently either are very strong or burrow through the ground, although dual watertypes are, understandably, an exception to this rule. Browns and grays dominate this type, though sandy yellows are also prominent. Of course, as with all types, these are only guidelines, not rule
PowersGround types instinctively make themselves aware of the lay of the land, feeling out the area's geological stability and the relative hardness of the soil with either vision or burrowing instincts. This makes them instinctively aware of both themselves and their enemies relative positions, as well as allowing them information from which to plan an assault. Because their abilities, in general, are based on subverting the stability of the environment, they tend to be very good aggressively; the heavy rock and steel types fall to their tunnels easily, and the glands of both fire and poison types react poorly to a thrown clod of dirt. Electric types in particular suffer against ground types, as they not only will cover the electrics in heavily debilitating mud but will also ground themselves, making electric attacks worthless. Their strength and/or burrowing prowess also makes them resistant to the attacks of poison and rock pokemon, since they will shrug off or dodge it to a mild degree. On the flip side, their reliance on the environment as an assault mechanism means the smaller bug types and the more environmentally aware grass types do not suffer as much from their assaults, and flying types can evade their attacks entirely. Environment-altering attacks can also cause ground types much suffering; water and ice types wash away/freeze the soil, causing ground types to misjudge their assaults, and grass types can break apart the very ground the pokemon rely on with their rootlets.
MorphologyGround types are generally built either to burrow through the ground or to use their strength to their fullest.
DietBecause a large number of ground types live underground, roots and burrowing insects seem to be a food of choice. However, not all ground types eat these and some should in fact be fed in large quantities.
BreedingWidely varied. Ground types tend to raise their young to adulthood, though.
edited 30th Sep '12 10:15:56 PM by rmctagg09
Morphs [Oak Catalog #]
- Trapinch [#328]
- Vibrava [#329]
- Flygon [#330]
Notable BiologyThe Trapinch line are known for being one of the oddest pokemon native to the Hoenn region. Firstly, despite the first and second morphs resembling insects, the line is primarily ground typed, and secondarily, the three forms bear very little resemblance to each other. The later morphs are known for being two of the most common Dragon-types in it's native land, due to the ready availability of Trapinch. This line, despite their typing, actually has more in common with bug-types physiologically. The first two morphs have an exoskeleton, and their 'goggled'-eyes are similar to the compound eyes of pokemon like Beautifly, Venomoth or Mothim. All three morphs use copper-based hemolymph in place of blood, so trainers should not panic when their pokemon begins to bleed green or grey instead of red. Trapinch, the first morph, are easily identified by their round, red bodies with a white underside and stump-like legs. Wing cases can be seen on their backs, but these are immobile. Their head is at least as large as their body, and their nutcracker-like jaws make up three-quarters of their heads. Their eyes are small and covered in a clear part of their exoskeleton. This gives them a noticeable sheen. Something for prospective trainers to note is Trapinch's digging reflex. If a Trapinch feels something on it's head or near its jaws, it will flick it's head back in such a way as to dislodge the disturbance, either bringing it into range of the nutcracker-like jaws or flung away. Due to this reflex, allowing your Trapinch to move at its oen pace is recommended. Vibrava have an elongated, pale yellow body, similar to that of a Yanma. The wing cases they had as Trapinch have now matured into two pairs of green, rhomboid wings. These are still weak, and do not allow extended flight, though they can be vibrated at supersonic rates. Two projections on the end of it's tail assist with steering. The lenses that cover the eyes are now green, and much more apparent. The pokemon's legs have also become longer and thinner. Vibrava's wings are, in fact, its primary means of subduing prey. Using various techniques referred to in the trainer community as "Supersonic", "Screech" and "Sonic Boom(sic)", Vibrava will use its wings to generate vibrations near the resonance frequency of prey's tissues, inflicting minor but numerous wounds that can result in internal bleeding. Thankfully, these vibrations usually only result in a headache in humans. Flygon hardly resembles the previous two morphs. Now much larger, Flygon now appears more reptilian. Flygon's body is even more elongated, with a clearly defined head, neck and tail. The muscular hind legs of this morph are used to provide an initial burst of lift, as well as allowing the Flygon to stand upright. Its forelimbs are still small, but have sharp claws. The lenses over its eyes are now red, the single pair of wings are now fully developed, and its tail now has three rudder-appendages. Despite Flygon's skin appearing similar to reptilian scales, it is in fact the same exoskeleton it had as a Trapinch, now stretched almost to breaking point. Though it is now unable to support the Flygon's body, it still provides a good defense against the sandblaster-like winds of its native Hoennian desert habitat. The green colour is in fact the pokemon's 'blood'; more properly called hemolymph; visible through the thinned chitin.
HabitatAs mentioned earlier, this line is a native of Hoenn's route 111. This desert is almost constantly assailed by a vicious sandstorm, and many of the creatures there have adapted to the weather. Trapinch and it's line have adapted by thickening their exoskeletons. Trapinch is most easily found, due to their large, conspicuous traps. Vibrava are small, and Flygon are often only heard; the sound of their wings very similar to that of a woman singing. This line has been successfully introduced into Route 228 in Sinnoh's Battle Zone, as well as Unova's Desert Resort, both areas where sandstorms are known. Trapinch have also been imported to Johto's Safari Zone, mountains in Orre and near Unova's Rebirth Mountain, providing evidence that this line can survive in mountainous areas.
DietAll three members of this line are carnivourous, each having a distinct method of catching prey. Trapinch are well known for their pit traps, dug into the sand of the desert. These pits can be dug very quickly, some specimens able to create them on the battlefield. Vibrava abandons the stationary traps for a more active lifestyle, following prey and disabling them with precisely targeted soundwaves. It also retains the ability to dig, and can be found lurking under a thin layer of sand to ambush prey animals. It can also use venom, but this is often unnecessary for mature Vibrava. The final morph, Flygon, adopts a predatory niche similar to that of Swellow and Altaria in other regions, swooping down to disable prey with a combination of claws and impact. These attacks have been refined into the "Dragon Tail" and "Dragon Claw" techniques. If injured, a Flygon will revert to the ambush tactics favoured by its preevolutions.
HazardsThe obvious one is Trapinch's jaws. Capable of crushing granite boulders, they are more than capable of cutting through flesh and pulverizing bone. It is also a very dense pokemon, though not as heavy as a rock or steel type, it is still more than capable of fracturing bone if it falls onto someone. Despite losing it's prevolution's jaws, Vibrava is more than capable of injecting a toxic cocktail of venoms that can cause severe sickness, or even death in those allergic to it. Trained Vibrava may also be capable of causing bruising or migraines in adults. The same attributes that make Flygon such an effective battler also make it extremely dangerous if not properly trained. A collision with a Flygon flying at full speed can have an effect on the human body equivalent to that of a minor vehicle accident. This is ignoring the sharpness of its claws and the power Flygon can put behind its tail or kicks; easily enough to shatter stone.
Courting and ChildrearingWhile capable of breeding even in the Trapinch stage, breeding in the wild takes place between Flygon. The female will stir up a sandstorm, producing a mating song with her wings. This song can carry for miles on the wind, and every male within earshot will fly towards her. The female will fly erratically through this sandstorm. The first male to catch her will be her mate. The female will later lay 3-4 eggs in the sand and abandon them. Interestingly, the gender of the Trapinch will be determined by the temperature of the sand they're in, much like the Sandile line.
Social StructureMostly solitary, except during mating season, there have been instances of Trapinch working together to create massive tunnel complexes. Swarms of Vibrava have been reported, but these are hard to verify. Flygon are hardly ever seen interacting outside of mating behaviour, but they are seen to circle each other once, possibly registering each other's wing-songs.
I'm not sure I like the extremely thin exoskeleton bit for Flygon, specifically because it seems to imply that it's also very fragile. With 80/80/80 defensive stats, they're really not that fragile at all. you still have the part about registering wing songs in social structure, but left out the part of each Flygon having a unique wing song in Biology. You left out the reason for the goggled eyes- letting them see in sandstorm conditions. You forgot Flygon's official nickname, The Spirit of the Desert! Habtit:
looks good. Fund it! Diet:
maybe a bit of an explanation on why/how Trapinch's antlion pits work? I realize I didn't really explain them myself, but it seems like it would be a nice thing to add. Hazards:
I like what you added, but would prefer my stuff be included as well. Specifically, trainers being wary of wild Trapinch pits and taking Flygon to the beach. Courting/Childrearing:
Include the bit about Trapinch burrowing off immediately after hatching Social Structure:
Looks good. Fund it!
edited 3rd Oct '12 9:31:22 AM by Blissey1
edited 3rd Oct '12 1:04:37 PM by rmctagg09
Enter the castle!
edited 3rd Oct '12 2:18:20 PM by Regitnui
edited 3rd Oct '12 2:14:06 PM by Regitnui
edited 5th Oct '12 5:01:59 PM by vanishingreality