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[[center: [- [[Characters/{{Pokemon}} Main Character Index]] > '''Pokemon Types''' > [[Characters/PokemonPhysicalTypes Physical Types]] | [[Characters/PokemonSpecialTypes Special Types]] | [[Characters/PokemonLaterTypes Later Types]] -]]]
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[[foldercontrol]]

[[folder:Dark]]
!!Dark-Type / Evil-Type (あくタイプ ''aku taipu'')
[[quoteright:350:[[CastingAShadow https://static.tvtropes.org/pmwiki/pub/images/dark_types_gen_1_5.png]]]]

One of two types introduced in ''VideoGame/PokemonGoldAndSilver''. In the original Japanese, they are known as the ''Aku'' type, which translates into "Evil" or "Scum", though how true of a descriptor that is varies on the Pokémon. Regardless, they usually have a very intimidating or even a brutal presence or are based on doom, trickery, crime, destruction, and below-the-belt fighting tactics.

They are largely a group of pragmatists, both [[CombatPragmatist tactically]] and otherwise. They can be found almost everywhere, as they are not united by an element of nature, but by the consistent traits of pragmatism and brutality. They are immune to Psychics and will wreck Ghost-types, but are weak against Fighting-types, Bug-types, and Fairy-types. As of Generation VII, they're immune to an opponent's status moves that get ActionInitiative from Prankster.

%%Offensively: x2 Psychic, x2 Ghost, x1/2 Fighting, x1/2 Steel (Gen II-VI), x1/2 Dark, x1/2 Fairy
%%Defensively: x1/2 Ghost, x1/2 Dark, x0 Psychic, x2 Fighting, x2 Bug, x2 Fairy
%%Known Specialists: Karen in ''Gold and Silver'' and ''Crystal''; Sydney in ''Ruby and Sapphire'' and ''Emerald''; Grimsley in ''Black and White'' and ''Black 2 and White 2''; Nanu in ''Sun and Moon''; Piers in ''Sword and Shield''
----
* ActionInitiative:
** Sucker Punch was, until gen 7 (in which its power was reduced to 70), tied with Extreme Speed as the most powerful Priority Attack in the game ([[ElementalRockPaperScissors with Super Effective coverage, to boot!]]), but only works if the opponent uses a damaging move the same turn.
** Pursuit strikes first when the opponent tries to switch, gaining the highest Priority value in the game in this situation.
** Quash causes the target to always go last, but will only succeed if the user goes before the target.
* AlwaysAccurateAttack:
** Feint Attack is described as the user approaching disarmingly, then throwing a sucker punch (not to be confused with another Dark-type move of the same name) when the target doesn't expect it. With no chance to react or dodge, the attack ignores Accuracy and Evasion effects.
** Likewise, False Surrender is described as the user bowing their head in submission to let the opponent's guard down, then using their hair to stab the opponent.
* AlwaysChaoticEvil: Zig-Zagged, despite the Japanese name implying they are a group of {{Card Carrying Villain}}s. It really depends on the species in question. Some, like [[SealedEvilInACan Spiritomb]] and [[TheHypnotoad Malamar]], are just as evil as the typing describes. Others, like [[HeroWithBadPublicity Absol]] and [[BullyHunter Pangoro]], are downright ''noble'' in comparison, while some, like [[{{Ninja}} Greninja]], represent pragmatic tactics and sneakiness more than blatant villainy (and the same can be said of their attacks in general). There are also more aggressive and predatory Dark-types like Mega Gyarados, Tyranitar, Hydreigon, and Krookodile. Even Incineroar, the closest thing to a Pokémon directly based on a villain archetype, [[{{Kayfabe}} plays up its jerkassery]] as part of its {{Heel}} motif.
* AwesomeButImpractical:
** Fling during the story mode of the games. Using Fling consumes the item that the user was holding, and the only items that have above average power are either impossible to get before the post-game or hard/expensive to reacquire due to their rarity (or in some cases, only 1 of that item exists per save file). In PlayerVersusPlayer matches and the battle facilities like the Battle Tower. it's less of an issue, as consumed items are given back after each match, but [[ItOnlyWorksOnce you can still only use it once per match]].
** Using Fling with an Iron Ball gives it a Power of 130 with no accuracy downside. However, holding an Iron Ball cuts the user's Speed in half and negates any Ground immunity they might have (which also makes them susceptible to Spikes, Toxic Spikes, and Sticky Web). All for a move that's [[ItOnlyWorksOnce single-use]], unless the user also knows Recycle.
** Power Trip increases in power the more status buffs the user has, but getting to that point takes a long time, and it starts out with a measly base power of 20.
* BalanceBuff: Most Dark-types have higher Attack than Special Attack, but previously all Dark-type attacks were classified as Special moves. Gen IV's move split gave them physical Dark moves to put their best stats to proper use.
* TheBrute: When they're not {{Combat Pragmatist}}s, they tend to be this, with Tyranitar and Guzzlord being prime examples.
* CardCarryingVillain: Subverted. While they're literally called the Evil-type in Japan, they aren't actually evil for the most part, just [[CombatPragmatist pragmatic]] or {{Jerkass}}es.
* CastingAShadow:
** Downplayed, contrary to their English name. They mostly focus on [[CombatPragmatist pragmatic]] tactics and characterization, with only 3 moves — two of which are {{Secret Art}}s of specific species — involving any sort of darkness-controlling prowess.
** The Dark-type Z-Move also falls into this more than it does pragmatism, as it takes the form of a black hole that consumes the opponent.
* ColorCodedElements: The Dark-type icon is a very dark, grayish brown.
* CombatPragmatist: This is their gimmick, not dark powers; Dark-types rely on trickery, sneakiness, and general dirty fighting to win. Their moves involve taunting the opponent to make them angry or confuse them, using a WoundedGazelleGambit to attack when the opponent isn't ready, literal {{Back Stab}}bing, [[ManBitesMan biting the enemy]], [[ImpromptuTracheotomy chopping them in the throat]] to prevent them from making any noise, [[ISurrenderSuckers feigning surrender to get a cheap shot]], and manipulating the enemy's held item. Generation VI's Greninja is a very good example, in that its Dark typing simply comes from its being a {{Ninja}} and using sneaky techniques rather than using dark powers or having a vicious/cruel nature. Incineroar is based on a heel wrestler and fights dirty in any way possible, but any wickedness is subverted in that it actually is [[{{Kayfabe}} all just the act of a performer]].
* CombinationAttack: Beat Up is an attack where the Pokémon calls on the player's entire team [[note]]K.O.'d and Pokémon with a status ailment sit out.[[/note]] to gang up on the opposing Pokémon. When it was first introduced, the game would roll call the team as they made their attack.
* DarkIsEvil: Zigzagged. It's called the ''Evil''-type in Japanese versions and, in general, Dark-types aren't nice guys (there are exceptions, such as [[BearerOfBadNews Absol]]); however, see below.
* DarkIsNotEvil: The type can be translated as "Evil" in Japanese, but many of them are portrayed as simply being misunderstood, or enjoying harmless mischief; Greninja, one of the most famous Dark-types, is neither, as it's usually depicted as a heroic CombatPragmatist ninja. Incineroar, meanwhile, [[{{Kayfabe}} plays up its jerkassery]] as part of its {{Heel}} motif. This plays into how the type name in Japanese, "Aku", has more nuanced meanings than just plain "evil."
* DoubleTap: Assurance deals double damage if the target has already been hurt during the same turn. Its Japanese name translates to "Make Sure," which, given the Dark-type preference for underhanded tactics, implies that the doubled damage comes from hitting the target exactly where they were hit the first time.
* TheDragAlong: There's a small subset of Pokémon that begin with 35 base friendship rather than 70 when you capture them in the wild — in other words, they're significantly less happy to join up with you than ordinary Pokémon (though you'll still win them over through dedication and care). Dark- and Ghost-types jointly make up a major chunk of this group.
* ElementalRockPaperScissors
** Offense
*** Strong: Ghost, Psychic
*** Weak: Dark, Fairy, Fighting, Steel (Gen II-V)
** Defense
*** Strong: Dark, Ghost
*** Weak: Bug, Fairy, Fighting
*** Immune: Psychic
* EvilMakesYouUgly: In contrast to their Fairy-type foils, Dark-types aren't exactly pretty-looking, perhaps to add to their intimidating appearance. Quite a few Dark-Types in particular possess the [[FaceOfAThug Intimidate]] ability, which lowers the attack of the opponent when they enter battle.
* EvilWearsBlack: Well, they are the Evil-type in Japanese, and most of them are black in color.
* GameBreakingBug:
** In ''Platinum, [=HeartGold, and SoulSilver=]'', if Pursuit [=KOed=] a Pokémon that switched out while certain battle conditions were in effect, a [[http://bulbapedia.bulbagarden.net/wiki/Acid_rain bizarre glitch]] occurred that caused ''all weather to take effect at once.'' This also caused every Pokémon except Swinub, Piloswine, and Mamoswine[[note]]as Ice/Ground dual-types, they were immune to all weather damage, something no other Pokémon could claim in Generation IV[[/note]] to take damage at the end of every turn four times, with the damage apparently caused by their Ability. Bothersome enough, but if Cherrim or Castform was sent into battle, they kept switching between forms indefinitely until the game was turned off.
** Early in the life of ''Sun and Moon'', the moves Parting Shot and Memento could cause crashes on Battle Spot if the Z-Move versions of them were used. These moves were temporarily banned until some time after the issue was fixed.
* GlassCannon: Somewhere between this and {{Fragile Speedster}}s, as they are good at "sweeping" teams, but rarely have good defense, with a few {{Mighty Glacier}}s (most famously Tyranitar) and {{Stone Wall}}s in there.
* HealingShiv: Using Fling with a Mental Herb or White Herb will cure the target of [[DistractedByTheSexy infatuation]] and stat debuffs, respectively. You can also fling Berries to apply their restorative effects. The Z-move variations of Memento and Parting Shot will heal the next Pokémon swapped in.
* HerdHittingAttack: The user of Brutal Swing swings its body violently around the field, hitting all adjacent Pokémon.
* HoistByHisOwnPetard: Foul Play uses the target's attack stat (and any boosts they have) to deal damage, while Punishment does more damage the more {{Status Buff}}s the target has.
* ImpossibleThief: Snatch can steal ''opponents' {{Status Buff}}s and healing'', but only if used on the same turn the opponent buffs/heals themselves.
* ImpromptuTracheotomy: Throat Chop deals pretty heavy damage for a Dark-type move and prevents the opponent from using sound-based attacks for 2 turns.
* ImprovisedWeapon: Fling has the user throw their currently held item at the foe to deal damage (and possibly inflict a secondary effect depending on the item). Flinging an Iron Ball has the highest Power of all Dark-Type attacks (130), but ItOnlyWorksOnce as the item is lost after that, unless you also know the move Recycle (and alternating Fling and Recycle is [[CoolButInefficient about as practical as Hyper Beam]]).
* IShallTauntYou: Almost all moves that could be classified as {{Practical Taunt}}s (i.e. Taunt, Torment, and Flatter) are of the Dark type. (Swagger is the exception — it's a Normal-type move.)
* ISurrenderSuckers: False Surrender is a move where the user pretends to bow its head in surrender, then stabs the enemy with their PrehensileHair.
* {{Jerkass}}: [[DarkIsEvil Evil]] or [[DarkIsNotEvil not]], practically every member of this type is a jerk in some fashion or another.
* JerkWithAHeartOfGold: Some of them fit this too. Umbreon evolves with high friendship, Pangoro [[BullyHunter hunts down and fights bullies]], and Absol goes out of its way to warn people of disasters. Incineroar is based on a [[{{Heel}} Heel Wrestler]] and fights dirty in any way possible in the ring, [[{{Kayfabe}} but it's all part of the act]] and it actually [[FriendToAllChildren enjoys admiration from children]].
* KickThemWhileTheyAreDown: Assurance will do double damage if the target was hurt earlier in the turn. This includes recoil and entry hazard damage.
* KillingIntent: Dark Pulse is described as the user projecting an aura imbued with horrible thoughts at the target that has a chance of making them flinch. Nasty Plot is described as the user stimulating its brain by thinking bad thoughts.
* LimitBreak:
** The Dark-type Z-Move is Black Hole Eclipse, in which the user creates a black hole and sucks the target into it.
** The Dark-type Max Move is Max Darkness, in which the user creates two streams of pure darkness which swirl around the opponent and explode, decreasing the special defense of the opponent.
** Gigantamax Grimmsnarl's exclusive G-Max Move is G-Max Snooze, which causes two streams of Grimmsnarl's hair to appear and swallow the opponent, causing them to become drowzy, and fall asleep the next turn.
* LikeCannotCutLike: Dark-type Pokémon resist Dark attacks.
* LostInTranslation:
** The type's name itself is originally called the "Evil"-type, hence why they mostly lack [[CastingAShadow darkness-related powers]] outside a few like Dark Pulse and Dark Void.
** The move "Sucker Punch" is not buffed by the ability Iron Fist (buffs punch-based moves) because its original Japanese name means "Surprise Attack" (which is what a sucker punch is in American slang: an unexpected, often underhanded move[[note]]not necessarily someone punching you in the face or stomach when you don't expect it, but some people do take that literally[[/note]]).
** Somewhat of an example with Night Slash; its Japanese name, Tsujigiri (sometimes translated as "crossroad killing"), refers to an old samurai practice of testing out a new weapon or fighting style by hiding at a crossroads at night and attacking the first defenseless passerby they saw. While its English name and description are still true to the spirit of the original, the reference to feudal Japan was removed, and most international players would probably interpret it as "Sucker Punch with a blade" or a "[[SpellBlade dark energy-infused Slash]]" (which could be interpreted as such in certain animations).
* MagicallyIneptFighter: Not to the same extent as the Fighting type, and certain offensively-inclined Dark-types like Hydreigon and Zoroark, as well as Dark [[OlympusMons Legendaries]], are just as effective on the special side if not more so. However, most Dark-types tend to favor Attack over Special Attack. The list of Dark-type attacks supports this, as only three are Special attacks, with one being Zoroark's [[SecretArt Night Daze.]]
* MakeMeWannaShout: The move Snarl deals damage by having the user "[yell] as if it is ranting about something."
* ManBitesMan: Bite and Crunch are both Dark-type attacks. The former was a Normal-type move until it was {{retcon}}ned into the Dark-type.
* ManipulativeBastard: The more cunning Dark-types are good at using psychological warfare, incorporating it into their fighting style, with such attacks as Flatter, Torment, Taunt, and Fake Tears. As of Generation VII, they're immune to Prankster-boosted priority, most probably because they're used to such trickery.
* MechanicallyUnusualClass: Many of their attacks have unique effects, often fitting their pragmatic nature. Sucker Punch is an attack that moves first, but only if the opponent uses an attacking move; Parting Shot lowers the opponent's Attack and Special Attack then switches your Pokémon; Foul Play deals damage calculating the opponent's Attack stat instead of the user's, and so forth.
* MechanicallyUnusualFighter: Dark-type attacks don't do much damage offensively due to low power. However, they have a ton of status attacks, including Parting Shot, Torment, Snatch, and Quash. Even their damaging attacks tend to work oddly; Sucker Punch only hits if the opponent is using a damaging attack, Foul Play calculates damage using the opponent's Attack instead of the user's, Payback doubles in power if the user moves second, and so forth.
* {{Mooks}}: Alongside the Poison-type, they're the favored {{Mons}} of low-level henchmen for the various villainous teams, essentially making them the [[UpToEleven Mooks' Mooks.]]
* NatureIsNotNice: One of the many facets to the Dark Type, and in this case, is about feralness and rambunctious, if not violent behaviors creatures of the wild can exhibit. While in terms of ecology and zoology, many of the Dark Type have come to be to fulfill their instincts and niche in nature as part of the ecosystem in their way with their behavior, bringing them to human society might be harder, as what they may do as normal may not be looked upon kindly within human eyes and mores; bringing home a wild animal home hoping to tame it in real life definitely is evocative of this. Taming their type and getting through to them as trained Pokemon definitely curbs this, but they still retain this type if only for their ingrained nature and behavior that suited them when in the wilderness.
* NocturnalMooks: In Gen II, most Dark-types could only be obtained at night, never appearing in the wild in the day.
* NoItemUseForYou: The Dark type is known for having a number of moves that interfere with an opponent's Held Item usage.
** Thief steals the opponent's Held Item if the user doesn't have one.
** Knock Off disables the opponent's Held Item for the rest of the battle.
** Switcheroo swaps the user's Held Item with the opponent's, meaning that a user without a Held Item will effectively steal their opponent's when used.
** Embargo prevents the opponent from using Held Items for five turns.
* ObviousRulePatch:
** They were introduced in ''Gold and Silver'' as a direct response to the then-powerful Psychic-type.
** The Physical/Special split made almost every Dark-type move Physical so that the type (which predominately consists of Physical Attackers) could actually use their own [=STAB=].
* PowerUpLetdown: The above ObviousRulePatch ended up not working as well as intended because this trope also came into effect. On their introduction, Dark-type attacks were all classified as Special Attacks, which meant Dark-types wanted to run physical moves, but their STAB moves were Special Attacks, which they weren't so good in. It didn't help that many Psychic-types take special attacks better than physical ones. Gen IV's split reclassified all previously existing Dark-type moves as Physical, further suggesting that Dark should have been considered a Physical type in the first place.
* PredatorsAreMean: [[DownplayedTrope Kind of.]] Despite being the EVIL type in the original language, Dark-types can be just as heroic as any other type the trainer chooses. However, many Dark-types are [[JerkAss jerks]], or at least more aggressive than other types, to varying degrees, and the majority of them are predators. The exceptions are scavengers (Honchkrow and Mandibuzz lines), herbivores (Pangoro line), and the Dark/Ghost dual-types (Sableye eats gemstones, and Spiritomb doesn't technically need food to begin with).
* ReformedButNotTamed: As said before, though they are classified as "Dark" or "Evil" for exhibiting behaviors that are malevolent and destructive, Dark Types can be tamed through to be obedient and civil, while their instinctual and ingrained behavior can be accepted as neccistated behavior developed in their environment to adapt and survive. It also helps that even before the coming of Dark Types, cruelty by wild Pokemon was not mutually exclusive to types, especially in Generation I, and despite their massive ownership within the Team syndicates and criminals, it is all up to the trainer and their behavior that influences how their Pokemon acts.
* {{Retcon}}:
** The move Bite was retconned from a Normal-type move into a Dark-type move in Generation II.
** When the Physical/Special split happened, every Dark-type attack that existed beforehand were changed to be Physical attacks.
* RougeAnglesOfSatin: Feint Attack is named F'''a'''int Attack prior to Gen VI, which doesn't make sense since the latter implies a WoundedGazelleGambit, an "I'm TakingYouWithMe" attack, or a OneHitKill (since Pokémon that are unable to battle are said to have fainted). It's none of those things. Or just an attack that's indistinct and hard to see.
* ScavengersAreScum: Several Pokémon based off real life scavengers are Dark-typed. At this moment we have the vultures Vullaby and Mandibuzz and the crows Murkrow and Honchkrow.
* SituationalDamageAttack: Attacks that are relatively weak but increase in power under certain situations tend to be one of the Dark-type's gimmicks:
** Pursuit is normally weak with a Power of 40, but it deals double damage if the target tries to switch out manually or is using the moves U-turn, Volt Switch, or Parting Shot (the latter only if the user of Pursuit moves after the user of those moves, however).
** Payback's Power of 50 will double if the user goes after the target. In the Generation IV games, switching out counted as going first for this purpose.
** Assurance is mediocre with a Power of 60, but that will double if the target has already taken damage that turn.
** The Power of Punishment starts off at 60, but increases by 20 for every stage of StatusBuff the target has, reaching a max power of 200.
** From ''X and Y'' onward, Knock Off's Power of 65 increases by 50% if the target was holding an item that can be removed.
** Power Trip's Base Power starts off at a measly 20, but its power is increased by 20 the more positive stat increases the user has. With everything at the maximum (six stat increases for all seven stats that can be increased), the move's base power becomes '''860''', the highest of all physical moves.
** Lash Out has 75 power, but doubles if any of the user's stats have been lowered that turn.
* SituationalSword: Many of their attacks will fail completely or do weak damage unless certain conditions are met. For example, Sucker Punch will only deal damage if the target uses a damaging attack on the same turn and doesn't go before the user.
* SneakAttack: Sucker Punch is called "Surprise Attack" in Japan. Feint Attack, Night Slash and [[ISurrenderSuckers False Surrender]] are described as hitting the opponent when their guard is down.
* StandardStatusEffects: Using Fling with certain items can inflict status aliments with a 100% success rate, with the status inflicted being dependent on what item is thrown. A Flame Orb will inflict Burn, a Poison Barb will inflict normal Poison, a Toxic Orb will inflict Toxic Poison, a Light Ball will inflict Paralysis, and a King's Rock or Razor Fang will cause the target to flinch.
* StatusBuff:
** Nasty Plot boosts the user's Special Attack by two stages.
** Hone Claws increases the user's Attack and Accuracy by one stage.
* SuperMode: Houndoom, Tyranitar, Sableye, Sharpedo, and Absol are capable of Mega Evolution, and the Water/Flying-type Gyarados becomes Water/Dark-type when it Mega Evolves. Greninja can also transform into Ash-Greninja if it has the Battle Bond ability. Grimmsnarl and Urshifu (in its Fighting/Dark single strike style) are also capable of Gigantamax.
* SwitchOutMove: Parting Shot gives a parting threat, lowering the target's Attack and Special Attack before the user switches out.
* ToxicFriendInfluence: If a Pancham is in a team with a Dark-type when it levels up, then the latter's bad behavior will rub off on it and it'll evolve into Pangoro, who is a Dark-type itself.
* UndergroundMonkey: Alolan Rattata, Alolan Grimer, Galarian Zigzagoon and their evolved forms are part Dark-Types, while Alolan Meowth and Alolan Persian are pure Dark-Types.
* UselessUsefulSpell: Prior to the Physical/Special split in ''Diamond and Pearl'', all Dark-type moves were Special while almost every Dark-type was a Physical attacker.
* VideoGameStealing:
** Thief deals damage and steals any item an opponent is holding if the user is not holding one.
** Knock Off removes items that can be removed and (as of ''X and Y'') gets a 50% damage boost when the item is successfully removed. It will not gain a power boost if the item cannot be removed (such as a Pokémon holding a Mega Stone, Z-Crystal, or an Arceus/Silvally holding a Plate/Memory).
** Snatch steals and uses any Status moves the opponent tried to use that turn and prevents them from using it.
** Switcheroo is exactly like Trick, swapping the target's and user's items.
* WeakButSkilled:
** In terms of damaging moves, the Dark type's strongest attacks (barring signature moves) are Darkest Lariat and Night Daze, which rest at 85 base power and, while no longer restricted to one Pokémon each as they were originally, can only be learned by a relative few. For most Dark-types, the strongest Dark-type moves available to them are Dark Pulse and Crunch, both at 80 base power. Regular moves that go above that mark are invariably [[SituationalDamageAttack situational damage attacks]] when used to their full CombatPragmatist potential, so as a result, the Dark type's hardest-hitting moves are ones that seem initially weak but provide increased power when used smartly.
** Even its status moves fall under this category, as many of them don't seem immediately helpful, but can turn a match around when used skillfully. Most Dark-type status moves are geared toward shutting down specific tactics (for example, Torment prevents repeated use of the same move, while Taunt, Snatch, and Topsy-Turvy address an opponent's use of non-damaging moves), but those mechanics also tend to make them ineffective when used without strategy.
** Hone Claws boosts Attack by one stage, making it a poor choice for aggressive play, but it also provides a hard-to-find boost to Accuracy, which can allow users to reliably incorporate inaccurate moves into their strategy, such as Stone Edge. It's also a good choice for any Pokémon with the ability Hustle, which decreases the accuracy of their physical moves by 20%.
* YouWillNotEvadeMe: Pursuit deals double damage to opponents attempting to switch out and hits them before they can switch. Handy for punishing fragile Psychic- and Ghost-Types that may try to get away.
* ZergRush: Beat Up has the user attack once for each conscious party member that is not afflicted by a status condition, up to 6 times.
[[/folder]]

[[folder:Steel]]
!!Steel-Type (はがねタイプ ''hagane taipu'')
[[quoteright:350:[[ExtraOreDinary https://static.tvtropes.org/pmwiki/pub/images/steel_types.png]]]]

The second of two types added with ''VideoGame/PokemonGoldAndSilver'', they are the most defensive type in the game. The strong metal that covers the bodies of Steel-type Pokémon grants them high defenses and a great number of resistances. While weak to Fighting, Fire, and Ground, they resist ''everything else'' (except Water and Electric and [[{{Nerf}} Ghost and Dark as of Gen VI]]) and are immune to one type (Poison). Offensively, they hit Ice-, Rock-, and Fairy-Types hard but are resisted by other Steel-, Water-, Electric-, and Fire-Types. Most Pokémon of this type have the theme of armoring or being a creature of living metal, though there are some that don't really fit the bill beyond possessing thick hides. Steel-types can be found in caves, mountain regions, and urban areas.

When a sandstorm is in effect, Steel-type Pokémon do not take residual damage from it.
%%Offensively: x2 Ice, x2 Rock, x2 Fairy, x1/2 Fire, x1/2 Water, x1/2 Electric, x1/2 Steel
%%Defensively: x2 Fire, x2 Fighting, x2 Ground, x0 Poison, resists everything else except for Water, Electric, Ghost (Gen VI onwards), and Dark (Gen VI onwards)
%%Known Specialists: Jasmine in ''Gold and Silver'' and ''Crystal''; Steven in ''Ruby and Sapphire'' and ''Emerald''; Byron in ''Diamond and Pearl'' and ''Platinum''; Wikstrom in ''X and Y''; Molayne in ''Sun and Moon''
----
* ActionInitiative: Bullet Punch has increased priority. Notably, more Fighting-types learn this move than Steel-types.
* AlwaysAccurateAttack:
** Magnet Bomb, an attack that uses homing metal chunks, never misses regardless of accuracy or evasion. Magnet-based Pokémon like the Magnemite line and Probopass get this move.
** Smart Strike, a TM where the user stabs the opponent with an accurate horn.
* AnchorsAway: The move Anchor Shot, exclusive to Dhelmise, deals Steel-type damage and traps the foe under an anchor.
* AnimateInanimateObject: Quite a few Steel-types are based on objects, such as the Magnemite, Beldum, Bronzor, Klink, and Honedge lines.
* ArmoredButFrail: Several Steel-types have high defenses, but have below-average health to balance it out.
* ArmorPiercingAttack: Doom Desire ignores the moves Protect, Detect, and Endure, and it hits through the Ability Wonder Guard.
* AwesomeButImpractical:
** Doom Desire takes two turns before the attack actually hits, which is more than enough time to switch out to something that can tank the hit.
** Iron Tail has great power (100, which is on par with Earthquake), can be taught to a wide variety of Pokémon, and can lower the opponent's Defense as a bonus. It has a less than perfect accuracy of 75% and many of the Pokémon that learn it have other moves with better coverage and accuracy.
** Steel Beam is the most powerful Steel-type attack at 140 power, but the user loses a massive half of their maximum health upon usage. Several Steel-types also lack the Special Attack needed to utilize this move.
* BalanceBuff: Steel-types weren't very useful for attacking prior to Gen VI; they only did super-effective damage to Ice and Rock, which had plenty of other type weaknesses to exploit (including both being weak to Fighting). Gen VI added Fairies to give Steel-types more use.
* CastFromHitPoints: The very powerful Steel Beam deals incredible damage but also causes the user to lose half their hit points thanks to using their own body's metal in the attack.
* ChromeChampion: Steel-types often look like they're covered in gleaming silver metal or are actually made of it. Several physical Steel-type moves, such as Metal Claw and Iron Head, cause the user to glow silver metallic for a brief second regardless of their actual type and/or appearance.
* ColdIron: Likely the reason they are super-effective against Fairies is to invoke the idea.
* ColorCodedElements: The Steel-type color is silver, as is the metal armor of many of its members.
* CombiningMecha: The basic principle of the robot-like Magnemite, Beldum, Klink, and Meltan lines; the basic concept of their evolutions is "the starter form, but there's more of them together". There's also the non-evolving Stakataka which is constructed by hundreds of individual lifeforms, and Doublade, which is a subversion (the Honedge it evolves from divides into two instead).
* CounterAttack: Metal Burst will deal damage to the opponent equal to 1.5 times the amount the user took that turn, regardless of whether the foe's move is physical or special. Unlike Counter and Mirror Coat, it doesn't have negative priority, so make sure that the user is slower than the opponent before using it.
* DangerousForbiddenTechnique: Steel Beam is almost as strong as Hyper Beam and doesn't have the recharge turn, but it causes the user to lose half of its health each time it's used.
* DiscardAndDraw: In Generation VI, they became super-effective against Fairy-types and resist their moves, but lost their resistances to Dark- and Ghost-type attacks.
* DubInducedPlotHole: Meteor Mash is boosted by Iron Fist (which boosts the power of 'punch' moves by 20%, though no Pokémon with Iron Fist can learn Meteor Mash) because its Japanese name is "Comet Punch" (not to be confused with the move called [[RapidFireFisticuffs "Comet Punch"]] in the English versions, which is named "Consecutive Punch" in Japanese).
* ElementalRockPaperScissors
** Offense
*** Strong: Fairy, Ice, Rock
*** Weak: Electric, Fire, Steel, Water
** Defense
*** Strong: Bug, Dark (Gen II-V), Dragon, Fairy, Flying, Ghost (Gen II-V), Grass, Ice, Normal, Psychic, Rock, Steel
*** Weak: Fighting, Fire, Ground
*** Immune: Poison
* EverythingsBetterWithSpinning:
** Gyro Ball, a move where the user spins into the enemy. It gets stronger the slower the user is compared to the opponent.
** During the Steel-type Spectacular Talent, the Pokémon spins so fast it turns into a silver tornado, while smashing into various spherical objects like a pinball.
* ExtraOreDinary: The type isn't much in the way of ferrokinesis so much as it is "hit the target with a protrusion covered in metal". They tend to prefer relying on their defenses, as until the [[OurFairiesAreDifferent Fairy-type]] was introduced, the [[AnIcePerson only]] [[DishingOutDirt types]] they were good against had easier-to-exploit weaknesses.
* GoombaStomp: Heavy Slam deals Steel-type damage depending on how heavy the target is compared to the user; the heavier the user is, the more damage dealt. Considering that most Pokémon who get this are on the heavy side, it tends to hurt a lot.
* HeavilyArmoredMook: Quite a number of Pokémon that gain the Steel-type on evolving also gain a good increase in defenses. Steelix is a notable example.
* HornAttack: Smart Strike, an AlwaysAccurateAttack where the user stabs its opponent with a sharp horn. It's a TM that can appropriately be taught to most Pokémon with horns.
* InfinityPlusOneElement: While not as well-known as the Dragon type in that regard, Steel is — on the defensive side at least — one of the best types in the game with a whopping '''10''' resistances and 1 immunity to only 3 weaknesses (though all of these weaknesses are pretty common and crippling).
* KillItWithFire: One of their weaknesses is to the Fire-type, representing metal softening and melting at high temperatures.
* LightEmUp: Three of the four Special Steel-type moves (Doom Desire, Flash Cannon, and Mirror Shot) involve firing out light energy.
* LikeCannotCutLike: One of the many types Steel is resistant to is itself.
* LimitBreak:
** The Steel-type Z-Move is Corkscrew Crash, in which the user spins really fast like a steel drill and rams into the target.
** The Steel-type Max Move, Max Steelspike, causes huge metal projections to burst from the ground and skewer the opponent. The Steel type energy flowing from this metal also raises the Defense of the user and their allies.
** Gigantamax Copperajah's exclusive G-Max Move is G-Max Steelsurge, in which Copperajah causes huge green spikes of copper to emerge from the ground and tear into the opponent. this move also sets a unique kind of Spikes on the field, who's damage increases depending on the opponent's resilience to steel
** Gigantamax Melmetal's exclusive G-Max Move is G-Max Meltdown, in which Melmetal sends spikes of its body material at the opponent, preventing the target and its allies from using the same move twice in a row.
* MechanicalLifeforms: While most Steel-types simply resemble regular animals with metallic growths or plating, those that put the extra emphasis on Steel, like Magnemite, Metagross, and Klinklang, edge fully into this trope. Magearna embraces it to the point that only its core, the Soul Heart, is not completely mechanical.
* MightyGlacier:
** If a Steel-type is not purely defensive, it will often be slow and quite strong.
** The move Gyro Ball exploits this; the slower the user is than the foe, the more damage it will do. The [[EldritchAbomination Ultra Beast]] Stakataka — with its Rock/Steel-typing, high Attack, and painfully slow Speed — can dish out some very devastating Gyro Balls. And Trick Room (which inverts Speed) doesn't cut into the move's power, either.
* {{Nerf}}: In ''VideoGame/PokemonXAndY'', they lost their resistances to [[CombatPragmatist Dark]] and [[SoulPower Ghost]].
* {{Retcon}}: Magnemite and Magneton were given a secondary Steel-type in Generation II.
* SecretArt:
** Doom Desire, a move only known by Jirachi.
** Steel Beam, a special attack with an incredibly high power of 140, but deals half the user's health on use. It can only be taught by a special tutor to Steel-types (and Silvally).
** The abilities Light Metal and Heavy Metal halves and doubles the user's weight, respectively.
** Magnet Pull increases the encounter rate of Steel-types in the wild and prevents them from switching or fleeing.
** Despite not being used by a Steel-type, the ability Steelworker essentially provides a STAB bonus to Steel-type attacks.
* ShedArmorGainSpeed: Autotomize causes the user to shed part of their armored body in order to lighten themselves and sharply increase speed.
* SiliconBasedLife: Quite a number of Steel-types fall into this category, especially the ones who are part Rock or Ground.
* SituationalDamageAttack:
** Gyro Ball's damage depends on how slow the user is compared to the opponent, going up to a massive 150 power if the opponent is at least 6x as fast as the user.
** Heavy Slam's power depends on the user's weight compared to the target's weight. It's a paltry 40 power if the target is over 50% of the user's weight, but a whopping 120 if the target is below 20% of the user's weight.
* SituationalSword: Steel Roller has a huge 130 base power and removes any terrain on the battlefield, but can only be used if there is a terrain in effect.
* StatusBuff:
** Iron Defense raises the user's defense by two stages.
** Autotomize raises the user's speed by 2 stages while reducing their weight by 100 kg.
** Shift Gear raises the user's speed by two levels while raising attack by one.
** Metal Claw, Steel Wing, and Meteor Mash all have a chance of raising the user's stats in addition to dealing damage. This is notable because outside of the Jirachi-exclusive Doom Desire, these three moves constituted 75% of the type's attacking moves as of Generation III.
* StoneWall: There are outliers, like [[LightningBruiser Excadrill]], but the Steel-type's many resistances and few uses as an attacking type compliment this strategy. To counteract the type's high defenses and resistances, Steel-type Pokémon tend to have average or below-average HP.
* StrongFleshWeakSteel: The inorganic and sometimes mechanical Steel-types are weak to the mostly organic physical-brawling Fighting-types.
* SuperMode: Steelix, Scizor, Mawile, Aggron, Metagross, and Lucario are capable of Mega Evolution, with Aggron notably becoming a pure Steel-type upon doing so, while Melmetal, Corviknight, Copperajah, and Duraludon are capable of Gigantamax (but only Melmetal and Copperajah have Steel-type G-Max Moves).
* SuperToughness: Steel-types resist over half the types in the game and have strong enough defenses to easily shrug them off.
* ThisIsADrill: The Steel-type Z-move, Corkscrew Crash, involves the user slamming into the target while spinning like a drill.
* ThunderboltIron: Some Steel-types such as Registeel and Jirachi are heavily implied to be made out of metal that's not of this world.
* UndergroundMonkey: The Alolan Diglett, Alolan Sandshrew, Galarian Meowth and Galarian Stunfisk families are part Steel-Type.
* UseYourHead: How Iron Head works.
* WaveMotionGun: The powerful but self-damaging Steel Beam is a huge laser made of the user's steel, causing half the user's health in recoil damage.
* WeakToFire: One of Steel's three weaknesses is Fire. This allowed a lot of Dragons to use Fire-type moves to burn through Steels. This was a contributing factor in the creation of the last type, Fairy.
* WeakToMagic: Steel-types tend to have very high Defence but poorer Special Defence.
* YouWillNotEvadeMe:
** The Ability Magnet Pull can trap Pokémon and prevent them from fleeing or switching, but only if they're Steel-type. The Steel/Ghost-type Honedge line is immune to this due to Ghosts being immune to trapping effects.
** The move Anchor Shot prevents the target it hits from switching.
[[/folder]]

[[folder:Fairy]]
!!Fairy-Type (フェアリータイプ ''fearii taipu'')
[[quoteright:350:[[OurFairiesAreDifferent https://static.tvtropes.org/pmwiki/pub/images/fairy_types.png]]]]

The newest type, introduced in ''VideoGame/PokemonXAndY''. Introduced to combat the growing power of the Dragon-type and to boost the offensively-weak Poison- and Steel-types, Fairy-type Pokémon represent practically every culture's interpretation of TheFairFolk (whether it's the cute, harmless, benevolent sprites or the more mischievous, often meaner tricksters). Sprites, cute critters, and mystical otherworldly beings often represent the type. Despite their adorable appearances, they're effective against the more "hardcore" Pokémon.

Fairy is a highly effective type, both offensively and defensively. It resists Dark, Fighting, and Bug and is immune to Dragon, and is only weak to Steel and Poison. Offensively it's just as good, hitting Fighting-, Dragon-, and Dark-Types super-effectively while being resisted by Poison, Steel, and Fire. The things holding them back are their relative scarcity, lack of heavy hitters compared to other types, lack of physical moves[[note]]Play Rough and Spirit Break are the only physical Fairy-type moves that aren't Z-Moves, and the latter is a SecretArt[[/note]] and the fact that they are commonly slow and can't take physical hits very well.
%%Offensively: x2 Fighting, x2 Dark, x2 Dragon, x1/2 Fire, x1/2 Poison, x1/2 Steel
%%Defensively: x1/2 Bug, x1/2 Fighting, x1/2 Dark, x0 Dragon, x2 Poison, x2 Steel
%%Known Specialists: Valerie in ''X and Y''; Mina in ''Sun and Moon'', Lillie in ''Ultra Sun and Ultra Moon''; Opal in ''Sword and Shield''
----
* ActionBomb: The move Misty Explosion knocks out the user in exchange for inflicting high damage on the opponent, and its power is doubled on Misty Terrain.
* AlwaysAccurateAttack: Disarming Voice bypasses accuracy and evasion modifiers when used.
* BadassAdorable: Their proclivity for cute designs only belies their true power as fighters, particularly against Dragon-types.
* BeautyEqualsGoodness: Fairy-Types are generally very charming and [[CuteMonsterGirl attractive]], like Gardevoir, Florges, and Primarina, and they have the appropriate benevolence to associate with their beauty/cuteness. That said, there's a spectrum of good and malicious Fairy-types. Some of the [[LightIsNotGood Not-Good]] Fairy-types include Mimikyu (a borderline EldritchAbomination who [[IJustWantToHaveFriends just wants to be loved]]) Hatterene (who are cute but dangerous, violent, and very easily angered), Shiinotic (freakish and alien-looking mushrooms that sap the vitality of their slumbering prey), and the Dark/Fairy Grimmsnarl, (hideous and intimidating imp-ogre beings that thrive on negative energy).
* BeautyIsBad: Conversely, some cutesy Fairy-types are actually quite dangerous. The Hatenna line, for example, is notoriously violent, contrary to their pastel colors and appearance. While Hatenna flees from emotions, Hattrem will ''beat the living daylights'' out of strongly emotional beings, and Hatterene will rip into anyone being "too loud" near it.
* BigBallOfViolence: Play Rough is depicted as this, with hearts and stars coming out of a cloud obscuring the beatdown. It's also the only widely distributed Physical Fairy-type move.[[note]]The only other Physical Fairy-type move, Spirit Break, is Grimmsnarl's SecretArt.[[/note]]
* BlowYouAway: The move Fairy Wind deals damage by hitting the target with [[ShapedLikeItself a fairy wind]].
* CastFromHitPoints: The DummiedOut Light of Ruin deals damage to the user equal to 1/2 of the damage dealt to the target.
* ColdIron: They are weak to Steel-type attacks, reflecting mythical fairies' aversion to iron.
* ColorCodedElements: The Fairy-type coloring is light pink, and several Fairies are also pink.
* ComedicSociopathy:
** Invoked by the standard Fairy-type Z-Move, Twinkle Tackle. The user doesn't even care about the target being kicked away, let alone them exploding.
** Mimikyu's exclusive Z-Move, "Let's Snuggle Forever" took this UpToEleven as Mimikyu ''packs and crushes the target before throwing them away''. Even the user's trainer gives a thumbs up and smiles.
* TheDragonslayer: Every single one of them, owing to their tremendous advantage over the Dragon-type.
* DummiedOut: A powerful Fairy-type move called Light of Ruin can be called by Metronome and its name appears in the Hotel Richissime room service minigame, but can't be learned by anything currently officially available in the games. In terms of brute force, it's the strongest Fairy-type attack and it also happens to be the only special attack with recoil. It's actually the SecretArt of AZ's Floette, which has been unreleased in any game but has existed in the game code ever since ''VideoGame/PokemonXAndY''.
* ElementalRockPaperScissors:
** Offense
*** Strong: Dark, Dragon, Fighting
*** Weak: Fire, Poison, Steel
** Defense
*** Strong: Bug, Dark, Fighting
*** Weak: Poison, Steel
*** Immune: Dragon
* TheFairFolk: While the overall lean is towards the modern, more positive interpretation of fairies as benevolent nature spirits or harmless pranksters (such as Mawile and the mischievous Klefki), there are some particularly amoral Fairy-types trainers should be wary of.
** The Tapus (island guardians) of Alola are depicted as tiki-like guardian deities, but have morality that [[BlueAndOrangeMorality doesn't fall within human standards]].
** [[LightIsNotGood Shiinotic]] lure travelers into the woods with its glowing lights so it can put them to sleep and feed on their energy.
** The Dark/Fairy type Impidimp line from ''Sword and Shield'' are vile creatures who literally feed on the negative emotions of their unfortunate targets. The line culminates in the monstrous [[AllTrollsAreDifferent troll]]-like Grimmsnarl, whose signature Fairy-type move shatters the target's spirit (lowering its Special Attack). From the same game, Hatterene is equally disturbing, as it will violently react to strong emotions, creates crippling headaches around itself and will tear a person apart for being "too loud" around it.
* FieldPowerEffect: They learn several moves meant to manipulate the environment, including Misty Terrain, Flower Shield, and Xerneas's signature Geomancy.
* HealingShiv: Floral Healing, which becomes even more effective at healing in Grassy Terrain.
* HeartBeatDown: Some of the moves, most notably Sweet Kiss and Disarming Voice.
* KillerRabbit: Most Fairy-Types are both very cute-looking and surprisingly powerful battlers. Azumarill is a literal example, being a deceptively powerful rabbit thanks to [[SuperStrength Huge Power]].
* KissOfDeath: Draining Kiss involves the user kissing the target, causing damage and [[LifeDrain stealing some HP]].
* LifeDrain: Draining Kiss heals the user for 75% of the damage it dealt.
* LightEmUp: The Fairy-type is as close to a Light-type as the Pokémon series gets — along with being associated with bright pink, their moves tend to have a light motif, especially Dazzling Gleam, Fleur Cannon, Moonblast, Moonlight, and the [[DummiedOut aforementioned]] Light of Ruin.
* LightIsGood: Most Fairy-types are almost universally bright and colorful in design, and on the whole are quite benevolent with few exceptions. They also oppose the Dark-Type, being both super-effective and resistant to Dark-Type attacks.
* LightIsNotGood: However, Fairy-type includes Shiinotic and the Tapus, who are more malicious and have morality beyond human and Pokémon understanding, respectively. The Hatenna line also play this straight, being brightly colored but dangerous Pokémon. The Impidimp line subvert this by also being half Dark-Type, to match their [[DarkIsEvil malicious nature]].
* LimitBreak:
** The Fairy-type Z-Move is Twinkle Tackle, in which the user creates a charming space and toys with the target.
** The Fairy-type Max Move is Max Starfall, in which the user drops stars on the opponent, creating a Misty Terrain for five turns.
** Gigantamax Alcremie's exclusive G-Max Move is G-Max Finale, in which Alcremie drops gigantic drops of cream on th opponent, healing itself and its allies bu a sixth of their max HP.
** Gigantamax Hatterene's exclusive G-Max Move is G-Max Smite, in which Hatterene drops stars on the opponent, confusing all opponents on the field.
* LogicalWeakness: Fairy-types are weak to Steel-types because, in traditional mythology involving TheFairFolk, they were vulnerable to iron and steel.
* {{Lunacy}}: They have a lunar motif in their moves Moonblast and Moonlight, the latter of which was {{Retcon}}ned in as a Fairy-type move. The lunar motif may have been influenced by the Clefable line, an evolutionary line that was the original fairy-themed Pokémon and had a strong association with the moon. The line became Fairy-type upon the new type's introduction.
* MakeMeWannaShout:
** Disarming Voice is a sound-based attack, though its damage-dealing ability is more due to inflicting "emotional damage" than the power of the sound itself.
** Every Pokémon that can have the Pixilate Ability is capable of learning Hyper Voice, which can deal serious damage thanks to Pixilate's power boost and the STAB bonus from it.
* MightyGlacier: Most Fairy-Types are slow, but can usually take a hit and hit back hard.
* ObviousRulePatch: They were introduced to curb the Dragon-type, as Creator/GameFreak thought they had made it too powerful. They also give Poison and Steel more offensive uses, as both of them were pretty much only used for their defensive capabilities beforehand.
* OurFairiesAreDifferent: The basis for Fairy-types can include all kinds of spirits, sprites, deities, and cute critters alike.
* PercentDamageAttack: Nature's Madness cuts the target's current HP in half, like Super Fang. The Z-move Guardian of Alola cuts the target's current HP by 75%.
* PinkMeansFeminine: Fairy's elemental color is light pink, and has a lot of cute and feminine Pokémon in its ranks, many of whom have Pink in their color schemes. Quite a few of them are female-only or have gender ratios that favor females. There are also a lot of Fairy-Types who are also Psychic-Type, another element associated with pink, and further emphasizing their femininity.
* PuppyDogEyes: The Baby-Doll Eyes move, which lowers the opponent's Attack and is a first-strike move.
* RealMenWearPink: The Impidimp line stands out among Fairy-types for being male-only, and the final evolution, Grimmsnarl, is an intimidating ogre-like monster. Doesn't stop them from using the SuperCuteSuperpowers used by other Pokémon of the type.
* {{Retcon}}: When the type was introduced, a fair number of older Pokémon were changed to be at least part Fairy. In the case of the Togepi, Clefairy, and Snubbull families, they're now pure Fairy-Types (they were Normal-Types before). Compared to the Dark- and Steel-types, no Pokémon gained the Dark-type and only two (Magnemite and Magneton) gained a Steel-type in Generation II. The moves Charm, [[StandardStatusEffects Sweet Kiss]], and [[HealThyself Moonlight]] were also retconned to be Fairy, but none of these are affected by ElementalRockPaperScissors.
* RidiculouslyCuteCritter: A lot of Pokémon of this type fit this trope, especially if unevolved.
* SecretArt:
** Pixilate turns Normal-type moves into Fairy-type and boosts them by 20% (30% in Gen VI).
** Misty Terrain protects all Pokémon on the ground from StandardStatusEffects. It also reduces damage taken from Dragon-type attacks by 50%.
* StatusBuff:
** The move Geomancy sharply raises the user's Special Attack, Special Defense, and Speed, but takes two turns to activate.
** The move Aromatic Mist raises the Special Defense of an ally by 1 stage.
** The ability Flower Shield raises the Defense of all Grass-type Pokémon in the battle.
* SuperCuteSuperPowers: Quite a few Fairy-type moves are based on cuteness, such as Charm, Sweet Kiss, [[PuppyDogEyes Baby-doll Eyes]], and Disarming Voice.
* SuperMode: Gardevoir, Mawile, and Diancie are capable of Mega Evolution while Altaria and Audino become part Fairy-type when they Mega Evolve. Alcremie, Hatterene, and Grimmsnarl are capable of Gigantamax, but only Alcremie and Hatterene have Fairy-type G-Max Moves.
* TakingYouWithMe: Misty Explosion deals damage to all targets around the user but faints the user, and its base power is increased on Misty Terrain.
* ATwinkleInTheSky: The Fairy-type Z-Move Twinkle Tackle rams the opponent into the sky, wherein it disappears leaving only an audible twinkle behind.
* UglyCute: Snubull, Granbull, and, arguably, Mawlie stand out as the only non-cute or pretty Fairy-types.
* UndergroundMonkey: Alolan Ninetales, Galarian Weezing and Galarian Rapidash are part Fairy-Type.
* WeaksauceWeakness: Being a type that {{No Sell}}s Dragon attacks and has a lot of other resistances, Fairy-type Pokémon are weak against Poison and Steel, known for having weak offensive presence; the former being the weakest Pokémon type since Gen I.
* WhiteMage: Over half of all Fairy-type moves are status moves. Buff one's own stats? Debuff an opponent? Buff an ally's stats? Heal oneself? Heal an ally? Block all status moves used against your team? Block ''all'' StandardStatusEffects from the entire field? Fairies can do all of this.
[[/folder]]

!!'''Spin-Off Exclusive Types'''

[[folder:Shadow]]
!!Shadow-Type / Dark-Type (ダークタイプ ''daaku taipu'')
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shadow_lugia_4.png]]
Exclusive to spin-off titles ''VideoGame/PokemonColosseum'' and ''VideoGame/PokemonXDGaleOfDarkness'', Shadow Pokémon are the end product of a scientific and magical process that's created by the top scientists of Cipher to remove all emotions from Pokémon. These Pokémon have no compunction about attacking Pokémon and people, which makes them the perfect weapons for Cipher's crimes. Much to the displeasure of the denizens of Orre, Shadow Pokémon became popular among the criminal underground. Some trainers who own Shadow Pokémon don't even know they have them. Only people with certain tools and psychic abilities can identify a Shadow Pokémon by its shadowy aura. Shadow Pokémon can be reverted back into normal Pokémon by bonding with its trainer, which is one of the main objectives of the ''Colosseum'' series. Cipher and the threat of Shadow Pokémon were stopped thanks to the protagonists of the two games, but it's hinted that Cipher is planning a comeback.

In ''Colosseum'', Shadow isn't so much a type as it is a classification. It doesn't change a Pokémon's strengths or weaknesses in the ElementalRockPaperScissors, and its only move at the time (Shadow Rush) is a physical move that [[NonElemental deals neutral damage to everything]].

''XD: Gale of Darkness'' revamps Shadow to be an actual type and provides it with more moves, though it is unique in that it acts as a third type (or second if a Shadow Pokémon only has one type normally) and doesn't provide a Same-Type Attack Bonus to its attacks. [[InfinityPlusOneElement All Shadow-type attacks are also now super-effective on all normal Pokémon]], but they are resisted by other Shadow Pokémon.

Unlike other types at the time, whose moves were fixed as Physical or Special, Shadow-type moves in ''XD: Gale of Darkness'' can be either. This predates the Physical/Special split of moves introduced into the main series games in ''VideoGame/PokemonDiamondAndPearl''.
%%Offensively: x2 normal Pokémon, x1/2 Shadow
%%Defensively: x1/2 Shadow
----
* AttackAttackAttack: Shadow Pokémon tend to lack defensive or healing moves.
* AxCrazy: In Hyper Mode, a Shadow Pokémon may attack its teammate, its own Trainer, or the opposing Trainer.
* BadPowersGoodPeople: In the hands of the player, these Pokémon are still dangerous, but their power is focused on the forces of Cipher.
* BlowYouAway: Shadow Blast, the Shadow version of Lugia's Aeroblast and Shadow Lugia's signature move.
* BrainwashedAndCrazy: Pokémon are normally friendly creatures who enjoy spending time with their Trainers as well as a good fight. Shadow Pokémon have become artificially corrupted into mindless attack drones whose only purpose is to do nothing ''but'' fight.
* CantCatchUp: When caught, a Shadow Pokémon cannot level up, evolve, or learn new moves until it's purified, at which point it'll automatically gain the experience back. Try training one early in the game, and the Shadow Pokémon you caught in the last town will stop being useful quickly and become dead weight in a major battle until you gain the ability to fully purify them.
* CastFromHitPoints: Shadow Rush (''Colosseum'' only) and Shadow End cause recoil damage to the user. Rush has 1/4 recoil while End has 1/2.
* TheCorruption: They are created by robbing emotions from Pokémon to turn them into soulless fighting machines.
* DarkIsEvil: Shadow Pokémon are corrupted beings that need to be restored to their true selves.
* DubNameChange: They're called "Dark Pokémon" in the Japanese version, but were changed to "Shadow Pokémon" to avoid confusion with the Dark-type (which is called the Evil-type in Japan).
* EmptyShell: The creation of Shadow Pokémon involves removing their emotions.
* EvilKnockoff: Shadow Chill, Shadow Bolt, Shadow Fire, and Shadow Blast are corrupted versions of Ice Beam, Thunderbolt, Flamethrower, and Aeroblast, respectively.
** Many Shadow moves are knockoffs of some other move. Shadow Blitz is an evil Tackle, Shadow Down is basically just a more accurate Screech, Shadow End is a PowerfulButInaccurate move CastFromHitPoints reminiscent of Head Smash, Shadow Hold is a worse Mean Look, Shadow Mist is based on Sweet Scent, Shadow Panic is a very slightly better Supersonic, and Shadow Sky is a weather move similar to Hail in the way it damages all but Shadow Pokémon.
* FireIceLightning: Shadow Bolt, Shadow Chill, and Shadow Fire. Respectively the signature moves of the corrupted Zapdos, Articuno, and Moltres.
* HeelFaceTurn: A Shadow Pokémon experiences one after being purified.
* HerdHittingAttack: Shadow Down, Shadow Hold, Shadow Mist, Shadow Panic, Shadow Rave, Shadow Storm, and Shadow Wave hit all enemies while Shadow Half and Shadow Shed hit everyone on the field.
* InfinityPlusOneElement: In an ElementalRockPaperScissors sense. Shadow is super effective against every other type in ''XD'' and only resisted by itself.
* InvisibleToNormals: The shadowy aura surrounding a Shadow Pokémon can only be seen by very few people or those with special technology.
* MindRape: In the words of Ein, Cipher's head scientist, Shadow Pokémon are born by "closing the door to a Pokémon's heart." The fact that they are willing to attack anyone only adds to this.
* NoCureForEvil: There are no "positive support" Shadow moves.
* OlympusMons: Not even legendaries are safe from becoming Shadow Pokémon, as players will eventually encounter Shadow Articuno, Zapdos, Moltres, Raikou, Entei, and Suicune. However, there's one special Shadow legendary Pokémon: Shadow Lugia. Considered the ultimate Shadow Pokémon, Shadow Lugia looks very different compared to normal Lugia with its reversed color scheme and other details. It's also nearly immune to purification, as normal methods of purification don't work on it. Only the Purify Chamber at max power can truly purify Shadow Lugia.
* PermanentlyMissableContent: Averted. If you fail to snag a Shadow Pokémon in a one-time battle, there'll be a trainer somewhere who will still have it. In ''Colosseum'' the trainer can be found somewhere else, while in ''XD'' Miror B. will roam Orre and battle you until you snag all the Shadow Pokémon.
* PowerAtAPrice: Shadow attacks hit everything but other Shadow Pokémon super effectively, but Shadow Pokémon cannot level up, evolve, or learn new moves.
* ThePowerOfFriendship: Before a Shadow Pokémon can be purified into a normal Pokémon, it must let its heart open towards the trainer.
* PurpleIsTheNewBlack: The aura of darkness that surrounds a Shadow Pokémon is dark purple.
* RammingAlwaysWorks: Shadow Blitz, Shadow Break, Shadow End, and Shadow Rush.
* RedAndBlackAndEvilAllOver: A Shadow Pokémon's aura goes red and black when it enters Hyper[=/=]Reverse Mode.
* RedemptionDemotion: In the hands of an NPC trainer in ''Colosseum'', Shadow Pokémon have a normal moveset with Shadow Rush included. When snagged, however, they only know Shadow Rush.
* RiddleForTheAges: The exact process of creating Shadow Pokémon, which involves "closing the door to their hearts", is never disclosed.
* SecretArt: Enforced. Shadow attacks can only be used by Shadow Pokémon, and purified ones will immediately forget them.
* ThemeNaming: Every one of the type's attacks has "Shadow" in its name.
* TheyLookJustLikeEveryoneElse: They are visually indistinct from normal Pokémon to the average human. The only way to identify them is by having an innate ability to sense them like Rui or using special equipment like Michael's Aura Reader. The only exception is Shadow Lugia/[=XD001=], which has become so thoroughly corrupted that even its outward appearance has been changed.
* YouWillNotEvadeMe: Shadow Hold prevents switching.
[[/folder]]

to:

[[foldercontrol]]

[[folder:Dark]]
!!Dark-Type / Evil-Type (あくタイプ ''aku taipu'')
[[quoteright:350:[[CastingAShadow https://static.tvtropes.org/pmwiki/pub/images/dark_types_gen_1_5.png]]]]

One of two types introduced in ''VideoGame/PokemonGoldAndSilver''. In the original Japanese, they are known as the ''Aku'' type, which translates into "Evil" or "Scum", though how true of a descriptor that is varies on the Pokémon. Regardless, they usually have a very intimidating or even a brutal presence or are based on doom, trickery, crime, destruction, and below-the-belt fighting tactics.

They are largely a group of pragmatists, both [[CombatPragmatist tactically]] and otherwise. They can be found almost everywhere, as they are not united by an element of nature, but by the consistent traits of pragmatism and brutality. They are immune to Psychics and will wreck Ghost-types, but are weak against Fighting-types, Bug-types, and Fairy-types. As of Generation VII, they're immune to an opponent's status moves that get ActionInitiative from Prankster.

%%Offensively: x2 Psychic, x2 Ghost, x1/2
[[index]]
* [[Characters/PokemonPhysicalTypes Physical Types]] (Normal,
Fighting, x1/2 Steel (Gen II-VI), x1/2 Dark, x1/2 Fairy
%%Defensively: x1/2 Ghost, x1/2 Dark, x0 Psychic, x2 Fighting, x2
Poison, Ground, Flying, Bug, x2 Fairy
%%Known Specialists: Karen in ''Gold
Rock, and Silver'' and ''Crystal''; Sydney in ''Ruby and Sapphire'' and ''Emerald''; Grimsley in ''Black and White'' and ''Black 2 and White 2''; Nanu in ''Sun and Moon''; Piers in ''Sword and Shield''
----
Ghost)
* ActionInitiative:
** Sucker Punch was, until gen 7 (in which its power was reduced to 70), tied with Extreme Speed as the most powerful Priority Attack in the game ([[ElementalRockPaperScissors with Super Effective coverage, to boot!]]), but only works if the opponent uses a damaging move the same turn.
** Pursuit strikes first when the opponent tries to switch, gaining the highest Priority value in the game in this situation.
** Quash causes the target to always go last, but will only succeed if the user goes before the target.
* AlwaysAccurateAttack:
** Feint Attack is described as the user approaching disarmingly, then throwing a sucker punch (not to be confused with another Dark-type move of the same name) when the target doesn't expect it. With no chance to react or dodge, the attack ignores Accuracy and Evasion effects.
** Likewise, False Surrender is described as the user bowing their head in submission to let the opponent's guard down, then using their hair to stab the opponent.
* AlwaysChaoticEvil: Zig-Zagged, despite the Japanese name implying they are a group of {{Card Carrying Villain}}s. It really depends on the species in question. Some, like [[SealedEvilInACan Spiritomb]] and [[TheHypnotoad Malamar]], are just as evil as the typing describes. Others, like [[HeroWithBadPublicity Absol]] and [[BullyHunter Pangoro]], are downright ''noble'' in comparison, while some, like [[{{Ninja}} Greninja]], represent pragmatic tactics and sneakiness more than blatant villainy (and the same can be said of their attacks in general). There are also more aggressive and predatory Dark-types like Mega Gyarados, Tyranitar, Hydreigon, and Krookodile. Even Incineroar, the closest thing to a Pokémon directly based on a villain archetype, [[{{Kayfabe}} plays up its jerkassery]] as part of its {{Heel}} motif.
* AwesomeButImpractical:
** Fling during the story mode of the games. Using Fling consumes the item that the user was holding, and the only items that have above average power are either impossible to get before the post-game or hard/expensive to reacquire due to their rarity (or in some cases, only 1 of that item exists per save file). In PlayerVersusPlayer matches and the battle facilities like the Battle Tower. it's less of an issue, as consumed items are given back after each match, but [[ItOnlyWorksOnce you can still only use it once per match]].
** Using Fling with an Iron Ball gives it a Power of 130 with no accuracy downside. However, holding an Iron Ball cuts the user's Speed in half and negates any Ground immunity they might have (which also makes them susceptible to Spikes, Toxic Spikes, and Sticky Web). All for a move that's [[ItOnlyWorksOnce single-use]], unless the user also knows Recycle.
** Power Trip increases in power the more status buffs the user has, but getting to that point takes a long time, and it starts out with a measly base power of 20.
* BalanceBuff: Most Dark-types have higher Attack than
[[Characters/PokemonSpecialTypes Special Attack, but previously all Dark-type attacks were classified as Special moves. Gen IV's move split gave them physical Dark moves to put their best stats to proper use.
* TheBrute: When they're not {{Combat Pragmatist}}s, they tend to be this, with Tyranitar and Guzzlord being prime examples.
* CardCarryingVillain: Subverted. While they're literally called the Evil-type in Japan, they aren't actually evil for the most part, just [[CombatPragmatist pragmatic]] or {{Jerkass}}es.
* CastingAShadow:
** Downplayed, contrary to their English name. They mostly focus on [[CombatPragmatist pragmatic]] tactics and characterization, with only 3 moves — two of which are {{Secret Art}}s of specific species — involving any sort of darkness-controlling prowess.
** The Dark-type Z-Move also falls into this more than it does pragmatism, as it takes the form of a black hole that consumes the opponent.
* ColorCodedElements: The Dark-type icon is a very dark, grayish brown.
* CombatPragmatist: This is their gimmick, not dark powers; Dark-types rely on trickery, sneakiness, and general dirty fighting to win. Their moves involve taunting the opponent to make them angry or confuse them, using a WoundedGazelleGambit to attack when the opponent isn't ready, literal {{Back Stab}}bing, [[ManBitesMan biting the enemy]], [[ImpromptuTracheotomy chopping them in the throat]] to prevent them from making any noise, [[ISurrenderSuckers feigning surrender to get a cheap shot]], and manipulating the enemy's held item. Generation VI's Greninja is a very good example, in that its Dark typing simply comes from its being a {{Ninja}} and using sneaky techniques rather than using dark powers or having a vicious/cruel nature. Incineroar is based on a heel wrestler and fights dirty in any way possible, but any wickedness is subverted in that it actually is [[{{Kayfabe}} all just the act of a performer]].
* CombinationAttack: Beat Up is an attack where the Pokémon calls on the player's entire team [[note]]K.O.'d and Pokémon with a status ailment sit out.[[/note]] to gang up on the opposing Pokémon. When it was first introduced, the game would roll call the team as they made their attack.
* DarkIsEvil: Zigzagged. It's called the ''Evil''-type in Japanese versions and, in general, Dark-types aren't nice guys (there are exceptions, such as [[BearerOfBadNews Absol]]); however, see below.
* DarkIsNotEvil: The type can be translated as "Evil" in Japanese, but many of them are portrayed as simply being misunderstood, or enjoying harmless mischief; Greninja, one of the most famous Dark-types, is neither, as it's usually depicted as a heroic CombatPragmatist ninja. Incineroar, meanwhile, [[{{Kayfabe}} plays up its jerkassery]] as part of its {{Heel}} motif. This plays into how the type name in Japanese, "Aku", has more nuanced meanings than just plain "evil."
* DoubleTap: Assurance deals double damage if the target has already been hurt during the same turn. Its Japanese name translates to "Make Sure," which, given the Dark-type preference for underhanded tactics, implies that the doubled damage comes from hitting the target exactly where they were hit the first time.
* TheDragAlong: There's a small subset of Pokémon that begin with 35 base friendship rather than 70 when you capture them in the wild — in other words, they're significantly less happy to join up with you than ordinary Pokémon (though you'll still win them over through dedication and care). Dark- and Ghost-types jointly make up a major chunk of this group.
* ElementalRockPaperScissors
** Offense
*** Strong: Ghost, Psychic
*** Weak: Dark, Fairy, Fighting, Steel (Gen II-V)
** Defense
*** Strong: Dark, Ghost
*** Weak: Bug, Fairy, Fighting
*** Immune: Psychic
* EvilMakesYouUgly: In contrast to their Fairy-type foils, Dark-types aren't exactly pretty-looking, perhaps to add to their intimidating appearance. Quite a few Dark-Types in particular possess the [[FaceOfAThug Intimidate]] ability, which lowers the attack of the opponent when they enter battle.
* EvilWearsBlack: Well, they are the Evil-type in Japanese, and most of them are black in color.
* GameBreakingBug:
** In ''Platinum, [=HeartGold, and SoulSilver=]'', if Pursuit [=KOed=] a Pokémon that switched out while certain battle conditions were in effect, a [[http://bulbapedia.bulbagarden.net/wiki/Acid_rain bizarre glitch]] occurred that caused ''all weather to take effect at once.'' This also caused every Pokémon except Swinub, Piloswine, and Mamoswine[[note]]as Ice/Ground dual-types, they were immune to all weather damage, something no other Pokémon could claim in Generation IV[[/note]] to take damage at the end of every turn four times, with the damage apparently caused by their Ability. Bothersome enough, but if Cherrim or Castform was sent into battle, they kept switching between forms indefinitely until the game was turned off.
** Early in the life of ''Sun and Moon'', the moves Parting Shot and Memento could cause crashes on Battle Spot if the Z-Move versions of them were used. These moves were temporarily banned until some time after the issue was fixed.
* GlassCannon: Somewhere between this and {{Fragile Speedster}}s, as they are good at "sweeping" teams, but rarely have good defense, with a few {{Mighty Glacier}}s (most famously Tyranitar) and {{Stone Wall}}s in there.
* HealingShiv: Using Fling with a Mental Herb or White Herb will cure the target of [[DistractedByTheSexy infatuation]] and stat debuffs, respectively. You can also fling Berries to apply their restorative effects. The Z-move variations of Memento and Parting Shot will heal the next Pokémon swapped in.
* HerdHittingAttack: The user of Brutal Swing swings its body violently around the field, hitting all adjacent Pokémon.
* HoistByHisOwnPetard: Foul Play uses the target's attack stat (and any boosts they have) to deal damage, while Punishment does more damage the more {{Status Buff}}s the target has.
* ImpossibleThief: Snatch can steal ''opponents' {{Status Buff}}s and healing'', but only if used on the same turn the opponent buffs/heals themselves.
* ImpromptuTracheotomy: Throat Chop deals pretty heavy damage for a Dark-type move and prevents the opponent from using sound-based attacks for 2 turns.
* ImprovisedWeapon: Fling has the user throw their currently held item at the foe to deal damage (and possibly inflict a secondary effect depending on the item). Flinging an Iron Ball has the highest Power of all Dark-Type attacks (130), but ItOnlyWorksOnce as the item is lost after that, unless you also know the move Recycle (and alternating Fling and Recycle is [[CoolButInefficient about as practical as Hyper Beam]]).
* IShallTauntYou: Almost all moves that could be classified as {{Practical Taunt}}s (i.e. Taunt, Torment, and Flatter) are of the Dark type. (Swagger is the exception — it's a Normal-type move.)
* ISurrenderSuckers: False Surrender is a move where the user pretends to bow its head in surrender, then stabs the enemy with their PrehensileHair.
* {{Jerkass}}: [[DarkIsEvil Evil]] or [[DarkIsNotEvil not]], practically every member of this type is a jerk in some fashion or another.
* JerkWithAHeartOfGold: Some of them fit this too. Umbreon evolves with high friendship, Pangoro [[BullyHunter hunts down and fights bullies]], and Absol goes out of its way to warn people of disasters. Incineroar is based on a [[{{Heel}} Heel Wrestler]] and fights dirty in any way possible in the ring, [[{{Kayfabe}} but it's all part of the act]] and it actually [[FriendToAllChildren enjoys admiration from children]].
* KickThemWhileTheyAreDown: Assurance will do double damage if the target was hurt earlier in the turn. This includes recoil and entry hazard damage.
* KillingIntent: Dark Pulse is described as the user projecting an aura imbued with horrible thoughts at the target that has a chance of making them flinch. Nasty Plot is described as the user stimulating its brain by thinking bad thoughts.
* LimitBreak:
** The Dark-type Z-Move is Black Hole Eclipse, in which the user creates a black hole and sucks the target into it.
** The Dark-type Max Move is Max Darkness, in which the user creates two streams of pure darkness which swirl around the opponent and explode, decreasing the special defense of the opponent.
** Gigantamax Grimmsnarl's exclusive G-Max Move is G-Max Snooze, which causes two streams of Grimmsnarl's hair to appear and swallow the opponent, causing them to become drowzy, and fall asleep the next turn.
* LikeCannotCutLike: Dark-type Pokémon resist Dark attacks.
* LostInTranslation:
** The type's name itself is originally called the "Evil"-type, hence why they mostly lack [[CastingAShadow darkness-related powers]] outside a few like Dark Pulse and Dark Void.
** The move "Sucker Punch" is not buffed by the ability Iron Fist (buffs punch-based moves) because its original Japanese name means "Surprise Attack" (which is what a sucker punch is in American slang: an unexpected, often underhanded move[[note]]not necessarily someone punching you in the face or stomach when you don't expect it, but some people do take that literally[[/note]]).
** Somewhat of an example with Night Slash; its Japanese name, Tsujigiri (sometimes translated as "crossroad killing"), refers to an old samurai practice of testing out a new weapon or fighting style by hiding at a crossroads at night and attacking the first defenseless passerby they saw. While its English name and description are still true to the spirit of the original, the reference to feudal Japan was removed, and most international players would probably interpret it as "Sucker Punch with a blade" or a "[[SpellBlade dark energy-infused Slash]]" (which could be interpreted as such in certain animations).
* MagicallyIneptFighter: Not to the same extent as the Fighting type, and certain offensively-inclined Dark-types like Hydreigon and Zoroark, as well as Dark [[OlympusMons Legendaries]], are just as effective on the special side if not more so. However, most Dark-types tend to favor Attack over Special Attack. The list of Dark-type attacks supports this, as only three are Special attacks, with one being Zoroark's [[SecretArt Night Daze.]]
* MakeMeWannaShout: The move Snarl deals damage by having the user "[yell] as if it is ranting about something."
* ManBitesMan: Bite and Crunch are both Dark-type attacks. The former was a Normal-type move until it was {{retcon}}ned into the Dark-type.
* ManipulativeBastard: The more cunning Dark-types are good at using psychological warfare, incorporating it into their fighting style, with such attacks as Flatter, Torment, Taunt, and Fake Tears. As of Generation VII, they're immune to Prankster-boosted priority, most probably because they're used to such trickery.
* MechanicallyUnusualClass: Many of their attacks have unique effects, often fitting their pragmatic nature. Sucker Punch is an attack that moves first, but only if the opponent uses an attacking move; Parting Shot lowers the opponent's Attack and Special Attack then switches your Pokémon; Foul Play deals damage calculating the opponent's Attack stat instead of the user's, and so forth.
* MechanicallyUnusualFighter: Dark-type attacks don't do much damage offensively due to low power. However, they have a ton of status attacks, including Parting Shot, Torment, Snatch, and Quash. Even their damaging attacks tend to work oddly; Sucker Punch only hits if the opponent is using a damaging attack, Foul Play calculates damage using the opponent's Attack instead of the user's, Payback doubles in power if the user moves second, and so forth.
* {{Mooks}}: Alongside the Poison-type, they're the favored {{Mons}} of low-level henchmen for the various villainous teams, essentially making them the [[UpToEleven Mooks' Mooks.]]
* NatureIsNotNice: One of the many facets to the Dark Type, and in this case, is about feralness and rambunctious, if not violent behaviors creatures of the wild can exhibit. While in terms of ecology and zoology, many of the Dark Type have come to be to fulfill their instincts and niche in nature as part of the ecosystem in their way with their behavior, bringing them to human society might be harder, as what they may do as normal may not be looked upon kindly within human eyes and mores; bringing home a wild animal home hoping to tame it in real life definitely is evocative of this. Taming their type and getting through to them as trained Pokemon definitely curbs this, but they still retain this type if only for their ingrained nature and behavior that suited them when in the wilderness.
* NocturnalMooks: In Gen II, most Dark-types could only be obtained at night, never appearing in the wild in the day.
* NoItemUseForYou: The Dark type is known for having a number of moves that interfere with an opponent's Held Item usage.
** Thief steals the opponent's Held Item if the user doesn't have one.
** Knock Off disables the opponent's Held Item for the rest of the battle.
** Switcheroo swaps the user's Held Item with the opponent's, meaning that a user without a Held Item will effectively steal their opponent's when used.
** Embargo prevents the opponent from using Held Items for five turns.
* ObviousRulePatch:
** They were introduced in ''Gold and Silver'' as a direct response to the then-powerful Psychic-type.
** The Physical/Special split made almost every Dark-type move Physical so that the type (which predominately consists of Physical Attackers) could actually use their own [=STAB=].
* PowerUpLetdown: The above ObviousRulePatch ended up not working as well as intended because this trope also came into effect. On their introduction, Dark-type attacks were all classified as Special Attacks, which meant Dark-types wanted to run physical moves, but their STAB moves were Special Attacks, which they weren't so good in. It didn't help that many Psychic-types take special attacks better than physical ones. Gen IV's split reclassified all previously existing Dark-type moves as Physical, further suggesting that Dark should have been considered a Physical type in the first place.
* PredatorsAreMean: [[DownplayedTrope Kind of.]] Despite being the EVIL type in the original language, Dark-types can be just as heroic as any other type the trainer chooses. However, many Dark-types are [[JerkAss jerks]], or at least more aggressive than other types, to varying degrees, and the majority of them are predators. The exceptions are scavengers (Honchkrow and Mandibuzz lines), herbivores (Pangoro line), and the Dark/Ghost dual-types (Sableye eats gemstones, and Spiritomb doesn't technically need food to begin with).
* ReformedButNotTamed: As said before, though they are classified as "Dark" or "Evil" for exhibiting behaviors that are malevolent and destructive, Dark Types can be tamed through to be obedient and civil, while their instinctual and ingrained behavior can be accepted as neccistated behavior developed in their environment to adapt and survive. It also helps that even before the coming of Dark Types, cruelty by wild Pokemon was not mutually exclusive to types, especially in Generation I, and despite their massive ownership within the Team syndicates and criminals, it is all up to the trainer and their behavior that influences how their Pokemon acts.
* {{Retcon}}:
** The move Bite was retconned from a Normal-type move into a Dark-type move in Generation II.
** When the Physical/Special split happened, every Dark-type attack that existed beforehand were changed to be Physical attacks.
* RougeAnglesOfSatin: Feint Attack is named F'''a'''int Attack prior to Gen VI, which doesn't make sense since the latter implies a WoundedGazelleGambit, an "I'm TakingYouWithMe" attack, or a OneHitKill (since Pokémon that are unable to battle are said to have fainted). It's none of those things. Or just an attack that's indistinct and hard to see.
* ScavengersAreScum: Several Pokémon based off real life scavengers are Dark-typed. At this moment we have the vultures Vullaby and Mandibuzz and the crows Murkrow and Honchkrow.
* SituationalDamageAttack: Attacks that are relatively weak but increase in power under certain situations tend to be one of the Dark-type's gimmicks:
** Pursuit is normally weak with a Power of 40, but it deals double damage if the target tries to switch out manually or is using the moves U-turn, Volt Switch, or Parting Shot (the latter only if the user of Pursuit moves after the user of those moves, however).
** Payback's Power of 50 will double if the user goes after the target. In the Generation IV games, switching out counted as going first for this purpose.
** Assurance is mediocre with a Power of 60, but that will double if the target has already taken damage that turn.
** The Power of Punishment starts off at 60, but increases by 20 for every stage of StatusBuff the target has, reaching a max power of 200.
** From ''X and Y'' onward, Knock Off's Power of 65 increases by 50% if the target was holding an item that can be removed.
** Power Trip's Base Power starts off at a measly 20, but its power is increased by 20 the more positive stat increases the user has. With everything at the maximum (six stat increases for all seven stats that can be increased), the move's base power becomes '''860''', the highest of all physical moves.
** Lash Out has 75 power, but doubles if any of the user's stats have been lowered that turn.
* SituationalSword: Many of their attacks will fail completely or do weak damage unless certain conditions are met. For example, Sucker Punch will only deal damage if the target uses a damaging attack on the same turn and doesn't go before the user.
* SneakAttack: Sucker Punch is called "Surprise Attack" in Japan. Feint Attack, Night Slash and [[ISurrenderSuckers False Surrender]] are described as hitting the opponent when their guard is down.
* StandardStatusEffects: Using Fling with certain items can inflict status aliments with a 100% success rate, with the status inflicted being dependent on what item is thrown. A Flame Orb will inflict Burn, a Poison Barb will inflict normal Poison, a Toxic Orb will inflict Toxic Poison, a Light Ball will inflict Paralysis, and a King's Rock or Razor Fang will cause the target to flinch.
* StatusBuff:
** Nasty Plot boosts the user's Special Attack by two stages.
** Hone Claws increases the user's Attack and Accuracy by one stage.
* SuperMode: Houndoom, Tyranitar, Sableye, Sharpedo, and Absol are capable of Mega Evolution, and the Water/Flying-type Gyarados becomes Water/Dark-type when it Mega Evolves. Greninja can also transform into Ash-Greninja if it has the Battle Bond ability. Grimmsnarl and Urshifu (in its Fighting/Dark single strike style) are also capable of Gigantamax.
* SwitchOutMove: Parting Shot gives a parting threat, lowering the target's Attack and Special Attack before the user switches out.
* ToxicFriendInfluence: If a Pancham is in a team with a Dark-type when it levels up, then the latter's bad behavior will rub off on it and it'll evolve into Pangoro, who is a Dark-type itself.
* UndergroundMonkey: Alolan Rattata, Alolan Grimer, Galarian Zigzagoon and their evolved forms are part Dark-Types, while Alolan Meowth and Alolan Persian are pure Dark-Types.
* UselessUsefulSpell: Prior to the Physical/Special split in ''Diamond and Pearl'', all Dark-type moves were Special while almost every Dark-type was a Physical attacker.
* VideoGameStealing:
** Thief deals damage and steals any item an opponent is holding if the user is not holding one.
** Knock Off removes items that can be removed and (as of ''X and Y'') gets a 50% damage boost when the item is successfully removed. It will not gain a power boost if the item cannot be removed (such as a Pokémon holding a Mega Stone, Z-Crystal, or an Arceus/Silvally holding a Plate/Memory).
** Snatch steals and uses any Status moves the opponent tried to use that turn and prevents them from using it.
** Switcheroo is exactly like Trick, swapping the target's and user's items.
* WeakButSkilled:
** In terms of damaging moves, the Dark type's strongest attacks (barring signature moves) are Darkest Lariat and Night Daze, which rest at 85 base power and, while no longer restricted to one Pokémon each as they were originally, can only be learned by a relative few. For most Dark-types, the strongest Dark-type moves available to them are Dark Pulse and Crunch, both at 80 base power. Regular moves that go above that mark are invariably [[SituationalDamageAttack situational damage attacks]] when used to their full CombatPragmatist potential, so as a result, the Dark type's hardest-hitting moves are ones that seem initially weak but provide increased power when used smartly.
** Even its status moves fall under this category, as many of them don't seem immediately helpful, but can turn a match around when used skillfully. Most Dark-type status moves are geared toward shutting down specific tactics (for example, Torment prevents repeated use of the same move, while Taunt, Snatch, and Topsy-Turvy address an opponent's use of non-damaging moves), but those mechanics also tend to make them ineffective when used without strategy.
** Hone Claws boosts Attack by one stage, making it a poor choice for aggressive play, but it also provides a hard-to-find boost to Accuracy, which can allow users to reliably incorporate inaccurate moves into their strategy, such as Stone Edge. It's also a good choice for any Pokémon with the ability Hustle, which decreases the accuracy of their physical moves by 20%.
* YouWillNotEvadeMe: Pursuit deals double damage to opponents attempting to switch out and hits them before they can switch. Handy for punishing fragile Psychic- and Ghost-Types that may try to get away.
* ZergRush: Beat Up has the user attack once for each conscious party member that is not afflicted by a status condition, up to 6 times.
[[/folder]]

[[folder:Steel]]
!!Steel-Type (はがねタイプ ''hagane taipu'')
[[quoteright:350:[[ExtraOreDinary https://static.tvtropes.org/pmwiki/pub/images/steel_types.png]]]]

The second of two types added with ''VideoGame/PokemonGoldAndSilver'', they are the most defensive type in the game. The strong metal that covers the bodies of Steel-type Pokémon grants them high defenses and a great number of resistances. While weak to Fighting, Fire, and Ground, they resist ''everything else'' (except Water and Electric and [[{{Nerf}} Ghost and Dark as of Gen VI]]) and are immune to one type (Poison). Offensively, they hit Ice-, Rock-, and Fairy-Types hard but are resisted by other Steel-, Water-, Electric-, and Fire-Types. Most Pokémon of this type have the theme of armoring or being a creature of living metal, though there are some that don't really fit the bill beyond possessing thick hides. Steel-types can be found in caves, mountain regions, and urban areas.

When a sandstorm is in effect, Steel-type Pokémon do not take residual damage from it.
%%Offensively: x2 Ice, x2 Rock, x2 Fairy, x1/2 Fire, x1/2
Types]] (Fire, Water, x1/2 Grass, Electric, x1/2 Steel
%%Defensively: x2 Fire, x2 Fighting, x2 Ground, x0 Poison, resists everything else except for Water, Electric, Ghost (Gen VI onwards), and Dark (Gen VI onwards)
%%Known Specialists: Jasmine in ''Gold and Silver'' and ''Crystal''; Steven in ''Ruby and Sapphire'' and ''Emerald''; Byron in ''Diamond and Pearl'' and ''Platinum''; Wikstrom in ''X and Y''; Molayne in ''Sun and Moon''
----
* ActionInitiative: Bullet Punch has increased priority. Notably, more Fighting-types learn this move than Steel-types.
* AlwaysAccurateAttack:
** Magnet Bomb, an attack that uses homing metal chunks, never misses regardless of accuracy or evasion. Magnet-based Pokémon like the Magnemite line and Probopass get this move.
** Smart Strike, a TM where the user stabs the opponent with an accurate horn.
* AnchorsAway: The move Anchor Shot, exclusive to Dhelmise, deals Steel-type damage and traps the foe under an anchor.
* AnimateInanimateObject: Quite a few Steel-types are based on objects, such as the Magnemite, Beldum, Bronzor, Klink, and Honedge lines.
* ArmoredButFrail: Several Steel-types have high defenses, but have below-average health to balance it out.
* ArmorPiercingAttack: Doom Desire ignores the moves Protect, Detect, and Endure, and it hits through the Ability Wonder Guard.
* AwesomeButImpractical:
** Doom Desire takes two turns before the attack actually hits, which is more than enough time to switch out to something that can tank the hit.
** Iron Tail has great power (100, which is on par with Earthquake), can be taught to a wide variety of Pokémon, and can lower the opponent's Defense as a bonus. It has a less than perfect accuracy of 75% and many of the Pokémon that learn it have other moves with better coverage and accuracy.
** Steel Beam is the most powerful Steel-type attack at 140 power, but the user loses a massive half of their maximum health upon usage. Several Steel-types also lack the Special Attack needed to utilize this move.
* BalanceBuff: Steel-types weren't very useful for attacking prior to Gen VI; they only did super-effective damage to Ice and Rock, which had plenty of other type weaknesses to exploit (including both being weak to Fighting). Gen VI added Fairies to give Steel-types more use.
* CastFromHitPoints: The very powerful Steel Beam deals incredible damage but also causes the user to lose half their hit points thanks to using their own body's metal in the attack.
* ChromeChampion: Steel-types often look like they're covered in gleaming silver metal or are actually made of it. Several physical Steel-type moves, such as Metal Claw and Iron Head, cause the user to glow silver metallic for a brief second regardless of their actual type and/or appearance.
* ColdIron: Likely the reason they are super-effective against Fairies is to invoke the idea.
* ColorCodedElements: The Steel-type color is silver, as is the metal armor of many of its members.
* CombiningMecha: The basic principle of the robot-like Magnemite, Beldum, Klink, and Meltan lines; the basic concept of their evolutions is "the starter form, but there's more of them together". There's also the non-evolving Stakataka which is constructed by hundreds of individual lifeforms, and Doublade, which is a subversion (the Honedge it evolves from divides into two instead).
* CounterAttack: Metal Burst will deal damage to the opponent equal to 1.5 times the amount the user took that turn, regardless of whether the foe's move is physical or special. Unlike Counter and Mirror Coat, it doesn't have negative priority, so make sure that the user is slower than the opponent before using it.
* DangerousForbiddenTechnique: Steel Beam is almost as strong as Hyper Beam and doesn't have the recharge turn, but it causes the user to lose half of its health each time it's used.
* DiscardAndDraw: In Generation VI, they became super-effective against Fairy-types and resist their moves, but lost their resistances to Dark- and Ghost-type attacks.
* DubInducedPlotHole: Meteor Mash is boosted by Iron Fist (which boosts the power of 'punch' moves by 20%, though no Pokémon with Iron Fist can learn Meteor Mash) because its Japanese name is "Comet Punch" (not to be confused with the move called [[RapidFireFisticuffs "Comet Punch"]] in the English versions, which is named "Consecutive Punch" in Japanese).
* ElementalRockPaperScissors
** Offense
*** Strong: Fairy,
Ice, Rock
*** Weak: Electric, Fire, Steel, Water
** Defense
*** Strong: Bug, Dark (Gen II-V), Dragon, Fairy, Flying, Ghost (Gen II-V), Grass, Ice, Normal,
Psychic, Rock, Steel
*** Weak: Fighting, Fire, Ground
*** Immune: Poison
* EverythingsBetterWithSpinning:
** Gyro Ball, a move where the user spins into the enemy. It gets stronger the slower the user is compared to the opponent.
** During the Steel-type Spectacular Talent, the Pokémon spins so fast it turns into a silver tornado, while smashing into various spherical objects like a pinball.
* ExtraOreDinary: The type isn't much in the way of ferrokinesis so much as it is "hit the target with a protrusion covered in metal". They tend to prefer relying on their defenses, as until the [[OurFairiesAreDifferent Fairy-type]] was introduced, the [[AnIcePerson only]] [[DishingOutDirt types]] they were good against had easier-to-exploit weaknesses.
* GoombaStomp: Heavy Slam deals Steel-type damage depending on how heavy the target is compared to the user; the heavier the user is, the more damage dealt. Considering that most Pokémon who get this are on the heavy side, it tends to hurt a lot.
* HeavilyArmoredMook: Quite a number of Pokémon that gain the Steel-type on evolving also gain a good increase in defenses. Steelix is a notable example.
* HornAttack: Smart Strike, an AlwaysAccurateAttack where the user stabs its opponent with a sharp horn. It's a TM that can appropriately be taught to most Pokémon with horns.
* InfinityPlusOneElement: While not as well-known as the Dragon type in that regard, Steel is — on the defensive side at least — one of the best types in the game with a whopping '''10''' resistances
and 1 immunity to only 3 weaknesses (though all of these weaknesses are pretty common and crippling).
Dragon)
* KillItWithFire: One of their weaknesses is to the Fire-type, representing metal softening and melting at high temperatures.
* LightEmUp: Three of the four Special Steel-type moves (Doom Desire, Flash Cannon, and Mirror Shot) involve firing out light energy.
* LikeCannotCutLike: One of the many types Steel is resistant to is itself.
* LimitBreak:
** The Steel-type Z-Move is Corkscrew Crash, in which the user spins really fast like a steel drill and rams into the target.
** The Steel-type Max Move, Max Steelspike, causes huge metal projections to burst from the ground and skewer the opponent. The Steel type energy flowing from this metal also raises the Defense of the user and their allies.
** Gigantamax Copperajah's exclusive G-Max Move is G-Max Steelsurge, in which Copperajah causes huge green spikes of copper to emerge from the ground and tear into the opponent. this move also sets a unique kind of Spikes on the field, who's damage increases depending on the opponent's resilience to steel
** Gigantamax Melmetal's exclusive G-Max Move is G-Max Meltdown, in which Melmetal sends spikes of its body material at the opponent, preventing the target and its allies from using the same move twice in a row.
* MechanicalLifeforms: While most Steel-types simply resemble regular animals with metallic growths or plating, those that put the extra emphasis on
[[Characters/PokemonLaterTypes Later Types]] (Dark, Steel, like Magnemite, Metagross, and Klinklang, edge fully into this trope. Magearna embraces it to the point that only its core, the Soul Heart, is not completely mechanical.
* MightyGlacier:
** If a Steel-type is not purely defensive, it will often be slow and quite strong.
** The move Gyro Ball exploits this; the slower the user is than the foe, the more damage it will do. The [[EldritchAbomination Ultra Beast]] Stakataka — with its Rock/Steel-typing, high Attack, and painfully slow Speed — can dish out some very devastating Gyro Balls. And Trick Room (which inverts Speed) doesn't cut into the move's power, either.
* {{Nerf}}: In ''VideoGame/PokemonXAndY'', they lost their resistances to [[CombatPragmatist Dark]] and [[SoulPower Ghost]].
* {{Retcon}}: Magnemite and Magneton were given a secondary Steel-type in Generation II.
* SecretArt:
** Doom Desire, a move only known by Jirachi.
** Steel Beam, a special attack with an incredibly high power of 140, but deals half the user's health on use. It can only be taught by a special tutor to Steel-types (and Silvally).
** The abilities Light Metal and Heavy Metal halves and doubles the user's weight, respectively.
** Magnet Pull increases the encounter rate of Steel-types in the wild and prevents them from switching or fleeing.
** Despite not being used by a Steel-type, the ability Steelworker essentially provides a STAB bonus to Steel-type attacks.
* ShedArmorGainSpeed: Autotomize causes the user to shed part of their armored body in order to lighten themselves and sharply increase speed.
* SiliconBasedLife: Quite a number of Steel-types fall into this category, especially the ones who are part Rock or Ground.
* SituationalDamageAttack:
** Gyro Ball's damage depends on how slow the user is compared to the opponent, going up to a massive 150 power if the opponent is at least 6x as fast as the user.
** Heavy Slam's power depends on the user's weight compared to the target's weight. It's a paltry 40 power if the target is over 50% of the user's weight, but a whopping 120 if the target is below 20% of the user's weight.
* SituationalSword: Steel Roller has a huge 130 base power and removes any terrain on the battlefield, but can only be used if there is a terrain in effect.
* StatusBuff:
** Iron Defense raises the user's defense by two stages.
** Autotomize raises the user's speed by 2 stages while reducing their weight by 100 kg.
** Shift Gear raises the user's speed by two levels while raising attack by one.
** Metal Claw, Steel Wing, and Meteor Mash all have a chance of raising the user's stats in addition to dealing damage. This is notable because outside of the Jirachi-exclusive Doom Desire, these three moves constituted 75% of the type's attacking moves as of Generation III.
* StoneWall: There are outliers, like [[LightningBruiser Excadrill]], but the Steel-type's many resistances and few uses as an attacking type compliment this strategy. To counteract the type's high defenses and resistances, Steel-type Pokémon tend to have average or below-average HP.
* StrongFleshWeakSteel: The inorganic and sometimes mechanical Steel-types are weak to the mostly organic physical-brawling Fighting-types.
* SuperMode: Steelix, Scizor, Mawile, Aggron, Metagross, and Lucario are capable of Mega Evolution, with Aggron notably becoming a pure Steel-type upon doing so, while Melmetal, Corviknight, Copperajah, and Duraludon are capable of Gigantamax (but only Melmetal and Copperajah have Steel-type G-Max Moves).
* SuperToughness: Steel-types resist over half the types in the game and have strong enough defenses to easily shrug them off.
* ThisIsADrill: The Steel-type Z-move, Corkscrew Crash, involves the user slamming into the target while spinning like a drill.
* ThunderboltIron: Some Steel-types such as Registeel and Jirachi are heavily implied to be made out of metal that's not of this world.
* UndergroundMonkey: The Alolan Diglett, Alolan Sandshrew, Galarian Meowth and Galarian Stunfisk families are part Steel-Type.
* UseYourHead: How Iron Head works.
* WaveMotionGun: The powerful but self-damaging Steel Beam is a huge laser made of the user's steel, causing half the user's health in recoil damage.
* WeakToFire: One of Steel's three weaknesses is Fire. This allowed a lot of Dragons to use Fire-type moves to burn through Steels. This was a contributing factor in the creation of the last type, Fairy.
* WeakToMagic: Steel-types tend to have very high Defence but poorer Special Defence.
* YouWillNotEvadeMe:
** The Ability Magnet Pull can trap Pokémon and prevent them from fleeing or switching, but only if they're Steel-type. The Steel/Ghost-type Honedge line is immune to this due to Ghosts being immune to trapping effects.
** The move Anchor Shot prevents the target it hits from switching.
[[/folder]]

[[folder:Fairy]]
!!Fairy-Type (フェアリータイプ ''fearii taipu'')
[[quoteright:350:[[OurFairiesAreDifferent https://static.tvtropes.org/pmwiki/pub/images/fairy_types.png]]]]

The newest type, introduced in ''VideoGame/PokemonXAndY''. Introduced to combat the growing power of the Dragon-type and to boost the offensively-weak Poison- and Steel-types, Fairy-type Pokémon represent practically every culture's interpretation of TheFairFolk (whether it's the cute, harmless, benevolent sprites or the more mischievous, often meaner tricksters). Sprites, cute critters, and mystical otherworldly beings often represent the type. Despite their adorable appearances, they're effective against the more "hardcore" Pokémon.

Fairy is a highly effective type, both offensively and defensively. It resists Dark, Fighting, and Bug and is immune to Dragon, and is only weak to Steel and Poison. Offensively it's just as good, hitting Fighting-, Dragon-, and Dark-Types super-effectively while being resisted by Poison, Steel, and Fire. The things holding them back are their relative scarcity, lack of heavy hitters compared to other types, lack of physical moves[[note]]Play Rough and Spirit Break are the only physical Fairy-type moves that aren't Z-Moves, and the latter is a SecretArt[[/note]] and the fact that they are commonly slow and can't take physical hits very well.
%%Offensively: x2 Fighting, x2 Dark, x2 Dragon, x1/2 Fire, x1/2 Poison, x1/2 Steel
%%Defensively: x1/2 Bug, x1/2 Fighting, x1/2 Dark, x0 Dragon, x2 Poison, x2 Steel
%%Known Specialists: Valerie in ''X and Y''; Mina in ''Sun and Moon'', Lillie in ''Ultra Sun and Ultra Moon''; Opal in ''Sword and Shield''
----
* ActionBomb: The move Misty Explosion knocks out the user in exchange for inflicting high damage on the opponent, and its power is doubled on Misty Terrain.
* AlwaysAccurateAttack: Disarming Voice bypasses accuracy and evasion modifiers when used.
* BadassAdorable: Their proclivity for cute designs only belies their true power as fighters, particularly against Dragon-types.
* BeautyEqualsGoodness: Fairy-Types are generally very charming and [[CuteMonsterGirl attractive]], like Gardevoir, Florges, and Primarina, and they have the appropriate benevolence to associate with their beauty/cuteness. That said, there's a spectrum of good and malicious Fairy-types. Some of the [[LightIsNotGood Not-Good]] Fairy-types include Mimikyu (a borderline EldritchAbomination who [[IJustWantToHaveFriends just wants to be loved]]) Hatterene (who are cute but dangerous, violent, and very easily angered), Shiinotic (freakish and alien-looking mushrooms that sap the vitality of their slumbering prey), and the Dark/Fairy Grimmsnarl, (hideous and intimidating imp-ogre beings that thrive on negative energy).
* BeautyIsBad: Conversely, some cutesy Fairy-types are actually quite dangerous. The Hatenna line, for example, is notoriously violent, contrary to their pastel colors and appearance. While Hatenna flees from emotions, Hattrem will ''beat the living daylights'' out of strongly emotional beings, and Hatterene will rip into anyone being "too loud" near it.
* BigBallOfViolence: Play Rough is depicted as this, with hearts and stars coming out of a cloud obscuring the beatdown. It's also the only widely distributed Physical Fairy-type move.[[note]]The only other Physical Fairy-type move, Spirit Break, is Grimmsnarl's SecretArt.[[/note]]
* BlowYouAway: The move Fairy Wind deals damage by hitting the target with [[ShapedLikeItself a fairy wind]].
* CastFromHitPoints: The DummiedOut Light of Ruin deals damage to the user equal to 1/2 of the damage dealt to the target.
* ColdIron: They are weak to Steel-type attacks, reflecting mythical fairies' aversion to iron.
* ColorCodedElements: The Fairy-type coloring is light pink, and several Fairies are also pink.
* ComedicSociopathy:
** Invoked by the standard Fairy-type Z-Move, Twinkle Tackle. The user doesn't even care about the target being kicked away, let alone them exploding.
** Mimikyu's exclusive Z-Move, "Let's Snuggle Forever" took this UpToEleven as Mimikyu ''packs and crushes the target before throwing them away''. Even the user's trainer gives a thumbs up and smiles.
* TheDragonslayer: Every single one of them, owing to their tremendous advantage over the Dragon-type.
* DummiedOut: A powerful Fairy-type move called Light of Ruin can be called by Metronome and its name appears in the Hotel Richissime room service minigame, but can't be learned by anything currently officially available in the games. In terms of brute force, it's the strongest Fairy-type attack and it also happens to be the only special attack with recoil. It's actually the SecretArt of AZ's Floette, which has been unreleased in any game but has existed in the game code ever since ''VideoGame/PokemonXAndY''.
* ElementalRockPaperScissors:
** Offense
*** Strong: Dark, Dragon, Fighting
*** Weak: Fire, Poison, Steel
** Defense
*** Strong: Bug, Dark, Fighting
*** Weak: Poison, Steel
*** Immune: Dragon
* TheFairFolk: While the overall lean is towards the modern, more positive interpretation of fairies as benevolent nature spirits or harmless pranksters (such as Mawile and the mischievous Klefki), there are some particularly amoral Fairy-types trainers should be wary of.
** The Tapus (island guardians) of Alola are depicted as tiki-like guardian deities, but have morality that [[BlueAndOrangeMorality doesn't fall within human standards]].
** [[LightIsNotGood Shiinotic]] lure travelers into the woods with its glowing lights so it can put them to sleep and feed on their energy.
** The Dark/Fairy type Impidimp line from ''Sword and Shield'' are vile creatures who literally feed on the negative emotions of their unfortunate targets. The line culminates in the monstrous [[AllTrollsAreDifferent troll]]-like Grimmsnarl, whose signature Fairy-type move shatters the target's spirit (lowering its Special Attack). From the same game, Hatterene is equally disturbing, as it will violently react to strong emotions, creates crippling headaches around itself and will tear a person apart for being "too loud" around it.
* FieldPowerEffect: They learn several moves meant to manipulate the environment, including Misty Terrain, Flower Shield, and Xerneas's signature Geomancy.
* HealingShiv: Floral Healing, which becomes even more effective at healing in Grassy Terrain.
* HeartBeatDown: Some of the moves, most notably Sweet Kiss and Disarming Voice.
* KillerRabbit: Most Fairy-Types are both very cute-looking and surprisingly powerful battlers. Azumarill is a literal example, being a deceptively powerful rabbit thanks to [[SuperStrength Huge Power]].
* KissOfDeath: Draining Kiss involves the user kissing the target, causing damage and [[LifeDrain stealing some HP]].
* LifeDrain: Draining Kiss heals the user for 75% of the damage it dealt.
* LightEmUp: The Fairy-type is as close to a Light-type as the Pokémon series gets — along with being associated with bright pink, their moves tend to have a light motif, especially Dazzling Gleam, Fleur Cannon, Moonblast, Moonlight, and the [[DummiedOut aforementioned]] Light of Ruin.
* LightIsGood: Most Fairy-types are almost universally bright and colorful in design, and on the whole are quite benevolent with few exceptions. They also oppose the Dark-Type, being both super-effective and resistant to Dark-Type attacks.
* LightIsNotGood: However, Fairy-type includes Shiinotic and the Tapus, who are more malicious and have morality beyond human and Pokémon understanding, respectively. The Hatenna line also play this straight, being brightly colored but dangerous Pokémon. The Impidimp line subvert this by also being half Dark-Type, to match their [[DarkIsEvil malicious nature]].
* LimitBreak:
** The Fairy-type Z-Move is Twinkle Tackle, in which the user creates a charming space and toys with the target.
** The Fairy-type Max Move is Max Starfall, in which the user drops stars on the opponent, creating a Misty Terrain for five turns.
** Gigantamax Alcremie's exclusive G-Max Move is G-Max Finale, in which Alcremie drops gigantic drops of cream on th opponent, healing itself and its allies bu a sixth of their max HP.
** Gigantamax Hatterene's exclusive G-Max Move is G-Max Smite, in which Hatterene drops stars on the opponent, confusing all opponents on the field.
* LogicalWeakness: Fairy-types are weak to Steel-types because, in traditional mythology involving TheFairFolk, they were vulnerable to iron and steel.
* {{Lunacy}}: They have a lunar motif in their moves Moonblast and Moonlight, the latter of which was {{Retcon}}ned in as a Fairy-type move. The lunar motif may have been influenced by the Clefable line, an evolutionary line that was the original fairy-themed Pokémon and had a strong association with the moon. The line became Fairy-type upon the new type's introduction.
* MakeMeWannaShout:
** Disarming Voice is a sound-based attack, though its damage-dealing ability is more due to inflicting "emotional damage" than the power of the sound itself.
** Every Pokémon that can have the Pixilate Ability is capable of learning Hyper Voice, which can deal serious damage thanks to Pixilate's power boost and the STAB bonus from it.
* MightyGlacier: Most Fairy-Types are slow, but can usually take a hit and hit back hard.
* ObviousRulePatch: They were introduced to curb the Dragon-type, as Creator/GameFreak thought they had made it too powerful. They also give Poison and Steel more offensive uses, as both of them were pretty much only used for their defensive capabilities beforehand.
* OurFairiesAreDifferent: The basis for Fairy-types can include all kinds of spirits, sprites, deities, and cute critters alike.
* PercentDamageAttack: Nature's Madness cuts the target's current HP in half, like Super Fang. The Z-move Guardian of Alola cuts the target's current HP by 75%.
* PinkMeansFeminine: Fairy's elemental color is light pink, and has a lot of cute and feminine Pokémon in its ranks, many of whom have Pink in their color schemes. Quite a few of them are female-only or have gender ratios that favor females. There are also a lot of Fairy-Types who are also Psychic-Type, another element associated with pink, and further emphasizing their femininity.
* PuppyDogEyes: The Baby-Doll Eyes move, which lowers the opponent's Attack and is a first-strike move.
* RealMenWearPink: The Impidimp line stands out among Fairy-types for being male-only, and the final evolution, Grimmsnarl, is an intimidating ogre-like monster. Doesn't stop them from using the SuperCuteSuperpowers used by other Pokémon of the type.
* {{Retcon}}: When the type was introduced, a fair number of older Pokémon were changed to be at least part Fairy. In the case of the Togepi, Clefairy, and Snubbull families, they're now pure Fairy-Types (they were Normal-Types before). Compared to the Dark- and Steel-types, no Pokémon gained the Dark-type and only two (Magnemite and Magneton) gained a Steel-type in Generation II. The moves Charm, [[StandardStatusEffects Sweet Kiss]], and [[HealThyself Moonlight]] were also retconned to be
Fairy, but none of these are affected by ElementalRockPaperScissors.
* RidiculouslyCuteCritter: A lot of Pokémon of this type fit this trope, especially if unevolved.
* SecretArt:
** Pixilate turns Normal-type moves into Fairy-type
and boosts them by 20% (30% in Gen VI).
** Misty Terrain protects all Pokémon on the ground from StandardStatusEffects. It also reduces damage taken from Dragon-type attacks by 50%.
* StatusBuff:
** The move Geomancy sharply raises the user's Special Attack, Special Defense, and Speed, but takes two turns to activate.
** The move Aromatic Mist raises the Special Defense of an ally by 1 stage.
** The ability Flower Shield raises the Defense of all Grass-type Pokémon in the battle.
* SuperCuteSuperPowers: Quite a few Fairy-type moves are based on cuteness, such as Charm, Sweet Kiss, [[PuppyDogEyes Baby-doll Eyes]], and Disarming Voice.
* SuperMode: Gardevoir, Mawile, and Diancie are capable of Mega Evolution while Altaria and Audino become part Fairy-type when they Mega Evolve. Alcremie, Hatterene, and Grimmsnarl are capable of Gigantamax, but only Alcremie and Hatterene have Fairy-type G-Max Moves.
* TakingYouWithMe: Misty Explosion deals damage to all targets around the user but faints the user, and its base power is increased on Misty Terrain.
* ATwinkleInTheSky: The Fairy-type Z-Move Twinkle Tackle rams the opponent into the sky, wherein it disappears leaving only an audible twinkle behind.
* UglyCute: Snubull, Granbull, and, arguably, Mawlie stand out as the only non-cute or pretty Fairy-types.
* UndergroundMonkey: Alolan Ninetales, Galarian Weezing and Galarian Rapidash are part Fairy-Type.
* WeaksauceWeakness: Being a type that {{No Sell}}s Dragon attacks and has a lot of other resistances, Fairy-type Pokémon are weak against Poison and Steel, known for having weak offensive presence; the former being the weakest Pokémon type since Gen I.
* WhiteMage: Over half of all Fairy-type moves are status moves. Buff one's own stats? Debuff an opponent? Buff an ally's stats? Heal oneself? Heal an ally? Block all status moves used against your team? Block ''all'' StandardStatusEffects from the entire field? Fairies can do all of this.
[[/folder]]

!!'''Spin-Off Exclusive Types'''

[[folder:Shadow]]
!!Shadow-Type / Dark-Type (ダークタイプ ''daaku taipu'')
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shadow_lugia_4.png]]
Exclusive to spin-off titles ''VideoGame/PokemonColosseum'' and ''VideoGame/PokemonXDGaleOfDarkness'', Shadow Pokémon are the end product of a scientific and magical process that's created by the top scientists of Cipher to remove all emotions from Pokémon. These Pokémon have no compunction about attacking Pokémon and people, which makes them the perfect weapons for Cipher's crimes. Much to the displeasure of the denizens of Orre, Shadow Pokémon became popular among the criminal underground. Some trainers who own Shadow Pokémon don't even know they have them. Only people with certain tools and psychic abilities can identify a Shadow Pokémon by its shadowy aura. Shadow Pokémon can be reverted back into normal Pokémon by bonding with its trainer, which is one of the main objectives of the ''Colosseum'' series. Cipher and the threat of Shadow Pokémon were stopped thanks to the protagonists of the two games, but it's hinted that Cipher is planning a comeback.

In ''Colosseum'', Shadow isn't so much a type as it is a classification. It doesn't change a Pokémon's strengths or weaknesses in the ElementalRockPaperScissors, and its only move at the time (Shadow Rush) is a physical move that [[NonElemental deals neutral damage to everything]].

''XD: Gale of Darkness'' revamps Shadow to be an actual type and provides it with more moves, though it is unique in that it acts as a third type (or second if a Shadow Pokémon only has one type normally) and doesn't provide a Same-Type Attack Bonus to its attacks. [[InfinityPlusOneElement All Shadow-type attacks are also now super-effective on all normal Pokémon]], but they are resisted by other Shadow Pokémon.

Unlike other types at the time, whose moves were fixed as Physical or Special, Shadow-type moves in ''XD: Gale of Darkness'' can be either. This predates the Physical/Special split of moves introduced into the main series games in ''VideoGame/PokemonDiamondAndPearl''.
%%Offensively: x2 normal Pokémon, x1/2 Shadow
%%Defensively: x1/2 Shadow
----
* AttackAttackAttack: Shadow Pokémon tend to lack defensive or healing moves.
* AxCrazy: In Hyper Mode, a Shadow Pokémon may attack its teammate, its own Trainer, or the opposing Trainer.
* BadPowersGoodPeople: In the hands of the player, these Pokémon are still dangerous, but their power is focused on the forces of Cipher.
* BlowYouAway: Shadow Blast, the Shadow version of Lugia's Aeroblast and Shadow Lugia's signature move.
* BrainwashedAndCrazy: Pokémon are normally friendly creatures who enjoy spending time with their Trainers as well as a good fight. Shadow Pokémon have become artificially corrupted into mindless attack drones whose only purpose is to do nothing ''but'' fight.
* CantCatchUp: When caught, a Shadow Pokémon cannot level up, evolve, or learn new moves until it's purified, at which point it'll automatically gain the experience back. Try training one early in the game, and the Shadow Pokémon you caught in the last town will stop being useful quickly and become dead weight in a major battle until you gain the ability to fully purify them.
* CastFromHitPoints: Shadow Rush (''Colosseum'' only) and Shadow End cause recoil damage to the user. Rush has 1/4 recoil while End has 1/2.
* TheCorruption: They are created by robbing emotions from Pokémon to turn them into soulless fighting machines.
* DarkIsEvil: Shadow Pokémon are corrupted beings that need to be restored to their true selves.
* DubNameChange: They're called "Dark Pokémon" in the Japanese version, but were changed to "Shadow Pokémon" to avoid confusion with the Dark-type (which is called the Evil-type in Japan).
* EmptyShell: The creation of Shadow Pokémon involves removing their emotions.
* EvilKnockoff: Shadow Chill, Shadow Bolt, Shadow Fire, and Shadow Blast are corrupted versions of Ice Beam, Thunderbolt, Flamethrower, and Aeroblast, respectively.
** Many Shadow moves are knockoffs of some other move. Shadow Blitz is an evil Tackle, Shadow Down is basically just a more accurate Screech, Shadow End is a PowerfulButInaccurate move CastFromHitPoints reminiscent of Head Smash, Shadow Hold is a worse Mean Look, Shadow Mist is based on Sweet Scent, Shadow Panic is a very slightly better Supersonic, and Shadow Sky is a weather move similar to Hail in the way it damages all but Shadow Pokémon.
* FireIceLightning: Shadow Bolt, Shadow Chill, and Shadow Fire. Respectively the signature moves of the corrupted Zapdos, Articuno, and Moltres.
* HeelFaceTurn: A Shadow Pokémon experiences one after being purified.
* HerdHittingAttack: Shadow Down, Shadow Hold, Shadow Mist, Shadow Panic, Shadow Rave, Shadow Storm, and Shadow Wave hit all enemies while Shadow Half and Shadow Shed hit everyone on the field.
* InfinityPlusOneElement: In an ElementalRockPaperScissors sense. Shadow is super effective against every other type in ''XD'' and only resisted by itself.
* InvisibleToNormals: The shadowy aura surrounding a Shadow Pokémon can only be seen by very few people or those with special technology.
* MindRape: In the words of Ein, Cipher's head scientist, Shadow Pokémon are born by "closing the door to a Pokémon's heart." The fact that they are willing to attack anyone only adds to this.
* NoCureForEvil: There are no "positive support" Shadow moves.
* OlympusMons: Not even legendaries are safe from becoming Shadow Pokémon, as players will eventually encounter Shadow Articuno, Zapdos, Moltres, Raikou, Entei, and Suicune. However, there's one special Shadow legendary Pokémon: Shadow Lugia. Considered the ultimate Shadow Pokémon, Shadow Lugia looks very different compared to normal Lugia with its reversed color scheme and other details. It's also nearly immune to purification, as normal methods of purification don't work on it. Only the Purify Chamber at max power can truly purify Shadow Lugia.
* PermanentlyMissableContent: Averted. If you fail to snag a Shadow Pokémon in a one-time battle, there'll be a trainer somewhere who will still have it. In ''Colosseum'' the trainer can be found somewhere else, while in ''XD'' Miror B. will roam Orre and battle you until you snag all the Shadow Pokémon.
* PowerAtAPrice: Shadow attacks hit everything but other Shadow Pokémon super effectively, but Shadow Pokémon cannot level up, evolve, or learn new moves.
* ThePowerOfFriendship: Before a Shadow Pokémon can be purified into a normal Pokémon, it must let its heart open towards the trainer.
* PurpleIsTheNewBlack: The aura of darkness that surrounds a Shadow Pokémon is dark purple.
* RammingAlwaysWorks: Shadow Blitz, Shadow Break, Shadow End, and Shadow Rush.
* RedAndBlackAndEvilAllOver: A Shadow Pokémon's aura goes red and black when it enters Hyper[=/=]Reverse Mode.
* RedemptionDemotion: In the hands of an NPC trainer in ''Colosseum'', Shadow Pokémon have a normal moveset with Shadow Rush included. When snagged, however, they only know Shadow Rush.
* RiddleForTheAges: The exact process of creating Shadow Pokémon, which involves "closing the door to their hearts", is never disclosed.
* SecretArt: Enforced. Shadow attacks can only be used by Shadow Pokémon, and purified ones will immediately forget them.
* ThemeNaming: Every one of the type's attacks has "Shadow" in its name.
* TheyLookJustLikeEveryoneElse: They are visually indistinct from normal Pokémon to the average human. The only way to identify them is by having an innate ability to sense them like Rui or using special equipment like Michael's Aura Reader. The only exception is Shadow Lugia/[=XD001=], which has become so thoroughly corrupted that even its outward appearance has been changed.
* YouWillNotEvadeMe: Shadow Hold prevents switching.
[[/folder]]
Shadow)
[[/index]]

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Changed: 70269

Removed: 125780

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

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

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

Offensively, they are strong against Bug, Grass, Ice, and Steel, but weak against Dragon, Fire, Rock, and Water. Defensively, it's strong against Bug, Fire, Grass, Ice, Steel, and Fairy, but weak against Ground, Rock, and Water.
%%Offensively: x2 Bug, x2 Grass, x2 Ice, x2 Steel, x1/2 Dragon, x1/2 Fire, x1/2 Rock, x1/2 Water
%%Defensively: x1/2 Bug, x1/2 Fire, x1/2 Grass, x1/2 Ice (Gen II onward), x1/2 Steel, x1/2 Fairy, x2 Ground, x2 Rock, x2 Water
%%Known Specialists: Blaine in ''Red and Green/Blue'' and ''Yellow''; Flannery in ''Ruby and Sapphire'' and ''Emerald''; Flint in ''Diamond and Pearl'' and ''Platinum''; Chili in ''Black and White'' and ''Black 2 and White 2''; Malva in ''X and Y''; Kiawe in ''Sun and Moon''; Kabu in ''Sword and Shield''

to:

[[folder:Fire]]
!!Fire-Type
[[folder:Dark]]
!!Dark-Type
/ Flame-Type (ほのおタイプ ''hono'o Evil-Type (あくタイプ ''aku taipu'')
[[quoteright:350:[[PlayingWithFire [[quoteright:350:[[CastingAShadow https://static.tvtropes.org/pmwiki/pub/images/fire_types.org/pmwiki/pub/images/dark_types_gen_1_5.png]]]]

Pokémon with power over fire, lava, and all forms One of heat. Most of them two types introduced in ''VideoGame/PokemonGoldAndSilver''. In the original Japanese, they are {{Glass Cannon}}s, but surprisingly, known as the type has a lot of resistances (Bug, Grass, Ice, Steel, Fairy, itself). Most Fire-Type moves are also capable of inflicting the Burn status, ''Aku'' type, which causes damage while also halving translates into "Evil" or "Scum", though how true of a descriptor that is varies on the afflicted Pokémon's physical attack. Fire types Pokémon. Regardless, they usually have a very intimidating or even a brutal presence or are based on doom, trickery, crime, destruction, and below-the-belt fighting tactics.

They are largely a group of pragmatists, both [[CombatPragmatist tactically]] and otherwise. They can be found almost everywhere, as they are not united by an element of nature, but by the consistent traits of pragmatism and brutality. They
are immune to the Burn status themselves, which is handy for the physical attackers among them. They Psychics and will wreck Ghost-types, but are based on fantastical animals that can breathe fire, but there are a few, such as Magmar and Chandelure, which are more esoteric. Fire is also one of the three starter types.

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

Offensively, they are strong against Bug, Grass, Ice, and Steel, but
weak against Dragon, Fire, Rock, Fighting-types, Bug-types, and Water. Defensively, it's strong against Bug, Fire, Grass, Ice, Steel, and Fairy, but weak against Ground, Rock, and Water.
Fairy-types. As of Generation VII, they're immune to an opponent's status moves that get ActionInitiative from Prankster.

%%Offensively: x2 Bug, Psychic, x2 Grass, x2 Ice, x2 Steel, Ghost, x1/2 Dragon, Fighting, x1/2 Fire, Steel (Gen II-VI), x1/2 Rock, Dark, x1/2 Water
Fairy
%%Defensively: x1/2 Ghost, x1/2 Dark, x0 Psychic, x2 Fighting, x2 Bug, x1/2 Fire, x1/2 Grass, x1/2 Ice (Gen II onward), x1/2 Steel, x1/2 Fairy, x2 Ground, x2 Rock, x2 Water
Fairy
%%Known Specialists: Blaine Karen in ''Red ''Gold and Green/Blue'' Silver'' and ''Yellow''; Flannery ''Crystal''; Sydney in ''Ruby and Sapphire'' and ''Emerald''; Flint in ''Diamond and Pearl'' and ''Platinum''; Chili Grimsley in ''Black and White'' and ''Black 2 and White 2''; Malva in ''X and Y''; Kiawe Nanu in ''Sun and Moon''; Kabu Piers in ''Sword and Shield''



* AttackAttackAttack: There are only 2 Fire-type attacks that aren't offensive; [[StandardStatusEffects Will-O-Wisp]] and [[ThePowerOfTheSun Sunny Day]]. Even then, Will-O-Wisp inflicts damage over time, and Sunny Day raises the power of Fire-type moves.

to:

* AttackAttackAttack: ActionInitiative:
** Sucker Punch was, until gen 7 (in which its power was reduced to 70), tied with Extreme Speed as the most powerful Priority Attack in the game ([[ElementalRockPaperScissors with Super Effective coverage, to boot!]]), but only works if the opponent uses a damaging move the same turn.
** Pursuit strikes first when the opponent tries to switch, gaining the highest Priority value in the game in this situation.
** Quash causes the target to always go last, but will only succeed if the user goes before the target.
* AlwaysAccurateAttack:
** Feint Attack is described as the user approaching disarmingly, then throwing a sucker punch (not to be confused with another Dark-type move of the same name) when the target doesn't expect it. With no chance to react or dodge, the attack ignores Accuracy and Evasion effects.
** Likewise, False Surrender is described as the user bowing their head in submission to let the opponent's guard down, then using their hair to stab the opponent.
* AlwaysChaoticEvil: Zig-Zagged, despite the Japanese name implying they are a group of {{Card Carrying Villain}}s. It really depends on the species in question. Some, like [[SealedEvilInACan Spiritomb]] and [[TheHypnotoad Malamar]], are just as evil as the typing describes. Others, like [[HeroWithBadPublicity Absol]] and [[BullyHunter Pangoro]], are downright ''noble'' in comparison, while some, like [[{{Ninja}} Greninja]], represent pragmatic tactics and sneakiness more than blatant villainy (and the same can be said of their attacks in general).
There are only 2 Fire-type attacks that aren't offensive; [[StandardStatusEffects Will-O-Wisp]] also more aggressive and [[ThePowerOfTheSun Sunny Day]]. predatory Dark-types like Mega Gyarados, Tyranitar, Hydreigon, and Krookodile. Even then, Will-O-Wisp inflicts damage over time, and Sunny Day raises Incineroar, the power closest thing to a Pokémon directly based on a villain archetype, [[{{Kayfabe}} plays up its jerkassery]] as part of Fire-type moves.its {{Heel}} motif.



** Blast Burn is a Fire-type clone of Hyper Beam, meaning you're exposed to retaliation for 1 turn after using it (and you could do more damage by just using Flamethrower twice).
** Fire Blast has better accuracy than Blizzard and Thunder, but it still has a very low PP count at 5 and thus is [[TooAwesomeToUse not very practical]] outside of battle facilities that heal your Pokémon after each battle.
** Inferno always inflicts a burn when it hits and has high power, but only has 50% accuracy.
** Burn Up has a base power of 130, but the user loses its Fire typing after using the move. Furthermore, it fails when used by a non-Fire-type Pokémon, so ItOnlyWorksOnce.
* BreathWeapon: Most of the attacks of this type are depicted as this; of course, some Fire-type Pokémon[[note]]Braixen & Magmortar mainly[[/note]] have other methods of expelling fire.
* BoringButPractical: Flamethrower isn't the most damaging attack out there, but it still does good damage, reliably hits its target, and has a respectable amount of PP.
* CastFromHitPoints: Flare Blitz is a powerful move, but does damage to the user equal to 1/3 of the damage dealt to the target.
* ColorCodedElements: Fire is represented as an [[FireIsRed orange-red]].
* CounterAttack: Shell Trap, Turtonator's SecretArt, blows up opponents that hit Turtonator with a physical attack.
* DangerousForbiddenTechnique:
** Overheat deals incredible damage, but lowers the user's Special Attack by two stages with each use, preventing it from hitting nearly as hard on repeated uses (and weakening the user's other Special moves as well).
** V-create is the third strongest move in the series that isn't a Z-move and the strongest one that isn't sacrificial, but each use lowers the user's defenses and Speed by one stage each.
** Flavor-wise, Burn Up is this, as it completely consumes the user's flames. In practice, whether losing one's Fire-typing is a boon or a bane depends on what moves the opponent is capable of using.
* DifficultButAwesome: Eruption's Power is directly proportional to how much HP the user has left, boasting a large 150 (same as Blast Burn) if the user is at full health. If you can keep the user healthy, it's far more useful than Fire Blast due to higher Power, 100% accuracy, and the ability to hit multiple opponents in Double and Triple Battles.
* ElementalPunch: The moves Fire Punch and Blaze Kick. Fire Punch has slightly above-average power and wide distribution while Blaze Kick is a bit stronger and has a higher crit chance at the cost of some accuracy.
* ElementalRivalry: The obvious one would be [[FireWaterJuxtaposition Fire and Water]], but there appears to be a lot of pairs of Fire types with [[LightningFireJuxtaposition Electric]] types. The Magmar and Electabuzz families and the Houndoom and Manectric families are version counterparts, there's a rivalry between Volkner and Flint in ''VideoGame/PokemonDiamondAndPearl'', and then there's [[Videogame/PokemonBlackAndWhite Reshiram and Zekrom]].

to:

** Blast Burn is a Fire-type clone Fling during the story mode of Hyper Beam, meaning you're exposed to retaliation for 1 turn after using it (and you could do more damage by just using Flamethrower twice).
** Fire Blast has better accuracy than Blizzard
the games. Using Fling consumes the item that the user was holding, and Thunder, but it still has a very low PP count at 5 the only items that have above average power are either impossible to get before the post-game or hard/expensive to reacquire due to their rarity (or in some cases, only 1 of that item exists per save file). In PlayerVersusPlayer matches and thus is [[TooAwesomeToUse not very practical]] outside of the battle facilities that heal your Pokémon like the Battle Tower. it's less of an issue, as consumed items are given back after each battle.
** Inferno always inflicts a burn when it hits and has high power,
match, but [[ItOnlyWorksOnce you can still only has 50% accuracy.
use it once per match]].
** Burn Up has Using Fling with an Iron Ball gives it a Power of 130 with no accuracy downside. However, holding an Iron Ball cuts the user's Speed in half and negates any Ground immunity they might have (which also makes them susceptible to Spikes, Toxic Spikes, and Sticky Web). All for a move that's [[ItOnlyWorksOnce single-use]], unless the user also knows Recycle.
** Power Trip increases in power the more status buffs the user has, but getting to that point takes a long time, and it starts out with a measly
base power of 130, but the user loses its Fire typing after using the move. Furthermore, it fails when used by a non-Fire-type Pokémon, so ItOnlyWorksOnce.
20.
* BreathWeapon: BalanceBuff: Most of the Dark-types have higher Attack than Special Attack, but previously all Dark-type attacks of this type are depicted were classified as this; of course, some Fire-type Pokémon[[note]]Braixen & Magmortar mainly[[/note]] have other methods of expelling fire.
Special moves. Gen IV's move split gave them physical Dark moves to put their best stats to proper use.
* BoringButPractical: Flamethrower isn't TheBrute: When they're not {{Combat Pragmatist}}s, they tend to be this, with Tyranitar and Guzzlord being prime examples.
* CardCarryingVillain: Subverted. While they're literally called the Evil-type in Japan, they aren't actually evil for
the most damaging attack out there, but part, just [[CombatPragmatist pragmatic]] or {{Jerkass}}es.
* CastingAShadow:
** Downplayed, contrary to their English name. They mostly focus on [[CombatPragmatist pragmatic]] tactics and characterization, with only 3 moves — two of which are {{Secret Art}}s of specific species — involving any sort of darkness-controlling prowess.
** The Dark-type Z-Move also falls into this more than
it still does good damage, reliably hits its target, and has a respectable amount of PP.
* CastFromHitPoints: Flare Blitz is a powerful move, but does damage to
pragmatism, as it takes the user equal to 1/3 form of a black hole that consumes the damage dealt to the target.
opponent.
* ColorCodedElements: Fire The Dark-type icon is represented as an [[FireIsRed orange-red]].
a very dark, grayish brown.
* CounterAttack: Shell Trap, Turtonator's SecretArt, blows up opponents CombatPragmatist: This is their gimmick, not dark powers; Dark-types rely on trickery, sneakiness, and general dirty fighting to win. Their moves involve taunting the opponent to make them angry or confuse them, using a WoundedGazelleGambit to attack when the opponent isn't ready, literal {{Back Stab}}bing, [[ManBitesMan biting the enemy]], [[ImpromptuTracheotomy chopping them in the throat]] to prevent them from making any noise, [[ISurrenderSuckers feigning surrender to get a cheap shot]], and manipulating the enemy's held item. Generation VI's Greninja is a very good example, in that hit Turtonator its Dark typing simply comes from its being a {{Ninja}} and using sneaky techniques rather than using dark powers or having a vicious/cruel nature. Incineroar is based on a heel wrestler and fights dirty in any way possible, but any wickedness is subverted in that it actually is [[{{Kayfabe}} all just the act of a performer]].
* CombinationAttack: Beat Up is an attack where the Pokémon calls on the player's entire team [[note]]K.O.'d and Pokémon
with a physical status ailment sit out.[[/note]] to gang up on the opposing Pokémon. When it was first introduced, the game would roll call the team as they made their attack.
* DangerousForbiddenTechnique:
** Overheat
DarkIsEvil: Zigzagged. It's called the ''Evil''-type in Japanese versions and, in general, Dark-types aren't nice guys (there are exceptions, such as [[BearerOfBadNews Absol]]); however, see below.
* DarkIsNotEvil: The type can be translated as "Evil" in Japanese, but many of them are portrayed as simply being misunderstood, or enjoying harmless mischief; Greninja, one of the most famous Dark-types, is neither, as it's usually depicted as a heroic CombatPragmatist ninja. Incineroar, meanwhile, [[{{Kayfabe}} plays up its jerkassery]] as part of its {{Heel}} motif. This plays into how the type name in Japanese, "Aku", has more nuanced meanings than just plain "evil."
* DoubleTap: Assurance
deals incredible damage, but lowers double damage if the user's Special Attack by two stages with each use, preventing it target has already been hurt during the same turn. Its Japanese name translates to "Make Sure," which, given the Dark-type preference for underhanded tactics, implies that the doubled damage comes from hitting nearly as hard on repeated uses (and weakening the user's other Special moves as well).
** V-create is
target exactly where they were hit the third strongest move first time.
* TheDragAlong: There's a small subset of Pokémon that begin with 35 base friendship rather than 70 when you capture them
in the series that isn't a Z-move and the strongest one that isn't sacrificial, but each use lowers the user's defenses and Speed by one stage each.
** Flavor-wise, Burn Up is this, as it completely consumes the user's flames. In practice, whether losing one's Fire-typing is a boon or a bane depends on what moves the opponent is capable of using.
* DifficultButAwesome: Eruption's Power is directly proportional
wild — in other words, they're significantly less happy to how much HP the user has left, boasting a large 150 (same as Blast Burn) if the user is at full health. If join up with you can keep the user healthy, it's far more useful than Fire Blast due to higher Power, 100% accuracy, ordinary Pokémon (though you'll still win them over through dedication and the ability to hit multiple opponents in Double care). Dark- and Triple Battles.
* ElementalPunch: The moves Fire Punch and Blaze Kick. Fire Punch has slightly above-average power and wide distribution while Blaze Kick is
Ghost-types jointly make up a bit stronger and has a higher crit chance at the cost major chunk of some accuracy.
* ElementalRivalry: The obvious one would be [[FireWaterJuxtaposition Fire and Water]], but there appears to be a lot of pairs of Fire types with [[LightningFireJuxtaposition Electric]] types. The Magmar and Electabuzz families and the Houndoom and Manectric families are version counterparts, there's a rivalry between Volkner and Flint in ''VideoGame/PokemonDiamondAndPearl'', and then there's [[Videogame/PokemonBlackAndWhite Reshiram and Zekrom]].
this group.



*** Strong: Bug, Grass, Ice, Steel
*** Weak: Dragon, Fire, Rock, Water

to:

*** Strong: Bug, Grass, Ice, Steel
Ghost, Psychic
*** Weak: Dragon, Fire, Rock, WaterDark, Fairy, Fighting, Steel (Gen II-V)



*** Strong: Bug, Fire, Grass, Ice (Gen II-Forward), Steel, Fairy
*** Weak: Ground, Rock, Water
* FireIceLightning: A very popular motif seen frequently in the series — Ember, Powder Snow, Thunder Shock; Fire Punch, Ice Punch, Thunder Punch; Flamethrower, Ice Beam, Thunderbolt; Fire Blast, Blizzard, Thunder; Magmar, Jynx, Electabuzz; Articuno, Zapdos, Moltres; Reshiram, Zekrom, Kyurem; and so many more. There isn't much of an ElementalRockPaperScissors usually seen with this kind of arrangement compared to other games — the only type in this triad that has an advantage over another is Fire over Ice.
* FireIsRed: [[ZigZaggedTrope Zig-Zagged]]. Several Fire attacks tend to be more realistically shaded, including blue flames for the more potent attacks, but most of the Pokémon themselves have red as their primary body color.
* FlamingHair: This design feature is popular among Fire-types, notably the Ponyta line and Infernape.
* GlassCannon: Fire has many common weaknesses and tends to be frail defensively, but hits a lot super effectively. Ironically, they have the highest number of resistances after Steel, at 6.
* GoombaStomp: Heat Crash, the Tepig line's signature move. It deals Fire-type damage depending on how heavy the target is compared to the user.
* HerdHittingAttack: During Double and Triple Battles, Lava Plume hits everything but the user while Eruption, Heat Wave, and Incinerate only hit enemy Pokémon.
* KillItWithWater: Almost all of them are weak to Water-type attacks. They can learn Sunny Day to reduce the damage taken from Water-type attacks.
* KryptoniteIsEverywhere: The Fire type only has three weaknesses, but they're practically ubiquitous and counter it quite well. Good physical attackers of almost any type can learn Ground- and Rock-type attacks via TM, and most Fire-types have poor physical bulk with which to take these attacks. Meanwhile, Water is ''the most common type in the game'', and most Fire-types will be stuck with the unwieldy Solar Beam when dealing with them. [[note]]Many Fire-types can learn weak or impractical coverage moves to handle Water-types like Thunder Fang, Thunder Punch, Grass Knot, and Wild Charge. However, the more powerful Grass- and Electric-type moves are limited to just a few legendary Pokémon, Magmortar, and the Vulpix, Litwick, and Larvesta lines.[[/note]]
* LastDiscMagic: Fire Blast is usually available to buy as a TM late in the game or can be learned naturally by many Fire-types during the late- or post-game.
* LightEmUp: ''Diamond and Pearl'' gave a lot of Fire-Types access to [[ChargeAttack Solar]] [[GreenThumb Beam]], which gives them an attack to use against Water-, Rock-, and Ground-types.
* LikeCannotCutLike: Fire-type Pokémon resist Fire attacks.
* LimitBreak:
** The Fire-type Z-Move is Inferno Overdrive, a burst of fire which causes a massive and devastating explosion.
** The Fire-type Max Move is Max Flare, a massive tongue of flame which activates harsh sunlight.
** Gigantamax Cinderace's G-Max Move is G-Max Fireball, an enormous Pyro Ball that it kicks towards its enemy.
** Gigantamax Charizard's exclusive G-Max Move, G-Max Widfire, sees it launch a dragon-shaped flame at the opponent, which explodes on impact and deals additional damage on non-Fire-types for several turns after.
** G-Max Centiferno, the G-Max Move of Gigantamax Centiskorch, is a massive blast of fire that traps opponents in a swirling inferno akin to Fire Spin.
* MagmaMan: Invoked in certain magma-related attacks like Lava Plume and Eruption.
* MundaneUtility: The Flame Body and Magma Armor abilities have the secondary effect of causing Pokémon Eggs to hatch in half the time they usually would, making Pokémon with these abilities incredibly useful for hatching lots of eggs quickly. The Slugma line notably have both of these abilites.
* PlayingWithFire: Naturally, the Fire-Type wields incendiary abilities.
* ThePowerOfTheSun: They get the move [[WeatherManipulation Sunny Day]], which enhances their attacks by 50% and weakens Water-Type attacks by the same amount.
* RequiredSecondaryPowers: It's only natural that Fire Pokémon are immune to burn effects.
* RingOfFire: The move Fire Spin invokes this, as the target is both trapped (unable to flee or switch out) and progressively damaged over several turns. Heatran's signature Magma Storm is much the same, only [[ShapedLikeItself with magma]].
* SecretArt:
** The following abilities are exclusive to Fire-types:
*** Blaze increases the power of Fire moves when the user is at 1/3 or less health.
*** The Flame Body ability has a 30% chance to burn opponents who use physical contact attacks on the user. [[MundaneUtility It also makes eggs hatch faster.]]
*** The Flash Fire Ability gives immunity to Fire and gives a boost to the user's Fire attacks by 50% if they are hit by one. It doesn't stack with itself.
*** Magma Armor prevents the user from becoming Frozen. [[MundaneUtility It also makes eggs hatch faster.]]
*** White Smoke prevents the user from having their stats lowered by opponents, but doesn't prevent moves like Overheat from lowering the user's stats.
** The following moves can only be learned by Fire-types:
*** Eruption's damage depends on the user's current HP, and taking damage will reduce the power.[[note]]Groudon is a partial exception, as it can learn Eruption despite not being Fire-type outside of its SuperMode.[[/note]]
*** Lava Plume hits all Pokémon around the user and has a good chance to inflict a burn.
*** Fire Pledge, exclusive to Fire-type starters and monkey, can be combined with Grass Pledge or Water Pledge to deal extra damage and create a special secondary effect.
*** Blast Burn, exclusive to fully-evolved Fire-type starters, is a clone of Hyper Beam. It deals a large amount of damage, but forces the user to stay in the next turn to recharge.
*** UpToEleven with Burn Up, where it can only be used if the user is a Fire-type, to the point that due to its side effect, [[ItOnlyWorksOnce it can only be used once]] until the user is switched out.
* SituationalDamageAttack: Heat Crash's power depends on the user's weight compared to the target's weight. It's a paltry 40 power if the target is over 50% of the user's weight, but a whopping 120 if the target is below 20% of the user's weight.
* StandardStatusEffect: Heavily associated with the Burn Status.
* StatusBuff: [[FeedItWithFire Flash Fire]] increases the power of the user's Fire-type moves by 50% when hit by a Fire-type move. Since it's not considered a stat boost like for Storm Drain and Lightning Rod, it doesn't stack with itself.
* SuperMode: Charizard, Houndoom, Blaziken, and Camerupt are capable of Mega Evolution, with Charizard notably being one of two Pokémon to boast ''two'' Mega Evolutions. Groudon gains the Fire-type upon undergoing Primal Reversion. Charizard, Coalossal, Centiskorch and Cinderace are also all capable of Gigantamax, though Coalossal's G-Max Move focuses on its other type (Rock).
* TheresNoKillLikeOverkill: [[AwesomeButImpractical While almost impossible to set up]], a Fire-type attack can reach a damage multiplier of ''x36''.[[note]]During harsh sunlight and while having Flash Fire or Blaze activated, attack a Bug/Steel or Ice/Steel type given the Ability Fluffy after it has been afflicted with Forest's Curse.[[/note]]
** In a similar vein, a Fire-type attack also has the lowest attainable non-zero multiplier, a pitiful ''0.02065x''.[[note]]This is done by attacking a dual-type Pokémon under rain whose types both resist Fire-type attacks (such as the Water/Dragon type Kingdra), with Thick Fat or Heatproof as its ability while Water Sport is in effect.[[/note]]
* TurnsRed: Blaze boosts the power of Fire-type moves by 1.5x when the user is at 1/3 of their max health or less. It's exclusive to Fire-type starter Pokémon (and Pansear and Simisear).
* UndergroundMonkey: Alolan Marowak is part Fire-Type.
* UselessUsefulSpell: The ability Magma Armor makes the owner immune to being Frozen. Not only is getting Frozen incredibly rare due to each move that inflicts it only having a 10% chance to do so, using a Fire-type attack when Frozen will thaw out the user, so it's not debilitating anyway.
* WhipItGood: Fire Lash, previously Heatmor's signature move, strikes at the foe using a burning lash. It's notable for being a move with respectable base power '''and''' a guaranteed Defense drop, allowing it to snowball very quickly, though its only user lacked the stats to make good use of it. In ''Sword and Shield'', it was given to [[CreepyCentipedes Sizzlipede and Centiskorch]], the latter of which has the strong Attack stat to abuse Fire Lash a lot more easily.
* WreathedInFlames: Invoked with the Fire-type exclusive ability, Flame Body. Also used for some physical Fire-type moves.
[[/folder]]

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

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

Offensively, they are strong against Fire, Rock, and Ground, but are resisted by Grass, Dragon, and other Water-types. Defensively, they resist Fire, Ice, and Steel and are only weak to Electric- and Grass-types ([[AnIcePerson but most Grass-types don't want to hang around them willingly]]), making them pretty hard to wear down.
%%Known Specialists: Misty in ''Red and Green/Blue'' and ''Yellow''; Wallace and Juan in ''Ruby and Sapphire'' and ''Emerald''; Crasher Wake in ''Diamond and Pearl'' and ''Platinum''; Cress in ''Black and White'' and ''Black 2 and White 2''; Marlon in ''Black 2 and White 2''; Siebold in ''X and Y''; Lana in ''Sun and Moon''; Nessa in ''Sword and Shield''
----
* ActionInitiative: Aqua Jet. Water Shuriken, despite being a multi-hit move, has boosted priority as well.
* AquaticMook: Several wild Water-type Pokémon are fought while on water, underwater, or fished up.
* AwesomeButImpractical: Hydro Cannon is a Water-type clone of Hyper Beam, meaning that your opponent will have a free turn to [[JustForPun wash you up]] after you use it. (Also, you could do more damage by spamming Surf, so... yeah. Don't use it unless you like losing.)
* BattleInTheRain: RainDance summons a rainstorm that rages on for several turns of battle and empowers Water moves, as well as causing several other effects (such as giving 100% accuracy to Thunder and Hurricane). The abilities Drizzle and Primordial Sea are automatic versions that activate as soon as the user enters battle.
* BreathWeapon: A weird one in that the water they use is often depicted as coming from their mouths in most adaptations.
* BubbleGun: The moves Bubble and its big sister Bubble Beam, both of which cause damage in addition to possibly lowering the target's speed.
* ComMons: They serve as the main encounters on aquatic routes, though they aren't exceptionally powerful. Tentacool in particular are very common in the seas of Kanto, Johto, Hoenn and Alola.
* ColorCodedElements: WaterIsBlue, as are most Water-types' color schemes.
* CoupDeGrace: Brine deals double damage to targets who have less than half their health left.
* DifficultButAwesome: Water Spout's Power is directly proportional to how much HP the user has left, boasting a large 150 (same as Hydro Cannon) if the user is at full health. If you can keep the user healthy, it's far more useful than Hydro Pump due to higher Power, 100% accuracy, and the ability to hit multiple opponents in Double and Triple Battles.
* ElementalBaggage: Brine? Dive? Muddy Water? Surf? Waterfall? Whirlpool? Doesn't matter, your Pokémon can always summon enough water from nowhere to enable these moves, even if you're fighting in the middle of the desert or ''[[UpToEleven at the edge of space!]]''
* ElementalRockPaperScissors
** Offense
*** Strong: Fire, Ground, Rock
*** Weak: Dragon, Grass, Water
** Defense
*** Strong: Fire, Ice, Steel, Water
*** Weak: Electric, Grass
* FakeBalance:
** Within the Starter PowerTrio; not only does Water have the least number of weaknesses[[note]]2 types, Grass and Electric, compared to Fire's 3 and [[KryptoniteIsEverywhere Grass's 5]][[/note]] and types that resist it[[note]]Only 3 types, [[LikeCannotCutLike Water]], Grass, and Dragon, resist Water, compared to Fire's 4 and Grass's ''[[KryptoniteIsEverywhere 7]]''[[/note]], meaning that they can easily beat Grass-types despite the type disadvantage thanks to their access to [[AnIcePerson Ice-type attacks]], and Electric-types (their only other weakness) due to them not resisting Water attacks and their GlassCannon tendencies.
** The weather condition related to the Water type, rain, is ''far'' superior to the other weather conditions. Intense sunlight powers up Fire-type moves, but the Abilities powered up by intense sunlight are usually given to Grass-types, which are roasted even harder by the powered-up Fire moves. Rock- and Ground-types might enjoy having their weaknesses to Water being reduced, but in turn, they risk taking a no-charge Solar Beam. Sandstorm's powering-up Abilities, Sand Force and Sand Rush, are mutually exclusive and not innate boosts. Rain gives a boost to Water-type attacks ''and'' its Abilities are granted to mostly Water-types, who make extremely good use of them.
* FlyingSeafoodSpecial: Practically all Water-types based on fish just seem to float in midair when battling on land, except, as of Gen VI, [[ButtMonkey Magikarp]], who just flops around helplessly.
* GiantWallOfWateryDoom: Surf, ubiquitous both as a mandatory field move and as a potent and reliable attack, involves the user surfing toward the opponent. On a huge crest of ocean water. Muddy Water is also depicted as this.
* GradualGrinder: Real-life water can wear away at almost anything with enough time, and a few Water-type moves have shades of it.
** Liquidation and Razor Shell aren't particularly powerful, but carry 20 and 50% chances to lower the opponent's Defense and thus become stronger with repeated uses.
** Clamp and Whirlpool are weak, but inflict [[FixedDamageAttack percentage-based damage]] that can run from 50% of the target's max HP to 83%[[note]]if the user holds a Binding Band and traps the target for five turns instead of four[[/note]] over time.
** While they don't directly correlate to dealing damage, Water Pulse, Waterfall, Muddy Water and Octazooka are relatively weak or average in power but carry greater-than-average chances[[note]]20% chance of confusion, 20% chance of flinching, and 30 and 50% chances to lower accuracy, respectively[[/note]] to activate. The excellent defensive properties of the Water type and the generally good bulk that most Water-types have works well with this, allowing Water-types plenty of turns to stay on the field and wear the opponent down.
* GrimyWater: The move Muddy Water uses Surf's animation, but with the water a sickly brown instead of blue. It has a chance to lower the target's accuracy, an effect borrowed from the Ground-type's wheelhouse.
* HealItWithWater:
** Aqua Ring confers a Leftovers effect, healing the user 1/16 of its max HP at the end of each turn.
** A few abilities are based on this concept. Rain Dish causes a Pokémon to regain some HP when it's raining, Water Absorb will heal Pokémon hit with water-type attacks instead of damaging them, and Hydration will cure status effects (eg. burn, freeze, poison) in rain.
* HerdHittingAttack: Bubble, Muddy Water, Water Spout, and Origin Pulse hit all enemy Pokémon, while Surf and Sparkling Aria hit everyone but the user[[note]]although Surf hit enemies only in Generation III[[/note]].
* IceMagicIsWater: ''Every'' Water-Type (except Magikarp, Rotom Wash, and Pyukumuku) has access to an Ice-Type attack (usually from Technical Machines or Move Tutors), giving them a chance at beating Grass-types and Dragon-types.
* JackOfAllStats: Water is useful offensively and defensively, and most Water types are capable of serving as [[MightyGlacier any]] [[LightningBruiser of]] [[StoneWall the]] [[FragileSpeedster competitive]] [[GlassCannon archetypes]].
* LastDiscMagic: Hydro Pump isn't a TM like Fire Blast, Thunder, or Blizzard, but can be learned naturally by many Water-types during the late- or post-game.
* LikeCannotCutLike: Water moves do not do much against Water-types.

to:

*** Strong: Bug, Fire, Grass, Ice (Gen II-Forward), Steel, Fairy
Dark, Ghost
*** Weak: Ground, Rock, Water
Bug, Fairy, Fighting
*** Immune: Psychic
* FireIceLightning: A very popular motif seen frequently EvilMakesYouUgly: In contrast to their Fairy-type foils, Dark-types aren't exactly pretty-looking, perhaps to add to their intimidating appearance. Quite a few Dark-Types in particular possess the series — Ember, Powder Snow, Thunder Shock; Fire Punch, Ice Punch, Thunder Punch; Flamethrower, Ice Beam, Thunderbolt; Fire Blast, Blizzard, Thunder; Magmar, Jynx, Electabuzz; Articuno, Zapdos, Moltres; Reshiram, Zekrom, Kyurem; [[FaceOfAThug Intimidate]] ability, which lowers the attack of the opponent when they enter battle.
* EvilWearsBlack: Well, they are the Evil-type in Japanese,
and so many more. There isn't much of an ElementalRockPaperScissors usually seen with this kind of arrangement compared to other games — the only type in this triad that has an advantage over another is Fire over Ice.
* FireIsRed: [[ZigZaggedTrope Zig-Zagged]]. Several Fire attacks tend to be more realistically shaded, including blue flames for the more potent attacks, but
most of the them are black in color.
* GameBreakingBug:
** In ''Platinum, [=HeartGold, and SoulSilver=]'', if Pursuit [=KOed=] a
Pokémon themselves have red as that switched out while certain battle conditions were in effect, a [[http://bulbapedia.bulbagarden.net/wiki/Acid_rain bizarre glitch]] occurred that caused ''all weather to take effect at once.'' This also caused every Pokémon except Swinub, Piloswine, and Mamoswine[[note]]as Ice/Ground dual-types, they were immune to all weather damage, something no other Pokémon could claim in Generation IV[[/note]] to take damage at the end of every turn four times, with the damage apparently caused by their primary body color.
* FlamingHair: This design feature is popular among Fire-types, notably
Ability. Bothersome enough, but if Cherrim or Castform was sent into battle, they kept switching between forms indefinitely until the Ponyta line game was turned off.
** Early in the life of ''Sun
and Infernape.
Moon'', the moves Parting Shot and Memento could cause crashes on Battle Spot if the Z-Move versions of them were used. These moves were temporarily banned until some time after the issue was fixed.
* GlassCannon: Fire has many common weaknesses Somewhere between this and tends to be frail defensively, but hits a lot super effectively. Ironically, {{Fragile Speedster}}s, as they are good at "sweeping" teams, but rarely have the highest number of resistances after Steel, at 6.
good defense, with a few {{Mighty Glacier}}s (most famously Tyranitar) and {{Stone Wall}}s in there.
* GoombaStomp: Heat Crash, the Tepig line's signature move. It deals Fire-type damage depending on how heavy HealingShiv: Using Fling with a Mental Herb or White Herb will cure the target is compared of [[DistractedByTheSexy infatuation]] and stat debuffs, respectively. You can also fling Berries to apply their restorative effects. The Z-move variations of Memento and Parting Shot will heal the user.
next Pokémon swapped in.
* HerdHittingAttack: During Double and Triple Battles, Lava Plume hits everything but the The user while Eruption, Heat Wave, and Incinerate only hit enemy of Brutal Swing swings its body violently around the field, hitting all adjacent Pokémon.
* KillItWithWater: Almost all of them are weak to Water-type attacks. They can learn Sunny Day to reduce the damage taken from Water-type attacks.
* KryptoniteIsEverywhere: The Fire type only has three weaknesses, but they're practically ubiquitous and counter it quite well. Good physical attackers of almost any type can learn Ground- and Rock-type attacks via TM, and most Fire-types have poor physical bulk with which to take these attacks. Meanwhile, Water is ''the most common type in the game'', and most Fire-types will be stuck with the unwieldy Solar Beam when dealing with them. [[note]]Many Fire-types can learn weak or impractical coverage moves to handle Water-types like Thunder Fang, Thunder Punch, Grass Knot, and Wild Charge. However, the more powerful Grass- and Electric-type moves are limited to just a few legendary Pokémon, Magmortar, and the Vulpix, Litwick, and Larvesta lines.[[/note]]
* LastDiscMagic: Fire Blast is usually available to buy as a TM late in the game or can be learned naturally by many Fire-types during the late- or post-game.
* LightEmUp: ''Diamond and Pearl'' gave a lot of Fire-Types access to [[ChargeAttack Solar]] [[GreenThumb Beam]], which gives them an attack to use against Water-, Rock-, and Ground-types.
* LikeCannotCutLike: Fire-type Pokémon resist Fire attacks.
* LimitBreak:
** The Fire-type Z-Move is Inferno Overdrive, a burst of fire which causes a massive and devastating explosion.
** The Fire-type Max Move is Max Flare, a massive tongue of flame which activates harsh sunlight.
** Gigantamax Cinderace's G-Max Move is G-Max Fireball, an enormous Pyro Ball that it kicks towards its enemy.
** Gigantamax Charizard's exclusive G-Max Move, G-Max Widfire, sees it launch a dragon-shaped flame at the opponent, which explodes on impact and deals additional damage on non-Fire-types for several turns after.
** G-Max Centiferno, the G-Max Move of Gigantamax Centiskorch, is a massive blast of fire that traps opponents in a swirling inferno akin to Fire Spin.
* MagmaMan: Invoked in certain magma-related attacks like Lava Plume and Eruption.
* MundaneUtility: The Flame Body and Magma Armor abilities have the secondary effect of causing Pokémon Eggs to hatch in half the time they usually would, making Pokémon with these abilities incredibly useful for hatching lots of eggs quickly. The Slugma line notably have both of these abilites.
* PlayingWithFire: Naturally, the Fire-Type wields incendiary abilities.
* ThePowerOfTheSun: They get the move [[WeatherManipulation Sunny Day]], which enhances their attacks by 50% and weakens Water-Type attacks by the same amount.
* RequiredSecondaryPowers: It's only natural that Fire Pokémon are immune to burn effects.
* RingOfFire: The move Fire Spin invokes this, as the target is both trapped (unable to flee or switch out) and progressively damaged over several turns. Heatran's signature Magma Storm is much the same, only [[ShapedLikeItself with magma]].
* SecretArt:
** The following abilities are exclusive to Fire-types:
*** Blaze increases the power of Fire moves when the user is at 1/3 or less health.
*** The Flame Body ability has a 30% chance to burn opponents who use physical contact attacks on the user. [[MundaneUtility It also makes eggs hatch faster.]]
*** The Flash Fire Ability gives immunity to Fire and gives a boost to the user's Fire attacks by 50% if they are hit by one. It doesn't stack with itself.
*** Magma Armor prevents the user from becoming Frozen. [[MundaneUtility It also makes eggs hatch faster.]]
*** White Smoke prevents the user from having their stats lowered by opponents, but doesn't prevent moves like Overheat from lowering the user's stats.
** The following moves can only be learned by Fire-types:
*** Eruption's damage depends on the user's current HP, and taking damage will reduce the power.[[note]]Groudon is a partial exception, as it can learn Eruption despite not being Fire-type outside of its SuperMode.[[/note]]
*** Lava Plume hits all Pokémon around the user and has a good chance to inflict a burn.
*** Fire Pledge, exclusive to Fire-type starters and monkey, can be combined with Grass Pledge or Water Pledge to deal extra damage and create a special secondary effect.
*** Blast Burn, exclusive to fully-evolved Fire-type starters, is a clone of Hyper Beam. It deals a large amount of damage, but forces the user to stay in the next turn to recharge.
*** UpToEleven with Burn Up, where it can only be used if the user is a Fire-type, to the point that due to its side effect, [[ItOnlyWorksOnce it can only be used once]] until the user is switched out.
* SituationalDamageAttack: Heat Crash's power depends on the user's weight compared to
HoistByHisOwnPetard: Foul Play uses the target's weight. It's a paltry 40 power if the target is over 50% of the user's weight, but a whopping 120 if the target is below 20% of the user's weight.
* StandardStatusEffect: Heavily associated with the Burn Status.
* StatusBuff: [[FeedItWithFire Flash Fire]] increases the power of the user's Fire-type moves by 50% when hit by a Fire-type move. Since it's not considered a stat boost like for Storm Drain and Lightning Rod, it doesn't stack with itself.
* SuperMode: Charizard, Houndoom, Blaziken, and Camerupt are capable of Mega Evolution, with Charizard notably being one of two Pokémon to boast ''two'' Mega Evolutions. Groudon gains the Fire-type upon undergoing Primal Reversion. Charizard, Coalossal, Centiskorch and Cinderace are also all capable of Gigantamax, though Coalossal's G-Max Move focuses on its other type (Rock).
* TheresNoKillLikeOverkill: [[AwesomeButImpractical While almost impossible to set up]], a Fire-type
attack can reach a damage multiplier of ''x36''.[[note]]During harsh sunlight and while having Flash Fire or Blaze activated, attack a Bug/Steel or Ice/Steel type given the Ability Fluffy after it has been afflicted with Forest's Curse.[[/note]]
** In a similar vein, a Fire-type attack also has the lowest attainable non-zero multiplier, a pitiful ''0.02065x''.[[note]]This is done by attacking a dual-type Pokémon under rain whose types both resist Fire-type attacks (such as the Water/Dragon type Kingdra), with Thick Fat or Heatproof as its ability while Water Sport is in effect.[[/note]]
* TurnsRed: Blaze
stat (and any boosts the power of Fire-type moves by 1.5x when the user is at 1/3 of their max health or less. It's exclusive to Fire-type starter Pokémon (and Pansear and Simisear).
* UndergroundMonkey: Alolan Marowak is part Fire-Type.
* UselessUsefulSpell: The ability Magma Armor makes the owner immune to being Frozen. Not only is getting Frozen incredibly rare due to each move that inflicts it only having a 10% chance to do so, using a Fire-type attack when Frozen will thaw out the user, so it's not debilitating anyway.
* WhipItGood: Fire Lash, previously Heatmor's signature move, strikes at the foe using a burning lash. It's notable for being a move with respectable base power '''and''' a guaranteed Defense drop, allowing it to snowball very quickly, though its only user lacked the stats to make good use of it. In ''Sword and Shield'', it was given to [[CreepyCentipedes Sizzlipede and Centiskorch]], the latter of which has the strong Attack stat to abuse Fire Lash a lot more easily.
* WreathedInFlames: Invoked with the Fire-type exclusive ability, Flame Body. Also used for some physical Fire-type moves.
[[/folder]]

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

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

Offensively,
they are strong against Fire, Rock, and Ground, but are resisted by Grass, Dragon, and other Water-types. Defensively, they resist Fire, Ice, and Steel and are only weak have) to Electric- and Grass-types ([[AnIcePerson but most Grass-types don't want to hang around them willingly]]), making them pretty hard to wear down.
%%Known Specialists: Misty in ''Red and Green/Blue'' and ''Yellow''; Wallace and Juan in ''Ruby and Sapphire'' and ''Emerald''; Crasher Wake in ''Diamond and Pearl'' and ''Platinum''; Cress in ''Black and White'' and ''Black 2 and White 2''; Marlon in ''Black 2 and White 2''; Siebold in ''X and Y''; Lana in ''Sun and Moon''; Nessa in ''Sword and Shield''
----
* ActionInitiative: Aqua Jet. Water Shuriken, despite being a multi-hit move, has boosted priority as well.
* AquaticMook: Several wild Water-type Pokémon are fought
deal damage, while on water, underwater, or fished up.
* AwesomeButImpractical: Hydro Cannon is a Water-type clone of Hyper Beam, meaning that your opponent will have a free turn to [[JustForPun wash you up]] after you use it. (Also, you could do
Punishment does more damage by spamming Surf, so... yeah. Don't use it the more {{Status Buff}}s the target has.
* ImpossibleThief: Snatch can steal ''opponents' {{Status Buff}}s and healing'', but only if used on the same turn the opponent buffs/heals themselves.
* ImpromptuTracheotomy: Throat Chop deals pretty heavy damage for a Dark-type move and prevents the opponent from using sound-based attacks for 2 turns.
* ImprovisedWeapon: Fling has the user throw their currently held item at the foe to deal damage (and possibly inflict a secondary effect depending on the item). Flinging an Iron Ball has the highest Power of all Dark-Type attacks (130), but ItOnlyWorksOnce as the item is lost after that,
unless you like losing.also know the move Recycle (and alternating Fling and Recycle is [[CoolButInefficient about as practical as Hyper Beam]]).
* IShallTauntYou: Almost all moves that could be classified as {{Practical Taunt}}s (i.e. Taunt, Torment, and Flatter) are of the Dark type. (Swagger is the exception — it's a Normal-type move.
)
* BattleInTheRain: RainDance summons ISurrenderSuckers: False Surrender is a rainstorm that rages on for several turns of battle and empowers Water moves, as well as causing several other effects (such as giving 100% accuracy to Thunder and Hurricane). The abilities Drizzle and Primordial Sea are automatic versions that activate as soon as move where the user enters battle.
* BreathWeapon: A weird one
pretends to bow its head in that surrender, then stabs the water they use is often depicted as coming from enemy with their mouths PrehensileHair.
* {{Jerkass}}: [[DarkIsEvil Evil]] or [[DarkIsNotEvil not]], practically every member of this type is a jerk
in most adaptations.
some fashion or another.
* BubbleGun: The moves Bubble JerkWithAHeartOfGold: Some of them fit this too. Umbreon evolves with high friendship, Pangoro [[BullyHunter hunts down and fights bullies]], and Absol goes out of its big sister Bubble Beam, both way to warn people of which cause damage disasters. Incineroar is based on a [[{{Heel}} Heel Wrestler]] and fights dirty in addition to possibly lowering the target's speed.
* ComMons: They serve as the main encounters on aquatic routes, though they aren't exceptionally powerful. Tentacool in particular are very common
any way possible in the seas ring, [[{{Kayfabe}} but it's all part of Kanto, Johto, Hoenn the act]] and Alola.
it actually [[FriendToAllChildren enjoys admiration from children]].
* ColorCodedElements: WaterIsBlue, as are most Water-types' color schemes.
* CoupDeGrace: Brine deals
KickThemWhileTheyAreDown: Assurance will do double damage to targets who have less than half their health left.
* DifficultButAwesome: Water Spout's Power is directly proportional to how much HP the user has left, boasting a large 150 (same as Hydro Cannon)
if the user is at full health. If you can keep the user healthy, it's far more useful than Hydro Pump due to higher Power, 100% accuracy, and the ability to hit multiple opponents in Double and Triple Battles.
* ElementalBaggage: Brine? Dive? Muddy Water? Surf? Waterfall? Whirlpool? Doesn't matter, your Pokémon can always summon enough water from nowhere to enable these moves, even if you're fighting in the middle of the desert or ''[[UpToEleven at the edge of space!]]''
* ElementalRockPaperScissors
** Offense
*** Strong: Fire, Ground, Rock
*** Weak: Dragon, Grass, Water
** Defense
*** Strong: Fire, Ice, Steel, Water
*** Weak: Electric, Grass
* FakeBalance:
** Within the Starter PowerTrio; not only does Water have the least number of weaknesses[[note]]2 types, Grass and Electric, compared to Fire's 3 and [[KryptoniteIsEverywhere Grass's 5]][[/note]] and types that resist it[[note]]Only 3 types, [[LikeCannotCutLike Water]], Grass, and Dragon, resist Water, compared to Fire's 4 and Grass's ''[[KryptoniteIsEverywhere 7]]''[[/note]], meaning that they can easily beat Grass-types despite the type disadvantage thanks to their access to [[AnIcePerson Ice-type attacks]], and Electric-types (their only other weakness) due to them not resisting Water attacks and their GlassCannon tendencies.
** The weather condition related to the Water type, rain, is ''far'' superior to the other weather conditions. Intense sunlight powers up Fire-type moves, but the Abilities powered up by intense sunlight are usually given to Grass-types, which are roasted even harder by the powered-up Fire moves. Rock- and Ground-types might enjoy having their weaknesses to Water being reduced, but in turn, they risk taking a no-charge Solar Beam. Sandstorm's powering-up Abilities, Sand Force and Sand Rush, are mutually exclusive and not innate boosts. Rain gives a boost to Water-type attacks ''and'' its Abilities are granted to mostly Water-types, who make extremely good use of them.
* FlyingSeafoodSpecial: Practically all Water-types based on fish just seem to float in midair when battling on land, except, as of Gen VI, [[ButtMonkey Magikarp]], who just flops around helplessly.
* GiantWallOfWateryDoom: Surf, ubiquitous both as a mandatory field move and as a potent and reliable attack, involves the user surfing toward the opponent. On a huge crest of ocean water. Muddy Water is also depicted as this.
* GradualGrinder: Real-life water can wear away at almost anything with enough time, and a few Water-type moves have shades of it.
** Liquidation and Razor Shell aren't particularly powerful, but carry 20 and 50% chances to lower the opponent's Defense and thus become stronger with repeated uses.
** Clamp and Whirlpool are weak, but inflict [[FixedDamageAttack percentage-based damage]] that can run from 50% of the target's max HP to 83%[[note]]if the user holds a Binding Band and traps
the target for five turns instead of four[[/note]] over time.
** While they don't directly correlate to dealing damage, Water Pulse, Waterfall, Muddy Water
was hurt earlier in the turn. This includes recoil and Octazooka are relatively weak or average in power but carry greater-than-average chances[[note]]20% chance of confusion, 20% chance of flinching, and 30 and 50% chances to lower accuracy, respectively[[/note]] to activate. The excellent defensive properties of entry hazard damage.
* KillingIntent: Dark Pulse is described as
the Water type and user projecting an aura imbued with horrible thoughts at the generally good bulk target that most Water-types have works well with this, allowing Water-types plenty of turns to stay on the field and wear the opponent down.
* GrimyWater: The move Muddy Water uses Surf's animation, but with the water a sickly brown instead of blue. It
has a chance to lower the target's accuracy, an effect borrowed from the Ground-type's wheelhouse.
* HealItWithWater:
** Aqua Ring confers a Leftovers effect, healing
of making them flinch. Nasty Plot is described as the user 1/16 of stimulating its max HP at the end of each turn.
** A few abilities are based on this concept. Rain Dish causes a Pokémon to regain some HP when it's raining, Water Absorb will heal Pokémon hit with water-type attacks instead of damaging them, and Hydration will cure status effects (eg. burn, freeze, poison) in rain.
* HerdHittingAttack: Bubble, Muddy Water, Water Spout, and Origin Pulse hit all enemy Pokémon, while Surf and Sparkling Aria hit everyone but the user[[note]]although Surf hit enemies only in Generation III[[/note]].
* IceMagicIsWater: ''Every'' Water-Type (except Magikarp, Rotom Wash, and Pyukumuku) has access to an Ice-Type attack (usually from Technical Machines or Move Tutors), giving them a chance at beating Grass-types and Dragon-types.
* JackOfAllStats: Water is useful offensively and defensively, and most Water types are capable of serving as [[MightyGlacier any]] [[LightningBruiser of]] [[StoneWall the]] [[FragileSpeedster competitive]] [[GlassCannon archetypes]].
* LastDiscMagic: Hydro Pump isn't a TM like Fire Blast, Thunder, or Blizzard, but can be learned naturally
brain by many Water-types during the late- or post-game.
* LikeCannotCutLike: Water moves do not do much against Water-types.
thinking bad thoughts.



** The Water-type Z-Move is Hydro Vortex, a powerful MegaMaelstrom, and while the foe is trapped in it, the attacker rams into them repeatedly.
** The Water-type Max Move is Max Geyser, a huge torrent launched at the opponent, the cascading aftermath of so much water flying about causing heavy rain to fall for five turns.
** Primarina's personal Z-Move is Oceanic Operetta, in which it forms an enormous sphere of water and drops it on the target.
** G-Max Cannonade, Gigantamax Blastoise's G-Max Move, is a series of short, pressurized blasts of water from its cannons followed by a single large blast. The resulting vortex continues to damage non-Water-types over the next several turns.
** Upon Gigantamaxing, Rapid Strike Style Urshifu gains access to G-Max Rapid Flow, a NoHoldsBarredBeatdown of watery punches that completely ignores all protection moves.
** Gigantamax Inteleon's G-Max Hydrosnipe is a blast of water from its harpoon that explodes upon impact.
** The G-Max Move of Gigantamax Drednaw is G-Max Stonesurge. Drednaw fires a sphere of water from its mouth that, upon hitting the ground, spreads large stones around to activate a Stealth Rock effect.
** G-Max Foam Burst, exclusive to Gigantamax Kingler, is a jet of water that explodes into a torrent of bubbles, surrounding the target and decreasing its speed.
* LogicalWeakness:
** It has been noted several times in the anime that Water-types are weak against Electric-types because water is conductive to electricity. [[note]]Specifically water with impurities and dissolved electrolytes, at least, like salt water, which is what sea water is. Deionized pure water doesn't conduct electricity.[[/note]]
** Real-life plants store water, rely on water to grow, and play a huge role in preventing floods and storms from washing away the ground. In the games, the one-time-use Absorb Bulb and Luminous Moss items convert incoming Water-type attacks to stat boosts — additionally, the Cacnea and Maractus lines can potentially have Water Absorb as an ability, reflecting the particularly thirsty plants they're based off of.
* MakingASplash: Naturally, the Water-Type's arsenal revolves around all things water-based, mostly focusing on moving around large quantities of water, shooting streams of water (sometimes heated) and bubbles at your opponent and traveling around in the element itself. Some Water type moves involve more magical/precise control of their shape though, turning water into blades (Liquidation) or throwing stars (Water Shuriken).
* MegaMaelstrom: Hydro Vortex pulls the enemy under and unleashes one of these.
* RainDance: A Water-type move that makes it rain. See BattleInTheRain above.
* RequiredSecondaryPowers: As explained above, nearly all water Pokémon will have some variation of an ice attack.
* SeaMonster: Many of the more powerful Water-types have a place in in-game lore as these, especially Gyarados, a vicious sea serpent whose rages can lay whole coastal cities to waste; [[TheWormThatWalks Wishiwashi]], an individually small and weak fish that can school in large groups to take the form of a giant, powerful, and [[TheDreaded widely feared]] monster; and [[OlympusMons Kyogre]], a massive leviathan and the primordial god of the sea.
* SecretArt:
** The ability Drizzle gives an instant Rain Dance effect when the user switches into battle if there is no weather or another weather in play. It lasts for 5 turns unless the user is holding a Damp Rock, in which case it lasts 8 turns. If Rain is already active, it ''does not'' reset or stack with the current turn limit. Prior to ''X and Y'', the effect was permanent unless it was overridden by another weather activating.
** Primal Kyogre has an enhanced version of Drizzle called Primordial Sea. It has the same Water-boosting effects, cannot be overridden by normal weather abilities or weather moves (only Desolate Land and Delta Stream), and makes it so all Fire-type moves except for Will-O-Wisp will always fail. Unlike Drizzle, it will not persist when the owner switches out or if it is supressed by Gastro Acid.
** The ability Mega Launcher increases the power of Aura Sphere, Dark Pulse, Water Pulse, Dragon Pulse, and Heal Pulse by 50%.[[note]][[DevelopersForesight It boosts Origin Pulse as well]], though this is more a curiosity than anything, as Kyogre doesn't get Mega Launcher naturally and changing its ability mid-battle requires several steps.[[/note]]
** The ability Torrent increases the power of Water moves by 50% when the user is at 1/3 or less HP.
** Water Pledge and Hydro Cannon, which are special moves only tutorable to Water-type starter Pokémon.
** The move Water Spout deals damage depending on the percentage of the user's current HP, with a higher percentage meaning higher damage.
** The ability Water Veil makes the owner immune to burns.
** The ability Water Bubble not only makes the owner immune to burns, it also reduces Fire-type damage by half, and doubles the power of the user's Water-type attacks.
* SimpleYetAwesome: Surf has no additional effects in battle aside from hitting everything around the user and all it does is attack with a giant wave of water. But, it's vital for getting around and is strong enough that it's actually a legitimately good move, unlike other Hidden Machines.
** Waterfall is another Water-type Hidden Machine (and like Surf eventually became a TM), and it's every bit as useful as Surf. While Surf is the more powerful move, Waterfall has a chance to cause flinching, and it's decently powerful and runs off the Attack stat, making it a common option for physical attackers like Gyarados.
** Scald is a decently powerful Water-type move [[note]]on par with Waterfall at 80 power[[/note]] with 100% accuracy and also has a 30% chance of inflicting the burn status, which deals damage over time and halves the afflicted Pokémon's attack. It's been a TM since its debut in Gen V, which was also the generation that [=TMs=] first became usable repeatedly. Because of this, it's pretty much assumed that any Pokémon that ''can'' have Scald probably ''will'', especially if it uses its Special Attack stat for attacking. Scald also has the nice ability to thaw out the user when used, though it will also thaw a frozen target.
* SpamAttack: Water Shuriken hits the target 2-5 times on each use, with each hit dealing weak damage.

to:

** The Water-type Dark-type Z-Move is Hydro Vortex, Black Hole Eclipse, in which the user creates a powerful MegaMaelstrom, black hole and while sucks the foe is trapped in it, the attacker rams target into them repeatedly.
it.
** The Water-type Dark-type Max Move is Max Geyser, a huge torrent launched at Darkness, in which the user creates two streams of pure darkness which swirl around the opponent and explode, decreasing the special defense of the opponent.
** Gigantamax Grimmsnarl's exclusive G-Max Move is G-Max Snooze, which causes two streams of Grimmsnarl's hair to appear and swallow
the opponent, the cascading aftermath of so much water flying about causing heavy rain them to become drowzy, and fall for five turns.
** Primarina's personal Z-Move is Oceanic Operetta, in which it forms an enormous sphere of water and drops it on the target.
** G-Max Cannonade, Gigantamax Blastoise's G-Max Move, is a series of short, pressurized blasts of water from its cannons followed by a single large blast. The resulting vortex continues to damage non-Water-types over
asleep the next several turns.
** Upon Gigantamaxing, Rapid Strike Style Urshifu gains access to G-Max Rapid Flow, a NoHoldsBarredBeatdown of watery punches that completely ignores all protection moves.
** Gigantamax Inteleon's G-Max Hydrosnipe is a blast of water from its harpoon that explodes upon impact.
turn.
* LikeCannotCutLike: Dark-type Pokémon resist Dark attacks.
* LostInTranslation:
** The G-Max Move of Gigantamax Drednaw type's name itself is G-Max Stonesurge. Drednaw fires a sphere of water from its mouth that, upon hitting originally called the ground, spreads large stones around to activate "Evil"-type, hence why they mostly lack [[CastingAShadow darkness-related powers]] outside a Stealth Rock effect.
** G-Max Foam Burst, exclusive to Gigantamax Kingler, is a jet of water that explodes into a torrent of bubbles, surrounding the target and decreasing its speed.
* LogicalWeakness:
** It has been noted several times in the anime that Water-types are weak against Electric-types because water is conductive to electricity. [[note]]Specifically water with impurities and dissolved electrolytes, at least,
few like salt water, which is what sea water is. Deionized pure water doesn't conduct electricity.[[/note]]
** Real-life plants store water, rely on water to grow,
Dark Pulse and play a huge role in preventing floods and storms from washing away the ground. In the games, the one-time-use Absorb Bulb and Luminous Moss items convert incoming Water-type attacks to stat boosts — additionally, the Cacnea and Maractus lines can potentially have Water Absorb as an ability, reflecting the particularly thirsty plants they're based off of.Dark Void.
* MakingASplash: Naturally, ** The move "Sucker Punch" is not buffed by the Water-Type's arsenal revolves around all things water-based, mostly focusing on moving around large quantities ability Iron Fist (buffs punch-based moves) because its original Japanese name means "Surprise Attack" (which is what a sucker punch is in American slang: an unexpected, often underhanded move[[note]]not necessarily someone punching you in the face or stomach when you don't expect it, but some people do take that literally[[/note]]).
** Somewhat
of water, shooting streams of water an example with Night Slash; its Japanese name, Tsujigiri (sometimes heated) translated as "crossroad killing"), refers to an old samurai practice of testing out a new weapon or fighting style by hiding at a crossroads at night and bubbles attacking the first defenseless passerby they saw. While its English name and description are still true to the spirit of the original, the reference to feudal Japan was removed, and most international players would probably interpret it as "Sucker Punch with a blade" or a "[[SpellBlade dark energy-infused Slash]]" (which could be interpreted as such in certain animations).
* MagicallyIneptFighter: Not to the same extent as the Fighting type, and certain offensively-inclined Dark-types like Hydreigon and Zoroark, as well as Dark [[OlympusMons Legendaries]], are just as effective on the special side if not more so. However, most Dark-types tend to favor Attack over Special Attack. The list of Dark-type attacks supports this, as only three are Special attacks, with one being Zoroark's [[SecretArt Night Daze.]]
* MakeMeWannaShout: The move Snarl deals damage by having the user "[yell] as if it is ranting about something."
* ManBitesMan: Bite and Crunch are both Dark-type attacks. The former was a Normal-type move until it was {{retcon}}ned into the Dark-type.
* ManipulativeBastard: The more cunning Dark-types are good
at your using psychological warfare, incorporating it into their fighting style, with such attacks as Flatter, Torment, Taunt, and Fake Tears. As of Generation VII, they're immune to Prankster-boosted priority, most probably because they're used to such trickery.
* MechanicallyUnusualClass: Many of their attacks have unique effects, often fitting their pragmatic nature. Sucker Punch is an attack that moves first, but only if the
opponent uses an attacking move; Parting Shot lowers the opponent's Attack and traveling around Special Attack then switches your Pokémon; Foul Play deals damage calculating the opponent's Attack stat instead of the user's, and so forth.
* MechanicallyUnusualFighter: Dark-type attacks don't do much damage offensively due to low power. However, they have a ton of status attacks, including Parting Shot, Torment, Snatch, and Quash. Even their damaging attacks tend to work oddly; Sucker Punch only hits if the opponent is using a damaging attack, Foul Play calculates damage using the opponent's Attack instead of the user's, Payback doubles in power if the user moves second, and so forth.
* {{Mooks}}: Alongside the Poison-type, they're the favored {{Mons}} of low-level henchmen for the various villainous teams, essentially making them the [[UpToEleven Mooks' Mooks.]]
* NatureIsNotNice: One of the many facets to the Dark Type, and in this case, is about feralness and rambunctious, if not violent behaviors creatures of the wild can exhibit. While in terms of ecology and zoology, many of the Dark Type have come to be to fulfill their instincts and niche in nature as part of the ecosystem in their way with their behavior, bringing them to human society might be harder, as what they may do as normal may not be looked upon kindly within human eyes and mores; bringing home a wild animal home hoping to tame it in real life definitely is evocative of this. Taming their type and getting through to them as trained Pokemon definitely curbs this, but they still retain this type if only for their ingrained nature and behavior that suited them when
in the element itself. Some Water type moves involve more magical/precise control of their shape though, turning water into blades (Liquidation) or throwing stars (Water Shuriken).
* MegaMaelstrom: Hydro Vortex pulls the enemy under and unleashes one of these.
* RainDance: A Water-type move that makes it rain. See BattleInTheRain above.
* RequiredSecondaryPowers: As explained above, nearly all water Pokémon will have some variation of an ice attack.
wilderness.
* SeaMonster: Many of NocturnalMooks: In Gen II, most Dark-types could only be obtained at night, never appearing in the more powerful Water-types have a place wild in in-game lore as these, especially Gyarados, the day.
* NoItemUseForYou: The Dark type is known for having
a vicious sea serpent whose rages can lay whole coastal cities to waste; [[TheWormThatWalks Wishiwashi]], an individually small and weak fish number of moves that can school in large groups to take interfere with an opponent's Held Item usage.
** Thief steals
the form of a giant, powerful, and [[TheDreaded widely feared]] monster; and [[OlympusMons Kyogre]], a massive leviathan and the primordial god of the sea.
* SecretArt:
** The ability Drizzle gives an instant Rain Dance effect when
opponent's Held Item if the user switches into battle if there is no weather or another weather in play. It lasts for 5 turns unless the user is holding a Damp Rock, in which case it lasts 8 turns. If Rain is already active, it ''does not'' reset or stack with the current turn limit. Prior to ''X and Y'', the effect was permanent unless it was overridden by another weather activating.
** Primal Kyogre has an enhanced version of Drizzle called Primordial Sea. It has the same Water-boosting effects, cannot be overridden by normal weather abilities or weather moves (only Desolate Land and Delta Stream), and makes it so all Fire-type moves except for Will-O-Wisp will always fail. Unlike Drizzle, it will not persist when the owner switches out or if it is supressed by Gastro Acid.
** The ability Mega Launcher increases the power of Aura Sphere, Dark Pulse, Water Pulse, Dragon Pulse, and Heal Pulse by 50%.[[note]][[DevelopersForesight It boosts Origin Pulse as well]], though this is more a curiosity than anything, as Kyogre
doesn't get Mega Launcher naturally and changing its ability mid-battle requires several steps.[[/note]]
have one.
** The ability Torrent increases Knock Off disables the power of Water moves by 50% when opponent's Held Item for the user is at 1/3 or less HP.
** Water Pledge and Hydro Cannon, which are special moves only tutorable to Water-type starter Pokémon.
** The move Water Spout deals damage depending on
rest of the percentage of battle.
** Switcheroo swaps
the user's current HP, Held Item with a higher percentage the opponent's, meaning higher damage.
that a user without a Held Item will effectively steal their opponent's when used.
** Embargo prevents the opponent from using Held Items for five turns.
* ObviousRulePatch:
** They were introduced in ''Gold and Silver'' as a direct response to the then-powerful Psychic-type.
** The ability Water Veil makes Physical/Special split made almost every Dark-type move Physical so that the owner immune type (which predominately consists of Physical Attackers) could actually use their own [=STAB=].
* PowerUpLetdown: The above ObviousRulePatch ended up not working as well as intended because this trope also came into effect. On their introduction, Dark-type attacks were all classified as Special Attacks, which meant Dark-types wanted
to burns.
run physical moves, but their STAB moves were Special Attacks, which they weren't so good in. It didn't help that many Psychic-types take special attacks better than physical ones. Gen IV's split reclassified all previously existing Dark-type moves as Physical, further suggesting that Dark should have been considered a Physical type in the first place.
* PredatorsAreMean: [[DownplayedTrope Kind of.]] Despite being the EVIL type in the original language, Dark-types can be just as heroic as any other type the trainer chooses. However, many Dark-types are [[JerkAss jerks]], or at least more aggressive than other types, to varying degrees, and the majority of them are predators. The exceptions are scavengers (Honchkrow and Mandibuzz lines), herbivores (Pangoro line), and the Dark/Ghost dual-types (Sableye eats gemstones, and Spiritomb doesn't technically need food to begin with).
* ReformedButNotTamed: As said before, though they are classified as "Dark" or "Evil" for exhibiting behaviors that are malevolent and destructive, Dark Types can be tamed through to be obedient and civil, while their instinctual and ingrained behavior can be accepted as neccistated behavior developed in their environment to adapt and survive. It also helps that even before the coming of Dark Types, cruelty by wild Pokemon was not mutually exclusive to types, especially in Generation I, and despite their massive ownership within the Team syndicates and criminals, it is all up to the trainer and their behavior that influences how their Pokemon acts.
* {{Retcon}}:
** The ability Water Bubble not only makes move Bite was retconned from a Normal-type move into a Dark-type move in Generation II.
** When
the owner immune Physical/Special split happened, every Dark-type attack that existed beforehand were changed to burns, it also reduces Fire-type damage by half, and doubles the power of the user's Water-type be Physical attacks.
* SimpleYetAwesome: Surf has no additional effects in battle aside from hitting everything around the user and all it does is attack with a giant wave of water. But, it's vital for getting around and is strong enough that it's actually a legitimately good move, unlike other Hidden Machines.
** Waterfall is another Water-type Hidden Machine (and like Surf eventually became a TM), and it's every bit as useful as Surf. While Surf is the more powerful move, Waterfall has a chance to cause flinching, and it's decently powerful and runs off the
RougeAnglesOfSatin: Feint Attack stat, making it a common option for physical attackers like Gyarados.
** Scald
is a decently powerful Water-type move [[note]]on par with Waterfall at 80 power[[/note]] with 100% accuracy and also has a 30% chance of inflicting the burn status, named F'''a'''int Attack prior to Gen VI, which deals damage over time and halves the afflicted Pokémon's attack. It's been a TM doesn't make sense since its debut in Gen V, which was also the generation that [=TMs=] first became usable repeatedly. Because of this, it's pretty much assumed that any latter implies a WoundedGazelleGambit, an "I'm TakingYouWithMe" attack, or a OneHitKill (since Pokémon that ''can'' are unable to battle are said to have Scald probably ''will'', especially if it uses its Special Attack stat for attacking. Scald also has fainted). It's none of those things. Or just an attack that's indistinct and hard to see.
* ScavengersAreScum: Several Pokémon based off real life scavengers are Dark-typed. At this moment we have
the nice ability to thaw out vultures Vullaby and Mandibuzz and the user when used, though crows Murkrow and Honchkrow.
* SituationalDamageAttack: Attacks that are relatively weak but increase in power under certain situations tend to be one of the Dark-type's gimmicks:
** Pursuit is normally weak with a Power of 40, but
it will also thaw a frozen target.
* SpamAttack: Water Shuriken hits
deals double damage if the target 2-5 times on each use, tries to switch out manually or is using the moves U-turn, Volt Switch, or Parting Shot (the latter only if the user of Pursuit moves after the user of those moves, however).
** Payback's Power of 50 will double if the user goes after the target. In the Generation IV games, switching out counted as going first for this purpose.
** Assurance is mediocre
with each hit dealing a Power of 60, but that will double if the target has already taken damage that turn.
** The Power of Punishment starts off at 60, but increases by 20 for every stage of StatusBuff the target has, reaching a max power of 200.
** From ''X and Y'' onward, Knock Off's Power of 65 increases by 50% if the target was holding an item that can be removed.
** Power Trip's Base Power starts off at a measly 20, but its power is increased by 20 the more positive stat increases the user has. With everything at the maximum (six stat increases for all seven stats that can be increased), the move's base power becomes '''860''', the highest of all physical moves.
** Lash Out has 75 power, but doubles if any of the user's stats have been lowered that turn.
* SituationalSword: Many of their attacks will fail completely or do
weak damage.damage unless certain conditions are met. For example, Sucker Punch will only deal damage if the target uses a damaging attack on the same turn and doesn't go before the user.
* SneakAttack: Sucker Punch is called "Surprise Attack" in Japan. Feint Attack, Night Slash and [[ISurrenderSuckers False Surrender]] are described as hitting the opponent when their guard is down.
* StandardStatusEffects: Using Fling with certain items can inflict status aliments with a 100% success rate, with the status inflicted being dependent on what item is thrown. A Flame Orb will inflict Burn, a Poison Barb will inflict normal Poison, a Toxic Orb will inflict Toxic Poison, a Light Ball will inflict Paralysis, and a King's Rock or Razor Fang will cause the target to flinch.



** Withdraw increases the user's defense by 1 stage.
** Swift Swim doubles the user's speed during Rain.
** Storm Drain gives immunity to Water attacks and increases the user's Special Attack by 1 stage whenever hit by one. In a Double or Triple Battle, single-target Water-type moves used by an opponent or ally will be forced to target the Pokémon with Storm Drain.
* SuperMode: Blastoise, Slowbro, Gyarados, Swampert, and Sharpedo are capable of Mega Evolution. Kyogre can undergo Primal Reversion to become Primal Kyogre, while Greninja is capable of transforming into Ash-Greninja if it has the Battle Bond ability. Blastoise, Kingler, Lapras, Inteleon, Drednaw, ''and'' Urshifu (in its Fighting/Water Rapid Strike style) are all capable of Gigantamax (though Lapras's G-Max Move is not Water-type).
* StoneWall: Water types are often lauded with being one of the best defensive typings in the game. They only have two weakness and have four resistances. On top of that, quite a few Water-types also favors high HP and Defensive stats, but their speed tend to be fairly low.
* SwitchOutMove: Flip Turn inflicts damage by ramming into the target while propelled by water like a surfer, then switches the user out (again, like a surfer quickly changing direction).
* TruthInTelevision: Scald has a 30% chance to burn, which is higher than most Fire-type moves. There's a reason for that: water and steam transfer heat by direct contact instead of by radiation, making hot water and steam burns more painful (and sometimes fatal) than the common burns you get when you touch something hot, like a flame or a hot stovetop. Water also has a very high specific heat, which means the particles of steam carry huge amounts of damaging energy.
** Water's high specific heat also explains its resistances to both Fire and Ice — it takes a ''lot'' of thermal energy to change water's temperature.
* TurnsRed: Torrent boosts the power of Water-type moves when the user is at low health. It's exclusive to Water-type starter Pokémon, Panpour, and Simipour.

to:

** Withdraw increases the user's defense by 1 stage.
** Swift Swim doubles the user's speed during Rain.
** Storm Drain gives immunity to Water attacks and increases
Nasty Plot boosts the user's Special Attack by 1 stage whenever hit by one. In a Double or Triple Battle, single-target Water-type moves used by an opponent or ally will be forced to target two stages.
** Hone Claws increases
the Pokémon with Storm Drain.
user's Attack and Accuracy by one stage.
* SuperMode: Blastoise, Slowbro, Gyarados, Swampert, Houndoom, Tyranitar, Sableye, Sharpedo, and Sharpedo Absol are capable of Mega Evolution. Kyogre can undergo Primal Reversion to become Primal Kyogre, while Evolution, and the Water/Flying-type Gyarados becomes Water/Dark-type when it Mega Evolves. Greninja is capable of transforming can also transform into Ash-Greninja if it has the Battle Bond ability. Blastoise, Kingler, Lapras, Inteleon, Drednaw, ''and'' Grimmsnarl and Urshifu (in its Fighting/Water Rapid Strike Fighting/Dark single strike style) are all also capable of Gigantamax (though Lapras's G-Max Move is not Water-type).
* StoneWall: Water types are often lauded with being one of the best defensive typings in the game. They only have two weakness and have four resistances. On top of that, quite a few Water-types also favors high HP and Defensive stats, but their speed tend to be fairly low.
Gigantamax.
* SwitchOutMove: Flip Turn inflicts damage by ramming into Parting Shot gives a parting threat, lowering the target while propelled by water like a surfer, then target's Attack and Special Attack before the user switches out.
* ToxicFriendInfluence: If a Pancham is in a team with a Dark-type when it levels up, then the latter's bad behavior will rub off on it and it'll evolve into Pangoro, who is a Dark-type itself.
* UndergroundMonkey: Alolan Rattata, Alolan Grimer, Galarian Zigzagoon and their evolved forms are part Dark-Types, while Alolan Meowth and Alolan Persian are pure Dark-Types.
* UselessUsefulSpell: Prior to the Physical/Special split in ''Diamond and Pearl'', all Dark-type moves were Special while almost every Dark-type was a Physical attacker.
* VideoGameStealing:
** Thief deals damage and steals any item an opponent is holding if
the user out (again, is not holding one.
** Knock Off removes items that can be removed and (as of ''X and Y'') gets a 50% damage boost when the item is successfully removed. It will not gain a power boost if the item cannot be removed (such as a Pokémon holding a Mega Stone, Z-Crystal, or an Arceus/Silvally holding a Plate/Memory).
** Snatch steals and uses any Status moves the opponent tried to use that turn and prevents them from using it.
** Switcheroo is exactly
like a surfer quickly changing direction).
* TruthInTelevision: Scald has a 30% chance to burn, which is higher than most Fire-type moves. There's a reason for that: water
Trick, swapping the target's and steam transfer heat by direct contact instead of by radiation, making hot water and steam burns more painful (and sometimes fatal) than the common burns you get when you touch something hot, like a flame or a hot stovetop. Water also has a very high specific heat, which means the particles of steam carry huge amounts user's items.
* WeakButSkilled:
** In terms
of damaging energy.
moves, the Dark type's strongest attacks (barring signature moves) are Darkest Lariat and Night Daze, which rest at 85 base power and, while no longer restricted to one Pokémon each as they were originally, can only be learned by a relative few. For most Dark-types, the strongest Dark-type moves available to them are Dark Pulse and Crunch, both at 80 base power. Regular moves that go above that mark are invariably [[SituationalDamageAttack situational damage attacks]] when used to their full CombatPragmatist potential, so as a result, the Dark type's hardest-hitting moves are ones that seem initially weak but provide increased power when used smartly.
** Water's high Even its status moves fall under this category, as many of them don't seem immediately helpful, but can turn a match around when used skillfully. Most Dark-type status moves are geared toward shutting down specific heat tactics (for example, Torment prevents repeated use of the same move, while Taunt, Snatch, and Topsy-Turvy address an opponent's use of non-damaging moves), but those mechanics also explains its resistances tend to both Fire and Ice — it takes a ''lot'' of thermal energy to change water's temperature.
* TurnsRed: Torrent
make them ineffective when used without strategy.
** Hone Claws
boosts the power of Water-type Attack by one stage, making it a poor choice for aggressive play, but it also provides a hard-to-find boost to Accuracy, which can allow users to reliably incorporate inaccurate moves when the user is at low health. into their strategy, such as Stone Edge. It's exclusive also a good choice for any Pokémon with the ability Hustle, which decreases the accuracy of their physical moves by 20%.
* YouWillNotEvadeMe: Pursuit deals double damage
to Water-type starter Pokémon, Panpour, opponents attempting to switch out and Simipour.hits them before they can switch. Handy for punishing fragile Psychic- and Ghost-Types that may try to get away.
* ZergRush: Beat Up has the user attack once for each conscious party member that is not afflicted by a status condition, up to 6 times.



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

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

Grass-types can be difficult to use effectively in battle, as they are heavily disadvantaged in many different ways. [[KryptoniteIsEverywhere They have FIVE weaknesses]] (Fire, Flying, Ice, Poison, and Bug), their attacks are resisted by '''seven''' types (Fire, Flying, Poison, Bug, Grass, Dragon, and Steel), and their movepools tend to be poor, [[PoorPredictableRock with many Grass-types lacking options other than Grass, Normal, and other attacks/moves from their secondary types]]. Despite this, they are good at spreading around status effects and passive damage through Leech Seed and the like. Grass types are also good at blocking such status effects themselves, as they're immune to powder moves and Leech Seed. Lastly, their positive defensive matchups can still be relied upon, as Grass is one of only three types to take less-than-neutral damage from Ground and Electric — and, as exemplified in the starter type triangle, also resists the ubiquitous Water type, [[KryptoniteIsEverywhere although its access to Ice moves makes handling Water-types themselves much riskier than taking a Water-type move]].
%%Known Specialists: Erika in ''Red and Green/Blue'' and ''Yellow''; Gardenia in ''Diamond and Pearl'' and ''Platinum''; Cilan in ''Black and White'' and ''Black 2 and White 2''; Ramos in ''X and Y''; Mallow in ''Sun and Moon''; Milo in ''Sword and Shield''

to:

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

Grass-type The second of two types added with ''VideoGame/PokemonGoldAndSilver'', they are the most defensive type in the game. The strong metal that covers the bodies of Steel-type Pokémon is grants them high defenses and a misnomer. The great number of resistances. While weak to Fighting, Fire, and Ground, they resist ''everything else'' (except Water and Electric and [[{{Nerf}} Ghost and Dark as of Gen VI]]) and are immune to one type is associated with all plant life, autotrophic protista, even heterotrophic crinoids (Poison). Offensively, they hit Ice-, Rock-, and fungi. They tend to be {{Mighty Glacier}}s, strong Fairy-Types hard but are resisted by other Steel-, Water-, Electric-, and sturdy like Fire-Types. Most Pokémon of this type have the theme of armoring or being a tree, but slow to move, creature of living metal, though there are several outliers, such as Jumpluff, Sceptile, Whimsicott, and Kartana, who are particularly [[FragileSpeedster speedy]]. It's one of some that don't really fit the three starter types. As the name implies, they can generally be encountered wherever tall grass is found, but a few, like Cacturne and Abomasnow, bill beyond possessing thick hides. Steel-types can be found in places that seem inhospitable to plant life, proving their resilience.

Grass-types can be difficult to use effectively in battle, as they are heavily disadvantaged in many different ways. [[KryptoniteIsEverywhere They have FIVE weaknesses]] (Fire, Flying, Ice, Poison,
caves, mountain regions, and Bug), their attacks are resisted by '''seven''' types (Fire, Flying, Poison, Bug, Grass, Dragon, and Steel), and their movepools tend to be poor, [[PoorPredictableRock with many Grass-types lacking options other than Grass, Normal, and other attacks/moves from their secondary types]]. Despite this, they are good at spreading around status effects and passive damage through Leech Seed and the like. Grass types are also good at blocking such status effects themselves, as they're immune to powder moves and Leech Seed. Lastly, their positive defensive matchups can still be relied upon, as Grass urban areas.

When a sandstorm
is one of only three types to in effect, Steel-type Pokémon do not take less-than-neutral residual damage from Ground and Electric — and, as exemplified in the starter type triangle, also it.
%%Offensively: x2 Ice, x2 Rock, x2 Fairy, x1/2 Fire, x1/2 Water, x1/2 Electric, x1/2 Steel
%%Defensively: x2 Fire, x2 Fighting, x2 Ground, x0 Poison,
resists the ubiquitous Water type, [[KryptoniteIsEverywhere although its access to Ice moves makes handling Water-types themselves much riskier than taking a Water-type move]].
everything else except for Water, Electric, Ghost (Gen VI onwards), and Dark (Gen VI onwards)
%%Known Specialists: Erika Jasmine in ''Red ''Gold and Green/Blue'' Silver'' and ''Yellow''; Gardenia ''Crystal''; Steven in ''Ruby and Sapphire'' and ''Emerald''; Byron in ''Diamond and Pearl'' and ''Platinum''; Cilan in ''Black and White'' and ''Black 2 and White 2''; Ramos Wikstrom in ''X and Y''; Mallow Molayne in ''Sun and Moon''; Milo in ''Sword and Shield''Moon''



* ActionInitiative: Grassy Glide has increased priority if Grassy Terrain is in effect.
* AlwaysAccurateAttack: Magical Leaf bypasses accuracy and evasion checks when it's used.

to:

* ActionInitiative: Grassy Glide Bullet Punch has increased priority if Grassy Terrain is in effect.
priority. Notably, more Fighting-types learn this move than Steel-types.
* AlwaysAccurateAttack: Magical Leaf bypasses AlwaysAccurateAttack:
** Magnet Bomb, an attack that uses homing metal chunks, never misses regardless of
accuracy or evasion. Magnet-based Pokémon like the Magnemite line and evasion checks when it's used.Probopass get this move.
** Smart Strike, a TM where the user stabs the opponent with an accurate horn.
* AnchorsAway: The move Anchor Shot, exclusive to Dhelmise, deals Steel-type damage and traps the foe under an anchor.
* AnimateInanimateObject: Quite a few Steel-types are based on objects, such as the Magnemite, Beldum, Bronzor, Klink, and Honedge lines.
* ArmoredButFrail: Several Steel-types have high defenses, but have below-average health to balance it out.
* ArmorPiercingAttack: Doom Desire ignores the moves Protect, Detect, and Endure, and it hits through the Ability Wonder Guard.



** Solar Beam and Solar Blade are strong attacks, but they have [[SuckingInLines a charge turn]] that telegraphs what you are doing to your opponent. Averted in Sunny weather where the charge turn is negated, but played straighter in Rain, Sandstorms, Hail or Strong Winds, which halve their power.
** Frenzy Plant is a Grass-type clone of Hyper Beam, which means you're a sitting duck after using it. Also, you can do more damage by spamming Energy Ball.
* BoringButPractical: Energy Ball isn't the most damaging Grass-type move, but it is accurate, has a good amount of PP, deals fairly good damage, and has a 10% chance to lower the target's special defense by 1 stage. This trope also applies to Seed Bomb, which has slightly less (but still decent) base damage than Energy Ball, but does physical damage, has 5 additional PP, and has no secondary effects.
* BulletSeed: The TropeNamer. It's an attack which shoots seeds at the opponent to hit 2-5 times.
* CastFromHitPoints: Wood Hammer does damage to the user equal to 1/3 of how much it deals to the target.
* ChargedAttack: Solar Beam and Solar Blade require a turn to gather sunlight before the attack executes on the second turn. If the weather is sunny, however, the charge turn is not required.
* ColorCodedElements: Grass-typing is represented as Green, and many Grass-types are varying shades of green and yellow.
* CriticalHitClass: Razor Leaf and Leaf Blade have high critical hit ratios.
* DangerousForbiddenTechnique: Leaf Storm deals heavy damage to the target, but lowers the Special Attack of the user by two stages. Serperior is well-known for its Contrary ability, which ''raises'' its stats after using the move instead of lowering them.
* ElementalRockPaperScissors:

to:

** Solar Beam and Solar Blade are strong attacks, but they have [[SuckingInLines a charge turn]] that telegraphs what you are doing to your opponent. Averted in Sunny weather where Doom Desire takes two turns before the charge turn is negated, but played straighter in Rain, Sandstorms, Hail or Strong Winds, attack actually hits, which halve their power.
is more than enough time to switch out to something that can tank the hit.
** Frenzy Plant is a Grass-type clone of Hyper Beam, Iron Tail has great power (100, which means you're a sitting duck after using it. Also, you is on par with Earthquake), can do more damage by spamming Energy Ball.
* BoringButPractical: Energy Ball isn't the most damaging Grass-type move, but it is accurate, has
be taught to a good amount wide variety of PP, deals fairly good damage, Pokémon, and has a 10% chance to can lower the target's special defense by 1 stage. This trope opponent's Defense as a bonus. It has a less than perfect accuracy of 75% and many of the Pokémon that learn it have other moves with better coverage and accuracy.
** Steel Beam is the most powerful Steel-type attack at 140 power, but the user loses a massive half of their maximum health upon usage. Several Steel-types
also applies lack the Special Attack needed to Seed Bomb, which has slightly less (but still decent) base utilize this move.
* BalanceBuff: Steel-types weren't very useful for attacking prior to Gen VI; they only did super-effective
damage than Energy Ball, but does physical damage, has 5 additional PP, to Ice and has no secondary effects.
* BulletSeed: The TropeNamer. It's an attack
Rock, which shoots seeds at the opponent had plenty of other type weaknesses to hit 2-5 times.
exploit (including both being weak to Fighting). Gen VI added Fairies to give Steel-types more use.
* CastFromHitPoints: Wood Hammer does The very powerful Steel Beam deals incredible damage to but also causes the user equal to 1/3 of how much it deals lose half their hit points thanks to using their own body's metal in the target.
attack.
* ChargedAttack: Solar Beam ChromeChampion: Steel-types often look like they're covered in gleaming silver metal or are actually made of it. Several physical Steel-type moves, such as Metal Claw and Solar Blade require a turn to gather sunlight before Iron Head, cause the attack executes on the user to glow silver metallic for a brief second turn. If regardless of their actual type and/or appearance.
* ColdIron: Likely
the weather reason they are super-effective against Fairies is sunny, however, to invoke the charge turn is not required.
idea.
* ColorCodedElements: Grass-typing The Steel-type color is represented silver, as Green, and is the metal armor of many Grass-types are varying shades of green its members.
* CombiningMecha: The basic principle of the robot-like Magnemite, Beldum, Klink,
and yellow.
* CriticalHitClass: Razor Leaf
Meltan lines; the basic concept of their evolutions is "the starter form, but there's more of them together". There's also the non-evolving Stakataka which is constructed by hundreds of individual lifeforms, and Leaf Blade Doublade, which is a subversion (the Honedge it evolves from divides into two instead).
* CounterAttack: Metal Burst will deal damage to the opponent equal to 1.5 times the amount the user took that turn, regardless of whether the foe's move is physical or special. Unlike Counter and Mirror Coat, it doesn't
have high critical hit ratios.
negative priority, so make sure that the user is slower than the opponent before using it.
* DangerousForbiddenTechnique: Leaf Storm deals heavy damage to Steel Beam is almost as strong as Hyper Beam and doesn't have the target, recharge turn, but lowers the Special Attack of it causes the user by two stages. Serperior is well-known for to lose half of its Contrary ability, which ''raises'' health each time it's used.
* DiscardAndDraw: In Generation VI, they became super-effective against Fairy-types and resist their moves, but lost their resistances to Dark- and Ghost-type attacks.
* DubInducedPlotHole: Meteor Mash is boosted by Iron Fist (which boosts the power of 'punch' moves by 20%, though no Pokémon with Iron Fist can learn Meteor Mash) because
its stats after using Japanese name is "Comet Punch" (not to be confused with the move instead of lowering them.
called [[RapidFireFisticuffs "Comet Punch"]] in the English versions, which is named "Consecutive Punch" in Japanese).
* ElementalRockPaperScissors:ElementalRockPaperScissors



*** Strong: Ground, Rock, Water
*** Weak: Bug, Dragon, Fire, Flying, Grass, Poison, Steel

to:

*** Strong: Ground, Rock, Water
Fairy, Ice, Rock
*** Weak: Bug, Dragon, Electric, Fire, Flying, Grass, Poison, SteelSteel, Water



*** Strong: Electric, Grass, Ground, Water
*** Weak: Bug, Fire, Flying, Ice, Poison
* EnergyBall: An attack of this name is under the Grass type. The flavor text describes the attack drawing its power from nature, which could explain the Grass-type (and the attack animation in Generation VI has little leaf particles). Oddly, it's often found in Bug, Psychic, and Ghost-types' movepools.
* FantasticFlora: Just going by its attacks, the Grass-type includes plants whose seeds can plant themselves into other beings to cause insomnia or leech away health (Worry Seed and Leech Seed), and spores that can induce sleep and paralysis (Spore and Stun Spore).
* GardenGarment: Bellossom and Lilligant both have the appearance of wearing dresses fashioned out of petals, while Leavanny, Roselia, and Roserade have a leaf-based "cape".
* GreenThumb: Naturally, the Grass-Type specializes in plant-related combat.
* HealThyself:
** The Morelull line's [[SecretArt signature move]], Strength Sap, heals the user by the same amount of HP as the target's Attack stat, as well as lowering the target's Attack by one stage[[labelnote:*]]it's flavored as a LifeDrain attack, but technically doesn't qualify for that trope since it doesn't deal any damage[[/labelnote]].
** The move Synthesis immediately restores half of the user's HP. Like several other Grass-type moves, it's more effective [[ThePowerOfTheSun in sunny weather]]; however, like Solar Beam and Solar Blade, it's hindered by rain and sandstorms.
%% ** The move Jungle Healing heals both the user and its ally while curing them of status effects.
* HealingWinds: Aromatherapy, where the user releases a soothing scent that cures all status effects.
* HerdHittingAttack: Razor Leaf hits all opponents, while Petal Blizzard hits everyone but the user.
* KryptoniteIsEverywhere: Grass-types have the most weaknesses of all types, at five (tied with Rock), and their attacks are resisted by seven types (tied with Bug). Several Grass Pokémon, like [[PsychicPowers Exeggcute, Exeggutor, Celebi,]] [[AnIcePerson Snover, and Abomasnow]], are notorious for having the most weaknesses of any Pokémon at '''six normal weaknesses and one double weakness each'''. Come Generation VI, we can add Grass/Dark-types Nuzleaf, Shiftry, and Cacturne to the list.
* LifeDrain: Several Grass moves, like Absorb and Mega Drain, deal damage while healing the user for 50% of the damage dealt. Leech Seed acts as a sort of continuous LifeDrain.
* LikeCannotCutLike: Grass moves do half damage against Grass-types. Leech Seed will also only fail on opposing Grass-types.
* LightEmUp: The move Solar Beam is a beam of [[ThePowerOfTheSun charged sunlight]].

to:

*** Strong: Electric, Bug, Dark (Gen II-V), Dragon, Fairy, Flying, Ghost (Gen II-V), Grass, Ground, Water
Ice, Normal, Psychic, Rock, Steel
*** Weak: Bug, Fighting, Fire, Flying, Ice, Ground
*** Immune:
Poison
* EnergyBall: An attack of this name is under the Grass type. The flavor text describes the attack drawing its power from nature, which could explain the Grass-type (and the attack animation in Generation VI has little leaf particles). Oddly, it's often found in Bug, Psychic, and Ghost-types' movepools.
* FantasticFlora: Just going by its attacks, the Grass-type includes plants whose seeds can plant themselves into other beings to cause insomnia or leech away health (Worry Seed and Leech Seed), and spores that can induce sleep and paralysis (Spore and Stun Spore).
* GardenGarment: Bellossom and Lilligant both have the appearance of wearing dresses fashioned out of petals, while Leavanny, Roselia, and Roserade have a leaf-based "cape".
* GreenThumb: Naturally, the Grass-Type specializes in plant-related combat.
* HealThyself:
EverythingsBetterWithSpinning:
** The Morelull line's [[SecretArt signature move]], Strength Sap, heals Gyro Ball, a move where the user by spins into the same amount of HP as enemy. It gets stronger the target's Attack stat, as well as lowering slower the target's Attack by one stage[[labelnote:*]]it's flavored as a LifeDrain attack, but technically doesn't qualify for that trope since user is compared to the opponent.
** During the Steel-type Spectacular Talent, the Pokémon spins so fast
it doesn't deal any damage[[/labelnote]].turns into a silver tornado, while smashing into various spherical objects like a pinball.
** * ExtraOreDinary: The move Synthesis immediately restores half of type isn't much in the user's HP. Like several other Grass-type moves, it's more effective [[ThePowerOfTheSun way of ferrokinesis so much as it is "hit the target with a protrusion covered in sunny weather]]; however, like Solar Beam and Solar Blade, it's hindered by rain and sandstorms.
%% ** The move Jungle Healing heals both
metal". They tend to prefer relying on their defenses, as until the [[OurFairiesAreDifferent Fairy-type]] was introduced, the [[AnIcePerson only]] [[DishingOutDirt types]] they were good against had easier-to-exploit weaknesses.
* GoombaStomp: Heavy Slam deals Steel-type damage depending on how heavy the target is compared to the user; the heavier
the user and its ally while curing them is, the more damage dealt. Considering that most Pokémon who get this are on the heavy side, it tends to hurt a lot.
* HeavilyArmoredMook: Quite a number
of status effects.
Pokémon that gain the Steel-type on evolving also gain a good increase in defenses. Steelix is a notable example.
* HealingWinds: Aromatherapy, HornAttack: Smart Strike, an AlwaysAccurateAttack where the user releases stabs its opponent with a soothing scent sharp horn. It's a TM that cures all status effects.
* HerdHittingAttack: Razor Leaf hits all opponents, while Petal Blizzard hits everyone but the user.
* KryptoniteIsEverywhere: Grass-types have the
can appropriately be taught to most weaknesses of all types, at five (tied with Rock), and their attacks are resisted by seven types (tied with Bug). Several Grass Pokémon, like [[PsychicPowers Exeggcute, Exeggutor, Celebi,]] [[AnIcePerson Snover, and Abomasnow]], are notorious for having the most weaknesses of any Pokémon with horns.
* InfinityPlusOneElement: While not as well-known as the Dragon type in that regard, Steel is — on the defensive side
at '''six normal least — one of the best types in the game with a whopping '''10''' resistances and 1 immunity to only 3 weaknesses (though all of these weaknesses are pretty common and one double weakness each'''. Come Generation VI, we can add Grass/Dark-types Nuzleaf, Shiftry, and Cacturne crippling).
* KillItWithFire: One of their weaknesses is
to the list.
* LifeDrain: Several Grass moves, like Absorb
Fire-type, representing metal softening and Mega Drain, deal damage while healing the user for 50% melting at high temperatures.
* LightEmUp: Three
of the damage dealt. Leech Seed acts as a sort of continuous LifeDrain.
four Special Steel-type moves (Doom Desire, Flash Cannon, and Mirror Shot) involve firing out light energy.
* LikeCannotCutLike: Grass moves do half damage against Grass-types. Leech Seed will also only fail on opposing Grass-types.
* LightEmUp: The move Solar Beam
One of the many types Steel is a beam of [[ThePowerOfTheSun charged sunlight]].resistant to is itself.



** The Grass-type Z-Move is Bloom Doom; after the Pokémon turns the area into a flowery meadow, it releases a devastating flower explosion.
** The Grass-type Max Move is Max Overgrowth, which causing huge mushrooms to grow and damage the opponent with bursts of energy from them, also turning the ground into Grassy Terrain for five turns.
** Gigantamax Venusaur's exclusive G-Max Move, G-Max Vine Lash, has it spawning huge vines from its back and lashing the opponent with them and, for four turns, continuing to damage non-grass type Pokémon.
* LogicalWeakness: Grass' resistance towards Electric is explained in ''[[Recap/PokemonS6E7TreesACrowd Tree's a Crowd]]'', as Grass-types diffuse electricity into the trees or ground.
* MushroomMan: Though not plants, mushrooms are always associated with the Grass-type in this franchise. In terms of actual humanoid fungi, there are Amoonguss, a hopping toadstool with a face on its stem and a sort pair of arms ending in smaller mushroom caps, and Shiinotic, a diminutive humanoid with short legs, thin and spindly arms and fingers and a broad purple cap growing from its head. They evolve from more borderline examples of this trope that put more emphasis on "mushroom" than "man", Foongus — much like Amoonguss, but with only a pair of fingerless arms for limbs — and Morelull — an ambulatory cluster of hyphae with eyes and three mushrooms sprouting from its top. Breloom has a similar bipedal build, but more closely resembles a kangaroo.
* PetalPower: Petal Dance and Petal Blizzard are damage-dealing moves presented as their user buffeting its target with a flurry of razor-sharp petals.
* {{Planimal}}: By definition, any Pokémon that has the Grass type must be at least part plant (or fungus), and as such most Grass-types that aren't outright {{Plant Person}}s or {{Nature Spirit}}s of some sort will end up being this. Exactly how this works can vary: in some cases, the Pokémon is a "normal" animal in symbiosis with a plant or fungus (like the Paras line and their parasitic mushroom, or the Bulbasaur line, whose plant the Pokédex describes as growing from a seed planted in their back at birth). Others, like Sawsbuck, simply appear to be individual creatures with characteristics of both plants and animals.
* PoisonousPerson: Many have a secondary Poison-typing (especially in Gen I) and usually have access to Poison attacks.
* ThePowerOfTheSun: Just like real plants, some Grass-type abilities involve sunlight, like Synthesis, Solar Beam, and the abilities Chlorophyll and Leaf Guard.

to:

** The Grass-type Steel-type Z-Move is Bloom Doom; after Corkscrew Crash, in which the Pokémon turns the area user spins really fast like a steel drill and rams into a flowery meadow, it releases a devastating flower explosion.
the target.
** The Grass-type Steel-type Max Move is Move, Max Overgrowth, which causing Steelspike, causes huge mushrooms metal projections to grow and damage the opponent with bursts of energy burst from them, also turning the ground into Grassy Terrain for five turns.
and skewer the opponent. The Steel type energy flowing from this metal also raises the Defense of the user and their allies.
** Gigantamax Venusaur's Copperajah's exclusive G-Max Move, Move is G-Max Vine Lash, has it spawning Steelsurge, in which Copperajah causes huge vines green spikes of copper to emerge from its back the ground and lashing the opponent with them and, for four turns, continuing to damage non-grass type Pokémon.
* LogicalWeakness: Grass' resistance towards Electric is explained in ''[[Recap/PokemonS6E7TreesACrowd Tree's a Crowd]]'', as Grass-types diffuse electricity
tear into the trees or ground.
opponent. this move also sets a unique kind of Spikes on the field, who's damage increases depending on the opponent's resilience to steel
** Gigantamax Melmetal's exclusive G-Max Move is G-Max Meltdown, in which Melmetal sends spikes of its body material at the opponent, preventing the target and its allies from using the same move twice in a row.
* MushroomMan: Though not plants, mushrooms are always associated MechanicalLifeforms: While most Steel-types simply resemble regular animals with the Grass-type in this franchise. In terms of actual humanoid fungi, there are Amoonguss, a hopping toadstool with a face on its stem and a sort pair of arms ending in smaller mushroom caps, and Shiinotic, a diminutive humanoid with short legs, thin and spindly arms and fingers and a broad purple cap growing from its head. They evolve from more borderline examples of this trope metallic growths or plating, those that put more the extra emphasis on "mushroom" Steel, like Magnemite, Metagross, and Klinklang, edge fully into this trope. Magearna embraces it to the point that only its core, the Soul Heart, is not completely mechanical.
* MightyGlacier:
** If a Steel-type is not purely defensive, it will often be slow and quite strong.
** The move Gyro Ball exploits this; the slower the user is
than "man", Foongus the foe, the more damage it will do. The [[EldritchAbomination Ultra Beast]] Stakataka much like Amoonguss, but with only a pair of fingerless arms for limbs its Rock/Steel-typing, high Attack, and painfully slow Speed and Morelull — an ambulatory cluster of hyphae with eyes and three mushrooms sprouting from its top. Breloom has a similar bipedal build, but more closely resembles a kangaroo.
can dish out some very devastating Gyro Balls. And Trick Room (which inverts Speed) doesn't cut into the move's power, either.
* PetalPower: Petal Dance and Petal Blizzard are damage-dealing moves presented as {{Nerf}}: In ''VideoGame/PokemonXAndY'', they lost their user buffeting its target with a flurry of razor-sharp petals.
* {{Planimal}}: By definition, any Pokémon that has the Grass type must be at least part plant (or fungus),
resistances to [[CombatPragmatist Dark]] and as such most Grass-types that aren't outright {{Plant Person}}s or {{Nature Spirit}}s of some sort will end up being this. Exactly how this works can vary: in some cases, the Pokémon is a "normal" animal in symbiosis with a plant or fungus (like the Paras line [[SoulPower Ghost]].
* {{Retcon}}: Magnemite
and their parasitic mushroom, or the Bulbasaur line, whose plant the Pokédex describes as growing from a seed planted in their back at birth). Others, like Sawsbuck, simply appear to be individual creatures with characteristics of both plants and animals.
* PoisonousPerson: Many have
Magneton were given a secondary Poison-typing (especially Steel-type in Gen I) and usually have access to Poison attacks.
* ThePowerOfTheSun: Just like real plants, some Grass-type abilities involve sunlight, like Synthesis, Solar Beam, and the abilities Chlorophyll and Leaf Guard.
Generation II.



** Chlorophyll doubles the user's Speed in sunny weather.
** Effect Spore has a 30% chance of inflicting paralysis, sleep, or poisoning on Pokémon that make contact with the possessor of the Ability. All Pokémon who have this Ability as a standard Ability are mushroom-based.
** Harvest has a 50% chance of recreating a consumed berry each turn (100% chance during sunny weather).
** Leaf Guard makes the user immune to StandardStatusEffects during sunny weather.
** Overgrow increases the power of Grass moves when the user is at 1/3 or less health.
** Leech Seed deals percentage-based LifeDrain damage to the opponent until the seeds are removed by Rapid Spin or switching out.
** Grass Pledge and Frenzy Plant, which are special moves only tutorable to Grass-type starter Pokémon.
** Spore makes the target fall asleep, but unlike most sleep-inducing moves, it has 100% accuracy. Others have much worse accuracy. Only mushroom-based Pokémon can learn this.
** Forest's Curse is a move that gives a Pokémon the Grass type on top of their existing typings, which, given Grass's [[KryptoniteIsEverywhere many weaknesses]], usually is advantageous. Kyurem in particular has ''10 weaknesses'' when afflicted with Forest's Curse, while the combinations Ground/Flying, Ground/Dragon, Dragon/Flying, Ice/Steel, Bug/Steel, Bug/Fighting, Dark/Psychic and Ice/Bug each gain an 8x weakness. %%Also Water/Ground, Water/Dragon, and Water/Flying to the move Freeze-Dry and Normal/Dark, Normal/Fighting, Fighting/Dark, Ice/Fighting, and Ice/Dark to the move Flying Press.
** Grassy Terrain creates a {{Geo Effect|s}} which gives all Pokémon on the ground RegeneratingHealth and increases the power of their Grass-type moves.
* SituationalDamageAttack: Grass Knot's Power is dependent on the target's weight. For the lightest of targets, it's a pathetic 20, but for the heaviest, it's a very strong 120.
* SpamAttack: Bullet Seed hits the opponent with a barrage of 2-5 weak hits on each use.
* StealthPun: Leaf Blade. It's often depicted as a blade of green energy in the anime, but in the games it's a green slash. But it's a blade used by Grass-type Pokémon. It's a '''literal''' ''blade of grass''.
* SupportPartyMember: Although [[KryptoniteIsEverywhere their offensive and defensive matchups]] are a little shaky, Grass-types tend to get many support/utility moves like Poisonpowder, Sleep Powder, Stun Spore, Spore, Leech Seed, Aromatherapy, and such, while also soaking up the first five.
* SuperMode: Venusaur, Sceptile, and Abomasnow are capable of Mega Evolution, and Venusaur, Rillaboom, Flapple, and Appletun are capable of Gigantamax, with the latter two notably sharing an appearance while doing so.
* TurnsRed: Overgrow boosts the power of Grass-type moves when the user is at 1/3 of their total health or lower. It's exclusive to Grass-type starter Pokémon (and Pansage and Simisage).
* UselessUsefulSpell: Petal Blizzard is tied with Leaf Blade as the strongest physical Grass-type move without any downsides, and even hits multiple opponents in Double, Triple, and Horde Battles. Everything capable of learning it has below-average Attack at best, making it largely worthless.
* WeakToFire: As part of the core ElementalRockPaperScissors, Grass-type starters always maintain a weakness to the fire type (when not counting Mega Sceptile, who is Grass/Dragon and is thus neutral to Fire).

to:

** Chlorophyll Doom Desire, a move only known by Jirachi.
** Steel Beam, a special attack with an incredibly high power of 140, but deals half the user's health on use. It can only be taught by a special tutor to Steel-types (and Silvally).
** The abilities Light Metal and Heavy Metal halves and
doubles the user's Speed in sunny weather.
weight, respectively.
** Effect Spore has a 30% chance of inflicting paralysis, sleep, or poisoning on Pokémon that make contact with the possessor of the Ability. All Pokémon who have this Ability as a standard Ability are mushroom-based.
** Harvest has a 50% chance of recreating a consumed berry each turn (100% chance during sunny weather).
** Leaf Guard makes the user immune to StandardStatusEffects during sunny weather.
** Overgrow
Magnet Pull increases the power encounter rate of Grass moves when Steel-types in the wild and prevents them from switching or fleeing.
** Despite not being used by a Steel-type, the ability Steelworker essentially provides a STAB bonus to Steel-type attacks.
* ShedArmorGainSpeed: Autotomize causes the user to shed part of their armored body in order to lighten themselves and sharply increase speed.
* SiliconBasedLife: Quite a number of Steel-types fall into this category, especially the ones who are part Rock or Ground.
* SituationalDamageAttack:
** Gyro Ball's damage depends on how slow
the user is at 1/3 or less health.
** Leech Seed deals percentage-based LifeDrain damage
compared to the opponent, going up to a massive 150 power if the opponent until is at least 6x as fast as the seeds are removed by Rapid Spin or switching out.
user.
** Grass Pledge and Frenzy Plant, which are special moves only tutorable to Grass-type starter Pokémon.
** Spore makes the target fall asleep, but unlike most sleep-inducing moves, it has 100% accuracy. Others have much worse accuracy. Only mushroom-based Pokémon can learn this.
** Forest's Curse is a move that gives a Pokémon the Grass type on top of their existing typings, which, given Grass's [[KryptoniteIsEverywhere many weaknesses]], usually is advantageous. Kyurem in particular has ''10 weaknesses'' when afflicted with Forest's Curse, while the combinations Ground/Flying, Ground/Dragon, Dragon/Flying, Ice/Steel, Bug/Steel, Bug/Fighting, Dark/Psychic and Ice/Bug each gain an 8x weakness. %%Also Water/Ground, Water/Dragon, and Water/Flying to the move Freeze-Dry and Normal/Dark, Normal/Fighting, Fighting/Dark, Ice/Fighting, and Ice/Dark to the move Flying Press.
** Grassy Terrain creates a {{Geo Effect|s}} which gives all Pokémon
Heavy Slam's power depends on the ground RegeneratingHealth and increases the power of their Grass-type moves.
* SituationalDamageAttack: Grass Knot's Power is dependent on
user's weight compared to the target's weight. For the lightest of targets, it's a pathetic 20, but for the heaviest, it's a very strong 120.
* SpamAttack: Bullet Seed hits the opponent with a barrage of 2-5 weak hits on each use.
* StealthPun: Leaf Blade. It's often depicted as a blade of green energy in the anime, but in the games it's a green slash. But it's a blade used by Grass-type Pokémon.
It's a '''literal''' ''blade paltry 40 power if the target is over 50% of grass''.
the user's weight, but a whopping 120 if the target is below 20% of the user's weight.
* SupportPartyMember: Although [[KryptoniteIsEverywhere SituationalSword: Steel Roller has a huge 130 base power and removes any terrain on the battlefield, but can only be used if there is a terrain in effect.
* StatusBuff:
** Iron Defense raises the user's defense by two stages.
** Autotomize raises the user's speed by 2 stages while reducing
their offensive weight by 100 kg.
** Shift Gear raises the user's speed by two levels while raising attack by one.
** Metal Claw, Steel Wing,
and defensive matchups]] Meteor Mash all have a chance of raising the user's stats in addition to dealing damage. This is notable because outside of the Jirachi-exclusive Doom Desire, these three moves constituted 75% of the type's attacking moves as of Generation III.
* StoneWall: There
are a little shaky, Grass-types outliers, like [[LightningBruiser Excadrill]], but the Steel-type's many resistances and few uses as an attacking type compliment this strategy. To counteract the type's high defenses and resistances, Steel-type Pokémon tend to get many support/utility moves like Poisonpowder, Sleep Powder, Stun Spore, Spore, Leech Seed, Aromatherapy, have average or below-average HP.
* StrongFleshWeakSteel: The inorganic
and such, while also soaking up sometimes mechanical Steel-types are weak to the first five.
mostly organic physical-brawling Fighting-types.
* SuperMode: Venusaur, Sceptile, Steelix, Scizor, Mawile, Aggron, Metagross, and Abomasnow Lucario are capable of Mega Evolution, with Aggron notably becoming a pure Steel-type upon doing so, while Melmetal, Corviknight, Copperajah, and Venusaur, Rillaboom, Flapple, and Appletun Duraludon are capable of Gigantamax, with Gigantamax (but only Melmetal and Copperajah have Steel-type G-Max Moves).
* SuperToughness: Steel-types resist over half
the latter two notably sharing an appearance while doing so.
* TurnsRed: Overgrow boosts
types in the power of Grass-type moves when game and have strong enough defenses to easily shrug them off.
* ThisIsADrill: The Steel-type Z-move, Corkscrew Crash, involves
the user slamming into the target while spinning like a drill.
* ThunderboltIron: Some Steel-types such as Registeel and Jirachi are heavily implied to be made out of metal that's not of this world.
* UndergroundMonkey: The Alolan Diglett, Alolan Sandshrew, Galarian Meowth and Galarian Stunfisk families are part Steel-Type.
* UseYourHead: How Iron Head works.
* WaveMotionGun: The powerful but self-damaging Steel Beam
is at 1/3 a huge laser made of their total the user's steel, causing half the user's health or lower. It's exclusive in recoil damage.
* WeakToFire: One of Steel's three weaknesses is Fire. This allowed a lot of Dragons
to Grass-type starter use Fire-type moves to burn through Steels. This was a contributing factor in the creation of the last type, Fairy.
* WeakToMagic: Steel-types tend to have very high Defence but poorer Special Defence.
* YouWillNotEvadeMe:
** The Ability Magnet Pull can trap
Pokémon (and Pansage and Simisage).
* UselessUsefulSpell: Petal Blizzard
prevent them from fleeing or switching, but only if they're Steel-type. The Steel/Ghost-type Honedge line is tied with Leaf Blade as the strongest physical Grass-type immune to this due to Ghosts being immune to trapping effects.
** The
move without any downsides, and even Anchor Shot prevents the target it hits multiple opponents in Double, Triple, and Horde Battles. Everything capable of learning it has below-average Attack at best, making it largely worthless.
* WeakToFire: As part of the core ElementalRockPaperScissors, Grass-type starters always maintain a weakness to the fire type (when not counting Mega Sceptile, who is Grass/Dragon and is thus neutral to Fire).
from switching.



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

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

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

They mostly make their homes in urban regions, but some take up residence in caves and forests, the latter most memorably being where Pikachu are found.
%%Offensively: x2 Water, x2 Flying, x1/2 Dragon, x1/2 Electric, x1/2 Grass, x0 Ground
%%Defensively: x1/2 Electric, x1/2 Flying, x1/2 Steel, x2 Ground
%%Known Specialists: Lt. Surge in ''Red and Green/Blue'' and ''Yellow''; Wattson in ''Ruby and Sapphire'' and ''Emerald''; Volkner in ''Diamond and Pearl'' and ''Platinum''; Elesa in ''Black and White'' and ''Black 2 and White 2''; Clemont in ''X and Y''; Sophocles in ''Sun and Moon''

to:

[[folder:Electric]]
!!Electric-Type (でんきタイプ ''denki
[[folder:Fairy]]
!!Fairy-Type (フェアリータイプ ''fearii
taipu'')
[[quoteright:350:[[ShockAndAwe [[quoteright:350:[[OurFairiesAreDifferent https://static.tvtropes.org/pmwiki/pub/images/electric_types.org/pmwiki/pub/images/fairy_types.png]]]]

Electric-types are known for The newest type, introduced in ''VideoGame/PokemonXAndY''. Introduced to combat the growing power of the Dragon-type and to boost the offensively-weak Poison- and Steel-types, Fairy-type Pokémon represent practically every culture's interpretation of TheFairFolk (whether it's the cute, harmless, benevolent sprites or the more mischievous, often meaner tricksters). Sprites, cute critters, and mystical otherworldly beings often represent the type. Despite their ability to control electricity. Most of them are known for [[FastAsLightning extraordinary speed stats]]. They are also capable of inflicting the paralysis status (though this ability isn't exclusive to electric-type moves). Paralysis cuts the affected Pokémon's speed, and there's also a chance that it can't move at all. Electric types are immune to Paralysis themselves. A lot of them are electricity-generating animals, but a number of machines are among the ranks. Electric rodents appear to be [[RecurringElement particularly common.]]

Offensively, it is
adorable appearances, they're effective against two of the most common types in the game (Water more "hardcore" Pokémon.

Fairy is a highly effective type, both offensively
and Flying), while it is resisted by Grass-types, Dragon-types, and other Electric-types, with Ground-types being immune. Defensively, it defensively. It resists Flying, Steel, Dark, Fighting, and itself, Bug and is immune to Dragon, and is only weak to Ground. [[GlassCannon To balance this, most Electric-types have weak defenses.]]

They mostly make
Steel and Poison. Offensively it's just as good, hitting Fighting-, Dragon-, and Dark-Types super-effectively while being resisted by Poison, Steel, and Fire. The things holding them back are their homes in urban regions, but some take up residence in caves relative scarcity, lack of heavy hitters compared to other types, lack of physical moves[[note]]Play Rough and forests, Spirit Break are the only physical Fairy-type moves that aren't Z-Moves, and the latter most memorably being where Pikachu is a SecretArt[[/note]] and the fact that they are found.
commonly slow and can't take physical hits very well.
%%Offensively: x2 Water, Fighting, x2 Flying, x1/2 Dark, x2 Dragon, x1/2 Electric, Fire, x1/2 Grass, x0 Ground
Poison, x1/2 Steel
%%Defensively: x1/2 Electric, Bug, x1/2 Flying, Fighting, x1/2 Steel, Dark, x0 Dragon, x2 Ground
Poison, x2 Steel
%%Known Specialists: Lt. Surge in ''Red and Green/Blue'' and ''Yellow''; Wattson in ''Ruby and Sapphire'' and ''Emerald''; Volkner in ''Diamond and Pearl'' and ''Platinum''; Elesa in ''Black and White'' and ''Black 2 and White 2''; Clemont Valerie in ''X and Y''; Sophocles Mina in ''Sun and Moon'' Moon'', Lillie in ''Ultra Sun and Ultra Moon''; Opal in ''Sword and Shield''



* AllWebbedUp: Electroweb, which inflicts damage while lowering the target's Speed stat.
* AlwaysAccurateAttack: Shock Wave bypasses accuracy and evasion checks when used. Thunder confers the same effect during Rain, with the added bonus of hitting the target when they're in the middle of using Fly, Bounce, or Sky Drop.
* ArmorPiercingAttack: In ''Diamond and Pearl'', Thunder had a 30% chance to bypass Protect during Rain due to a glitch.
* AntiAir: One of the few types that are effective against Flying-types. Thunder bypasses the target's semi-invulnerable phase when they are using Fly, Bounce, or Sky Drop.
* AwesomeButImpractical:
** Thunder is the strongest widespread Electric attack in the game, but it has a less-than-perfect accuracy of 70%. Averted during Rain when its accuracy is perfect, but played straighter in sunny weather, which reduces its accuracy to 50%.
** Zap Cannon is tied with Volt Tackle as the strongest Electric move that's available to non-Legendaries and always inflicts [[StandardStatusEffects Paralysis]] on its target, but its accuracy is worse than Thunder's at ''50%''.
* BoringButPractical: Thunderbolt isn't the flashiest or strongest Electric attack, but it has above-average power (90 as of Gen VI) and 100% accuracy.
* CastFromHitPoints: Wild Charge and Volt Tackle deal damage to the user equal to a fraction of the damage they deal to their targets; 1/4 and 1/3, respectively.
* ChainLightning: Discharge and Parabolic Charge damage all adjacent Pokémon in Double and Triple battles.
* ColorCodedElements: The Electric-type icon is [[YellowLightningBlueLightning Yellow]], as is a majority of Electric-types themselves.
* ElementalRivalry: There appear to be a lot of pairs of [[LightningFireJuxtaposition Electric types with Fire types]]. See Fire-types for examples.

to:

* AllWebbedUp: Electroweb, which inflicts ActionBomb: The move Misty Explosion knocks out the user in exchange for inflicting high damage while lowering on the target's Speed stat.
opponent, and its power is doubled on Misty Terrain.
* AlwaysAccurateAttack: Shock Wave Disarming Voice bypasses accuracy and evasion checks modifiers when used. Thunder confers used.
* BadassAdorable: Their proclivity for cute designs only belies their true power as fighters, particularly against Dragon-types.
* BeautyEqualsGoodness: Fairy-Types are generally very charming and [[CuteMonsterGirl attractive]], like Gardevoir, Florges, and Primarina, and they have
the same effect during Rain, appropriate benevolence to associate with their beauty/cuteness. That said, there's a spectrum of good and malicious Fairy-types. Some of the added bonus [[LightIsNotGood Not-Good]] Fairy-types include Mimikyu (a borderline EldritchAbomination who [[IJustWantToHaveFriends just wants to be loved]]) Hatterene (who are cute but dangerous, violent, and very easily angered), Shiinotic (freakish and alien-looking mushrooms that sap the vitality of their slumbering prey), and the Dark/Fairy Grimmsnarl, (hideous and intimidating imp-ogre beings that thrive on negative energy).
* BeautyIsBad: Conversely, some cutesy Fairy-types are actually quite dangerous. The Hatenna line, for example, is notoriously violent, contrary to their pastel colors and appearance. While Hatenna flees from emotions, Hattrem will ''beat the living daylights'' out of strongly emotional beings, and Hatterene will rip into anyone being "too loud" near it.
* BigBallOfViolence: Play Rough is depicted as this, with hearts and stars coming out of a cloud obscuring the beatdown. It's also the only widely distributed Physical Fairy-type move.[[note]]The only other Physical Fairy-type move, Spirit Break, is Grimmsnarl's SecretArt.[[/note]]
* BlowYouAway: The move Fairy Wind deals damage by
hitting the target when they're in the middle of using Fly, Bounce, or Sky Drop.
* ArmorPiercingAttack: In ''Diamond and Pearl'', Thunder had a 30% chance to bypass Protect during Rain due to a glitch.
* AntiAir: One of the few types that are effective against Flying-types. Thunder bypasses the target's semi-invulnerable phase when they are using Fly, Bounce, or Sky Drop.
* AwesomeButImpractical:
** Thunder is the strongest widespread Electric attack in the game, but it has a less-than-perfect accuracy of 70%. Averted during Rain when its accuracy is perfect, but played straighter in sunny weather, which reduces its accuracy to 50%.
** Zap Cannon is tied
with Volt Tackle as the strongest Electric move that's available to non-Legendaries and always inflicts [[StandardStatusEffects Paralysis]] on its target, but its accuracy is worse than Thunder's at ''50%''.
* BoringButPractical: Thunderbolt isn't the flashiest or strongest Electric attack, but it has above-average power (90 as of Gen VI) and 100% accuracy.
[[ShapedLikeItself a fairy wind]].
* CastFromHitPoints: Wild Charge and Volt Tackle deal The DummiedOut Light of Ruin deals damage to the user equal to a fraction 1/2 of the damage they deal dealt to their targets; 1/4 and 1/3, respectively.
the target.
* ChainLightning: Discharge and Parabolic Charge damage all adjacent Pokémon in Double and Triple battles.
ColdIron: They are weak to Steel-type attacks, reflecting mythical fairies' aversion to iron.
* ColorCodedElements: The Electric-type icon Fairy-type coloring is [[YellowLightningBlueLightning Yellow]], light pink, and several Fairies are also pink.
* ComedicSociopathy:
** Invoked by the standard Fairy-type Z-Move, Twinkle Tackle. The user doesn't even care about the target being kicked away, let alone them exploding.
** Mimikyu's exclusive Z-Move, "Let's Snuggle Forever" took this UpToEleven
as is Mimikyu ''packs and crushes the target before throwing them away''. Even the user's trainer gives a majority thumbs up and smiles.
* TheDragonslayer: Every single one
of Electric-types themselves.
them, owing to their tremendous advantage over the Dragon-type.
* ElementalRivalry: There appear DummiedOut: A powerful Fairy-type move called Light of Ruin can be called by Metronome and its name appears in the Hotel Richissime room service minigame, but can't be learned by anything currently officially available in the games. In terms of brute force, it's the strongest Fairy-type attack and it also happens to be a lot of pairs of [[LightningFireJuxtaposition Electric types the only special attack with Fire types]]. See Fire-types for examples.recoil. It's actually the SecretArt of AZ's Floette, which has been unreleased in any game but has existed in the game code ever since ''VideoGame/PokemonXAndY''.



*** Strong: Flying, Water
*** Weak: Dragon, Electric, Grass
*** Can't Hit: Ground

to:

*** Strong: Flying, Water
Dark, Dragon, Fighting
*** Weak: Dragon, Electric, Grass
*** Can't Hit: Ground
Fire, Poison, Steel



*** Strong: Electric, Flying, Steel
*** Weak: Ground
* FragileSpeedster: They tend to have above-average or high Speed, but are not very durable. In Gen VI, they even gain immunity to paralysis, which would otherwise terribly slow them down.
* HarmlessElectrocution:
** In RealLife, electrocution can be extremely dangerous or even fatal. In-game, the worst it'll ever do is cause a Pokémon to faint.
** Electrify (the SecretArt of Helioptile and Heliolisk) causes the target's next attack to register Electric damage, with the flavor being that the user of Electrify was able to infuse the target with electricity without actually harming them at all. Ion Deluge is a somewhat less effective version, as it only converts Normal-type moves, but it's available to more than one evolutionary line.
* HerdHittingAttack: Electroweb hits all opponents, while Discharge and Parabolic Charge hit everyone but the user.
* ImprovisedLightningRod: The ability Lightning Rod draws all Electric moves toward the user, confers immunity to those moves if they don't already have it, and gives a free boost to Special Attack each time they are hit by them (unless they're a Ground-type). It's mostly Electric-types themselves who have this ability, but a few Ground-types gain it as well (such as [[AscendedMeme Rhydon]]). It's also possessed by Mega Sceptile (its tail acts as the lightning rod), and most notably, one pair of Water Pokémon (Goldeen and Seaking — it's the horn that acts as the makeshift lightning rod).
* KidAppealCharacter: Every generation has an Electric-type rodent with generally low stats, meant to replicate the appeal of Pikachu.
* LastDiscMagic: Thunder is usually available to buy as a TM late in the game or can be learned naturally by many Electric-types during the late- or post-game.
* LightEmUp: Many Electric-type Pokémon can learn [[BigCreepyCrawlies Signal Beam]]. Some Electric-type Pokémon are themselves strongly associated with light, such as Luxray, Lanturn, and Ampharos.
* LikeCannotCutLike: Electric-types resist themselves.
* LimitBreak:
** The Electric-type Z-Move is Gigavolt Havoc, a spear-like bolt of devastating lightning.
** The Electric-type Max Move is Max Lightning, which turns the ground into Electric Terrain.
** Gigantamax Toxtricity's exclusive G-Max Move is G-Max Stun Shock, which causes Toxtricity to slam its tail on opponents like a guitar, and randomly either poisons or paralyzes them.
* TheParalyzer: Thunder Wave is the series’ bread-and-butter example, and Electric-types in general are strongly associated with paralysis.
* PoorPredictableRock: Electric types usually have fairly limited movepools on the special side, with many having to rely on Hidden Power for type coverage. Electric types on the physical side have it just as bad or even worse in a sense. That is while they often do have a wider range of type coverage with their physical moves, their STAB moves are very limited when it comes to good choices. The only widespread physical Electric type move of above average power is Wild Charge, which does recoil damage, something the often frail Electric types don't appreciate. All of the other options are substantially weaker or are signature moves restricted to one or two Pokémon.
* PowerfulButInaccurate: Zap Cannon is one of the strongest Electric-type moves and will always inflict paralysis if it hits, but it only has 50% accuracy.
* RecurringElement: In each Generation, there's always at least one Electric-type rodent that has a design similar to Pikachu.

to:

*** Strong: Electric, Flying, Bug, Dark, Fighting
*** Weak: Poison,
Steel
*** Weak: Ground
Immune: Dragon
* FragileSpeedster: They tend to TheFairFolk: While the overall lean is towards the modern, more positive interpretation of fairies as benevolent nature spirits or harmless pranksters (such as Mawile and the mischievous Klefki), there are some particularly amoral Fairy-types trainers should be wary of.
** The Tapus (island guardians) of Alola are depicted as tiki-like guardian deities, but
have above-average or high Speed, but are not very durable. In Gen VI, they even gain immunity to paralysis, which would otherwise terribly slow morality that [[BlueAndOrangeMorality doesn't fall within human standards]].
** [[LightIsNotGood Shiinotic]] lure travelers into the woods with its glowing lights so it can put
them down.
* HarmlessElectrocution:
to sleep and feed on their energy.
** In RealLife, electrocution can be extremely dangerous or even fatal. In-game, The Dark/Fairy type Impidimp line from ''Sword and Shield'' are vile creatures who literally feed on the worst it'll ever do is cause a Pokémon to faint.
** Electrify (the SecretArt
negative emotions of Helioptile and Heliolisk) causes their unfortunate targets. The line culminates in the monstrous [[AllTrollsAreDifferent troll]]-like Grimmsnarl, whose signature Fairy-type move shatters the target's next attack to register Electric damage, with spirit (lowering its Special Attack). From the flavor same game, Hatterene is equally disturbing, as it will violently react to strong emotions, creates crippling headaches around itself and will tear a person apart for being that "too loud" around it.
* FieldPowerEffect: They learn several moves meant to manipulate
the user of Electrify was able to infuse the target with electricity without actually harming them at all. Ion Deluge is a somewhat less environment, including Misty Terrain, Flower Shield, and Xerneas's signature Geomancy.
* HealingShiv: Floral Healing, which becomes even more
effective version, as it only converts Normal-type at healing in Grassy Terrain.
* HeartBeatDown: Some of the
moves, but it's available to more than one evolutionary line.
* HerdHittingAttack: Electroweb hits all opponents, while Discharge
most notably Sweet Kiss and Parabolic Charge hit everyone but Disarming Voice.
* KillerRabbit: Most Fairy-Types are both very cute-looking and surprisingly powerful battlers. Azumarill is a literal example, being a deceptively powerful rabbit thanks to [[SuperStrength Huge Power]].
* KissOfDeath: Draining Kiss involves
the user.
user kissing the target, causing damage and [[LifeDrain stealing some HP]].
* ImprovisedLightningRod: LifeDrain: Draining Kiss heals the user for 75% of the damage it dealt.
* LightEmUp:
The ability Lightning Rod draws all Electric moves toward the user, confers immunity Fairy-type is as close to those moves if they don't already have it, and gives a free boost to Special Attack each time they are hit by them (unless they're a Ground-type). It's mostly Electric-types themselves who have this ability, but a few Ground-types gain it as well (such as [[AscendedMeme Rhydon]]). It's also possessed by Mega Sceptile (its tail acts Light-type as the lightning rod), and most notably, one pair of Water Pokémon (Goldeen and Seaking series gets it's the horn that acts as the makeshift lightning rod).
* KidAppealCharacter: Every generation has an Electric-type rodent
along with generally low stats, meant being associated with bright pink, their moves tend to replicate have a light motif, especially Dazzling Gleam, Fleur Cannon, Moonblast, Moonlight, and the appeal [[DummiedOut aforementioned]] Light of Pikachu.Ruin.
* LastDiscMagic: Thunder is usually available to buy as a TM late LightIsGood: Most Fairy-types are almost universally bright and colorful in design, and on the game or can be learned naturally by many Electric-types during whole are quite benevolent with few exceptions. They also oppose the late- or post-game.
Dark-Type, being both super-effective and resistant to Dark-Type attacks.
* LightEmUp: Many Electric-type LightIsNotGood: However, Fairy-type includes Shiinotic and the Tapus, who are more malicious and have morality beyond human and Pokémon can learn [[BigCreepyCrawlies Signal Beam]]. Some Electric-type Pokémon are themselves strongly associated with light, such as Luxray, Lanturn, and Ampharos.
understanding, respectively. The Hatenna line also play this straight, being brightly colored but dangerous Pokémon. The Impidimp line subvert this by also being half Dark-Type, to match their [[DarkIsEvil malicious nature]].
* LikeCannotCutLike: Electric-types resist themselves.
* LimitBreak:
LimitBreak:
** The Electric-type Fairy-type Z-Move is Gigavolt Havoc, Twinkle Tackle, in which the user creates a spear-like bolt of devastating lightning.
charming space and toys with the target.
** The Electric-type Fairy-type Max Move is Max Lightning, Starfall, in which turns the ground into Electric Terrain.
user drops stars on the opponent, creating a Misty Terrain for five turns.
** Gigantamax Toxtricity's Alcremie's exclusive G-Max Move is G-Max Stun Shock, Finale, in which causes Toxtricity to slam Alcremie drops gigantic drops of cream on th opponent, healing itself and its tail allies bu a sixth of their max HP.
** Gigantamax Hatterene's exclusive G-Max Move is G-Max Smite, in which Hatterene drops stars
on the opponent, confusing all opponents on the field.
* LogicalWeakness: Fairy-types are weak to Steel-types because, in traditional mythology involving TheFairFolk, they were vulnerable to iron and steel.
* {{Lunacy}}: They have a lunar motif in their moves Moonblast and Moonlight, the latter of which was {{Retcon}}ned in as a Fairy-type move. The lunar motif may have been influenced by the Clefable line, an evolutionary line that was the original fairy-themed Pokémon and had a strong association with the moon. The line became Fairy-type upon the new type's introduction.
* MakeMeWannaShout:
** Disarming Voice is a sound-based attack, though its damage-dealing ability is more due to inflicting "emotional damage" than the power of the sound itself.
** Every Pokémon that can have the Pixilate Ability is capable of learning Hyper Voice, which can deal serious damage thanks to Pixilate's power boost and the STAB bonus from it.
* MightyGlacier: Most Fairy-Types are slow, but can usually take a hit and hit back hard.
* ObviousRulePatch: They were introduced to curb the Dragon-type, as Creator/GameFreak thought they had made it too powerful. They also give Poison and Steel more offensive uses, as both of them were pretty much only used for their defensive capabilities beforehand.
* OurFairiesAreDifferent: The basis for Fairy-types can include all kinds of spirits, sprites, deities, and cute critters alike.
* PercentDamageAttack: Nature's Madness cuts the target's current HP in half,
like a guitar, Super Fang. The Z-move Guardian of Alola cuts the target's current HP by 75%.
* PinkMeansFeminine: Fairy's elemental color is light pink,
and randomly either poisons or paralyzes them.
* TheParalyzer: Thunder Wave is the series’ bread-and-butter example,
has a lot of cute and Electric-types feminine Pokémon in general its ranks, many of whom have Pink in their color schemes. Quite a few of them are strongly female-only or have gender ratios that favor females. There are also a lot of Fairy-Types who are also Psychic-Type, another element associated with paralysis.
* PoorPredictableRock: Electric types usually have fairly limited movepools on the special side, with many having to rely on Hidden Power for type coverage. Electric types on the physical side have it just as bad or even worse in a sense. That is while they often do have a wider range of type coverage with
pink, and further emphasizing their physical moves, their STAB moves are very limited when it comes to good choices. femininity.
* PuppyDogEyes:
The only widespread physical Electric type move of above average power is Wild Charge, Baby-Doll Eyes move, which does recoil damage, something lowers the often frail Electric types don't appreciate. All opponent's Attack and is a first-strike move.
* RealMenWearPink: The Impidimp line stands out among Fairy-types for being male-only, and the final evolution, Grimmsnarl, is an intimidating ogre-like monster. Doesn't stop them from using the SuperCuteSuperpowers used by other Pokémon
of the other options are substantially weaker or are signature moves restricted to one or two Pokémon.
type.
* PowerfulButInaccurate: Zap Cannon is one of {{Retcon}}: When the strongest Electric-type moves and will always inflict paralysis if it hits, but it only has 50% accuracy.
* RecurringElement: In each Generation, there's always
type was introduced, a fair number of older Pokémon were changed to be at least one Electric-type rodent that has a design similar part Fairy. In the case of the Togepi, Clefairy, and Snubbull families, they're now pure Fairy-Types (they were Normal-Types before). Compared to Pikachu.the Dark- and Steel-types, no Pokémon gained the Dark-type and only two (Magnemite and Magneton) gained a Steel-type in Generation II. The moves Charm, [[StandardStatusEffects Sweet Kiss]], and [[HealThyself Moonlight]] were also retconned to be Fairy, but none of these are affected by ElementalRockPaperScissors.
* RidiculouslyCuteCritter: A lot of Pokémon of this type fit this trope, especially if unevolved.



** The ability Static inflicts Paralysis 30% of the time to opponents that use contact moves on the user.
** The ability Motor Drive makes the user immune to Electric attacks and increases their Speed by 1 stage whenever hit by one.
** The ability Volt Absorb also gives immunity to Electric attacks and heals the user by 25% of their max HP when hit by one.
** The move Electro Ball is a move that deals more damage the faster the user is compared to the target.
** The move Volt Tackle is exclusive to the Pikachu line and has high power at the cost of dealing damage to the user.
** The move Electric Terrain is a field move that lasts for 5 turns (8 if the user holds a Terrain Extender). It prevents grounded Pokémon from falling asleep and increases the power of Electric moves used by grounded Pokémon by 50%.
** The move Nuzzle is a very weak attack learned only by the [[RecurringElement Pikachu line and its Kid-Appealing successors]], but it will always inflict Paralysis on the target.
** The move Parabolic Charge is somewhat weak, but hits all opponents in Double, Triple, and Horde Battles and has a LifeDrain effect.
* ShockAndAwe: The Electric-type's specialty, of course.
* SituationalDamageAttack: Electro Ball's damage is dependent on the difference between the user's and target's Speed; the faster the user is than the target, the more damage it will do.
* StandardStatusEffects: Most Electric attacks have a 10%-30% chance to paralyze the target, which lowers their speed by 50% and causes them to lose a turn from being "fully paralyzed" 25% of the time. The move Thunder Wave inflicts it 90% of the time without doing damage, while Nuzzle and Zap Cannon inflict damage in addition to always causing it ([[PowerfulButInaccurate though Zap Cannon has 50% accuracy]]).
** Since Generation VI, Electric-types are now immune to paralysis themselves.
* StaticElectricity: The ability Static adds a chance of causing paralysis every time the owner is hit by a physical move and increases the chances of finding Electric-type Pokémon in the wild.

to:

** The ability Static inflicts Paralysis 30% of the time to opponents that use contact Pixilate turns Normal-type moves on the user.
** The ability Motor Drive makes the user immune to Electric attacks
into Fairy-type and increases their Speed boosts them by 1 stage whenever hit by one.
20% (30% in Gen VI).
** The ability Volt Absorb also gives immunity to Electric attacks and heals the user by 25% of their max HP when hit by one.
** The move Electro Ball is a move that deals more damage the faster the user is compared to the target.
** The move Volt Tackle is exclusive to the Pikachu line and has high power at the cost of dealing damage to the user.
** The move Electric
Misty Terrain is a field move that lasts for 5 turns (8 if the user holds a Terrain Extender). It prevents grounded protects all Pokémon from falling asleep and increases the power of Electric moves used by grounded Pokémon by 50%.
** The move Nuzzle is a very weak attack learned only by the [[RecurringElement Pikachu line and its Kid-Appealing successors]], but it will always inflict Paralysis
on the target.
** The move Parabolic Charge is somewhat weak, but hits all opponents in Double, Triple, and Horde Battles and has a LifeDrain effect.
* ShockAndAwe: The Electric-type's specialty, of course.
* SituationalDamageAttack: Electro Ball's
ground from StandardStatusEffects. It also reduces damage is dependent on the difference between the user's and target's Speed; the faster the user is than the target, the more damage it will do.
* StandardStatusEffects: Most Electric
taken from Dragon-type attacks have a 10%-30% chance to paralyze the target, which lowers their speed by 50% and causes them to lose a turn from being "fully paralyzed" 25% of the time. The move Thunder Wave inflicts it 90% of the time without doing damage, while Nuzzle and Zap Cannon inflict damage in addition to always causing it ([[PowerfulButInaccurate though Zap Cannon has 50% accuracy]]).
** Since Generation VI, Electric-types are now immune to paralysis themselves.
* StaticElectricity: The ability Static adds a chance of causing paralysis every time the owner is hit by a physical move and increases the chances of finding Electric-type Pokémon in the wild.
50%.



** Charge doubles the power of the next Electric-type attack used and increases the user's Special Defense by 1 stage.
** Magnetic Flux raises the Defense and Special Defense of all allies with the Plus or Minus abilities.
** Plus and Minus give a 50% Special Attack increase when an ally on the field with either ability is present. This isn't considered a stat boost, meaning this stacks on a multiplier instead of additively with stat bonuses from StatusBuff moves like Nasty Plot.
** Lightning Rod increases the user's Special Attack by 1 stage whenever they are hit with an Electric-type attack, unless they are already immune to Electric; it also draws in and nullifies Electric-type attacks.
* SuperMode: Ampharos and Manectric are capable of Mega Evolution, while Pikachu and Toxtricity are capable of Gigantamax.
* SwitchOutMove: Volt Switch, which inflicts damage before forcing the user to switch out. The user won't switch out if the target is immune to the move.
* UndergroundMonkey: Alolan Geodude and its evolved forms are part Electric-Type.
* UselessUsefulSpell: Most of the Electric Pokémon that learn Electro Ball aren't that fast to begin with.[[note]]Only Voltorb, Electrode, Electabuzz, Mega Manectric, Emolga, and Galvantula are fast enough to abuse it, and even then, the opponent needs to be ''[[http://bulbapedia.bulbagarden.net/wiki/Electro_Ball significantly]]'' slower for the move to outdamage [[BoringButPractical Thunderbolt]].[[/note]]
* WonderTwinPowers: The Plus and Minus abilities, originally exclusive to Doubles-gimmicky Plusle and Minun and made available to a few other Electric-types as a Hidden Ability, increase their wielders' Special Attack stats when paired together. As of Gen V, they also activate when paired with themselves.
* YellowLightningBlueLightning: Electric attacks typically have a yellow coloration (although blue has not been unheard of), while the Pokémon themselves also tend to be yellow or blue.

to:

** Charge doubles the power of the next Electric-type attack used and increases The move Geomancy sharply raises the user's Special Attack, Special Defense, and Speed, but takes two turns to activate.
** The move Aromatic Mist raises the Special
Defense of an ally by 1 stage.
** Magnetic Flux The ability Flower Shield raises the Defense and Special Defense of all allies with Grass-type Pokémon in the Plus or Minus abilities.
** Plus and Minus give
battle.
* SuperCuteSuperPowers: Quite
a 50% Special Attack increase when an ally on the field with either ability is present. This isn't considered a stat boost, meaning this stacks on a multiplier instead of additively with stat bonuses from StatusBuff few Fairy-type moves like Nasty Plot.
** Lightning Rod increases the user's Special Attack by 1 stage whenever they
are hit with an Electric-type attack, unless they are already immune to Electric; it also draws in based on cuteness, such as Charm, Sweet Kiss, [[PuppyDogEyes Baby-doll Eyes]], and nullifies Electric-type attacks.
Disarming Voice.
* SuperMode: Ampharos Gardevoir, Mawile, and Manectric Diancie are capable of Mega Evolution, Evolution while Pikachu Altaria and Toxtricity Audino become part Fairy-type when they Mega Evolve. Alcremie, Hatterene, and Grimmsnarl are capable of Gigantamax.
Gigantamax, but only Alcremie and Hatterene have Fairy-type G-Max Moves.
* SwitchOutMove: Volt Switch, which inflicts TakingYouWithMe: Misty Explosion deals damage before forcing to all targets around the user to switch out. but faints the user, and its base power is increased on Misty Terrain.
* ATwinkleInTheSky:
The user won't switch Fairy-type Z-Move Twinkle Tackle rams the opponent into the sky, wherein it disappears leaving only an audible twinkle behind.
* UglyCute: Snubull, Granbull, and, arguably, Mawlie stand
out if as the target is immune to the move.
only non-cute or pretty Fairy-types.
* UndergroundMonkey: Alolan Geodude Ninetales, Galarian Weezing and its evolved forms Galarian Rapidash are part Electric-Type.
Fairy-Type.
* UselessUsefulSpell: Most WeaksauceWeakness: Being a type that {{No Sell}}s Dragon attacks and has a lot of the Electric other resistances, Fairy-type Pokémon that learn Electro Ball aren't that fast to begin with.[[note]]Only Voltorb, Electrode, Electabuzz, Mega Manectric, Emolga, are weak against Poison and Galvantula are fast enough to abuse it, and even then, Steel, known for having weak offensive presence; the opponent needs to be ''[[http://bulbapedia.bulbagarden.net/wiki/Electro_Ball significantly]]'' slower for former being the move to outdamage [[BoringButPractical Thunderbolt]].[[/note]]
* WonderTwinPowers: The Plus and Minus abilities, originally exclusive to Doubles-gimmicky Plusle and Minun and made available to a few other Electric-types as a Hidden Ability, increase their wielders' Special Attack stats when paired together. As of Gen V, they also activate when paired with themselves.
* YellowLightningBlueLightning: Electric attacks typically have a yellow coloration (although blue has not been unheard of), while the
weakest Pokémon themselves also tend to be yellow or blue. type since Gen I.
* WhiteMage: Over half of all Fairy-type moves are status moves. Buff one's own stats? Debuff an opponent? Buff an ally's stats? Heal oneself? Heal an ally? Block all status moves used against your team? Block ''all'' StandardStatusEffects from the entire field? Fairies can do all of this.



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

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

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

When a hailstorm is in effect, Ice-Type Pokémon take no residual damage from it.
%%Offensively: x2 Grass, x2 Ground, x2 Flying, x2 Dragon, x1/2 Water, x1/2 Fire, x1/2 Ice, x1/2 Steel
%%Defensively: x1/2 Ice, x2 Fire, x2 Rock, x2 Fighting, x2 Steel
%%Known Specialists: Lorelei in ''Red and Green/Blue'' and ''Yellow''; Pryce in ''Gold and Silver'' and ''Crystal''; Glacia in ''Ruby and Sapphire'' and ''Emerald''; Candice in ''Diamond and Pearl'' and ''Platinum''; Brycen in ''Black and White''; Wulfric in ''X and Y''; Melony in ''Shield''

to:

[[folder:Ice]]
!!Ice-Type (こおりタイプ ''ko'ori
!!'''Spin-Off Exclusive Types'''

[[folder:Shadow]]
!!Shadow-Type / Dark-Type (ダークタイプ ''daaku
taipu'')
[[quoteright:347:[[AnIcePerson https://static.[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tumblr_inline_mta510shid1r9lhsj.png]]]]

org/pmwiki/pub/images/shadow_lugia_4.png]]
Exclusive to spin-off titles ''VideoGame/PokemonColosseum'' and ''VideoGame/PokemonXDGaleOfDarkness'', Shadow
Pokémon with are the ability to control ice, snow, and/or cold temperatures in some manner. A lot end product of them are based on arctic animals, animals found in cold water, or personifications of snow a scientific and ice. Many Ice moves can inflict magical process that's created by the very debilitating Freeze status, which renders the victim virtually immobile (unless you are lucky enough for it top scientists of Cipher to thaw out). Ice-types are hardy enough to be immune to Freezing themselves, and as of Generation VII, Sheer Cold. Ice is typically one of the harder types to find, as they only reside in colder areas. They also tend to appear late in the game, and Ice-type specialists are either among the last two Gym Leaders fought in the region or a member of the Elite Four. Ice is the rarest type as of Generation VII.

Ice has a tenuous status on the type chart. While Ice-type attacks are strong against many
remove all emotions from Pokémon. These Pokémon (Grass, Flying, Ground, have no compunction about attacking Pokémon and Dragon, people, which makes them the perfect weapons for Cipher's crimes. Much to the displeasure of the denizens of Orre, Shadow Pokémon became popular among the criminal underground. Some trainers who own Shadow Pokémon don't even know they have them. Only people with certain tools and psychic abilities can identify a Shadow Pokémon by its shadowy aura. Shadow Pokémon can be reverted back into normal Pokémon by bonding with its trainer, which is one of the main objectives of the ''Colosseum'' series. Cipher and the threat of Shadow Pokémon were stopped thanks to the protagonists of the two games, but are resisted by Water, Ice, Fire, it's hinted that Cipher is planning a comeback.

In ''Colosseum'', Shadow isn't so much a type as it is a classification. It doesn't change a Pokémon's strengths or weaknesses in the ElementalRockPaperScissors,
and Steel), their defensive capabilities are ''much'' worse. Ice-type its only move at the time (Shadow Rush) is a physical move that [[NonElemental deals neutral damage to everything]].

''XD: Gale of Darkness'' revamps Shadow to be an actual type and provides it with more moves, though it is unique in that it acts as a third type (or second if a Shadow
Pokémon only resist Ice-type attacks, has one type normally) and have ''[[KryptoniteIsEverywhere doesn't provide a lot]]'' Same-Type Attack Bonus to its attacks. [[InfinityPlusOneElement All Shadow-type attacks are also now super-effective on all normal Pokémon]], but they are resisted by other Shadow Pokémon.

Unlike other types at the time, whose moves were fixed as Physical or Special, Shadow-type moves in ''XD: Gale
of weaknesses (Rock, Fighting, Fire, and Steel).

When a hailstorm is
Darkness'' can be either. This predates the Physical/Special split of moves introduced into the main series games in effect, Ice-Type Pokémon take no residual damage from it.
''VideoGame/PokemonDiamondAndPearl''.
%%Offensively: x2 Grass, x2 Ground, x2 Flying, x2 Dragon, normal Pokémon, x1/2 Water, x1/2 Fire, x1/2 Ice, x1/2 Steel
Shadow
%%Defensively: x1/2 Ice, x2 Fire, x2 Rock, x2 Fighting, x2 Steel
%%Known Specialists: Lorelei in ''Red and Green/Blue'' and ''Yellow''; Pryce in ''Gold and Silver'' and ''Crystal''; Glacia in ''Ruby and Sapphire'' and ''Emerald''; Candice in ''Diamond and Pearl'' and ''Platinum''; Brycen in ''Black and White''; Wulfric in ''X and Y''; Melony in ''Shield''
Shadow



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

to:

* ActionInitiative: Ice Shard, as an Ice-type iteration of Quick Attack, will let the user move first.
* AlwaysAccurateAttack: Blizzard will bypass accuracy and evasion checks during Hail.
* AnIcePerson: Predictably, the Ice-type's abilities are all cryogenic in nature.
* AntiAir: Ice is one of the few types to be super effective against Flying. Slightly downplayed in that, unlike Rock and Electric, Ice does not resist flying.
* ArmorPiercingAttack: In ''Diamond and Pearl'', Blizzard had a 30% chance to bypass Protect during Hail due to a glitch.
* AwesomeButImpractical:
** Blizzard is the strongest widespread Ice attack, but has iffy accuracy at 70%. Averted in Hail, where it always hits.
** The Kyurem formes' {{Secret Art}}s, Freeze Shock and Ice Burn, have a charge turn that telegraph what you're doing to your opponent. This means that they will always end up hitting an Ice-resistant
AttackAttackAttack: Shadow Pokémon if your opponent is even ''mildly'' competent.
* BoringButPractical: Ice Beam isn't the flashiest
tend to lack defensive or most damaging Ice-type move out there, but it does reliable damage and is learned by quite the array of Pokémon, making it healing moves.
* AxCrazy: In Hyper Mode,
a good choice for both Ice-type Shadow Pokémon and non-Ice-types looking to nail opponents with an Ice weakness that would otherwise walk all over them.
* ChargedAttack: Ice Burn and Freeze Shock require a turn to charge before inflicting heavy damage.
* ColorCodedElements: Ice-types are represented by light-blue, and many Ice-types share
may attack its teammate, its own Trainer, or the colorization.
* TheDragonslayer: Before Fairy came along, Ice was ''the'' type for nailing Dragons. It was Dragon's only weakness outside itself, and up until Generation V, most fully-evolved Dragon-types had a double weakness to Ice.
opposing Trainer.
* ElementalRockPaperScissors
** Offense
*** Strong: Dragon, Flying, Grass, Ground
*** Weak: Fire (Gen II-Forward), Ice, Steel, Water
** Defense
*** Strong: Ice
*** Weak: Fighting, Fire, Rock, Steel
* FreezeRay: The bread-and-butter Ice attack, Ice Beam.
* GlassCannon: From a typing standpoint, Ice hits four types super-effectively and, in practice, many
BadPowersGoodPeople: In the hands of the player, these Pokémon weak to Ice are doubly weak to Ice. On the other hand, at least a quarter of all Ice-types have a double weakness of still dangerous, but their own, power is focused on the forces of Cipher.
* BlowYouAway: Shadow Blast, the Shadow version of Lugia's Aeroblast and Shadow Lugia's signature move.
* BrainwashedAndCrazy: Pokémon are normally friendly creatures who enjoy spending time with their Trainers as well as a good fight. Shadow Pokémon have become artificially corrupted into mindless attack drones whose only purpose is to do nothing ''but'' fight.
* CantCatchUp: When caught, a Shadow Pokémon cannot level up, evolve, or learn new moves until it's purified, at which point it'll automatically gain the experience back. Try training one early in the game,
and the type's lack Shadow Pokémon you caught in the last town will stop being useful quickly and become dead weight in a major battle until you gain the ability to fully purify them.
* CastFromHitPoints: Shadow Rush (''Colosseum'' only) and Shadow End cause recoil damage to the user. Rush has 1/4 recoil while End has 1/2.
* TheCorruption: They are created by robbing emotions from Pokémon to turn them into soulless fighting machines.
* DarkIsEvil: Shadow Pokémon are corrupted beings that need to be restored to their true selves.
* DubNameChange: They're called "Dark Pokémon" in the Japanese version, but were changed to "Shadow Pokémon" to avoid confusion with the Dark-type (which is called the Evil-type in Japan).
* EmptyShell: The creation
of resistances makes Shadow Pokémon involves removing their emotions.
* EvilKnockoff: Shadow Chill, Shadow Bolt, Shadow Fire, and Shadow Blast are corrupted versions of Ice Beam, Thunderbolt, Flamethrower, and Aeroblast, respectively.
** Many Shadow moves are knockoffs of some other move. Shadow Blitz is an evil Tackle, Shadow Down is basically just a more accurate Screech, Shadow End is a PowerfulButInaccurate move CastFromHitPoints reminiscent of Head Smash, Shadow Hold is a worse Mean Look, Shadow Mist is based on Sweet Scent, Shadow Panic is a very slightly better Supersonic, and Shadow Sky is a weather move similar to Hail in the way
it difficult for an Ice-type to rely on ElementalRockPaperScissors to take a hit.damages all but Shadow Pokémon.
* FireIceLightning: Shadow Bolt, Shadow Chill, and Shadow Fire. Respectively the signature moves of the corrupted Zapdos, Articuno, and Moltres.
* HeelFaceTurn: A Shadow Pokémon experiences one after being purified.

* HairTriggerAvalanche: The move Avalanche doubles in power if the user has been attacked already in that turn, capturing this trope's flavor of an avalanche being something specifically provoked by the victim, as opposed to other natural disasters. In later games, the user's attacking animation evokes this trope even further, appearing to be screaming, depending on the species.
* HarmlessFreezing: In RealLife, exposure to extreme cold and freezing temperatures has a high risk of inflicting frostbite. Here, the worst it can do is make you unable to attack for the rest of the battle. That said, there's no way to freeze opponents ''without'' damaging them first...
* HerdHittingAttack: Blizzard, Glaciate, Icy Wind, Shadow Down, Shadow Hold, Shadow Mist, Shadow Panic, Shadow Rave, Shadow Storm, and Powder Snow Shadow Wave hit both opponents in Doubles.
* HumanSnowball: Ice Ball, as
all enemies while Shadow Half and Shadow Shed hit everyone on the user deliberately encases ''itself'' field.
* InfinityPlusOneElement: In an ElementalRockPaperScissors sense. Shadow is super effective against every other type
in ice before mowing down the opponent. Oddly enough, the anime contradicts this by making it a projectile attack.
* KillItWithIce: Their approach to battle, naturally — bombard the opponent with snow storms, ice,
''XD'' and blasts of chilling wind to defeat them.
only resisted by itself.
* IceMagicIsWater:
** In Generation I, Ice-type moves actually dealt normal damage to Fire-type
InvisibleToNormals: The shadowy aura surrounding a Shadow Pokémon rather than resisted, which can only be seen by very few people or those with special technology.
* MindRape: In
the part-Flying Charizard and Moltres didn't appreciate. Additionally, some Water-types are part-Ice, and can learn Ice-type moves.
** Many Ice-type
words of Ein, Cipher's head scientist, Shadow Pokémon are born by "closing the door to a Pokémon's heart." The fact that lack a secondary Water typing they are willing to attack anyone only adds to this.
* NoCureForEvil: There are no "positive support" Shadow moves.
* OlympusMons: Not even legendaries are safe from becoming Shadow Pokémon, as players will eventually encounter Shadow Articuno, Zapdos, Moltres, Raikou, Entei, and Suicune. However, there's one special Shadow legendary Pokémon: Shadow Lugia. Considered the ultimate Shadow Pokémon, Shadow Lugia looks very different compared to normal Lugia with its reversed color scheme and other details. It's also nearly immune to purification, as normal methods of purification don't work on it. Only the Purify Chamber at max power
can truly purify Shadow Lugia.
* PermanentlyMissableContent: Averted. If you fail to snag a Shadow Pokémon in a one-time battle, there'll be a trainer somewhere who will
still have it. In ''Colosseum'' the trainer can be found somewhere else, while in ''XD'' Miror B. will roam Orre and battle you until you snag all the Shadow Pokémon.
* PowerAtAPrice: Shadow attacks hit everything but other Shadow Pokémon super effectively, but Shadow Pokémon cannot level up, evolve, or
learn Water Pulse by TM.
new moves.
* LateCharacterSyndrome: Due to most [[SortingAlgorithmOfThreateningGeography ice ThePowerOfFriendship: Before a Shadow Pokémon can be purified into a normal Pokémon, it must let its heart open towards the trainer.
* PurpleIsTheNewBlack: The aura of darkness that surrounds a Shadow Pokémon is dark purple.
* RammingAlwaysWorks: Shadow Blitz, Shadow Break, Shadow End,
and snow-themed places being set later in Shadow Rush.
* RedAndBlackAndEvilAllOver: A Shadow Pokémon's aura goes red and black when it enters Hyper[=/=]Reverse Mode.
* RedemptionDemotion: In
the game then other places]], Ice-typed hands of an NPC trainer in ''Colosseum'', Shadow Pokémon have a tendency normal moveset with Shadow Rush included. When snagged, however, they only know Shadow Rush.
* RiddleForTheAges: The exact process of creating Shadow Pokémon, which involves "closing the door
to be ignored since most players would have their in-game team already in place. They also tend to evolve at higher levels than other types, the earliest being Smoochum at level 30.
* LastDiscMagic:
** Blizzard
hearts", is usually available to buy as a TM late in the game or can be learned naturally by many Ice-types during the late- or post-game.never disclosed.
** In ''VideoGame/PokemonXAndY'', Ice Beam is the final TM you receive from the Gym Leaders. In other games in which there's an Ice-type Gym Leader (who also gives away an Ice-type TM), s/he is the seventh out of eight.
** ''VideoGame/PokemonSunAndMoon'' effectively turns the entire type into this. You don't get access to the area where nearly all Ice-type Pokémon live (and the Z-Crystal is located) until you're ready to challenge the Elite Four, and the only Ice [=TMs=] available before you reach the final island are Hail and Aurora Veil, neither of which are direct attacks.
** Finally averted in ''VideoGame/PokemonUltraSunAndUltraMoon'', where Seaward Cave, an optional early area in ''Sun and Moon'', became both mandatory and colder. Smoochum and Delibird are both part of the walking encounter table, and returning with Lapras Surf, itself obtained fairly early on the second island, will net you the Frost Breath TM and a chance at catching a Seel. Similarly, in ''VideoGame/PokemonSwordAndShield'', getting lucky with the weather in the Wild Area can net you a Vanillite or Snover before even tackling the first gym.
* LightEmUp: Aurora Beam, a weaker cousin to Ice Beam (though with a different effect), involves a beam of rainbow-colored light.
* LikeCannotCutLike: The only type Ice Pokémon resist against is themselves.
* LimitBreak:
** The Ice-type Z-Move is Subzero Slammer, in which the user drastically drops the temperature and freezes the target inside a massive ice crystal which proceeds to shatter, inflicting great damage.
** The Ice-type Max Move is Max Hailstorm. It summons huge hailstones which crash into the opponent and break apart into millions of pieces which cause, you guessed it, a hailstorm for five turns.
** Gigantamax Lapras's exclusive G-Max Move, G-Max Resonance, summons a huge hailstone that drops onto the opponent and breaks apart into an Aurora Veil that reduces damage taken for five turns.
* LuckBasedMission: Wanna see a Frozen Pokémon? Good luck, since there's no move that guarantees that it will be inflicted like the other StandardStatusEffects (accuracy aside) and the highest chance of it happening normally is 10% (the move Secret Power has a 30% chance of freezing, but only when used in the few-and-far between icy areas). This is likely to restrict what is arguably the most crippling status condition in the game; without items, the frozen Pokémon is completely helpless unless the equally low 10% chance of it thawing out of the ice occurs. And in Gen I, their only hope of defrosting without items is getting hit with a Fire-type move or if the opponent uses Haze; otherwise they're completely hosed.
* MightyGlacier: Puns aside, many Ice-types have great offensive power and decent defenses but poor speed. Avalugg and Regice are literal takes on this trope, being Mighty Glaciers (Avalugg is physical-oriented, Regice is special-oriented) that are also actual animated glaciers.
* {{Nerf}}: In the original ''Red and Green'', Blizzard had a 30% chance to Freeze and 90% accuracy, and any Frozen Pokémon would stay Frozen ''permanently'' (unless you had a Ice Heal, Full Heal, or Full Restore, which you couldn't use in Player Versus Player matches, or the opponent used [[GoodBadBugs Haze]] or a damaging Fire-type move except for Fire Spin). International releases reduced the freeze chance to 10%, and Gen II onwards changed Blizzard's accuracy to 70%, made it so that a Frozen Pokémon has a 10% chance to cure itself every turn (even the same turn it was Frozen), introduced moves that could be used while Frozen that would also thaw out the user, and prevents Freeze from being inflicted during Sunny Day. Contrary to popular belief, however, if a frozen Pokémon is sent out during harsh sunlight, it will not thaw out faster.
* ObviousRulePatch: Generation VI nerfed critical hits to do 1.5x damage instead of 2x. To account for this, the power of Frost Breath (and its counterpart Storm Throw) was adjusted from 40 to 60, which actually still makes it somewhat more powerful than before when factoring the crit in.[[note]]In Generation V, Frost Breath was weaker than Ice Beam even with the crit factored in; the buff to Frost Breath (and slight nerf to Ice Beam) in Generation VI puts the two on even ground.[[/note]]
* OneHitKO: Sheer Cold can instantly knock out the opponent, with an accuracy of 30% if the user and target are at equal levels. It's also the only move of this type that no Pokémon has an immunity to via ElementalRockPaperScissors, until Generation VII where Ice-types are immune to it. Shedinja is also immune to it because of Wonder Guard.
* PowerEqualsRarity: Ice is easily one of the best attacking types in the series. However, the Ice-''types'' capable of getting STAB on them are rare and usually reserved for the endgame — by contrast, the Water-types that can learn Ice moves are ubiquitous, but can't hit as hard with them.
* RequiredSecondaryPowers: They're immune to being frozen and resist their own attacks.
* ScissorsCutsRock: Normally, Ice-type
SecretArt: Enforced. Shadow attacks aren't very effective on Water-types, but the SecretArt Freeze Dry ''is'' super-effective on them as a special property.
* SecretArt:
** The ability Ice Body heals the owner for 1/16 of their total HP at the end of each turn during Hail.
** The ability Snow Cloak boosts Evasion by 1 stage during Hail.
** The ability Slush Rush doubles the owner's speed during Hail.
** The ability Snow Warning gives an instant Hail effect when the user switches into battle if there is no weather or another weather in play. It lasts for 5 turns unless the user is holding an Icy Rock, in which case it lasts 8 turns. If Hail is already active, it ''does not'' reset or stack with the current turn limit. Prior to ''X and Y'', the effect was permanent unless it was overridden by another weather activating.
** The ability Refrigerate turns Normal-type moves into Ice-type moves and grants a 20% damage bonus in addition to STAB (30% in Gen VI).
** The move Frost Breath always inflicts a CriticalHit, unless the target has the ability Battle/Shell Armor or is under the effect of Lucky Chant.
** The move Freeze-Dry [[ScissorsCutsRock hits Water-types super effectively]].
** The move Aurora Veil creates a barrier that reduces damage from both physical and special moves, but it
can only be used during a hailstorm.
* SpamAttack: Icicle Spear hits the target 2-5 times on each use. Cloyster can notably hit a target with this move 5 times due to having Skill Link as a possible ability.
* StandardStatusEffects: Associated with the Freeze status, with many of their attacks having a 10% chance to inflict it(notably, there is no non-damaging move that inflicts Freeze, ala Toxic, Thunder Wave, or Will-O-Wisp). Ice-types themselves cannot be frozen (unless it's done
by Tri Attack in Generation II).
* StatusBuffDispel: Haze is under this type, despite its animation being a thick cloud of black smoke. Mist [[InvertedTrope inverts]] it by preventing stats from being lowered.
* SuperMode: Glalie and Abomasnow are capable of Mega Evolution, while Lapras alone is able to Gigantamax.
* UndergroundMonkey: Alolan Vulpix, Alolan Sandshrew, Galarian Darumaka, Galarian Mr. Mime and their evolved forms are Ice-Types.
* WeakToFire: Fire resists and is super-effective against Ice-types; however, this is averted by the large sum of part-Water Ice
Shadow Pokémon, and purified ones will immediately forget them.
* ThemeNaming: Every one of
the two part-Rock types, and Kyurem.type's attacks has "Shadow" in its name.
* TheyLookJustLikeEveryoneElse: They are visually indistinct from normal Pokémon to the average human. The only way to identify them is by having an innate ability to sense them like Rui or using special equipment like Michael's Aura Reader. The only exception is Shadow Lugia/[=XD001=], which has become so thoroughly corrupted that even its outward appearance has been changed.
* YouWillNotEvadeMe: Shadow Hold prevents switching.






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

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

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

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

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

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

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

[[folder:Dark]]
!!Dark-Type / Evil-Type (あくタイプ ''aku taipu'')
[[quoteright:350:[[CastingAShadow https://static.tvtropes.org/pmwiki/pub/images/dark_types_gen_1_5.png]]]]

One of two types introduced in ''VideoGame/PokemonGoldAndSilver''. In the original Japanese, they are known as the ''Aku'' type, which translates into "Evil" or "Scum", though how true of a descriptor that is varies on the Pokémon. Regardless, they usually have a very intimidating or even a brutal presence or are based on doom, trickery, crime, destruction, and below-the-belt fighting tactics.

They are largely a group of pragmatists, both [[CombatPragmatist tactically]] and otherwise. They can be found almost everywhere, as they are not united by an element of nature, but by the consistent traits of pragmatism and brutality. They are immune to Psychics and will wreck Ghost-types, but are weak against Fighting-types, Bug-types, and Fairy-types. As of Generation VII, they're immune to an opponent's status moves that get ActionInitiative from Prankster.

%%Offensively: x2 Psychic, x2 Ghost, x1/2 Fighting, x1/2 Steel (Gen II-VI), x1/2 Dark, x1/2 Fairy
%%Defensively: x1/2 Ghost, x1/2 Dark, x0 Psychic, x2 Fighting, x2 Bug, x2 Fairy
%%Known Specialists: Karen in ''Gold and Silver'' and ''Crystal''; Sydney in ''Ruby and Sapphire'' and ''Emerald''; Grimsley in ''Black and White'' and ''Black 2 and White 2''; Nanu in ''Sun and Moon''; Piers in ''Sword and Shield''
----
* ActionInitiative:
** Sucker Punch was, until gen 7 (in which its power was reduced to 70), tied with Extreme Speed as the most powerful Priority Attack in the game ([[ElementalRockPaperScissors with Super Effective coverage, to boot!]]), but only works if the opponent uses a damaging move the same turn.
** Pursuit strikes first when the opponent tries to switch, gaining the highest Priority value in the game in this situation.
** Quash causes the target to always go last, but will only succeed if the user goes before the target.
* AlwaysAccurateAttack:
** Feint Attack is described as the user approaching disarmingly, then throwing a sucker punch (not to be confused with another Dark-type move of the same name) when the target doesn't expect it. With no chance to react or dodge, the attack ignores Accuracy and Evasion effects.
** Likewise, False Surrender is described as the user bowing their head in submission to let the opponent's guard down, then using their hair to stab the opponent.
* AlwaysChaoticEvil: Zig-Zagged, despite the Japanese name implying they are a group of {{Card Carrying Villain}}s. It really depends on the species in question. Some, like [[SealedEvilInACan Spiritomb]] and [[TheHypnotoad Malamar]], are just as evil as the typing describes. Others, like [[HeroWithBadPublicity Absol]] and [[BullyHunter Pangoro]], are downright ''noble'' in comparison, while some, like [[{{Ninja}} Greninja]], represent pragmatic tactics and sneakiness more than blatant villainy (and the same can be said of their attacks in general). There are also more aggressive and predatory Dark-types like Mega Gyarados, Tyranitar, Hydreigon, and Krookodile. Even Incineroar, the closest thing to a Pokémon directly based on a villain archetype, [[{{Kayfabe}} plays up its jerkassery]] as part of its {{Heel}} motif.
* AwesomeButImpractical:
** Fling during the story mode of the games. Using Fling consumes the item that the user was holding, and the only items that have above average power are either impossible to get before the post-game or hard/expensive to reacquire due to their rarity (or in some cases, only 1 of that item exists per save file). In PlayerVersusPlayer matches and the battle facilities like the Battle Tower. it's less of an issue, as consumed items are given back after each match, but [[ItOnlyWorksOnce you can still only use it once per match]].
** Using Fling with an Iron Ball gives it a Power of 130 with no accuracy downside. However, holding an Iron Ball cuts the user's Speed in half and negates any Ground immunity they might have (which also makes them susceptible to Spikes, Toxic Spikes, and Sticky Web). All for a move that's [[ItOnlyWorksOnce single-use]], unless the user also knows Recycle.
** Power Trip increases in power the more status buffs the user has, but getting to that point takes a long time, and it starts out with a measly base power of 20.
* BalanceBuff: Most Dark-types have higher Attack than Special Attack, but previously all Dark-type attacks were classified as Special moves. Gen IV's move split gave them physical Dark moves to put their best stats to proper use.
* TheBrute: When they're not {{Combat Pragmatist}}s, they tend to be this, with Tyranitar and Guzzlord being prime examples.
* CardCarryingVillain: Subverted. While they're literally called the Evil-type in Japan, they aren't actually evil for the most part, just [[CombatPragmatist pragmatic]] or {{Jerkass}}es.
* CastingAShadow:
** Downplayed, contrary to their English name. They mostly focus on [[CombatPragmatist pragmatic]] tactics and characterization, with only 3 moves — two of which are {{Secret Art}}s of specific species — involving any sort of darkness-controlling prowess.
** The Dark-type Z-Move also falls into this more than it does pragmatism, as it takes the form of a black hole that consumes the opponent.
* ColorCodedElements: The Dark-type icon is a very dark, grayish brown.
* CombatPragmatist: This is their gimmick, not dark powers; Dark-types rely on trickery, sneakiness, and general dirty fighting to win. Their moves involve taunting the opponent to make them angry or confuse them, using a WoundedGazelleGambit to attack when the opponent isn't ready, literal {{Back Stab}}bing, [[ManBitesMan biting the enemy]], [[ImpromptuTracheotomy chopping them in the throat]] to prevent them from making any noise, [[ISurrenderSuckers feigning surrender to get a cheap shot]], and manipulating the enemy's held item. Generation VI's Greninja is a very good example, in that its Dark typing simply comes from its being a {{Ninja}} and using sneaky techniques rather than using dark powers or having a vicious/cruel nature. Incineroar is based on a heel wrestler and fights dirty in any way possible, but any wickedness is subverted in that it actually is [[{{Kayfabe}} all just the act of a performer]].
* CombinationAttack: Beat Up is an attack where the Pokémon calls on the player's entire team [[note]]K.O.'d and Pokémon with a status ailment sit out.[[/note]] to gang up on the opposing Pokémon. When it was first introduced, the game would roll call the team as they made their attack.
* DarkIsEvil: Zigzagged. It's called the ''Evil''-type in Japanese versions and, in general, Dark-types aren't nice guys (there are exceptions, such as [[BearerOfBadNews Absol]]); however, see below.
* DarkIsNotEvil: The type can be translated as "Evil" in Japanese, but many of them are portrayed as simply being misunderstood, or enjoying harmless mischief; Greninja, one of the most famous Dark-types, is neither, as it's usually depicted as a heroic CombatPragmatist ninja. Incineroar, meanwhile, [[{{Kayfabe}} plays up its jerkassery]] as part of its {{Heel}} motif. This plays into how the type name in Japanese, "Aku", has more nuanced meanings than just plain "evil."
* DoubleTap: Assurance deals double damage if the target has already been hurt during the same turn. Its Japanese name translates to "Make Sure," which, given the Dark-type preference for underhanded tactics, implies that the doubled damage comes from hitting the target exactly where they were hit the first time.
* TheDragAlong: There's a small subset of Pokémon that begin with 35 base friendship rather than 70 when you capture them in the wild — in other words, they're significantly less happy to join up with you than ordinary Pokémon (though you'll still win them over through dedication and care). Dark- and Ghost-types jointly make up a major chunk of this group.
* ElementalRockPaperScissors
** Offense
*** Strong: Ghost, Psychic
*** Weak: Dark, Fairy, Fighting, Steel (Gen II-V)
** Defense
*** Strong: Dark, Ghost
*** Weak: Bug, Fairy, Fighting
*** Immune: Psychic
* EvilMakesYouUgly: In contrast to their Fairy-type foils, Dark-types aren't exactly pretty-looking, perhaps to add to their intimidating appearance. Quite a few Dark-Types in particular possess the [[FaceOfAThug Intimidate]] ability, which lowers the attack of the opponent when they enter battle.
* EvilWearsBlack: Well, they are the Evil-type in Japanese, and most of them are black in color.
* GameBreakingBug:
** In ''Platinum, [=HeartGold, and SoulSilver=]'', if Pursuit [=KOed=] a Pokémon that switched out while certain battle conditions were in effect, a [[http://bulbapedia.bulbagarden.net/wiki/Acid_rain bizarre glitch]] occurred that caused ''all weather to take effect at once.'' This also caused every Pokémon except Swinub, Piloswine, and Mamoswine[[note]]as Ice/Ground dual-types, they were immune to all weather damage, something no other Pokémon could claim in Generation IV[[/note]] to take damage at the end of every turn four times, with the damage apparently caused by their Ability. Bothersome enough, but if Cherrim or Castform was sent into battle, they kept switching between forms indefinitely until the game was turned off.
** Early in the life of ''Sun and Moon'', the moves Parting Shot and Memento could cause crashes on Battle Spot if the Z-Move versions of them were used. These moves were temporarily banned until some time after the issue was fixed.
* GlassCannon: Somewhere between this and {{Fragile Speedster}}s, as they are good at "sweeping" teams, but rarely have good defense, with a few {{Mighty Glacier}}s (most famously Tyranitar) and {{Stone Wall}}s in there.
* HealingShiv: Using Fling with a Mental Herb or White Herb will cure the target of [[DistractedByTheSexy infatuation]] and stat debuffs, respectively. You can also fling Berries to apply their restorative effects. The Z-move variations of Memento and Parting Shot will heal the next Pokémon swapped in.
* HerdHittingAttack: The user of Brutal Swing swings its body violently around the field, hitting all adjacent Pokémon.
* HoistByHisOwnPetard: Foul Play uses the target's attack stat (and any boosts they have) to deal damage, while Punishment does more damage the more {{Status Buff}}s the target has.
* ImpossibleThief: Snatch can steal ''opponents' {{Status Buff}}s and healing'', but only if used on the same turn the opponent buffs/heals themselves.
* ImpromptuTracheotomy: Throat Chop deals pretty heavy damage for a Dark-type move and prevents the opponent from using sound-based attacks for 2 turns.
* ImprovisedWeapon: Fling has the user throw their currently held item at the foe to deal damage (and possibly inflict a secondary effect depending on the item). Flinging an Iron Ball has the highest Power of all Dark-Type attacks (130), but ItOnlyWorksOnce as the item is lost after that, unless you also know the move Recycle (and alternating Fling and Recycle is [[CoolButInefficient about as practical as Hyper Beam]]).
* IShallTauntYou: Almost all moves that could be classified as {{Practical Taunt}}s (i.e. Taunt, Torment, and Flatter) are of the Dark type. (Swagger is the exception — it's a Normal-type move.)
* ISurrenderSuckers: False Surrender is a move where the user pretends to bow its head in surrender, then stabs the enemy with their PrehensileHair.
* {{Jerkass}}: [[DarkIsEvil Evil]] or [[DarkIsNotEvil not]], practically every member of this type is a jerk in some fashion or another.
* JerkWithAHeartOfGold: Some of them fit this too. Umbreon evolves with high friendship, Pangoro [[BullyHunter hunts down and fights bullies]], and Absol goes out of its way to warn people of disasters. Incineroar is based on a [[{{Heel}} Heel Wrestler]] and fights dirty in any way possible in the ring, [[{{Kayfabe}} but it's all part of the act]] and it actually [[FriendToAllChildren enjoys admiration from children]].
* KickThemWhileTheyAreDown: Assurance will do double damage if the target was hurt earlier in the turn. This includes recoil and entry hazard damage.
* KillingIntent: Dark Pulse is described as the user projecting an aura imbued with horrible thoughts at the target that has a chance of making them flinch. Nasty Plot is described as the user stimulating its brain by thinking bad thoughts.
* LimitBreak:
** The Dark-type Z-Move is Black Hole Eclipse, in which the user creates a black hole and sucks the target into it.
** The Dark-type Max Move is Max Darkness, in which the user creates two streams of pure darkness which swirl around the opponent and explode, decreasing the special defense of the opponent.
** Gigantamax Grimmsnarl's exclusive G-Max Move is G-Max Snooze, which causes two streams of Grimmsnarl's hair to appear and swallow the opponent, causing them to become drowzy, and fall asleep the next turn.
* LikeCannotCutLike: Dark-type Pokémon resist Dark attacks.
* LostInTranslation:
** The type's name itself is originally called the "Evil"-type, hence why they mostly lack [[CastingAShadow darkness-related powers]] outside a few like Dark Pulse and Dark Void.
** The move "Sucker Punch" is not buffed by the ability Iron Fist (buffs punch-based moves) because its original Japanese name means "Surprise Attack" (which is what a sucker punch is in American slang: an unexpected, often underhanded move[[note]]not necessarily someone punching you in the face or stomach when you don't expect it, but some people do take that literally[[/note]]).
** Somewhat of an example with Night Slash; its Japanese name, Tsujigiri (sometimes translated as "crossroad killing"), refers to an old samurai practice of testing out a new weapon or fighting style by hiding at a crossroads at night and attacking the first defenseless passerby they saw. While its English name and description are still true to the spirit of the original, the reference to feudal Japan was removed, and most international players would probably interpret it as "Sucker Punch with a blade" or a "[[SpellBlade dark energy-infused Slash]]" (which could be interpreted as such in certain animations).
* MagicallyIneptFighter: Not to the same extent as the Fighting type, and certain offensively-inclined Dark-types like Hydreigon and Zoroark, as well as Dark [[OlympusMons Legendaries]], are just as effective on the special side if not more so. However, most Dark-types tend to favor Attack over Special Attack. The list of Dark-type attacks supports this, as only three are Special attacks, with one being Zoroark's [[SecretArt Night Daze.]]
* MakeMeWannaShout: The move Snarl deals damage by having the user "[yell] as if it is ranting about something."
* ManBitesMan: Bite and Crunch are both Dark-type attacks. The former was a Normal-type move until it was {{retcon}}ned into the Dark-type.
* ManipulativeBastard: The more cunning Dark-types are good at using psychological warfare, incorporating it into their fighting style, with such attacks as Flatter, Torment, Taunt, and Fake Tears. As of Generation VII, they're immune to Prankster-boosted priority, most probably because they're used to such trickery.
* MechanicallyUnusualClass: Many of their attacks have unique effects, often fitting their pragmatic nature. Sucker Punch is an attack that moves first, but only if the opponent uses an attacking move; Parting Shot lowers the opponent's Attack and Special Attack then switches your Pokémon; Foul Play deals damage calculating the opponent's Attack stat instead of the user's, and so forth.
* MechanicallyUnusualFighter: Dark-type attacks don't do much damage offensively due to low power. However, they have a ton of status attacks, including Parting Shot, Torment, Snatch, and Quash. Even their damaging attacks tend to work oddly; Sucker Punch only hits if the opponent is using a damaging attack, Foul Play calculates damage using the opponent's Attack instead of the user's, Payback doubles in power if the user moves second, and so forth.
* {{Mooks}}: Alongside the Poison-type, they're the favored {{Mons}} of low-level henchmen for the various villainous teams, essentially making them the [[UpToEleven Mooks' Mooks.]]
* NatureIsNotNice: One of the many facets to the Dark Type, and in this case, is about feralness and rambunctious, if not violent behaviors creatures of the wild can exhibit. While in terms of ecology and zoology, many of the Dark Type have come to be to fulfill their instincts and niche in nature as part of the ecosystem in their way with their behavior, bringing them to human society might be harder, as what they may do as normal may not be looked upon kindly within human eyes and mores; bringing home a wild animal home hoping to tame it in real life definitely is evocative of this. Taming their type and getting through to them as trained Pokemon definitely curbs this, but they still retain this type if only for their ingrained nature and behavior that suited them when in the wilderness.
* NocturnalMooks: In Gen II, most Dark-types could only be obtained at night, never appearing in the wild in the day.
* NoItemUseForYou: The Dark type is known for having a number of moves that interfere with an opponent's Held Item usage.
** Thief steals the opponent's Held Item if the user doesn't have one.
** Knock Off disables the opponent's Held Item for the rest of the battle.
** Switcheroo swaps the user's Held Item with the opponent's, meaning that a user without a Held Item will effectively steal their opponent's when used.
** Embargo prevents the opponent from using Held Items for five turns.
* ObviousRulePatch:
** They were introduced in ''Gold and Silver'' as a direct response to the then-powerful Psychic-type.
** The Physical/Special split made almost every Dark-type move Physical so that the type (which predominately consists of Physical Attackers) could actually use their own [=STAB=].
* PowerUpLetdown: The above ObviousRulePatch ended up not working as well as intended because this trope also came into effect. On their introduction, Dark-type attacks were all classified as Special Attacks, which meant Dark-types wanted to run physical moves, but their STAB moves were Special Attacks, which they weren't so good in. It didn't help that many Psychic-types take special attacks better than physical ones. Gen IV's split reclassified all previously existing Dark-type moves as Physical, further suggesting that Dark should have been considered a Physical type in the first place.
* PredatorsAreMean: [[DownplayedTrope Kind of.]] Despite being the EVIL type in the original language, Dark-types can be just as heroic as any other type the trainer chooses. However, many Dark-types are [[JerkAss jerks]], or at least more aggressive than other types, to varying degrees, and the majority of them are predators. The exceptions are scavengers (Honchkrow and Mandibuzz lines), herbivores (Pangoro line), and the Dark/Ghost dual-types (Sableye eats gemstones, and Spiritomb doesn't technically need food to begin with).
* ReformedButNotTamed: As said before, though they are classified as "Dark" or "Evil" for exhibiting behaviors that are malevolent and destructive, Dark Types can be tamed through to be obedient and civil, while their instinctual and ingrained behavior can be accepted as neccistated behavior developed in their environment to adapt and survive. It also helps that even before the coming of Dark Types, cruelty by wild Pokemon was not mutually exclusive to types, especially in Generation I, and despite their massive ownership within the Team syndicates and criminals, it is all up to the trainer and their behavior that influences how their Pokemon acts.
* {{Retcon}}:
** The move Bite was retconned from a Normal-type move into a Dark-type move in Generation II.
** When the Physical/Special split happened, every Dark-type attack that existed beforehand were changed to be Physical attacks.
* RougeAnglesOfSatin: Feint Attack is named F'''a'''int Attack prior to Gen VI, which doesn't make sense since the latter implies a WoundedGazelleGambit, an "I'm TakingYouWithMe" attack, or a OneHitKill (since Pokémon that are unable to battle are said to have fainted). It's none of those things. Or just an attack that's indistinct and hard to see.
* ScavengersAreScum: Several Pokémon based off real life scavengers are Dark-typed. At this moment we have the vultures Vullaby and Mandibuzz and the crows Murkrow and Honchkrow.
* SituationalDamageAttack: Attacks that are relatively weak but increase in power under certain situations tend to be one of the Dark-type's gimmicks:
** Pursuit is normally weak with a Power of 40, but it deals double damage if the target tries to switch out manually or is using the moves U-turn, Volt Switch, or Parting Shot (the latter only if the user of Pursuit moves after the user of those moves, however).
** Payback's Power of 50 will double if the user goes after the target. In the Generation IV games, switching out counted as going first for this purpose.
** Assurance is mediocre with a Power of 60, but that will double if the target has already taken damage that turn.
** The Power of Punishment starts off at 60, but increases by 20 for every stage of StatusBuff the target has, reaching a max power of 200.
** From ''X and Y'' onward, Knock Off's Power of 65 increases by 50% if the target was holding an item that can be removed.
** Power Trip's Base Power starts off at a measly 20, but its power is increased by 20 the more positive stat increases the user has. With everything at the maximum (six stat increases for all seven stats that can be increased), the move's base power becomes '''860''', the highest of all physical moves.
** Lash Out has 75 power, but doubles if any of the user's stats have been lowered that turn.
* SituationalSword: Many of their attacks will fail completely or do weak damage unless certain conditions are met. For example, Sucker Punch will only deal damage if the target uses a damaging attack on the same turn and doesn't go before the user.
* SneakAttack: Sucker Punch is called "Surprise Attack" in Japan. Feint Attack, Night Slash and [[ISurrenderSuckers False Surrender]] are described as hitting the opponent when their guard is down.
* StandardStatusEffects: Using Fling with certain items can inflict status aliments with a 100% success rate, with the status inflicted being dependent on what item is thrown. A Flame Orb will inflict Burn, a Poison Barb will inflict normal Poison, a Toxic Orb will inflict Toxic Poison, a Light Ball will inflict Paralysis, and a King's Rock or Razor Fang will cause the target to flinch.
* StatusBuff:
** Nasty Plot boosts the user's Special Attack by two stages.
** Hone Claws increases the user's Attack and Accuracy by one stage.
* SuperMode: Houndoom, Tyranitar, Sableye, Sharpedo, and Absol are capable of Mega Evolution, and the Water/Flying-type Gyarados becomes Water/Dark-type when it Mega Evolves. Greninja can also transform into Ash-Greninja if it has the Battle Bond ability. Grimmsnarl and Urshifu (in its Fighting/Dark single strike style) are also capable of Gigantamax.
* SwitchOutMove: Parting Shot gives a parting threat, lowering the target's Attack and Special Attack before the user switches out.
* ToxicFriendInfluence: If a Pancham is in a team with a Dark-type when it levels up, then the latter's bad behavior will rub off on it and it'll evolve into Pangoro, who is a Dark-type itself.
* UndergroundMonkey: Alolan Rattata, Alolan Grimer, Galarian Zigzagoon and their evolved forms are part Dark-Types, while Alolan Meowth and Alolan Persian are pure Dark-Types.
* UselessUsefulSpell: Prior to the Physical/Special split in ''Diamond and Pearl'', all Dark-type moves were Special while almost every Dark-type was a Physical attacker.
* VideoGameStealing:
** Thief deals damage and steals any item an opponent is holding if the user is not holding one.
** Knock Off removes items that can be removed and (as of ''X and Y'') gets a 50% damage boost when the item is successfully removed. It will not gain a power boost if the item cannot be removed (such as a Pokémon holding a Mega Stone, Z-Crystal, or an Arceus/Silvally holding a Plate/Memory).
** Snatch steals and uses any Status moves the opponent tried to use that turn and prevents them from using it.
** Switcheroo is exactly like Trick, swapping the target's and user's items.
* WeakButSkilled:
** In terms of damaging moves, the Dark type's strongest attacks (barring signature moves) are Darkest Lariat and Night Daze, which rest at 85 base power and, while no longer restricted to one Pokémon each as they were originally, can only be learned by a relative few. For most Dark-types, the strongest Dark-type moves available to them are Dark Pulse and Crunch, both at 80 base power. Regular moves that go above that mark are invariably [[SituationalDamageAttack situational damage attacks]] when used to their full CombatPragmatist potential, so as a result, the Dark type's hardest-hitting moves are ones that seem initially weak but provide increased power when used smartly.
** Even its status moves fall under this category, as many of them don't seem immediately helpful, but can turn a match around when used skillfully. Most Dark-type status moves are geared toward shutting down specific tactics (for example, Torment prevents repeated use of the same move, while Taunt, Snatch, and Topsy-Turvy address an opponent's use of non-damaging moves), but those mechanics also tend to make them ineffective when used without strategy.
** Hone Claws boosts Attack by one stage, making it a poor choice for aggressive play, but it also provides a hard-to-find boost to Accuracy, which can allow users to reliably incorporate inaccurate moves into their strategy, such as Stone Edge. It's also a good choice for any Pokémon with the ability Hustle, which decreases the accuracy of their physical moves by 20%.
* YouWillNotEvadeMe: Pursuit deals double damage to opponents attempting to switch out and hits them before they can switch. Handy for punishing fragile Psychic- and Ghost-Types that may try to get away.
* ZergRush: Beat Up has the user attack once for each conscious party member that is not afflicted by a status condition, up to 6 times.
[[/folder]]

[[folder:Steel]]
!!Steel-Type (はがねタイプ ''hagane taipu'')
[[quoteright:350:[[ExtraOreDinary https://static.tvtropes.org/pmwiki/pub/images/steel_types.png]]]]

The second of two types added with ''VideoGame/PokemonGoldAndSilver'', they are the most defensive type in the game. The strong metal that covers the bodies of Steel-type Pokémon grants them high defenses and a great number of resistances. While weak to Fighting, Fire, and Ground, they resist ''everything else'' (except Water and Electric and [[{{Nerf}} Ghost and Dark as of Gen VI]]) and are immune to one type (Poison). Offensively, they hit Ice-, Rock-, and Fairy-Types hard but are resisted by other Steel-, Water-, Electric-, and Fire-Types. Most Pokémon of this type have the theme of armoring or being a creature of living metal, though there are some that don't really fit the bill beyond possessing thick hides. Steel-types can be found in caves, mountain regions, and urban areas.

When a sandstorm is in effect, Steel-type Pokémon do not take residual damage from it.
%%Offensively: x2 Ice, x2 Rock, x2 Fairy, x1/2 Fire, x1/2 Water, x1/2 Electric, x1/2 Steel
%%Defensively: x2 Fire, x2 Fighting, x2 Ground, x0 Poison, resists everything else except for Water, Electric, Ghost (Gen VI onwards), and Dark (Gen VI onwards)
%%Known Specialists: Jasmine in ''Gold and Silver'' and ''Crystal''; Steven in ''Ruby and Sapphire'' and ''Emerald''; Byron in ''Diamond and Pearl'' and ''Platinum''; Wikstrom in ''X and Y''; Molayne in ''Sun and Moon''
----
* ActionInitiative: Bullet Punch has increased priority. Notably, more Fighting-types learn this move than Steel-types.
* AlwaysAccurateAttack:
** Magnet Bomb, an attack that uses homing metal chunks, never misses regardless of accuracy or evasion. Magnet-based Pokémon like the Magnemite line and Probopass get this move.
** Smart Strike, a TM where the user stabs the opponent with an accurate horn.
* AnchorsAway: The move Anchor Shot, exclusive to Dhelmise, deals Steel-type damage and traps the foe under an anchor.
* AnimateInanimateObject: Quite a few Steel-types are based on objects, such as the Magnemite, Beldum, Bronzor, Klink, and Honedge lines.
* ArmoredButFrail: Several Steel-types have high defenses, but have below-average health to balance it out.
* ArmorPiercingAttack: Doom Desire ignores the moves Protect, Detect, and Endure, and it hits through the Ability Wonder Guard.
* AwesomeButImpractical:
** Doom Desire takes two turns before the attack actually hits, which is more than enough time to switch out to something that can tank the hit.
** Iron Tail has great power (100, which is on par with Earthquake), can be taught to a wide variety of Pokémon, and can lower the opponent's Defense as a bonus. It has a less than perfect accuracy of 75% and many of the Pokémon that learn it have other moves with better coverage and accuracy.
** Steel Beam is the most powerful Steel-type attack at 140 power, but the user loses a massive half of their maximum health upon usage. Several Steel-types also lack the Special Attack needed to utilize this move.
* BalanceBuff: Steel-types weren't very useful for attacking prior to Gen VI; they only did super-effective damage to Ice and Rock, which had plenty of other type weaknesses to exploit (including both being weak to Fighting). Gen VI added Fairies to give Steel-types more use.
* CastFromHitPoints: The very powerful Steel Beam deals incredible damage but also causes the user to lose half their hit points thanks to using their own body's metal in the attack.
* ChromeChampion: Steel-types often look like they're covered in gleaming silver metal or are actually made of it. Several physical Steel-type moves, such as Metal Claw and Iron Head, cause the user to glow silver metallic for a brief second regardless of their actual type and/or appearance.
* ColdIron: Likely the reason they are super-effective against Fairies is to invoke the idea.
* ColorCodedElements: The Steel-type color is silver, as is the metal armor of many of its members.
* CombiningMecha: The basic principle of the robot-like Magnemite, Beldum, Klink, and Meltan lines; the basic concept of their evolutions is "the starter form, but there's more of them together". There's also the non-evolving Stakataka which is constructed by hundreds of individual lifeforms, and Doublade, which is a subversion (the Honedge it evolves from divides into two instead).
* CounterAttack: Metal Burst will deal damage to the opponent equal to 1.5 times the amount the user took that turn, regardless of whether the foe's move is physical or special. Unlike Counter and Mirror Coat, it doesn't have negative priority, so make sure that the user is slower than the opponent before using it.
* DangerousForbiddenTechnique: Steel Beam is almost as strong as Hyper Beam and doesn't have the recharge turn, but it causes the user to lose half of its health each time it's used.
* DiscardAndDraw: In Generation VI, they became super-effective against Fairy-types and resist their moves, but lost their resistances to Dark- and Ghost-type attacks.
* DubInducedPlotHole: Meteor Mash is boosted by Iron Fist (which boosts the power of 'punch' moves by 20%, though no Pokémon with Iron Fist can learn Meteor Mash) because its Japanese name is "Comet Punch" (not to be confused with the move called [[RapidFireFisticuffs "Comet Punch"]] in the English versions, which is named "Consecutive Punch" in Japanese).
* ElementalRockPaperScissors
** Offense
*** Strong: Fairy, Ice, Rock
*** Weak: Electric, Fire, Steel, Water
** Defense
*** Strong: Bug, Dark (Gen II-V), Dragon, Fairy, Flying, Ghost (Gen II-V), Grass, Ice, Normal, Psychic, Rock, Steel
*** Weak: Fighting, Fire, Ground
*** Immune: Poison
* EverythingsBetterWithSpinning:
** Gyro Ball, a move where the user spins into the enemy. It gets stronger the slower the user is compared to the opponent.
** During the Steel-type Spectacular Talent, the Pokémon spins so fast it turns into a silver tornado, while smashing into various spherical objects like a pinball.
* ExtraOreDinary: The type isn't much in the way of ferrokinesis so much as it is "hit the target with a protrusion covered in metal". They tend to prefer relying on their defenses, as until the [[OurFairiesAreDifferent Fairy-type]] was introduced, the [[AnIcePerson only]] [[DishingOutDirt types]] they were good against had easier-to-exploit weaknesses.
* GoombaStomp: Heavy Slam deals Steel-type damage depending on how heavy the target is compared to the user; the heavier the user is, the more damage dealt. Considering that most Pokémon who get this are on the heavy side, it tends to hurt a lot.
* HeavilyArmoredMook: Quite a number of Pokémon that gain the Steel-type on evolving also gain a good increase in defenses. Steelix is a notable example.
* HornAttack: Smart Strike, an AlwaysAccurateAttack where the user stabs its opponent with a sharp horn. It's a TM that can appropriately be taught to most Pokémon with horns.
* InfinityPlusOneElement: While not as well-known as the Dragon type in that regard, Steel is — on the defensive side at least — one of the best types in the game with a whopping '''10''' resistances and 1 immunity to only 3 weaknesses (though all of these weaknesses are pretty common and crippling).
* KillItWithFire: One of their weaknesses is to the Fire-type, representing metal softening and melting at high temperatures.
* LightEmUp: Three of the four Special Steel-type moves (Doom Desire, Flash Cannon, and Mirror Shot) involve firing out light energy.
* LikeCannotCutLike: One of the many types Steel is resistant to is itself.
* LimitBreak:
** The Steel-type Z-Move is Corkscrew Crash, in which the user spins really fast like a steel drill and rams into the target.
** The Steel-type Max Move, Max Steelspike, causes huge metal projections to burst from the ground and skewer the opponent. The Steel type energy flowing from this metal also raises the Defense of the user and their allies.
** Gigantamax Copperajah's exclusive G-Max Move is G-Max Steelsurge, in which Copperajah causes huge green spikes of copper to emerge from the ground and tear into the opponent. this move also sets a unique kind of Spikes on the field, who's damage increases depending on the opponent's resilience to steel
** Gigantamax Melmetal's exclusive G-Max Move is G-Max Meltdown, in which Melmetal sends spikes of its body material at the opponent, preventing the target and its allies from using the same move twice in a row.
* MechanicalLifeforms: While most Steel-types simply resemble regular animals with metallic growths or plating, those that put the extra emphasis on Steel, like Magnemite, Metagross, and Klinklang, edge fully into this trope. Magearna embraces it to the point that only its core, the Soul Heart, is not completely mechanical.
* MightyGlacier:
** If a Steel-type is not purely defensive, it will often be slow and quite strong.
** The move Gyro Ball exploits this; the slower the user is than the foe, the more damage it will do. The [[EldritchAbomination Ultra Beast]] Stakataka — with its Rock/Steel-typing, high Attack, and painfully slow Speed — can dish out some very devastating Gyro Balls. And Trick Room (which inverts Speed) doesn't cut into the move's power, either.
* {{Nerf}}: In ''VideoGame/PokemonXAndY'', they lost their resistances to [[CombatPragmatist Dark]] and [[SoulPower Ghost]].
* {{Retcon}}: Magnemite and Magneton were given a secondary Steel-type in Generation II.
* SecretArt:
** Doom Desire, a move only known by Jirachi.
** Steel Beam, a special attack with an incredibly high power of 140, but deals half the user's health on use. It can only be taught by a special tutor to Steel-types (and Silvally).
** The abilities Light Metal and Heavy Metal halves and doubles the user's weight, respectively.
** Magnet Pull increases the encounter rate of Steel-types in the wild and prevents them from switching or fleeing.
** Despite not being used by a Steel-type, the ability Steelworker essentially provides a STAB bonus to Steel-type attacks.
* ShedArmorGainSpeed: Autotomize causes the user to shed part of their armored body in order to lighten themselves and sharply increase speed.
* SiliconBasedLife: Quite a number of Steel-types fall into this category, especially the ones who are part Rock or Ground.
* SituationalDamageAttack:
** Gyro Ball's damage depends on how slow the user is compared to the opponent, going up to a massive 150 power if the opponent is at least 6x as fast as the user.
** Heavy Slam's power depends on the user's weight compared to the target's weight. It's a paltry 40 power if the target is over 50% of the user's weight, but a whopping 120 if the target is below 20% of the user's weight.
* SituationalSword: Steel Roller has a huge 130 base power and removes any terrain on the battlefield, but can only be used if there is a terrain in effect.
* StatusBuff:
** Iron Defense raises the user's defense by two stages.
** Autotomize raises the user's speed by 2 stages while reducing their weight by 100 kg.
** Shift Gear raises the user's speed by two levels while raising attack by one.
** Metal Claw, Steel Wing, and Meteor Mash all have a chance of raising the user's stats in addition to dealing damage. This is notable because outside of the Jirachi-exclusive Doom Desire, these three moves constituted 75% of the type's attacking moves as of Generation III.
* StoneWall: There are outliers, like [[LightningBruiser Excadrill]], but the Steel-type's many resistances and few uses as an attacking type compliment this strategy. To counteract the type's high defenses and resistances, Steel-type Pokémon tend to have average or below-average HP.
* StrongFleshWeakSteel: The inorganic and sometimes mechanical Steel-types are weak to the mostly organic physical-brawling Fighting-types.
* SuperMode: Steelix, Scizor, Mawile, Aggron, Metagross, and Lucario are capable of Mega Evolution, with Aggron notably becoming a pure Steel-type upon doing so, while Melmetal, Corviknight, Copperajah, and Duraludon are capable of Gigantamax (but only Melmetal and Copperajah have Steel-type G-Max Moves).
* SuperToughness: Steel-types resist over half the types in the game and have strong enough defenses to easily shrug them off.
* ThisIsADrill: The Steel-type Z-move, Corkscrew Crash, involves the user slamming into the target while spinning like a drill.
* ThunderboltIron: Some Steel-types such as Registeel and Jirachi are heavily implied to be made out of metal that's not of this world.
* UndergroundMonkey: The Alolan Diglett, Alolan Sandshrew, Galarian Meowth and Galarian Stunfisk families are part Steel-Type.
* UseYourHead: How Iron Head works.
* WaveMotionGun: The powerful but self-damaging Steel Beam is a huge laser made of the user's steel, causing half the user's health in recoil damage.
* WeakToFire: One of Steel's three weaknesses is Fire. This allowed a lot of Dragons to use Fire-type moves to burn through Steels. This was a contributing factor in the creation of the last type, Fairy.
* WeakToMagic: Steel-types tend to have very high Defence but poorer Special Defence.
* YouWillNotEvadeMe:
** The Ability Magnet Pull can trap Pokémon and prevent them from fleeing or switching, but only if they're Steel-type. The Steel/Ghost-type Honedge line is immune to this due to Ghosts being immune to trapping effects.
** The move Anchor Shot prevents the target it hits from switching.
[[/folder]]

[[folder:Fairy]]
!!Fairy-Type (フェアリータイプ ''fearii taipu'')
[[quoteright:350:[[OurFairiesAreDifferent https://static.tvtropes.org/pmwiki/pub/images/fairy_types.png]]]]

The newest type, introduced in ''VideoGame/PokemonXAndY''. Introduced to combat the growing power of the Dragon-type and to boost the offensively-weak Poison- and Steel-types, Fairy-type Pokémon represent practically every culture's interpretation of TheFairFolk (whether it's the cute, harmless, benevolent sprites or the more mischievous, often meaner tricksters). Sprites, cute critters, and mystical otherworldly beings often represent the type. Despite their adorable appearances, they're effective against the more "hardcore" Pokémon.

Fairy is a highly effective type, both offensively and defensively. It resists Dark, Fighting, and Bug and is immune to Dragon, and is only weak to Steel and Poison. Offensively it's just as good, hitting Fighting-, Dragon-, and Dark-Types super-effectively while being resisted by Poison, Steel, and Fire. The things holding them back are their relative scarcity, lack of heavy hitters compared to other types, lack of physical moves[[note]]Play Rough and Spirit Break are the only physical Fairy-type moves that aren't Z-Moves, and the latter is a SecretArt[[/note]] and the fact that they are commonly slow and can't take physical hits very well.
%%Offensively: x2 Fighting, x2 Dark, x2 Dragon, x1/2 Fire, x1/2 Poison, x1/2 Steel
%%Defensively: x1/2 Bug, x1/2 Fighting, x1/2 Dark, x0 Dragon, x2 Poison, x2 Steel
%%Known Specialists: Valerie in ''X and Y''; Mina in ''Sun and Moon'', Lillie in ''Ultra Sun and Ultra Moon''; Opal in ''Sword and Shield''
----
* ActionBomb: The move Misty Explosion knocks out the user in exchange for inflicting high damage on the opponent, and its power is doubled on Misty Terrain.
* AlwaysAccurateAttack: Disarming Voice bypasses accuracy and evasion modifiers when used.
* BadassAdorable: Their proclivity for cute designs only belies their true power as fighters, particularly against Dragon-types.
* BeautyEqualsGoodness: Fairy-Types are generally very charming and [[CuteMonsterGirl attractive]], like Gardevoir, Florges, and Primarina, and they have the appropriate benevolence to associate with their beauty/cuteness. That said, there's a spectrum of good and malicious Fairy-types. Some of the [[LightIsNotGood Not-Good]] Fairy-types include Mimikyu (a borderline EldritchAbomination who [[IJustWantToHaveFriends just wants to be loved]]) Hatterene (who are cute but dangerous, violent, and very easily angered), Shiinotic (freakish and alien-looking mushrooms that sap the vitality of their slumbering prey), and the Dark/Fairy Grimmsnarl, (hideous and intimidating imp-ogre beings that thrive on negative energy).
* BeautyIsBad: Conversely, some cutesy Fairy-types are actually quite dangerous. The Hatenna line, for example, is notoriously violent, contrary to their pastel colors and appearance. While Hatenna flees from emotions, Hattrem will ''beat the living daylights'' out of strongly emotional beings, and Hatterene will rip into anyone being "too loud" near it.
* BigBallOfViolence: Play Rough is depicted as this, with hearts and stars coming out of a cloud obscuring the beatdown. It's also the only widely distributed Physical Fairy-type move.[[note]]The only other Physical Fairy-type move, Spirit Break, is Grimmsnarl's SecretArt.[[/note]]
* BlowYouAway: The move Fairy Wind deals damage by hitting the target with [[ShapedLikeItself a fairy wind]].
* CastFromHitPoints: The DummiedOut Light of Ruin deals damage to the user equal to 1/2 of the damage dealt to the target.
* ColdIron: They are weak to Steel-type attacks, reflecting mythical fairies' aversion to iron.
* ColorCodedElements: The Fairy-type coloring is light pink, and several Fairies are also pink.
* ComedicSociopathy:
** Invoked by the standard Fairy-type Z-Move, Twinkle Tackle. The user doesn't even care about the target being kicked away, let alone them exploding.
** Mimikyu's exclusive Z-Move, "Let's Snuggle Forever" took this UpToEleven as Mimikyu ''packs and crushes the target before throwing them away''. Even the user's trainer gives a thumbs up and smiles.
* TheDragonslayer: Every single one of them, owing to their tremendous advantage over the Dragon-type.
* DummiedOut: A powerful Fairy-type move called Light of Ruin can be called by Metronome and its name appears in the Hotel Richissime room service minigame, but can't be learned by anything currently officially available in the games. In terms of brute force, it's the strongest Fairy-type attack and it also happens to be the only special attack with recoil. It's actually the SecretArt of AZ's Floette, which has been unreleased in any game but has existed in the game code ever since ''VideoGame/PokemonXAndY''.
* ElementalRockPaperScissors:
** Offense
*** Strong: Dark, Dragon, Fighting
*** Weak: Fire, Poison, Steel
** Defense
*** Strong: Bug, Dark, Fighting
*** Weak: Poison, Steel
*** Immune: Dragon
* TheFairFolk: While the overall lean is towards the modern, more positive interpretation of fairies as benevolent nature spirits or harmless pranksters (such as Mawile and the mischievous Klefki), there are some particularly amoral Fairy-types trainers should be wary of.
** The Tapus (island guardians) of Alola are depicted as tiki-like guardian deities, but have morality that [[BlueAndOrangeMorality doesn't fall within human standards]].
** [[LightIsNotGood Shiinotic]] lure travelers into the woods with its glowing lights so it can put them to sleep and feed on their energy.
** The Dark/Fairy type Impidimp line from ''Sword and Shield'' are vile creatures who literally feed on the negative emotions of their unfortunate targets. The line culminates in the monstrous [[AllTrollsAreDifferent troll]]-like Grimmsnarl, whose signature Fairy-type move shatters the target's spirit (lowering its Special Attack). From the same game, Hatterene is equally disturbing, as it will violently react to strong emotions, creates crippling headaches around itself and will tear a person apart for being "too loud" around it.
* FieldPowerEffect: They learn several moves meant to manipulate the environment, including Misty Terrain, Flower Shield, and Xerneas's signature Geomancy.
* HealingShiv: Floral Healing, which becomes even more effective at healing in Grassy Terrain.
* HeartBeatDown: Some of the moves, most notably Sweet Kiss and Disarming Voice.
* KillerRabbit: Most Fairy-Types are both very cute-looking and surprisingly powerful battlers. Azumarill is a literal example, being a deceptively powerful rabbit thanks to [[SuperStrength Huge Power]].
* KissOfDeath: Draining Kiss involves the user kissing the target, causing damage and [[LifeDrain stealing some HP]].
* LifeDrain: Draining Kiss heals the user for 75% of the damage it dealt.
* LightEmUp: The Fairy-type is as close to a Light-type as the Pokémon series gets — along with being associated with bright pink, their moves tend to have a light motif, especially Dazzling Gleam, Fleur Cannon, Moonblast, Moonlight, and the [[DummiedOut aforementioned]] Light of Ruin.
* LightIsGood: Most Fairy-types are almost universally bright and colorful in design, and on the whole are quite benevolent with few exceptions. They also oppose the Dark-Type, being both super-effective and resistant to Dark-Type attacks.
* LightIsNotGood: However, Fairy-type includes Shiinotic and the Tapus, who are more malicious and have morality beyond human and Pokémon understanding, respectively. The Hatenna line also play this straight, being brightly colored but dangerous Pokémon. The Impidimp line subvert this by also being half Dark-Type, to match their [[DarkIsEvil malicious nature]].
* LimitBreak:
** The Fairy-type Z-Move is Twinkle Tackle, in which the user creates a charming space and toys with the target.
** The Fairy-type Max Move is Max Starfall, in which the user drops stars on the opponent, creating a Misty Terrain for five turns.
** Gigantamax Alcremie's exclusive G-Max Move is G-Max Finale, in which Alcremie drops gigantic drops of cream on th opponent, healing itself and its allies bu a sixth of their max HP.
** Gigantamax Hatterene's exclusive G-Max Move is G-Max Smite, in which Hatterene drops stars on the opponent, confusing all opponents on the field.
* LogicalWeakness: Fairy-types are weak to Steel-types because, in traditional mythology involving TheFairFolk, they were vulnerable to iron and steel.
* {{Lunacy}}: They have a lunar motif in their moves Moonblast and Moonlight, the latter of which was {{Retcon}}ned in as a Fairy-type move. The lunar motif may have been influenced by the Clefable line, an evolutionary line that was the original fairy-themed Pokémon and had a strong association with the moon. The line became Fairy-type upon the new type's introduction.
* MakeMeWannaShout:
** Disarming Voice is a sound-based attack, though its damage-dealing ability is more due to inflicting "emotional damage" than the power of the sound itself.
** Every Pokémon that can have the Pixilate Ability is capable of learning Hyper Voice, which can deal serious damage thanks to Pixilate's power boost and the STAB bonus from it.
* MightyGlacier: Most Fairy-Types are slow, but can usually take a hit and hit back hard.
* ObviousRulePatch: They were introduced to curb the Dragon-type, as Creator/GameFreak thought they had made it too powerful. They also give Poison and Steel more offensive uses, as both of them were pretty much only used for their defensive capabilities beforehand.
* OurFairiesAreDifferent: The basis for Fairy-types can include all kinds of spirits, sprites, deities, and cute critters alike.
* PercentDamageAttack: Nature's Madness cuts the target's current HP in half, like Super Fang. The Z-move Guardian of Alola cuts the target's current HP by 75%.
* PinkMeansFeminine: Fairy's elemental color is light pink, and has a lot of cute and feminine Pokémon in its ranks, many of whom have Pink in their color schemes. Quite a few of them are female-only or have gender ratios that favor females. There are also a lot of Fairy-Types who are also Psychic-Type, another element associated with pink, and further emphasizing their femininity.
* PuppyDogEyes: The Baby-Doll Eyes move, which lowers the opponent's Attack and is a first-strike move.
* RealMenWearPink: The Impidimp line stands out among Fairy-types for being male-only, and the final evolution, Grimmsnarl, is an intimidating ogre-like monster. Doesn't stop them from using the SuperCuteSuperpowers used by other Pokémon of the type.
* {{Retcon}}: When the type was introduced, a fair number of older Pokémon were changed to be at least part Fairy. In the case of the Togepi, Clefairy, and Snubbull families, they're now pure Fairy-Types (they were Normal-Types before). Compared to the Dark- and Steel-types, no Pokémon gained the Dark-type and only two (Magnemite and Magneton) gained a Steel-type in Generation II. The moves Charm, [[StandardStatusEffects Sweet Kiss]], and [[HealThyself Moonlight]] were also retconned to be Fairy, but none of these are affected by ElementalRockPaperScissors.
* RidiculouslyCuteCritter: A lot of Pokémon of this type fit this trope, especially if unevolved.
* SecretArt:
** Pixilate turns Normal-type moves into Fairy-type and boosts them by 20% (30% in Gen VI).
** Misty Terrain protects all Pokémon on the ground from StandardStatusEffects. It also reduces damage taken from Dragon-type attacks by 50%.
* StatusBuff:
** The move Geomancy sharply raises the user's Special Attack, Special Defense, and Speed, but takes two turns to activate.
** The move Aromatic Mist raises the Special Defense of an ally by 1 stage.
** The ability Flower Shield raises the Defense of all Grass-type Pokémon in the battle.
* SuperCuteSuperPowers: Quite a few Fairy-type moves are based on cuteness, such as Charm, Sweet Kiss, [[PuppyDogEyes Baby-doll Eyes]], and Disarming Voice.
* SuperMode: Gardevoir, Mawile, and Diancie are capable of Mega Evolution while Altaria and Audino become part Fairy-type when they Mega Evolve. Alcremie, Hatterene, and Grimmsnarl are capable of Gigantamax, but only Alcremie and Hatterene have Fairy-type G-Max Moves.
* TakingYouWithMe: Misty Explosion deals damage to all targets around the user but faints the user, and its base power is increased on Misty Terrain.
* ATwinkleInTheSky: The Fairy-type Z-Move Twinkle Tackle rams the opponent into the sky, wherein it disappears leaving only an audible twinkle behind.
* UglyCute: Snubull, Granbull, and, arguably, Mawlie stand out as the only non-cute or pretty Fairy-types.
* UndergroundMonkey: Alolan Ninetales, Galarian Weezing and Galarian Rapidash are part Fairy-Type.
* WeaksauceWeakness: Being a type that {{No Sell}}s Dragon attacks and has a lot of other resistances, Fairy-type Pokémon are weak against Poison and Steel, known for having weak offensive presence; the former being the weakest Pokémon type since Gen I.
* WhiteMage: Over half of all Fairy-type moves are status moves. Buff one's own stats? Debuff an opponent? Buff an ally's stats? Heal oneself? Heal an ally? Block all status moves used against your team? Block ''all'' StandardStatusEffects from the entire field? Fairies can do all of this.
[[/folder]]

!!'''Spin-Off Exclusive Types'''

[[folder:Shadow]]
!!Shadow-Type / Dark-Type (ダークタイプ ''daaku taipu'')
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shadow_lugia_4.png]]
Exclusive to spin-off titles ''VideoGame/PokemonColosseum'' and ''VideoGame/PokemonXDGaleOfDarkness'', Shadow Pokémon are the end product of a scientific and magical process that's created by the top scientists of Cipher to remove all emotions from Pokémon. These Pokémon have no compunction about attacking Pokémon and people, which makes them the perfect weapons for Cipher's crimes. Much to the displeasure of the denizens of Orre, Shadow Pokémon became popular among the criminal underground. Some trainers who own Shadow Pokémon don't even know they have them. Only people with certain tools and psychic abilities can identify a Shadow Pokémon by its shadowy aura. Shadow Pokémon can be reverted back into normal Pokémon by bonding with its trainer, which is one of the main objectives of the ''Colosseum'' series. Cipher and the threat of Shadow Pokémon were stopped thanks to the protagonists of the two games, but it's hinted that Cipher is planning a comeback.

In ''Colosseum'', Shadow isn't so much a type as it is a classification. It doesn't change a Pokémon's strengths or weaknesses in the ElementalRockPaperScissors, and its only move at the time (Shadow Rush) is a physical move that [[NonElemental deals neutral damage to everything]].

''XD: Gale of Darkness'' revamps Shadow to be an actual type and provides it with more moves, though it is unique in that it acts as a third type (or second if a Shadow Pokémon only has one type normally) and doesn't provide a Same-Type Attack Bonus to its attacks. [[InfinityPlusOneElement All Shadow-type attacks are also now super-effective on all normal Pokémon]], but they are resisted by other Shadow Pokémon.

Unlike other types at the time, whose moves were fixed as Physical or Special, Shadow-type moves in ''XD: Gale of Darkness'' can be either. This predates the Physical/Special split of moves introduced into the main series games in ''VideoGame/PokemonDiamondAndPearl''.
%%Offensively: x2 normal Pokémon, x1/2 Shadow
%%Defensively: x1/2 Shadow
----
* AttackAttackAttack: Shadow Pokémon tend to lack defensive or healing moves.
* AxCrazy: In Hyper Mode, a Shadow Pokémon may attack its teammate, its own Trainer, or the opposing Trainer.
* BadPowersGoodPeople: In the hands of the player, these Pokémon are still dangerous, but their power is focused on the forces of Cipher.
* BlowYouAway: Shadow Blast, the Shadow version of Lugia's Aeroblast and Shadow Lugia's signature move.
* BrainwashedAndCrazy: Pokémon are normally friendly creatures who enjoy spending time with their Trainers as well as a good fight. Shadow Pokémon have become artificially corrupted into mindless attack drones whose only purpose is to do nothing ''but'' fight.
* CantCatchUp: When caught, a Shadow Pokémon cannot level up, evolve, or learn new moves until it's purified, at which point it'll automatically gain the experience back. Try training one early in the game, and the Shadow Pokémon you caught in the last town will stop being useful quickly and become dead weight in a major battle until you gain the ability to fully purify them.
* CastFromHitPoints: Shadow Rush (''Colosseum'' only) and Shadow End cause recoil damage to the user. Rush has 1/4 recoil while End has 1/2.
* TheCorruption: They are created by robbing emotions from Pokémon to turn them into soulless fighting machines.
* DarkIsEvil: Shadow Pokémon are corrupted beings that need to be restored to their true selves.
* DubNameChange: They're called "Dark Pokémon" in the Japanese version, but were changed to "Shadow Pokémon" to avoid confusion with the Dark-type (which is called the Evil-type in Japan).
* EmptyShell: The creation of Shadow Pokémon involves removing their emotions.
* EvilKnockoff: Shadow Chill, Shadow Bolt, Shadow Fire, and Shadow Blast are corrupted versions of Ice Beam, Thunderbolt, Flamethrower, and Aeroblast, respectively.
** Many Shadow moves are knockoffs of some other move. Shadow Blitz is an evil Tackle, Shadow Down is basically just a more accurate Screech, Shadow End is a PowerfulButInaccurate move CastFromHitPoints reminiscent of Head Smash, Shadow Hold is a worse Mean Look, Shadow Mist is based on Sweet Scent, Shadow Panic is a very slightly better Supersonic, and Shadow Sky is a weather move similar to Hail in the way it damages all but Shadow Pokémon.
* FireIceLightning: Shadow Bolt, Shadow Chill, and Shadow Fire. Respectively the signature moves of the corrupted Zapdos, Articuno, and Moltres.
* HeelFaceTurn: A Shadow Pokémon experiences one after being purified.
* HerdHittingAttack: Shadow Down, Shadow Hold, Shadow Mist, Shadow Panic, Shadow Rave, Shadow Storm, and Shadow Wave hit all enemies while Shadow Half and Shadow Shed hit everyone on the field.
* InfinityPlusOneElement: In an ElementalRockPaperScissors sense. Shadow is super effective against every other type in ''XD'' and only resisted by itself.
* InvisibleToNormals: The shadowy aura surrounding a Shadow Pokémon can only be seen by very few people or those with special technology.
* MindRape: In the words of Ein, Cipher's head scientist, Shadow Pokémon are born by "closing the door to a Pokémon's heart." The fact that they are willing to attack anyone only adds to this.
* NoCureForEvil: There are no "positive support" Shadow moves.
* OlympusMons: Not even legendaries are safe from becoming Shadow Pokémon, as players will eventually encounter Shadow Articuno, Zapdos, Moltres, Raikou, Entei, and Suicune. However, there's one special Shadow legendary Pokémon: Shadow Lugia. Considered the ultimate Shadow Pokémon, Shadow Lugia looks very different compared to normal Lugia with its reversed color scheme and other details. It's also nearly immune to purification, as normal methods of purification don't work on it. Only the Purify Chamber at max power can truly purify Shadow Lugia.
* PermanentlyMissableContent: Averted. If you fail to snag a Shadow Pokémon in a one-time battle, there'll be a trainer somewhere who will still have it. In ''Colosseum'' the trainer can be found somewhere else, while in ''XD'' Miror B. will roam Orre and battle you until you snag all the Shadow Pokémon.
* PowerAtAPrice: Shadow attacks hit everything but other Shadow Pokémon super effectively, but Shadow Pokémon cannot level up, evolve, or learn new moves.
* ThePowerOfFriendship: Before a Shadow Pokémon can be purified into a normal Pokémon, it must let its heart open towards the trainer.
* PurpleIsTheNewBlack: The aura of darkness that surrounds a Shadow Pokémon is dark purple.
* RammingAlwaysWorks: Shadow Blitz, Shadow Break, Shadow End, and Shadow Rush.
* RedAndBlackAndEvilAllOver: A Shadow Pokémon's aura goes red and black when it enters Hyper[=/=]Reverse Mode.
* RedemptionDemotion: In the hands of an NPC trainer in ''Colosseum'', Shadow Pokémon have a normal moveset with Shadow Rush included. When snagged, however, they only know Shadow Rush.
* RiddleForTheAges: The exact process of creating Shadow Pokémon, which involves "closing the door to their hearts", is never disclosed.
* SecretArt: Enforced. Shadow attacks can only be used by Shadow Pokémon, and purified ones will immediately forget them.
* ThemeNaming: Every one of the type's attacks has "Shadow" in its name.
* TheyLookJustLikeEveryoneElse: They are visually indistinct from normal Pokémon to the average human. The only way to identify them is by having an innate ability to sense them like Rui or using special equipment like Michael's Aura Reader. The only exception is Shadow Lugia/[=XD001=], which has become so thoroughly corrupted that even its outward appearance has been changed.
* YouWillNotEvadeMe: Shadow Hold prevents switching.
[[/folder]]

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Splitting the page, as it's too long.


[[folder:Normal]]
!!Normal-Type (ノーマルタイプ ''nohmaru taipu'')
[[quoteright:350:[[NonElemental https://static.tvtropes.org/pmwiki/pub/images/normal_types_3.png]]]]
Normal-type Pokémon are the NonElemental of the series. It's not too useful offensively, but their diverse movepools make them capable of some truly impressive ConfusionFu. Unlike most types, which have some kind of obvious unifying theme, Normal-types can be anything from common animals to bizarre {{Cartoon Creature}}s. A few Pokémon, such as Ditto, Castform, Kecleon, Meloetta, Silvally, or Arceus, whose main gimmick revolves around changing their types or not relying on types at all, are Normal-types in their natural state.

They make their habitats in any region that they can call home, [[JackOfAllTrades being the most exceptional generalists of the 18 types]]. Normal is the second most-common type.

They make up most of the ComMons, but there are a few outliers like [[GentleGiant Snorlax]] and [[StoneWall Blissey]]. Arceus, the [[OlympusMons creator deity]] of the Pokémon world, is Normal-type in its default form.

Normal-type attacks are strong against no types, are resisted by Rock and Steel, and do not affect Ghost. Normal-types are only weak to Fighting-type attacks, and are immune to Ghost.
%%Offensively: x1/2 Rock, x1/2 Steel, x0 Ghost
%%Defensively: x2 Fighting, x0 Ghost
%%Known Specialists: Whitney in ''Gold and Silver'' and ''Crystal''; Norman in ''Ruby and Sapphire'' and ''Emerald''; Lenora in ''Black and White''; Cheren in ''Black 2 and White 2''; Ilima in ''Sun and Moon''

to:

[[folder:Normal]]
!!Normal-Type (ノーマルタイプ ''nohmaru
[[folder:Fire]]
!!Fire-Type / Flame-Type (ほのおタイプ ''hono'o
taipu'')
[[quoteright:350:[[NonElemental [[quoteright:350:[[PlayingWithFire https://static.tvtropes.org/pmwiki/pub/images/normal_types_3.png]]]]
Normal-type
org/pmwiki/pub/images/fire_types.png]]]]

Pokémon are the NonElemental with power over fire, lava, and all forms of the series. It's not too useful offensively, but their diverse movepools make heat. Most of them are {{Glass Cannon}}s, but surprisingly, the type has a lot of resistances (Bug, Grass, Ice, Steel, Fairy, itself). Most Fire-Type moves are also capable of some truly impressive ConfusionFu. Unlike most types, inflicting the Burn status, which have some kind of obvious unifying theme, Normal-types can be anything from common causes damage while also halving the afflicted Pokémon's physical attack. Fire types are immune to the Burn status themselves, which is handy for the physical attackers among them. They are based on fantastical animals to bizarre {{Cartoon Creature}}s. A few Pokémon, such as Ditto, Castform, Kecleon, Meloetta, Silvally, or Arceus, whose main gimmick revolves around changing their types or not relying on types at all, are Normal-types in their natural state.

They make their habitats in any region
that they can call home, [[JackOfAllTrades being the most exceptional generalists of the 18 types]]. Normal is the second most-common type.

They make up most of the ComMons,
breathe fire, but there are a few outliers like [[GentleGiant Snorlax]] few, such as Magmar and [[StoneWall Blissey]]. Arceus, the [[OlympusMons creator deity]] Chandelure, which are more esoteric. Fire is also one of the Pokémon world, is Normal-type three starter types.

They tend to live
in its default form.

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

Offensively, they
are strong against no types, are resisted by Rock Bug, Grass, Ice, and Steel, and do not affect Ghost. Normal-types are only but weak to Fighting-type attacks, against Dragon, Fire, Rock, and are immune to Ghost.
Water. Defensively, it's strong against Bug, Fire, Grass, Ice, Steel, and Fairy, but weak against Ground, Rock, and Water.
%%Offensively: x2 Bug, x2 Grass, x2 Ice, x2 Steel, x1/2 Dragon, x1/2 Fire, x1/2 Rock, x1/2 Steel, x0 Ghost
Water
%%Defensively: x1/2 Bug, x1/2 Fire, x1/2 Grass, x1/2 Ice (Gen II onward), x1/2 Steel, x1/2 Fairy, x2 Fighting, x0 Ghost
Ground, x2 Rock, x2 Water
%%Known Specialists: Whitney Blaine in ''Gold ''Red and Silver'' Green/Blue'' and ''Crystal''; Norman ''Yellow''; Flannery in ''Ruby and Sapphire'' and ''Emerald''; Lenora Flint in ''Diamond and Pearl'' and ''Platinum''; Chili in ''Black and White''; Cheren in White'' and ''Black 2 and White 2''; Ilima Malva in ''X and Y''; Kiawe in ''Sun and Moon''Moon''; Kabu in ''Sword and Shield''



* ActionBomb: The moves Self-Destruct and Explosion, which both knock out the user in exchange for inflicting massive damage on the opponent, are Normal moves.
* ActionInitiative:
** Quick Attack has +1 priority, causing the move to hit first in most situations.
** Feint is weak but [[ArmorPiercingAttack breaks all protection moves such as Protect, Wide Guard, and Spiky Shield]]. It has +2 priority.
** Until the 7th generation games (which nerfed Sucker Punch's power and introduced the 90 power Bug-type move First Impression), Extreme Speed was tied with Sucker Punch for having the highest power of all priority attacks, at 80. It has +2 priority.
** Fake Out has +3 priority and will always make the opponent Flinch, [[ItOnlyWorksOnce but it can only be used the first turn the user is allowed to act]].
** [[InvertedTrope Inverted with Roar and Whirlwind, which have -6 priority, meaning that in the majority of cases, they will hit last.]]
* AlwaysAccurateAttack:
** Swift, Trump Card, Confide, Play Nice, and Tearful Look bypass accuracy and evasion checks when used.
** Lock-On and Mind Reader cause the next attack to always hit even during the semi-invulnerable periods of moves like Fly and Dig.
** And as a variation, Odor Sleuth and Foresight removes Ghost-type immunity and reset Evasion to default. They also bypass accuracy and evasion checks, since they would have a hard time doing what they're supposed to if they were prone to missing.
* ArmorPiercingAttack:
** As mentioned above, Feint breaks through moves like Protect.
** Chip Away ignores changes in the target's Defense. [[ExactWords That's exactly what it does]] — it ignores increases in defense, but also ''decreases.'' (It also ignores modifiers to Evasion.)
* AwesomeButImpractical:
** Hyper Beam and Giga Impact are widespread and powerful attacks, but they have a recharge turn after use that forces the user to stay in battle and be unable to do ''anything''. What makes this AwesomeButImpractical is that the opponent can use this turn to do anything they like — healing, switching, boosting, or just beating the crap out of you. Chances are, your opponent's free turn will ''more'' than offset the damage your attack did. Even worse, you can most likely deal just as much (if not more) damage with any other move with an effective base 75 power or more — just use it twice in a row. [[AwesomeButImpractical In other words]], there is next to ''no'' reason to '''ever''' use Hyper Beam or any other move that requires two turns to execute.
** Trump Card has the unique property of increasing in power as its PP depletes, up to ''200'' Power on the final attack. However, it's very weak for the first few attacks and it's difficult surviving long enough for the power to reach its maximum. And, of course, you can only use the max power Trump Card once.
** [[OneHitKO Horn Drill and Guillotine]] will KO the target no matter what (unless its Ability is Sturdy). However, it has an accuracy of 30% if both Pokémon are at the same level, and if the target's level is greater, the attack will fail. The only way to increase the accuracy of the OHKO moves is to have a level advantage: one level higher is one extra percent. If a Pokémon has a 20-level advantage to grant a 50% accuracy for these moves, then there are probably other moves in the Pokémon's arsenal that could one-shot its opponent with better efficiency. If you have a 50-level advantage, you can one-shot your opponent with ''Tackle'' or some similarly laughably weak move.
* BadassNormal: The best way to describe some of the tougher Normal-types. They have weak Special Attacks and limited Special Movepools, but their physical stats and prowess with such moves are excellent.
* BoringButPractical:
** Rapid Spin, Swords Dance, Substitute, Protect, Baton Pass, Encore, and Fake Out. Normal-type moves like these aren't particularly flashy and most don't deal damage, but they can make or break entire battles.
** Although Normal-types lack super-effective STAB coverage and have very little in the way of resistances, they can fill a wide variety of roles and find effective use on a team, both for serious battling and in-game adventuring.
* BrownNote: Perish Song is a cursed song that causes all Pokémon that hear it to instantly faint in three turns. The curse can be nullified by switching out, so utilizing trapping moves and stalling ("Perish Trapping") is practically a requirement to effectively use Perish Song.
* CartoonCreature: A lot of Normal-types look quite bizarre, even if they have recognizable basis. Just look at Lickitung and Audino for a few examples.
* CastFromHitPoints:
** Take Down, Double Edge, and Head Charge deal damage to the user equal to a fraction of the damage dealt to opponents; 1/4 for Take Down and Head Charge and 1/3 for Double Edge.
** Belly Drum consumes 50% of the user's max HP and boosts its Attack to the maximum. Substitute consumes 25% of the user's max HP to create a decoy with that amount of HP to take attacks for it, while also blocking status attacks outright. If the user would be brought to 0 or less HP by either move, it fails.
* ChargedAttack:
** RazorWind and Skull Bash both require the user to spend a turn doing nothing before the attack. As a result, they fall squarely into AwesomeButImpractical territory, though they at least have an increased critical hit chance and raise the user's Defense, respectively.
** Spit Up plays it a little differently — it only works after the user has used Stockpile at least once, and deals more damage if the user has used Stockpile more than once, consuming all charges in the process.
* ColorCodedElements: Normal-types are represented by a warm grey to represent their low interaction with other types. In practice, Normal-types tend to be grey, brown, or pink.
* ComMons: The majority of ComMons are Normal-types, but the opposite is not necessarily true. This includes Rattata, Sentret, Zigzagoon, Patrat, Lillipup, and a majority of early Flying-types who have Normal as their second type.
* ConfusionFu:
** Normal-types tend to have large and ''extremely'' versatile movepools to go with their JackOfAllTrades nature.
** Hidden Power has the potential to become any type but Normal and Fairy. The trainer can't determine its type without consulting the regional Hidden Power checker or doing a lot of math with hidden values, and its animation has no clue to what typing it is.
** Assist can become almost any attack that another Pokémon in the trainer's party knows, while Metronome can become almost '''''any''''' attack, period. [[note]]Except Assist, Chatter, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, [[DepartmentOfRedundancyDepartment Metronome]], Mimic, Mirror Coat, Mirror Move, Protect, Quick Guard, Sketch, Sleep Talk, Snatch, Struggle, Switcheroo, Thief, Trick, and Wide Guard.[[/note]]
* CounterAttack: Bide causes the user to charge for two turns, and then attack on the third turn for double the damage it took during the charging period.
* CriticalHitClass: The moves Slash and Razor Wind have a higher than normal chance of causing {{Critical Hit}}s. Also of note is the move Focus Energy, which raises the user's overall chances of landing a critical hit and is useful for any Pokémon that plans to specialize in doing so. There is also Laser Focus, which guarantees that the next attack will be a critical hit.
* DesperationAttack: Struggle can only be used by Pokémon that cannot use any more moves (either due to totally running out of PP or being locked into one move and running out of PP for that one). While it's considered a Normal-type move, the move is truly non-elemental because it doesn't apply ElementalRockPaperScissors. It also damages the user by 1/4th of its max HP with each use, so when a Pokémon starts using Struggle, the battle's going to be over quick.
* DiscOneNuke: [=TM27=] [[ThePowerOfFriendship Return]] is obtained early in the game in ''Black 2 and White 2'' and ''X and Y''. With enough patience and walking around, it's possible to have a ''102'' power attack before tackling the first few gyms. Considering that most moves in the early-game have half that power at best, that's quite powerful. It's even more effective if used by a Normal-type, as its strength increases to '''153''' power, stronger than a STAB-less Giga Impact. More moves will become available, but until then, Return has incredible power.

to:

* ActionBomb: The moves Self-Destruct AttackAttackAttack: There are only 2 Fire-type attacks that aren't offensive; [[StandardStatusEffects Will-O-Wisp]] and Explosion, which both knock out the user in exchange for inflicting massive [[ThePowerOfTheSun Sunny Day]]. Even then, Will-O-Wisp inflicts damage on over time, and Sunny Day raises the opponent, are Normal power of Fire-type moves.
* ActionInitiative:
AwesomeButImpractical:
** Quick Attack has +1 priority, causing the move to hit first in most situations.
** Feint
Blast Burn is weak but [[ArmorPiercingAttack breaks all protection moves such as Protect, Wide Guard, and Spiky Shield]]. It has +2 priority.
** Until the 7th generation games (which nerfed Sucker Punch's power and introduced the 90 power Bug-type move First Impression), Extreme Speed was tied with Sucker Punch for having the highest power
a Fire-type clone of all priority attacks, at 80. It has +2 priority.
** Fake Out has +3 priority and will always make the opponent Flinch, [[ItOnlyWorksOnce but it can only be used the first turn the user is allowed to act]].
** [[InvertedTrope Inverted with Roar and Whirlwind, which have -6 priority,
Hyper Beam, meaning that in the majority of cases, they will hit last.]]
* AlwaysAccurateAttack:
** Swift, Trump Card, Confide, Play Nice, and Tearful Look bypass accuracy and evasion checks when used.
** Lock-On and Mind Reader cause the next attack
you're exposed to always hit even during the semi-invulnerable periods of moves like Fly and Dig.
** And as a variation, Odor Sleuth and Foresight removes Ghost-type immunity and reset Evasion to default. They also bypass accuracy and evasion checks, since they would have a hard time doing what they're supposed to if they were prone to missing.
* ArmorPiercingAttack:
** As mentioned above, Feint breaks through moves like Protect.
** Chip Away ignores changes in the target's Defense. [[ExactWords That's exactly what it does]] — it ignores increases in defense, but also ''decreases.'' (It also ignores modifiers to Evasion.)
* AwesomeButImpractical:
** Hyper Beam and Giga Impact are widespread and powerful attacks, but they have a recharge
retaliation for 1 turn after use that forces the user to stay in battle and be unable to using it (and you could do ''anything''. What makes this AwesomeButImpractical is that the opponent can use this turn to do anything they like — healing, switching, boosting, or just beating the crap out of you. Chances are, your opponent's free turn will ''more'' than offset the more damage your attack did. Even worse, you can most likely deal by just as much (if not more) damage with any other move with an effective base 75 power or more — just use it twice in a row. [[AwesomeButImpractical In other words]], there is next to ''no'' reason to '''ever''' use Hyper Beam or any other move that requires two turns to execute.
using Flamethrower twice).
** Trump Card Fire Blast has the unique property of increasing in power as its PP depletes, up to ''200'' Power on the final attack. However, it's very weak for the first few attacks and it's difficult surviving long enough for the power to reach its maximum. And, of course, you can only use the max power Trump Card once.
** [[OneHitKO Horn Drill and Guillotine]] will KO the target no matter what (unless its Ability is Sturdy). However, it has an
better accuracy than Blizzard and Thunder, but it still has a very low PP count at 5 and thus is [[TooAwesomeToUse not very practical]] outside of 30% if both battle facilities that heal your Pokémon after each battle.
** Inferno always inflicts a burn when it hits and has high power, but only has 50% accuracy.
** Burn Up has a base power of 130, but the user loses its Fire typing after using the move. Furthermore, it fails when used by a non-Fire-type Pokémon, so ItOnlyWorksOnce.
* BreathWeapon: Most of the attacks of this type
are at depicted as this; of course, some Fire-type Pokémon[[note]]Braixen & Magmortar mainly[[/note]] have other methods of expelling fire.
* BoringButPractical: Flamethrower isn't
the same level, and if the target's level is greater, the most damaging attack will fail. The only way to increase the accuracy of the OHKO moves is to have a level advantage: one level higher is one extra percent. If a Pokémon has a 20-level advantage to grant a 50% accuracy for these moves, then there are probably other moves in the Pokémon's arsenal that could one-shot its opponent with better efficiency. If you have a 50-level advantage, you can one-shot your opponent with ''Tackle'' or some similarly laughably weak move.
* BadassNormal: The best way to describe some of the tougher Normal-types. They have weak Special Attacks and limited Special Movepools,
out there, but their physical stats and prowess with such moves are excellent.
* BoringButPractical:
** Rapid Spin, Swords Dance, Substitute, Protect, Baton Pass, Encore, and Fake Out. Normal-type moves like these aren't particularly flashy and most don't deal
it still does good damage, but they can make or break entire battles.
** Although Normal-types lack super-effective STAB coverage
reliably hits its target, and have very little in the way has a respectable amount of resistances, they can fill a wide variety of roles and find effective use on a team, both for serious battling and in-game adventuring.
PP.
* BrownNote: Perish Song CastFromHitPoints: Flare Blitz is a cursed song that causes all Pokémon that hear it to instantly faint in three turns. The curse can be nullified by switching out, so utilizing trapping moves and stalling ("Perish Trapping") is practically a requirement to effectively use Perish Song.
* CartoonCreature: A lot of Normal-types look quite bizarre, even if they have recognizable basis. Just look at Lickitung and Audino for a few examples.
* CastFromHitPoints:
** Take Down, Double Edge, and Head Charge deal
powerful move, but does damage to the user equal to a fraction 1/3 of the damage dealt to opponents; 1/4 for Take Down and Head Charge and 1/3 for Double Edge.
** Belly Drum consumes 50% of
the user's max HP and boosts its Attack to the maximum. Substitute consumes 25% of the user's max HP to create a decoy with that amount of HP to take attacks for it, while also blocking status attacks outright. If the user would be brought to 0 or less HP by either move, it fails.
* ChargedAttack:
** RazorWind and Skull Bash both require the user to spend a turn doing nothing before the attack. As a result, they fall squarely into AwesomeButImpractical territory, though they at least have an increased critical hit chance and raise the user's Defense, respectively.
** Spit Up plays it a little differently — it only works after the user has used Stockpile at least once, and deals more damage if the user has used Stockpile more than once, consuming all charges in the process.
target.
* ColorCodedElements: Normal-types are Fire is represented by a warm grey to represent their low interaction with other types. In practice, Normal-types tend to be grey, brown, or pink.
* ComMons: The majority of ComMons are Normal-types, but the opposite is not necessarily true. This includes Rattata, Sentret, Zigzagoon, Patrat, Lillipup, and a majority of early Flying-types who have Normal
as their second type.
* ConfusionFu:
** Normal-types tend to have large and ''extremely'' versatile movepools to go with their JackOfAllTrades nature.
** Hidden Power has the potential to become any type but Normal and Fairy. The trainer can't determine its type without consulting the regional Hidden Power checker or doing a lot of math with hidden values, and its animation has no clue to what typing it is.
** Assist can become almost any attack that another Pokémon in the trainer's party knows, while Metronome can become almost '''''any''''' attack, period. [[note]]Except Assist, Chatter, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, [[DepartmentOfRedundancyDepartment Metronome]], Mimic, Mirror Coat, Mirror Move, Protect, Quick Guard, Sketch, Sleep Talk, Snatch, Struggle, Switcheroo, Thief, Trick, and Wide Guard.[[/note]]
an [[FireIsRed orange-red]].
* CounterAttack: Bide causes the user to charge for two turns, and then attack on the third turn for double the damage it took during the charging period.
Shell Trap, Turtonator's SecretArt, blows up opponents that hit Turtonator with a physical attack.
* CriticalHitClass: The moves Slash and Razor Wind have a higher than normal chance of causing {{Critical Hit}}s. Also of note is the move Focus Energy, which raises DangerousForbiddenTechnique:
** Overheat deals incredible damage, but lowers
the user's overall chances of landing a critical hit and is useful for any Pokémon that plans to specialize in doing so. There is also Laser Focus, which guarantees that the next attack will be a critical hit.
* DesperationAttack: Struggle can only be used
Special Attack by Pokémon that cannot use any more moves (either due to totally running out of PP or being locked into one move and running out of PP for that one). While it's considered a Normal-type move, the move is truly non-elemental because it doesn't apply ElementalRockPaperScissors. It also damages the user by 1/4th of its max HP two stages with each use, so when a Pokémon starts using Struggle, preventing it from hitting nearly as hard on repeated uses (and weakening the battle's going to be over quick.
* DiscOneNuke: [=TM27=] [[ThePowerOfFriendship Return]]
user's other Special moves as well).
** V-create
is obtained early the third strongest move in the game in ''Black 2 series that isn't a Z-move and White 2'' the strongest one that isn't sacrificial, but each use lowers the user's defenses and ''X and Y''. With enough patience and walking around, Speed by one stage each.
** Flavor-wise, Burn Up is this, as it completely consumes the user's flames. In practice, whether losing one's Fire-typing is a boon or a bane depends on what moves the opponent is capable of using.
* DifficultButAwesome: Eruption's Power is directly proportional to how much HP the user has left, boasting a large 150 (same as Blast Burn) if the user is at full health. If you can keep the user healthy,
it's possible far more useful than Fire Blast due to have a ''102'' higher Power, 100% accuracy, and the ability to hit multiple opponents in Double and Triple Battles.
* ElementalPunch: The moves Fire Punch and Blaze Kick. Fire Punch has slightly above-average
power attack before tackling the first few gyms. Considering that most moves in the early-game have half that power at best, that's quite powerful. It's even more effective if used by and wide distribution while Blaze Kick is a Normal-type, as its strength increases to '''153''' power, bit stronger than and has a STAB-less Giga Impact. More moves will become available, higher crit chance at the cost of some accuracy.
* ElementalRivalry: The obvious one would be [[FireWaterJuxtaposition Fire and Water]],
but until then, Return has incredible power.there appears to be a lot of pairs of Fire types with [[LightningFireJuxtaposition Electric]] types. The Magmar and Electabuzz families and the Houndoom and Manectric families are version counterparts, there's a rivalry between Volkner and Flint in ''VideoGame/PokemonDiamondAndPearl'', and then there's [[Videogame/PokemonBlackAndWhite Reshiram and Zekrom]].



*** Strong: None
*** Weak: Rock, Steel
*** Can't Hit: Ghost

to:

*** Strong: None
Bug, Grass, Ice, Steel
*** Weak: Dragon, Fire, Rock, Steel
*** Can't Hit: Ghost
Water



*** Strong: None
*** Weak: Fighting
*** Immune: Ghost
* FireIceLightning: Tri Attack is depicted as firing three balls of fire, ice, and electric energy. It has a independent 10% chances of burning, freezing, or paralyzing the opponent.
* FixedDamageAttack: Sonic Boom does exactly 20 damage to anything that's not a Ghost-type.
* HealThyself: Recover, Soft-Boiled, Milk Drink, [[RestingRecovery Slack Off]], and Morning Sun all restore the user's HP. Swallow does the same, but only if the user has some charges stored from using Stockpile. Refresh doesn't heal any HP, but it cures some of the major StandardStatusEffects.
* HerdHittingAttack: Captivate, Growl, Hyper Voice, Leer, RazorWind, Relic Song, Sweet Scent, Swift, and Tail Whip affect all foes while Boomburst, Explosion, Self-Destruct, and Teeter Dance hit everyone but the user.
* HPToOne: False Swipe and Hold Back deal normal damage but cannot cause a KO, leaving the target with at least 1 HP. Useful for catching Pokémon.
* JackOfAllStats: As far as matchups go, it's nicely balanced, being weak to [[CloseRangeCombatant one type]] and immune to [[SoulPower another]]. ''Offensively'', Normal-type moves aren't particularly useful except for [[FunWithAcronyms S.T.A.B.]] (Same Type Attack Bonus), which enhances the strength of the moves by 50% as long as the user is the same type.
* JackOfAllTrades:
** They can also fulfill various roles with their plethora of attacking options.
** In the Galar region, Normal-types are preferred in Poké Job requests as they are best at dealing with a wide variety of customers.
* LastChanceHitPoint: Endure allows the user to survive lethal attacks with 1 HP left for the duration of the turn. Especially powerful when combined with Flail and Reversal (which gain strength the lower the user's HP is).
* LastDiscMagic: Hyper Beam and Giga Impact are usually available to buy as a TM late in the game or can be learned naturally by some Pokémon during the late- or post-game.

to:

*** Strong: None
Bug, Fire, Grass, Ice (Gen II-Forward), Steel, Fairy
*** Weak: Fighting
*** Immune: Ghost
Ground, Rock, Water
* FireIceLightning: Tri Attack is depicted as firing three balls of fire, ice, A very popular motif seen frequently in the series — Ember, Powder Snow, Thunder Shock; Fire Punch, Ice Punch, Thunder Punch; Flamethrower, Ice Beam, Thunderbolt; Fire Blast, Blizzard, Thunder; Magmar, Jynx, Electabuzz; Articuno, Zapdos, Moltres; Reshiram, Zekrom, Kyurem; and electric energy. It so many more. There isn't much of an ElementalRockPaperScissors usually seen with this kind of arrangement compared to other games — the only type in this triad that has a independent 10% chances of burning, freezing, or paralyzing an advantage over another is Fire over Ice.
* FireIsRed: [[ZigZaggedTrope Zig-Zagged]]. Several Fire attacks tend to be more realistically shaded, including blue flames for
the opponent.
more potent attacks, but most of the Pokémon themselves have red as their primary body color.
* FixedDamageAttack: Sonic Boom does exactly 20 FlamingHair: This design feature is popular among Fire-types, notably the Ponyta line and Infernape.
* GlassCannon: Fire has many common weaknesses and tends to be frail defensively, but hits a lot super effectively. Ironically, they have the highest number of resistances after Steel, at 6.
* GoombaStomp: Heat Crash, the Tepig line's signature move. It deals Fire-type
damage to anything that's not a Ghost-type.
* HealThyself: Recover, Soft-Boiled, Milk Drink, [[RestingRecovery Slack Off]], and Morning Sun all restore
depending on how heavy the user's HP. Swallow does target is compared to the same, but only if the user has some charges stored from using Stockpile. Refresh doesn't heal any HP, but it cures some of the major StandardStatusEffects.
user.
* HerdHittingAttack: Captivate, Growl, Hyper Voice, Leer, RazorWind, Relic Song, Sweet Scent, Swift, During Double and Tail Whip affect all foes while Boomburst, Explosion, Self-Destruct, and Teeter Dance hit everyone Triple Battles, Lava Plume hits everything but the user.
* HPToOne: False Swipe
user while Eruption, Heat Wave, and Hold Back deal normal damage but cannot cause a KO, leaving the target with at least 1 HP. Useful for catching Incinerate only hit enemy Pokémon.
* JackOfAllStats: As far as matchups go, it's nicely balanced, being KillItWithWater: Almost all of them are weak to [[CloseRangeCombatant one type]] and immune to [[SoulPower another]]. ''Offensively'', Normal-type moves aren't particularly useful except for [[FunWithAcronyms S.T.A.B.]] (Same Type Attack Bonus), which enhances the strength of the moves by 50% as long as the user is the same type.
* JackOfAllTrades:
**
Water-type attacks. They can also fulfill various roles learn Sunny Day to reduce the damage taken from Water-type attacks.
* KryptoniteIsEverywhere: The Fire type only has three weaknesses, but they're practically ubiquitous and counter it quite well. Good physical attackers of almost any type can learn Ground- and Rock-type attacks via TM, and most Fire-types have poor physical bulk
with their plethora of attacking options.
** In
which to take these attacks. Meanwhile, Water is ''the most common type in the Galar region, Normal-types are preferred in Poké Job requests as they are best at game'', and most Fire-types will be stuck with the unwieldy Solar Beam when dealing with a wide variety of customers.
* LastChanceHitPoint: Endure allows
them. [[note]]Many Fire-types can learn weak or impractical coverage moves to handle Water-types like Thunder Fang, Thunder Punch, Grass Knot, and Wild Charge. However, the user to survive lethal attacks with 1 HP left for the duration of the turn. Especially more powerful when combined with Flail Grass- and Reversal (which gain strength Electric-type moves are limited to just a few legendary Pokémon, Magmortar, and the lower the user's HP is).
Vulpix, Litwick, and Larvesta lines.[[/note]]
* LastDiscMagic: Hyper Beam and Giga Impact are Fire Blast is usually available to buy as a TM late in the game or can be learned naturally by some Pokémon many Fire-types during the late- or post-game.post-game.
* LightEmUp: ''Diamond and Pearl'' gave a lot of Fire-Types access to [[ChargeAttack Solar]] [[GreenThumb Beam]], which gives them an attack to use against Water-, Rock-, and Ground-types.
* LikeCannotCutLike: Fire-type Pokémon resist Fire attacks.



** The Normal-type Z-Move is Breakneck Blitz, in which the user [[RammingAlwaysWorks crashes into the foe at full speed]].
** The Normal-type Max Move, Max Strike, sends a shockwave through the ground that lowers the target's Speed by 1 stage.
** Gigantamax Meowth's exclusive G-Max Move, G-Max Gold Rush, causes beams of golden light to erupt from the ground to confuse the target and scatter large coins everywhere.
** Pulverizing Pancake, Snorlax's personal Z-Move, causes it to build up energy before leaping up high and crushing its opponent. Its exclusive G-Max Move, G-Max Replenish, restores any Berries it and its allies have eaten.
** Eevee's exclusive Z-Move is Extreme Evoboost, in which it summons one of each of its evolutions to infuse it with strength, increasing each of its stats by two stages each. G-Max Cuddle, Gigantamax Eevee's G-Max Move, has it playfully "cuddle" (read: crush) its opponent, infatuating the target if it's the opposite gender.
* LuckBasedMission: Hidden Power's type (and power before ''X and Y'') is dependent on a hidden stat value that each Pokémon has, [[GuideDangIt not that the games tell you this]]. It's pretty much impossible to influence what you'll get without breeding (impractical before the credits roll and both time-consuming and sanity-draining regardless), manipulating the games' RandomNumberGod system (only possible before ''X and Y''), or just cheating.
* MakeMeWannaShout: Snore, Uproar, Hyper Voice, Round, Echoed Voice, Relic Song, and Boomburst are all damaging sound-based Normal moves. As of ''X and Y'', [[ArmorPiercingAttack they can hit Pokémon that are behind a Substitute]].
* MixAndMatchCritters: A lot of Normal-types are based on one animal, but have characteristics of other animals. Slaking is a gorilla mixed with a sloth, Eevee has canine and feline traits, Staraptor resembles a cross between a starling and a bird of prey, and so on.
* MutualDisadvantage: Normal-types cannot be harmed by Ghost-types, but they can't harm Ghost-types either.
* {{Nerf}}:
** Explosion and Self-Destruct no longer halves the target's Defense starting in Generation V, effectively halving its power.
** Horn Drill and Guillotine (and Fissure) based the hit possibility on Speed in Generation I and was affected by accuracy and evasion modifiers. Using X Accuracy (which made all attacks hit) on a fast Pokémon with Fissure could quickly defeat teams, even if using an underleveled Pokémon. Generation II changed these moves to the level-based hit possibility, and they ignore accuracy and evasion modifiers.
** Hyper Beam in Generation I did not have a recharge turn if the Pokémon knocked out its opponent or broke a Substitute. In Generation II and beyond, the attack ''always'' has a recharge turn.
* NonElemental:
** Normal is (unsurprisingly) this in the type system. Against the other 17 types, Normal is resisted by two and one is immune. The other types, including itself, all take normal damage. On the downside, Normal moves are not super-effective against any type either.
** In relation to them being essentially the "default" typing and not having any strong elemental qualities of its own, Normal is notable for having many moves that can be strongly influenced by the environment, weather, or simply the individual inner qualities of the Pokémon using the move. Hidden Power becomes a elemental typing depending on the IVs of the Pokémon, Secret Power changes effect according to the current surroundings, Nature Power becomes a different move depending on the current terrain, Weather Ball changes typing and power with the weather, and Terrain Pulse changes power and typing with the Terrain. Likewise there are a number of Abilities (Aerilate, Pixilate, Refrigerate, Galvanize) which increase the power of Normal type attacks and change them into a elemental typing in the process. Normalize does the opposite, writing over elemental attacks the user knows and turning them into Normal type moves while also boosting their strength.
* NonIndicativeName: There are many Pokémon who aren't "normal" in the slightest, but are Normal-type solely because they don't fit into any of the other types. Good examples of this would be [[{{God}} Arceus]] (the creator of the universe) and [[MixAndMatchCritters Type: Null]] (a chimera of parts from other Pokémon).[[note]]It should be noted that both Arceus and Silvally (the evolution of Type: Null) have the gimmick of being able to change their type before battle, depending on what item they hold, so the Normal type is essentially little more than a default state of being for them.[[/note]]
* OneHitKO: Horn Drill and Guillotine will instantly KO the target if they connect.
* PercentDamageAttack: Super Fang cuts the current HP of the target in half.
* ThePowerOfFriendship: Return. Its power is dependent on how the user's Friendship Value is, maxing out at 102 power. [[InvertedTrope Inverted]] with Frustration, which has the same power when the Value is as low as possible.
* PuppyDogEyes: Tearful Look lowers makes the target lose its combative spirit, lowering its Attack and Special Attack.
* QuirkyBard: There are a lot of Normal-type Pokémon whose main features are gimmicks. Ditto can transform into other Pokémon; Eevee has eight potential evolutions; Smeargle can copy nearly every move; Spinda has variable spot patterns; Castform's type changes to match the weather (except sandstorms for some odd reason); Kecleon's ability changes its type into the attack last used on it; Chatot interacts with the DS microphone; Deerling and Sawsbuck have different designs depending on the in-game season; and many more. Often, these gimmicks are [[JokeCharacter all they have]], though some are still capable fighters (like Eevee's evolutions and Sawsbuck).
* RammingAlwaysWorks: Tackle, Take Down, Double Edge, Head Charge, and Giga Impact, among others. Ramming is so iconic for being associated with Normal type attacks that the ultimate Normal type move (Breakneck Blitz) is itself basically a [[AddedAlliterativeAppeal terrain-tearing Tackle]] in its animation.
* RandomEffectSpell: Metronome can select nearly any move in the series when used, while Assist is more controlled in that it will randomly select a move that one of the user's teammates know. Both of them cannot call certain moves, like [[DepartmentOfRedundancyDepartment themselves]], [[DefendCommand Protect]], or [[CounterAttack Counter]].
* RealIsBrown: Many of them have a brown or tan color scheme to make them look more like real animals.
* {{Retcon}}:
** Several previously Normal-type Pokémon and a few Normal-type moves became Fairy-type in Gen VI.
** This also happened in Generation II, where [[DishingOutDirt Sand Attack]], [[CombatPragmatist Bite]], [[BareFistedMonk Karate Chop]], and [[BlowYouAway Gust]], all Normal-type in Generation I, changed type.
* ScissorsCutsRock: Foresight and Odor Sleuth allow the user to hit Ghost-type Pokémon with Normal- and Fighting-type moves, which is normally impossible.
* ShedArmorGainSpeed: This is how Shell Smash works. Though it lowers the user's defenses, it also gives great boosts to Speed as well as both offenses.
* SituationalDamageAttack: Flail deals more damage the lower the user's HP is. At full HP, the power is a measly 20, but when the user has under 5% of their HP left, it becomes even stronger than [[WaveMotionGun Hyper Beam]].
* SpamAttack: Barrage, Comet Punch, Double Slap, Fury Attack, Fury Swipes, Spike Cannon, and Tail Slap hit 2-5 times when used, though each hit is pretty weak.
* SpinToDeflectStuff: The move Rapid Spin has the user spin at high speed to deal damage. It's actually really weak, but it has the useful property of removing Leech Seed, trapping moves that deal damage like Bind, and [[GeoEffects entry hazards]] like Spikes. This effect only works if the attack deals damage ''and'' the user doesn't faint from recoil, so a Ghost-type or damage from Rocky Helmet/Rough Skin/Iron Barbs can stop it.
* StatusBuff:
** Swords Dance increases the user's Attack by 2 stages (a 100% additive increase).
** Work Up and Growth increase Attack and Special Attack by 1 stage each (a 50% additive increase), with Growth doubling the boosts during Sunny Day or Drought.
** Harden and Defense Curl increase Defense by 1 stage, [[{{Combos}} with Defense Curl having the added bonus of doubling the power of]] [[RollingAttack Rollout and Ice Ball]].
** Howl and Sharpen increase Attack by 1 stage.
** Accupressure randomly increases one stat by 2 stages.
** Belly Drum maxes out attack (to 400%) [[CastFromHitPoints at the cost of half the user's HP]].
** Double Team increases Evasion by 1 stage.
** Minimize increases Evasion by 2 stages, but also causes the user to always get hit by and take double damage from [[GiantFootOfStomping Stomp]], [[DeathFromAbove Body Slam]], [[RollingAttack Steamroller]], Dragon Rush, [[DeathFromAbove Flying Press]], and Phantom Force, as well as taking double damage from [[WrestlerInAllOfUs Malicious]] [[LimitBreak Moonsault]].
** [[ShedArmorGainSpeed Shell Smash]] increases Attack, Special Attack, and Speed by 2 stages, but decreases Defense and Special Defense by 1 stage.
** Stockpile increases both Defense and Special Defense by 1 stage, but maxes out at 3 stages instead of 6 because of the move's interaction with [[HealThyself Swallow]] and [[ChargedAttack Spit Up]].
** Helping Hand increases the damage dealt by a partner Pokémon in Doubles/Triples by 50%.
* SuperMode: Pidgeot, Kangaskhan, Lopunny, and Audino are capable of Mega Evolution, while Meowth, Eevee, and Snorlax are capable of Gigantamax.
* SuperSpeed: Invoked with Quick Attack and Extreme Speed, which involve the user moving so fast they strike before other Pokémon normally would.
* SwitchOutMove:
** Roar and Whirlwind cause the target to switch out, but force the user to move last (mainly as a safeguard against abusive shuffle/[[CycleOfHurting lockdown]] shenanigans).
** Baton Pass causes the user to simply switch out. However, doing so will maintain the user's current status changes (positive and negative), non-permanent status conditions (like confusion), Substitutes, and the like. Switching out normally would remove those changes. It also allows the user to switch out if it is prevented from doing so by Mean Look or Shadow Tag, and it will not trigger Pursuit's special effect.
* UselessUsefulSpell:
** Hidden Power can turn out like this if the type you get is something you can already get, like a STAB move [[NotCompletelyUseless (unless the user is one of the rare Pokémon that doesn't get access to one of their STABs, like Flying-type moves for Thundurus)]]. Even worse before ''X and Y'', where your Hidden Power could end up with a Power of ''30'', meaning that your resisted STAB attacks will most likely hit harder than a super-effective Hidden Power.
** Most Normal-types have astoundingly diverse movepools (by TM and tutor), but sadly, most of the moves that make up that movepool run off stats that most Normal-types don't have use for (namely special attacks).
* WaveMotionGun: The famous [[AwesomeButImpractical Hyper Beam]] manifests as a huge beam of energy.
* YouWillNotEvadeMe: The moves Block and Mean Look prevent most opponents from escaping as long as the user remains in play. Only Ghost-types and Pokémon with certain abilities can escape.

to:

** The Normal-type Fire-type Z-Move is Breakneck Blitz, in Inferno Overdrive, a burst of fire which the user [[RammingAlwaysWorks crashes into the foe at full speed]].
causes a massive and devastating explosion.
** The Normal-type Fire-type Max Move, Move is Max Strike, sends Flare, a shockwave through the ground that lowers the target's Speed by 1 stage.
massive tongue of flame which activates harsh sunlight.
** Gigantamax Meowth's Cinderace's G-Max Move is G-Max Fireball, an enormous Pyro Ball that it kicks towards its enemy.
** Gigantamax Charizard's
exclusive G-Max Move, G-Max Gold Rush, causes beams of golden light to erupt from Widfire, sees it launch a dragon-shaped flame at the ground to confuse the target opponent, which explodes on impact and scatter large coins everywhere.
deals additional damage on non-Fire-types for several turns after.
** Pulverizing Pancake, Snorlax's personal Z-Move, causes it to build up energy before leaping up high and crushing its opponent. Its exclusive G-Max Move, Centiferno, the G-Max Replenish, restores any Berries it and its allies have eaten.
** Eevee's exclusive Z-Move is Extreme Evoboost, in which it summons one
Move of each of its evolutions to infuse it with strength, increasing each of its stats by two stages each. G-Max Cuddle, Gigantamax Eevee's G-Max Move, has it playfully "cuddle" (read: crush) its opponent, infatuating the target if it's the opposite gender.
* LuckBasedMission: Hidden Power's type (and power before ''X and Y'')
Centiskorch, is dependent on a hidden stat value massive blast of fire that each traps opponents in a swirling inferno akin to Fire Spin.
* MagmaMan: Invoked in certain magma-related attacks like Lava Plume and Eruption.
* MundaneUtility: The Flame Body and Magma Armor abilities have the secondary effect of causing
Pokémon has, [[GuideDangIt not that Eggs to hatch in half the games tell you this]]. It's pretty much impossible to influence what you'll get without breeding (impractical before the credits roll and both time-consuming and sanity-draining regardless), manipulating the games' RandomNumberGod system (only possible before ''X and Y''), or just cheating.
* MakeMeWannaShout: Snore, Uproar, Hyper Voice, Round, Echoed Voice, Relic Song, and Boomburst are all damaging sound-based Normal moves. As of ''X and Y'', [[ArmorPiercingAttack
time they can hit Pokémon that are behind a Substitute]].
* MixAndMatchCritters: A lot of Normal-types are based on one animal, but have characteristics of other animals. Slaking is a gorilla mixed with a sloth, Eevee has canine and feline traits, Staraptor resembles a cross between a starling and a bird of prey, and so on.
* MutualDisadvantage: Normal-types cannot be harmed by Ghost-types, but they can't harm Ghost-types either.
* {{Nerf}}:
** Explosion and Self-Destruct no longer halves the target's Defense starting in Generation V, effectively halving its power.
** Horn Drill and Guillotine (and Fissure) based the hit possibility on Speed in Generation I and was affected by accuracy and evasion modifiers. Using X Accuracy (which made all attacks hit) on a fast
usually would, making Pokémon with Fissure could quickly defeat teams, even if using an underleveled Pokémon. Generation II changed these moves to the level-based hit possibility, and they ignore accuracy and evasion modifiers.
** Hyper Beam in Generation I did not
abilities incredibly useful for hatching lots of eggs quickly. The Slugma line notably have a recharge turn if both of these abilites.
* PlayingWithFire: Naturally,
the Fire-Type wields incendiary abilities.
* ThePowerOfTheSun: They get the move [[WeatherManipulation Sunny Day]], which enhances their attacks by 50% and weakens Water-Type attacks by the same amount.
* RequiredSecondaryPowers: It's only natural that Fire
Pokémon knocked out its opponent or broke a Substitute. In Generation II and beyond, the attack ''always'' has a recharge turn.
are immune to burn effects.
* NonElemental:
** Normal is (unsurprisingly) this in the type system. Against the other 17 types, Normal is resisted by two and one is immune.
RingOfFire: The other types, including itself, all take normal damage. On the downside, Normal moves are not super-effective against any type either.
** In relation to them being essentially the "default" typing and not having any strong elemental qualities of its own, Normal is notable for having many moves that can be strongly influenced by the environment, weather, or simply the individual inner qualities of the Pokémon using the move. Hidden Power becomes a elemental typing depending on the IVs of the Pokémon, Secret Power changes effect according to the current surroundings, Nature Power becomes a different
move depending on Fire Spin invokes this, as the current terrain, Weather Ball changes typing target is both trapped (unable to flee or switch out) and power progressively damaged over several turns. Heatran's signature Magma Storm is much the same, only [[ShapedLikeItself with the weather, and Terrain Pulse changes power and typing with the Terrain. Likewise there magma]].
* SecretArt:
** The following abilities
are a number of Abilities (Aerilate, Pixilate, Refrigerate, Galvanize) which increase exclusive to Fire-types:
*** Blaze increases
the power of Normal type attacks and change them into a elemental typing in the process. Normalize does the opposite, writing over elemental attacks Fire moves when the user knows is at 1/3 or less health.
*** The Flame Body ability has a 30% chance to burn opponents who use physical contact attacks on the user. [[MundaneUtility It also makes eggs hatch faster.]]
*** The Flash Fire Ability gives immunity to Fire
and turning them into Normal type gives a boost to the user's Fire attacks by 50% if they are hit by one. It doesn't stack with itself.
*** Magma Armor prevents the user from becoming Frozen. [[MundaneUtility It also makes eggs hatch faster.]]
*** White Smoke prevents the user from having their stats lowered by opponents, but doesn't prevent
moves while also boosting their strength.
* NonIndicativeName: There are many Pokémon who aren't "normal" in the slightest, but are Normal-type solely because they don't fit into any of the other types. Good examples of this would be [[{{God}} Arceus]] (the creator of the universe) and [[MixAndMatchCritters Type: Null]] (a chimera of parts
like Overheat from other Pokémon).[[note]]It should lowering the user's stats.
** The following moves can only
be noted that both Arceus learned by Fire-types:
*** Eruption's damage depends on the user's current HP,
and Silvally (the evolution of Type: Null) have taking damage will reduce the gimmick of power.[[note]]Groudon is a partial exception, as it can learn Eruption despite not being able to change their type before battle, depending on what item they hold, so the Normal type is essentially little more than a default state Fire-type outside of being for them.its SuperMode.[[/note]]
* OneHitKO: Horn Drill and Guillotine will instantly KO the target if they connect.
* PercentDamageAttack: Super Fang cuts the current HP of the target in half.
* ThePowerOfFriendship: Return. Its power is dependent on how the user's Friendship Value is, maxing out at 102 power. [[InvertedTrope Inverted]] with Frustration, which has the same power when the Value is as low as possible.
* PuppyDogEyes: Tearful Look lowers makes the target lose its combative spirit, lowering its Attack and Special Attack.
* QuirkyBard: There are a lot of Normal-type
*** Lava Plume hits all Pokémon whose main features are gimmicks. Ditto around the user and has a good chance to inflict a burn.
*** Fire Pledge, exclusive to Fire-type starters and monkey,
can transform into other Pokémon; Eevee has eight potential evolutions; Smeargle can copy nearly every move; Spinda has variable spot patterns; Castform's type changes to match the weather (except sandstorms for some odd reason); Kecleon's ability changes its type into the attack last used on it; Chatot interacts be combined with the DS microphone; Deerling Grass Pledge or Water Pledge to deal extra damage and Sawsbuck have different designs depending on the in-game season; and many more. Often, these gimmicks are [[JokeCharacter all they have]], though some are still capable fighters (like Eevee's evolutions and Sawsbuck).
* RammingAlwaysWorks: Tackle, Take Down, Double Edge, Head Charge, and Giga Impact, among others. Ramming
create a special secondary effect.
*** Blast Burn, exclusive to fully-evolved Fire-type starters,
is so iconic for being associated with Normal type attacks that the ultimate Normal type move (Breakneck Blitz) is itself basically a [[AddedAlliterativeAppeal terrain-tearing Tackle]] in its animation.
* RandomEffectSpell: Metronome can select nearly any move in the series when used, while Assist is more controlled in that it will randomly select a move that one
clone of the user's teammates know. Both Hyper Beam. It deals a large amount of them cannot call certain moves, like [[DepartmentOfRedundancyDepartment themselves]], [[DefendCommand Protect]], or [[CounterAttack Counter]].
* RealIsBrown: Many of them have a brown or tan color scheme to make them look more like real animals.
* {{Retcon}}:
** Several previously Normal-type Pokémon and a few Normal-type moves became Fairy-type in Gen VI.
** This also happened in Generation II, where [[DishingOutDirt Sand Attack]], [[CombatPragmatist Bite]], [[BareFistedMonk Karate Chop]], and [[BlowYouAway Gust]], all Normal-type in Generation I, changed type.
* ScissorsCutsRock: Foresight and Odor Sleuth allow
damage, but forces the user to hit Ghost-type Pokémon stay in the next turn to recharge.
*** UpToEleven
with Normal- and Fighting-type moves, which is normally impossible.
* ShedArmorGainSpeed: This is how Shell Smash works. Though
Burn Up, where it lowers can only be used if the user's defenses, user is a Fire-type, to the point that due to its side effect, [[ItOnlyWorksOnce it also gives great boosts to Speed as well as both offenses.
can only be used once]] until the user is switched out.
* SituationalDamageAttack: Flail deals more damage the lower Heat Crash's power depends on the user's HP is. At full HP, weight compared to the power is a measly 20, but when the user has under 5% of their HP left, it becomes even stronger than [[WaveMotionGun Hyper Beam]].
* SpamAttack: Barrage, Comet Punch, Double Slap, Fury Attack, Fury Swipes, Spike Cannon, and Tail Slap hit 2-5 times when used, though each hit is pretty weak.
* SpinToDeflectStuff: The move Rapid Spin has the user spin at high speed to deal damage.
target's weight. It's actually really weak, but it has the useful property of removing Leech Seed, trapping moves that deal damage like Bind, and [[GeoEffects entry hazards]] like Spikes. This effect only works a paltry 40 power if the attack deals damage ''and'' the user doesn't faint from recoil, so a Ghost-type or damage from Rocky Helmet/Rough Skin/Iron Barbs can stop it.
* StatusBuff:
** Swords Dance increases
target is over 50% of the user's Attack by 2 stages (a 100% additive increase).
** Work Up and Growth increase Attack and Special Attack by 1 stage each (a 50% additive increase), with Growth doubling
weight, but a whopping 120 if the boosts during Sunny Day or Drought.
** Harden and Defense Curl increase Defense by 1 stage, [[{{Combos}} with Defense Curl having the added bonus
target is below 20% of doubling the power of]] [[RollingAttack Rollout and Ice Ball]].
** Howl and Sharpen increase Attack by 1 stage.
** Accupressure randomly increases one stat by 2 stages.
** Belly Drum maxes out attack (to 400%) [[CastFromHitPoints at the cost of half
the user's HP]].
** Double Team increases Evasion by 1 stage.
** Minimize increases Evasion by 2 stages, but also causes the user to always get hit by and take double damage from [[GiantFootOfStomping Stomp]], [[DeathFromAbove Body Slam]], [[RollingAttack Steamroller]], Dragon Rush, [[DeathFromAbove Flying Press]], and Phantom Force, as well as taking double damage from [[WrestlerInAllOfUs Malicious]] [[LimitBreak Moonsault]].
** [[ShedArmorGainSpeed Shell Smash]] increases Attack, Special Attack, and Speed by 2 stages, but decreases Defense and Special Defense by 1 stage.
** Stockpile increases both Defense and Special Defense by 1 stage, but maxes out at 3 stages instead of 6 because of the move's interaction
weight.
* StandardStatusEffect: Heavily associated
with [[HealThyself Swallow]] and [[ChargedAttack Spit Up]].
** Helping Hand
the Burn Status.
* StatusBuff: [[FeedItWithFire Flash Fire]]
increases the damage dealt power of the user's Fire-type moves by 50% when hit by a partner Pokémon in Doubles/Triples by 50%.
Fire-type move. Since it's not considered a stat boost like for Storm Drain and Lightning Rod, it doesn't stack with itself.
* SuperMode: Pidgeot, Kangaskhan, Lopunny, Charizard, Houndoom, Blaziken, and Audino Camerupt are capable of Mega Evolution, while Meowth, Eevee, and Snorlax are capable of Gigantamax.
* SuperSpeed: Invoked
with Quick Attack and Extreme Speed, which involve the user moving so fast they strike before other Charizard notably being one of two Pokémon normally would.
* SwitchOutMove:
** Roar
to boast ''two'' Mega Evolutions. Groudon gains the Fire-type upon undergoing Primal Reversion. Charizard, Coalossal, Centiskorch and Whirlwind cause the target to switch out, but force the user to move last (mainly as a safeguard against abusive shuffle/[[CycleOfHurting lockdown]] shenanigans).
** Baton Pass causes the user to simply switch out. However, doing so will maintain the user's current status changes (positive and negative), non-permanent status conditions (like confusion), Substitutes, and the like. Switching out normally would remove those changes. It
Cinderace are also allows the user to switch out if it is prevented from doing so by Mean Look or Shadow Tag, and it will not trigger Pursuit's special effect.
* UselessUsefulSpell:
** Hidden Power can turn out like this if the
all capable of Gigantamax, though Coalossal's G-Max Move focuses on its other type you get is something you can already get, like a STAB move [[NotCompletelyUseless (unless the user is one of the rare Pokémon that doesn't get access to one of their STABs, like Flying-type moves for Thundurus)]]. Even worse before ''X and Y'', where your Hidden Power could end up with a Power of ''30'', meaning that your resisted STAB attacks will most likely hit harder than a super-effective Hidden Power.
** Most Normal-types have astoundingly diverse movepools (by TM and tutor), but sadly, most of the moves that make up that movepool run off stats that most Normal-types don't have use for (namely special attacks).
(Rock).
* WaveMotionGun: The famous TheresNoKillLikeOverkill: [[AwesomeButImpractical Hyper Beam]] manifests as While almost impossible to set up]], a huge beam Fire-type attack can reach a damage multiplier of energy.
* YouWillNotEvadeMe: The moves Block
''x36''.[[note]]During harsh sunlight and Mean Look prevent most opponents from escaping as long as while having Flash Fire or Blaze activated, attack a Bug/Steel or Ice/Steel type given the user remains in play. Only Ghost-types and Ability Fluffy after it has been afflicted with Forest's Curse.[[/note]]
** In a similar vein, a Fire-type attack also has the lowest attainable non-zero multiplier, a pitiful ''0.02065x''.[[note]]This is done by attacking a dual-type
Pokémon under rain whose types both resist Fire-type attacks (such as the Water/Dragon type Kingdra), with certain abilities can escape.Thick Fat or Heatproof as its ability while Water Sport is in effect.[[/note]]
* TurnsRed: Blaze boosts the power of Fire-type moves by 1.5x when the user is at 1/3 of their max health or less. It's exclusive to Fire-type starter Pokémon (and Pansear and Simisear).
* UndergroundMonkey: Alolan Marowak is part Fire-Type.
* UselessUsefulSpell: The ability Magma Armor makes the owner immune to being Frozen. Not only is getting Frozen incredibly rare due to each move that inflicts it only having a 10% chance to do so, using a Fire-type attack when Frozen will thaw out the user, so it's not debilitating anyway.
* WhipItGood: Fire Lash, previously Heatmor's signature move, strikes at the foe using a burning lash. It's notable for being a move with respectable base power '''and''' a guaranteed Defense drop, allowing it to snowball very quickly, though its only user lacked the stats to make good use of it. In ''Sword and Shield'', it was given to [[CreepyCentipedes Sizzlipede and Centiskorch]], the latter of which has the strong Attack stat to abuse Fire Lash a lot more easily.
* WreathedInFlames: Invoked with the Fire-type exclusive ability, Flame Body. Also used for some physical Fire-type moves.



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

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

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

Offensively, they are strong against Bug, Grass, Ice, and Steel, but weak against Dragon, Fire, Rock, and Water. Defensively, it's strong against Bug, Fire, Grass, Ice, Steel, and Fairy, but weak against Ground, Rock, and Water.
%%Offensively: x2 Bug, x2 Grass, x2 Ice, x2 Steel, x1/2 Dragon, x1/2 Fire, x1/2 Rock, x1/2 Water
%%Defensively: x1/2 Bug, x1/2 Fire, x1/2 Grass, x1/2 Ice (Gen II onward), x1/2 Steel, x1/2 Fairy, x2 Ground, x2 Rock, x2 Water
%%Known Specialists: Blaine in ''Red and Green/Blue'' and ''Yellow''; Flannery in ''Ruby and Sapphire'' and ''Emerald''; Flint in ''Diamond and Pearl'' and ''Platinum''; Chili in ''Black and White'' and ''Black 2 and White 2''; Malva in ''X and Y''; Kiawe in ''Sun and Moon''; Kabu in ''Sword and Shield''

to:

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

With 70 percent of the Earth covered by it, it isn't difficult to imagine that Water Pokémon with power over fire, lava, and all forms of heat. Most of them are {{Glass Cannon}}s, but surprisingly, the type has a lot most common type. It's one of resistances (Bug, Grass, Ice, Steel, Fairy, itself). Most Fire-Type moves are also capable of inflicting the Burn status, which causes damage while also halving the afflicted Pokémon's physical attack. Fire three types are immune to the Burn status themselves, which is handy for the physical attackers among them. They that has been paired with every existing type at least once (the other being Flying and Psychic). Most Water-types are based on fantastical animals that can breathe fire, but there are a few, such as Magmar aquatic animals, both marine and Chandelure, which are more esoteric. Fire freshwater, and is also one of the three starter types.

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

[[BubblegloopSwamp wetlands]]. They can also be fished out using various fishing rods.

Offensively, they are strong against Bug, Grass, Ice, and Steel, but weak against Dragon, Fire, Rock, and Water. Ground, but are resisted by Grass, Dragon, and other Water-types. Defensively, it's strong against Bug, they resist Fire, Grass, Ice, Steel, and Fairy, but Steel and are only weak against Ground, Rock, to Electric- and Water.
%%Offensively: x2 Bug, x2 Grass, x2 Ice, x2 Steel, x1/2 Dragon, x1/2 Fire, x1/2 Rock, x1/2 Water
%%Defensively: x1/2 Bug, x1/2 Fire, x1/2 Grass, x1/2 Ice (Gen II onward), x1/2 Steel, x1/2 Fairy, x2 Ground, x2 Rock, x2 Water
Grass-types ([[AnIcePerson but most Grass-types don't want to hang around them willingly]]), making them pretty hard to wear down.
%%Known Specialists: Blaine Misty in ''Red and Green/Blue'' and ''Yellow''; Flannery Wallace and Juan in ''Ruby and Sapphire'' and ''Emerald''; Flint Crasher Wake in ''Diamond and Pearl'' and ''Platinum''; Chili Cress in ''Black and White'' and ''Black 2 and White 2''; Malva Marlon in ''Black 2 and White 2''; Siebold in ''X and Y''; Kiawe Lana in ''Sun and Moon''; Kabu Nessa in ''Sword and Shield''



* AttackAttackAttack: There are only 2 Fire-type attacks that aren't offensive; [[StandardStatusEffects Will-O-Wisp]] and [[ThePowerOfTheSun Sunny Day]]. Even then, Will-O-Wisp inflicts damage over time, and Sunny Day raises the power of Fire-type moves.
* AwesomeButImpractical:
** Blast Burn is a Fire-type clone of Hyper Beam, meaning you're exposed to retaliation for 1 turn after using it (and you could do more damage by just using Flamethrower twice).
** Fire Blast has better accuracy than Blizzard and Thunder, but it still has a very low PP count at 5 and thus is [[TooAwesomeToUse not very practical]] outside of battle facilities that heal your Pokémon after each battle.
** Inferno always inflicts a burn when it hits and has high power, but only has 50% accuracy.
** Burn Up has a base power of 130, but the user loses its Fire typing after using the move. Furthermore, it fails when used by a non-Fire-type Pokémon, so ItOnlyWorksOnce.
* BreathWeapon: Most of the attacks of this type are depicted as this; of course, some Fire-type Pokémon[[note]]Braixen & Magmortar mainly[[/note]] have other methods of expelling fire.
* BoringButPractical: Flamethrower isn't the most damaging attack out there, but it still does good damage, reliably hits its target, and has a respectable amount of PP.
* CastFromHitPoints: Flare Blitz is a powerful move, but does damage to the user equal to 1/3 of the damage dealt to the target.
* ColorCodedElements: Fire is represented as an [[FireIsRed orange-red]].
* CounterAttack: Shell Trap, Turtonator's SecretArt, blows up opponents that hit Turtonator with a physical attack.
* DangerousForbiddenTechnique:
** Overheat deals incredible damage, but lowers the user's Special Attack by two stages with each use, preventing it from hitting nearly as hard on repeated uses (and weakening the user's other Special moves as well).
** V-create is the third strongest move in the series that isn't a Z-move and the strongest one that isn't sacrificial, but each use lowers the user's defenses and Speed by one stage each.
** Flavor-wise, Burn Up is this, as it completely consumes the user's flames. In practice, whether losing one's Fire-typing is a boon or a bane depends on what moves the opponent is capable of using.
* DifficultButAwesome: Eruption's Power is directly proportional to how much HP the user has left, boasting a large 150 (same as Blast Burn) if the user is at full health. If you can keep the user healthy, it's far more useful than Fire Blast due to higher Power, 100% accuracy, and the ability to hit multiple opponents in Double and Triple Battles.
* ElementalPunch: The moves Fire Punch and Blaze Kick. Fire Punch has slightly above-average power and wide distribution while Blaze Kick is a bit stronger and has a higher crit chance at the cost of some accuracy.
* ElementalRivalry: The obvious one would be [[FireWaterJuxtaposition Fire and Water]], but there appears to be a lot of pairs of Fire types with [[LightningFireJuxtaposition Electric]] types. The Magmar and Electabuzz families and the Houndoom and Manectric families are version counterparts, there's a rivalry between Volkner and Flint in ''VideoGame/PokemonDiamondAndPearl'', and then there's [[Videogame/PokemonBlackAndWhite Reshiram and Zekrom]].

to:

* AttackAttackAttack: There ActionInitiative: Aqua Jet. Water Shuriken, despite being a multi-hit move, has boosted priority as well.
* AquaticMook: Several wild Water-type Pokémon
are only 2 Fire-type attacks that aren't offensive; [[StandardStatusEffects Will-O-Wisp]] and [[ThePowerOfTheSun Sunny Day]]. Even then, Will-O-Wisp inflicts damage over time, and Sunny Day raises the power of Fire-type moves.
fought while on water, underwater, or fished up.
* AwesomeButImpractical:
** Blast Burn
AwesomeButImpractical: Hydro Cannon is a Fire-type Water-type clone of Hyper Beam, meaning you're exposed to retaliation for 1 that your opponent will have a free turn to [[JustForPun wash you up]] after using it (and you use it. (Also, you could do more damage by just using Flamethrower twice).
** Fire Blast has better accuracy than Blizzard and Thunder, but
spamming Surf, so... yeah. Don't use it still has unless you like losing.)
* BattleInTheRain: RainDance summons
a very low PP count at 5 and thus is [[TooAwesomeToUse not very practical]] outside rainstorm that rages on for several turns of battle facilities and empowers Water moves, as well as causing several other effects (such as giving 100% accuracy to Thunder and Hurricane). The abilities Drizzle and Primordial Sea are automatic versions that heal your Pokémon after each battle.
** Inferno always inflicts a burn when it hits and has high power, but only has 50% accuracy.
** Burn Up has a base power of 130, but
activate as soon as the user loses its Fire typing after using the move. Furthermore, it fails when used by a non-Fire-type Pokémon, so ItOnlyWorksOnce.
enters battle.
* BreathWeapon: Most of A weird one in that the attacks of this type are water they use is often depicted as this; of course, some Fire-type Pokémon[[note]]Braixen & Magmortar mainly[[/note]] have other methods of expelling fire.
* BoringButPractical: Flamethrower isn't the
coming from their mouths in most damaging attack out there, but it still does good damage, reliably hits adaptations.
* BubbleGun: The moves Bubble and
its target, and has a respectable amount big sister Bubble Beam, both of PP.
* CastFromHitPoints: Flare Blitz is a powerful move, but does
which cause damage in addition to possibly lowering the user equal to 1/3 of target's speed.
* ComMons: They serve as
the damage dealt to main encounters on aquatic routes, though they aren't exceptionally powerful. Tentacool in particular are very common in the target.
seas of Kanto, Johto, Hoenn and Alola.
* ColorCodedElements: Fire is represented WaterIsBlue, as an [[FireIsRed orange-red]].
are most Water-types' color schemes.
* CounterAttack: Shell Trap, Turtonator's SecretArt, blows up opponents that hit Turtonator with a physical attack.
* DangerousForbiddenTechnique:
** Overheat
CoupDeGrace: Brine deals incredible damage, but lowers the user's Special Attack by two stages with each use, preventing it from hitting nearly as hard on repeated uses (and weakening the user's other Special moves as well).
** V-create is the third strongest move in the series that isn't a Z-move and the strongest one that isn't sacrificial, but each use lowers the user's defenses and Speed by one stage each.
** Flavor-wise, Burn Up is this, as it completely consumes the user's flames. In practice, whether losing one's Fire-typing is a boon or a bane depends on what moves the opponent is capable of using.
double damage to targets who have less than half their health left.
* DifficultButAwesome: Eruption's Water Spout's Power is directly proportional to how much HP the user has left, boasting a large 150 (same as Blast Burn) Hydro Cannon) if the user is at full health. If you can keep the user healthy, it's far more useful than Fire Blast Hydro Pump due to higher Power, 100% accuracy, and the ability to hit multiple opponents in Double and Triple Battles.
* ElementalPunch: The moves Fire Punch and Blaze Kick. Fire Punch has slightly above-average power and wide distribution while Blaze Kick is a bit stronger and has a higher crit chance ElementalBaggage: Brine? Dive? Muddy Water? Surf? Waterfall? Whirlpool? Doesn't matter, your Pokémon can always summon enough water from nowhere to enable these moves, even if you're fighting in the middle of the desert or ''[[UpToEleven at the cost edge of some accuracy.
* ElementalRivalry: The obvious one would be [[FireWaterJuxtaposition Fire and Water]], but there appears to be a lot of pairs of Fire types with [[LightningFireJuxtaposition Electric]] types. The Magmar and Electabuzz families and the Houndoom and Manectric families are version counterparts, there's a rivalry between Volkner and Flint in ''VideoGame/PokemonDiamondAndPearl'', and then there's [[Videogame/PokemonBlackAndWhite Reshiram and Zekrom]].
space!]]''



*** Strong: Bug, Grass, Ice, Steel
*** Weak: Dragon, Fire, Rock, Water

to:

*** Strong: Bug, Grass, Ice, Steel
Fire, Ground, Rock
*** Weak: Dragon, Fire, Rock, Grass, Water



*** Strong: Bug, Fire, Grass, Ice (Gen II-Forward), Steel, Fairy
*** Weak: Ground, Rock, Water
* FireIceLightning: A very popular motif seen frequently in the series — Ember, Powder Snow, Thunder Shock; Fire Punch, Ice Punch, Thunder Punch; Flamethrower, Ice Beam, Thunderbolt; Fire Blast, Blizzard, Thunder; Magmar, Jynx, Electabuzz; Articuno, Zapdos, Moltres; Reshiram, Zekrom, Kyurem; and so many more. There isn't much of an ElementalRockPaperScissors usually seen with this kind of arrangement compared to other games — the only type in this triad that has an advantage over another is Fire over Ice.
* FireIsRed: [[ZigZaggedTrope Zig-Zagged]]. Several Fire attacks tend to be more realistically shaded, including blue flames for the more potent attacks, but most of the Pokémon themselves have red as their primary body color.
* FlamingHair: This design feature is popular among Fire-types, notably the Ponyta line and Infernape.
* GlassCannon: Fire has many common weaknesses and tends to be frail defensively, but hits a lot super effectively. Ironically, they have the highest number of resistances after Steel, at 6.
* GoombaStomp: Heat Crash, the Tepig line's signature move. It deals Fire-type damage depending on how heavy the target is compared to the user.
* HerdHittingAttack: During Double and Triple Battles, Lava Plume hits everything but the user while Eruption, Heat Wave, and Incinerate only hit enemy Pokémon.
* KillItWithWater: Almost all of them are weak to Water-type attacks. They can learn Sunny Day to reduce the damage taken from Water-type attacks.
* KryptoniteIsEverywhere: The Fire type only has three weaknesses, but they're practically ubiquitous and counter it quite well. Good physical attackers of almost any type can learn Ground- and Rock-type attacks via TM, and most Fire-types have poor physical bulk with which to take these attacks. Meanwhile, Water is ''the most common type in the game'', and most Fire-types will be stuck with the unwieldy Solar Beam when dealing with them. [[note]]Many Fire-types can learn weak or impractical coverage moves to handle Water-types like Thunder Fang, Thunder Punch, Grass Knot, and Wild Charge. However, the more powerful Grass- and Electric-type moves are limited to just a few legendary Pokémon, Magmortar, and the Vulpix, Litwick, and Larvesta lines.[[/note]]
* LastDiscMagic: Fire Blast is usually available to buy as a TM late in the game or can be learned naturally by many Fire-types during the late- or post-game.
* LightEmUp: ''Diamond and Pearl'' gave a lot of Fire-Types access to [[ChargeAttack Solar]] [[GreenThumb Beam]], which gives them an attack to use against Water-, Rock-, and Ground-types.
* LikeCannotCutLike: Fire-type Pokémon resist Fire attacks.
* LimitBreak:
** The Fire-type Z-Move is Inferno Overdrive, a burst of fire which causes a massive and devastating explosion.
** The Fire-type Max Move is Max Flare, a massive tongue of flame which activates harsh sunlight.
** Gigantamax Cinderace's G-Max Move is G-Max Fireball, an enormous Pyro Ball that it kicks towards its enemy.
** Gigantamax Charizard's exclusive G-Max Move, G-Max Widfire, sees it launch a dragon-shaped flame at the opponent, which explodes on impact and deals additional damage on non-Fire-types for several turns after.
** G-Max Centiferno, the G-Max Move of Gigantamax Centiskorch, is a massive blast of fire that traps opponents in a swirling inferno akin to Fire Spin.
* MagmaMan: Invoked in certain magma-related attacks like Lava Plume and Eruption.
* MundaneUtility: The Flame Body and Magma Armor abilities have the secondary effect of causing Pokémon Eggs to hatch in half the time they usually would, making Pokémon with these abilities incredibly useful for hatching lots of eggs quickly. The Slugma line notably have both of these abilites.
* PlayingWithFire: Naturally, the Fire-Type wields incendiary abilities.
* ThePowerOfTheSun: They get the move [[WeatherManipulation Sunny Day]], which enhances their attacks by 50% and weakens Water-Type attacks by the same amount.
* RequiredSecondaryPowers: It's only natural that Fire Pokémon are immune to burn effects.
* RingOfFire: The move Fire Spin invokes this, as the target is both trapped (unable to flee or switch out) and progressively damaged over several turns. Heatran's signature Magma Storm is much the same, only [[ShapedLikeItself with magma]].

to:

*** Strong: Bug, Fire, Grass, Ice (Gen II-Forward), Ice, Steel, Fairy
Water
*** Weak: Ground, Rock, Water
Electric, Grass
* FireIceLightning: A very popular motif seen frequently in FakeBalance:
** Within
the series — Ember, Powder Snow, Thunder Shock; Fire Punch, Ice Punch, Thunder Punch; Flamethrower, Ice Beam, Thunderbolt; Fire Blast, Blizzard, Thunder; Magmar, Jynx, Electabuzz; Articuno, Zapdos, Moltres; Reshiram, Zekrom, Kyurem; Starter PowerTrio; not only does Water have the least number of weaknesses[[note]]2 types, Grass and so many more. There isn't much of an ElementalRockPaperScissors usually seen with this kind of arrangement Electric, compared to Fire's 3 and [[KryptoniteIsEverywhere Grass's 5]][[/note]] and types that resist it[[note]]Only 3 types, [[LikeCannotCutLike Water]], Grass, and Dragon, resist Water, compared to Fire's 4 and Grass's ''[[KryptoniteIsEverywhere 7]]''[[/note]], meaning that they can easily beat Grass-types despite the type disadvantage thanks to their access to [[AnIcePerson Ice-type attacks]], and Electric-types (their only other games — the only type in this triad that has an advantage over another is Fire over Ice.
* FireIsRed: [[ZigZaggedTrope Zig-Zagged]]. Several Fire
weakness) due to them not resisting Water attacks tend and their GlassCannon tendencies.
** The weather condition related
to be more realistically shaded, including blue flames for the more Water type, rain, is ''far'' superior to the other weather conditions. Intense sunlight powers up Fire-type moves, but the Abilities powered up by intense sunlight are usually given to Grass-types, which are roasted even harder by the powered-up Fire moves. Rock- and Ground-types might enjoy having their weaknesses to Water being reduced, but in turn, they risk taking a no-charge Solar Beam. Sandstorm's powering-up Abilities, Sand Force and Sand Rush, are mutually exclusive and not innate boosts. Rain gives a boost to Water-type attacks ''and'' its Abilities are granted to mostly Water-types, who make extremely good use of them.
* FlyingSeafoodSpecial: Practically all Water-types based on fish just seem to float in midair when battling on land, except, as of Gen VI, [[ButtMonkey Magikarp]], who just flops around helplessly.
* GiantWallOfWateryDoom: Surf, ubiquitous both as a mandatory field move and as a
potent attacks, and reliable attack, involves the user surfing toward the opponent. On a huge crest of ocean water. Muddy Water is also depicted as this.
* GradualGrinder: Real-life water can wear away at almost anything with enough time, and a few Water-type moves have shades of it.
** Liquidation and Razor Shell aren't particularly powerful,
but most carry 20 and 50% chances to lower the opponent's Defense and thus become stronger with repeated uses.
** Clamp and Whirlpool are weak, but inflict [[FixedDamageAttack percentage-based damage]] that can run from 50%
of the target's max HP to 83%[[note]]if the user holds a Binding Band and traps the target for five turns instead of four[[/note]] over time.
** While they don't directly correlate to dealing damage, Water Pulse, Waterfall, Muddy Water and Octazooka are relatively weak or average in power but carry greater-than-average chances[[note]]20% chance of confusion, 20% chance of flinching, and 30 and 50% chances to lower accuracy, respectively[[/note]] to activate. The excellent defensive properties of the Water type and the generally good bulk that most Water-types have works well with this, allowing Water-types plenty of turns to stay on the field and wear the opponent down.
* GrimyWater: The move Muddy Water uses Surf's animation, but with the water a sickly brown instead of blue. It has a chance to lower the target's accuracy, an effect borrowed from the Ground-type's wheelhouse.
* HealItWithWater:
** Aqua Ring confers a Leftovers effect, healing the user 1/16 of its max HP at the end of each turn.
** A few abilities are based on this concept. Rain Dish causes a
Pokémon themselves have red as their primary body color.
* FlamingHair: This design feature is popular among Fire-types, notably the Ponyta line
to regain some HP when it's raining, Water Absorb will heal Pokémon hit with water-type attacks instead of damaging them, and Infernape.
* GlassCannon: Fire has many common weaknesses and tends to be frail defensively, but hits a lot super effectively. Ironically, they have the highest number of resistances after Steel, at 6.
* GoombaStomp: Heat Crash, the Tepig line's signature move. It deals Fire-type damage depending on how heavy the target is compared to the user.
Hydration will cure status effects (eg. burn, freeze, poison) in rain.
* HerdHittingAttack: During Double Bubble, Muddy Water, Water Spout, and Triple Battles, Lava Plume hits everything but the user while Eruption, Heat Wave, and Incinerate only Origin Pulse hit all enemy Pokémon.
* KillItWithWater: Almost all of them are weak to Water-type attacks. They can learn Sunny Day to reduce the damage taken from Water-type attacks.
* KryptoniteIsEverywhere: The Fire type only has three weaknesses, but they're practically ubiquitous and counter it quite well. Good physical attackers of almost any type can learn Ground- and Rock-type attacks via TM, and most Fire-types have poor physical bulk with which to take these attacks. Meanwhile, Water is ''the most common type in the game'', and most Fire-types will be stuck with the unwieldy Solar Beam when dealing with them. [[note]]Many Fire-types can learn weak or impractical coverage moves to handle Water-types like Thunder Fang, Thunder Punch, Grass Knot, and Wild Charge. However, the more powerful Grass- and Electric-type moves are limited to just a few legendary
Pokémon, Magmortar, while Surf and Sparkling Aria hit everyone but the Vulpix, Litwick, user[[note]]although Surf hit enemies only in Generation III[[/note]].
* IceMagicIsWater: ''Every'' Water-Type (except Magikarp, Rotom Wash,
and Larvesta lines.Pyukumuku) has access to an Ice-Type attack (usually from Technical Machines or Move Tutors), giving them a chance at beating Grass-types and Dragon-types.
* JackOfAllStats: Water is useful offensively and defensively, and most Water types are capable of serving as [[MightyGlacier any]] [[LightningBruiser of]] [[StoneWall the]] [[FragileSpeedster competitive]] [[GlassCannon archetypes]].
* LastDiscMagic: Hydro Pump isn't a TM like Fire Blast, Thunder, or Blizzard, but can be learned naturally by many Water-types during the late- or post-game.
* LikeCannotCutLike: Water moves do not do much against Water-types.
* LimitBreak:
** The Water-type Z-Move is Hydro Vortex, a powerful MegaMaelstrom, and while the foe is trapped in it, the attacker rams into them repeatedly.
** The Water-type Max Move is Max Geyser, a huge torrent launched at the opponent, the cascading aftermath of so much water flying about causing heavy rain to fall for five turns.
** Primarina's personal Z-Move is Oceanic Operetta, in which it forms an enormous sphere of water and drops it on the target.
** G-Max Cannonade, Gigantamax Blastoise's G-Max Move, is a series of short, pressurized blasts of water from its cannons followed by a single large blast. The resulting vortex continues to damage non-Water-types over the next several turns.
** Upon Gigantamaxing, Rapid Strike Style Urshifu gains access to G-Max Rapid Flow, a NoHoldsBarredBeatdown of watery punches that completely ignores all protection moves.
** Gigantamax Inteleon's G-Max Hydrosnipe is a blast of water from its harpoon that explodes upon impact.
** The G-Max Move of Gigantamax Drednaw is G-Max Stonesurge. Drednaw fires a sphere of water from its mouth that, upon hitting the ground, spreads large stones around to activate a Stealth Rock effect.
** G-Max Foam Burst, exclusive to Gigantamax Kingler, is a jet of water that explodes into a torrent of bubbles, surrounding the target and decreasing its speed.
* LogicalWeakness:
** It has been noted several times in the anime that Water-types are weak against Electric-types because water is conductive to electricity. [[note]]Specifically water with impurities and dissolved electrolytes, at least, like salt water, which is what sea water is. Deionized pure water doesn't conduct electricity.
[[/note]]
* LastDiscMagic: Fire Blast is usually available ** Real-life plants store water, rely on water to buy as grow, and play a TM late huge role in preventing floods and storms from washing away the game or can be learned naturally by many Fire-types during ground. In the late- or post-game.
* LightEmUp: ''Diamond
games, the one-time-use Absorb Bulb and Pearl'' gave a lot of Fire-Types access to [[ChargeAttack Solar]] [[GreenThumb Beam]], which gives them an attack to use against Water-, Rock-, and Ground-types.
* LikeCannotCutLike: Fire-type Pokémon resist Fire attacks.
* LimitBreak:
** The Fire-type Z-Move is Inferno Overdrive, a burst of fire which causes a massive and devastating explosion.
** The Fire-type Max Move is Max Flare, a massive tongue of flame which activates harsh sunlight.
** Gigantamax Cinderace's G-Max Move is G-Max Fireball, an enormous Pyro Ball that it kicks towards its enemy.
** Gigantamax Charizard's exclusive G-Max Move, G-Max Widfire, sees it launch a dragon-shaped flame at the opponent, which explodes on impact and deals additional damage on non-Fire-types for several turns after.
** G-Max Centiferno, the G-Max Move of Gigantamax Centiskorch, is a massive blast of fire that traps opponents in a swirling inferno akin to Fire Spin.
* MagmaMan: Invoked in certain magma-related
Luminous Moss items convert incoming Water-type attacks like Lava Plume to stat boosts — additionally, the Cacnea and Eruption.
* MundaneUtility: The Flame Body and Magma Armor abilities
Maractus lines can potentially have Water Absorb as an ability, reflecting the secondary effect of causing Pokémon Eggs to hatch in half the time they usually would, making Pokémon with these abilities incredibly useful for hatching lots of eggs quickly. The Slugma line notably have both of these abilites.
particularly thirsty plants they're based off of.
* PlayingWithFire: MakingASplash: Naturally, the Fire-Type wields incendiary abilities.
* ThePowerOfTheSun: They get
Water-Type's arsenal revolves around all things water-based, mostly focusing on moving around large quantities of water, shooting streams of water (sometimes heated) and bubbles at your opponent and traveling around in the move [[WeatherManipulation Sunny Day]], which enhances element itself. Some Water type moves involve more magical/precise control of their attacks by 50% shape though, turning water into blades (Liquidation) or throwing stars (Water Shuriken).
* MegaMaelstrom: Hydro Vortex pulls the enemy under
and weakens Water-Type attacks by the same amount.
unleashes one of these.
* RainDance: A Water-type move that makes it rain. See BattleInTheRain above.
* RequiredSecondaryPowers: It's only natural that Fire As explained above, nearly all water Pokémon are immune to burn effects.
will have some variation of an ice attack.
* RingOfFire: The move Fire Spin invokes this, as SeaMonster: Many of the target is both trapped (unable more powerful Water-types have a place in in-game lore as these, especially Gyarados, a vicious sea serpent whose rages can lay whole coastal cities to flee or switch out) waste; [[TheWormThatWalks Wishiwashi]], an individually small and progressively damaged over several turns. Heatran's signature Magma Storm is much weak fish that can school in large groups to take the same, only [[ShapedLikeItself with magma]].form of a giant, powerful, and [[TheDreaded widely feared]] monster; and [[OlympusMons Kyogre]], a massive leviathan and the primordial god of the sea.



** The following abilities are exclusive to Fire-types:
*** Blaze increases the power of Fire moves when the user is at 1/3 or less health.
*** The Flame Body ability has a 30% chance to burn opponents who use physical contact attacks on the user. [[MundaneUtility It also makes eggs hatch faster.]]
*** The Flash Fire Ability gives immunity to Fire and gives a boost to the user's Fire attacks by 50% if they are hit by one. It doesn't stack with itself.
*** Magma Armor prevents the user from becoming Frozen. [[MundaneUtility It also makes eggs hatch faster.]]
*** White Smoke prevents the user from having their stats lowered by opponents, but doesn't prevent moves like Overheat from lowering the user's stats.
** The following moves can only be learned by Fire-types:
*** Eruption's damage depends on the user's current HP, and taking damage will reduce the power.[[note]]Groudon is a partial exception, as it can learn Eruption despite not being Fire-type outside of its SuperMode.[[/note]]
*** Lava Plume hits all Pokémon around the user and has a good chance to inflict a burn.
*** Fire Pledge, exclusive to Fire-type starters and monkey, can be combined with Grass Pledge or Water Pledge to deal extra damage and create a special secondary effect.
*** Blast Burn, exclusive to fully-evolved Fire-type starters, is a clone of Hyper Beam. It deals a large amount of damage, but forces the user to stay in the next turn to recharge.
*** UpToEleven with Burn Up, where it can only be used if the user is a Fire-type, to the point that due to its side effect, [[ItOnlyWorksOnce it can only be used once]] until the user is switched out.
* SituationalDamageAttack: Heat Crash's power depends on the user's weight compared to the target's weight. It's a paltry 40 power if the target is over 50% of the user's weight, but a whopping 120 if the target is below 20% of the user's weight.
* StandardStatusEffect: Heavily associated with the Burn Status.
* StatusBuff: [[FeedItWithFire Flash Fire]] increases the power of the user's Fire-type moves by 50% when hit by a Fire-type move. Since it's not considered a stat boost like for Storm Drain and Lightning Rod, it doesn't stack with itself.
* SuperMode: Charizard, Houndoom, Blaziken, and Camerupt are capable of Mega Evolution, with Charizard notably being one of two Pokémon to boast ''two'' Mega Evolutions. Groudon gains the Fire-type upon undergoing Primal Reversion. Charizard, Coalossal, Centiskorch and Cinderace are also all capable of Gigantamax, though Coalossal's G-Max Move focuses on its other type (Rock).
* TheresNoKillLikeOverkill: [[AwesomeButImpractical While almost impossible to set up]], a Fire-type attack can reach a damage multiplier of ''x36''.[[note]]During harsh sunlight and while having Flash Fire or Blaze activated, attack a Bug/Steel or Ice/Steel type given the Ability Fluffy after it has been afflicted with Forest's Curse.[[/note]]
** In a similar vein, a Fire-type attack also has the lowest attainable non-zero multiplier, a pitiful ''0.02065x''.[[note]]This is done by attacking a dual-type Pokémon under rain whose types both resist Fire-type attacks (such as the Water/Dragon type Kingdra), with Thick Fat or Heatproof as its ability while Water Sport is in effect.[[/note]]
* TurnsRed: Blaze boosts the power of Fire-type moves by 1.5x when the user is at 1/3 of their max health or less. It's exclusive to Fire-type starter Pokémon (and Pansear and Simisear).
* UndergroundMonkey: Alolan Marowak is part Fire-Type.
* UselessUsefulSpell: The ability Magma Armor makes the owner immune to being Frozen. Not only is getting Frozen incredibly rare due to each move that inflicts it only having a 10% chance to do so, using a Fire-type attack when Frozen will thaw out the user, so it's not debilitating anyway.
* WhipItGood: Fire Lash, previously Heatmor's signature move, strikes at the foe using a burning lash. It's notable for being a move with respectable base power '''and''' a guaranteed Defense drop, allowing it to snowball very quickly, though its only user lacked the stats to make good use of it. In ''Sword and Shield'', it was given to [[CreepyCentipedes Sizzlipede and Centiskorch]], the latter of which has the strong Attack stat to abuse Fire Lash a lot more easily.
* WreathedInFlames: Invoked with the Fire-type exclusive ability, Flame Body. Also used for some physical Fire-type moves.

to:

** The following ability Drizzle gives an instant Rain Dance effect when the user switches into battle if there is no weather or another weather in play. It lasts for 5 turns unless the user is holding a Damp Rock, in which case it lasts 8 turns. If Rain is already active, it ''does not'' reset or stack with the current turn limit. Prior to ''X and Y'', the effect was permanent unless it was overridden by another weather activating.
** Primal Kyogre has an enhanced version of Drizzle called Primordial Sea. It has the same Water-boosting effects, cannot be overridden by normal weather
abilities are exclusive to Fire-types:
*** Blaze
or weather moves (only Desolate Land and Delta Stream), and makes it so all Fire-type moves except for Will-O-Wisp will always fail. Unlike Drizzle, it will not persist when the owner switches out or if it is supressed by Gastro Acid.
** The ability Mega Launcher
increases the power of Fire moves when the user is at 1/3 or less health.
*** The Flame Body ability has a 30% chance to burn opponents who use physical contact attacks on the user. [[MundaneUtility It also makes eggs hatch faster.]]
*** The Flash Fire Ability gives immunity to Fire
Aura Sphere, Dark Pulse, Water Pulse, Dragon Pulse, and gives a boost to the user's Fire attacks Heal Pulse by 50% if they are hit by one. 50%.[[note]][[DevelopersForesight It boosts Origin Pulse as well]], though this is more a curiosity than anything, as Kyogre doesn't stack with itself.
*** Magma Armor prevents the user from becoming Frozen. [[MundaneUtility It also makes eggs hatch faster.]]
*** White Smoke prevents the user from having their stats lowered by opponents, but doesn't prevent moves like Overheat from lowering the user's stats.
** The following moves can only be learned by Fire-types:
*** Eruption's damage depends on the user's current HP,
get Mega Launcher naturally and taking damage will reduce the power.[[note]]Groudon is a partial exception, as it can learn Eruption despite not being Fire-type outside of changing its SuperMode.ability mid-battle requires several steps.[[/note]]
*** Lava Plume hits all Pokémon around ** The ability Torrent increases the power of Water moves by 50% when the user and has a good chance to inflict a burn.
*** Fire Pledge, exclusive to Fire-type starters and monkey, can be combined with Grass Pledge
is at 1/3 or less HP.
**
Water Pledge to deal extra damage and create a Hydro Cannon, which are special secondary effect.
*** Blast Burn, exclusive
moves only tutorable to fully-evolved Fire-type starters, is a clone of Hyper Beam. It Water-type starter Pokémon.
** The move Water Spout
deals a large amount of damage, but forces the user to stay in the next turn to recharge.
*** UpToEleven with Burn Up, where it can only be used if the user is a Fire-type, to the point that due to its side effect, [[ItOnlyWorksOnce it can only be used once]] until the user is switched out.
* SituationalDamageAttack: Heat Crash's power depends
damage depending on the user's weight compared to the target's weight. It's a paltry 40 power if the target is over 50% percentage of the user's weight, but a whopping 120 if the target is below 20% of the user's weight.
* StandardStatusEffect: Heavily associated
current HP, with a higher percentage meaning higher damage.
** The ability Water Veil makes
the Burn Status.
* StatusBuff: [[FeedItWithFire Flash Fire]] increases
owner immune to burns.
** The ability Water Bubble not only makes the owner immune to burns, it also reduces Fire-type damage by half, and doubles
the power of the user's Fire-type moves by 50% when hit by Water-type attacks.
* SimpleYetAwesome: Surf has no additional effects in battle aside from hitting everything around the user and all it does is attack with
a Fire-type move. Since giant wave of water. But, it's not considered vital for getting around and is strong enough that it's actually a legitimately good move, unlike other Hidden Machines.
** Waterfall is another Water-type Hidden Machine (and like Surf eventually became a TM), and it's every bit as useful as Surf. While Surf is the more powerful move, Waterfall has a chance to cause flinching, and it's decently powerful and runs off the Attack stat, making it a common option for physical attackers like Gyarados.
** Scald is a decently powerful Water-type move [[note]]on par with Waterfall at 80 power[[/note]] with 100% accuracy and also has a 30% chance of inflicting the burn status, which deals damage over time and halves the afflicted Pokémon's attack. It's been a TM since its debut in Gen V, which was also the generation that [=TMs=] first became usable repeatedly. Because of this, it's pretty much assumed that any Pokémon that ''can'' have Scald probably ''will'', especially if it uses its Special Attack
stat boost like for attacking. Scald also has the nice ability to thaw out the user when used, though it will also thaw a frozen target.
* SpamAttack: Water Shuriken hits the target 2-5 times on each use, with each hit dealing weak damage.
* StatusBuff:
** Withdraw increases the user's defense by 1 stage.
** Swift Swim doubles the user's speed during Rain.
**
Storm Drain gives immunity to Water attacks and Lightning Rod, it doesn't stack increases the user's Special Attack by 1 stage whenever hit by one. In a Double or Triple Battle, single-target Water-type moves used by an opponent or ally will be forced to target the Pokémon with itself.
Storm Drain.
* SuperMode: Charizard, Houndoom, Blaziken, Blastoise, Slowbro, Gyarados, Swampert, and Camerupt Sharpedo are capable of Mega Evolution, with Charizard notably being one of two Pokémon to boast ''two'' Mega Evolutions. Groudon gains the Fire-type upon undergoing Evolution. Kyogre can undergo Primal Reversion. Charizard, Coalossal, Centiskorch and Cinderace Reversion to become Primal Kyogre, while Greninja is capable of transforming into Ash-Greninja if it has the Battle Bond ability. Blastoise, Kingler, Lapras, Inteleon, Drednaw, ''and'' Urshifu (in its Fighting/Water Rapid Strike style) are also all capable of Gigantamax, though Coalossal's Gigantamax (though Lapras's G-Max Move focuses on its other type (Rock).
is not Water-type).
* TheresNoKillLikeOverkill: [[AwesomeButImpractical While almost impossible StoneWall: Water types are often lauded with being one of the best defensive typings in the game. They only have two weakness and have four resistances. On top of that, quite a few Water-types also favors high HP and Defensive stats, but their speed tend to set up]], be fairly low.
* SwitchOutMove: Flip Turn inflicts damage by ramming into the target while propelled by water like
a surfer, then switches the user out (again, like a surfer quickly changing direction).
* TruthInTelevision: Scald has a 30% chance to burn, which is higher than most
Fire-type attack can reach moves. There's a damage multiplier of ''x36''.[[note]]During harsh sunlight reason for that: water and while having Flash Fire or Blaze activated, attack a Bug/Steel or Ice/Steel type given steam transfer heat by direct contact instead of by radiation, making hot water and steam burns more painful (and sometimes fatal) than the Ability Fluffy after it has been afflicted with Forest's Curse.[[/note]]
** In
common burns you get when you touch something hot, like a similar vein, flame or a Fire-type attack hot stovetop. Water also has a very high specific heat, which means the lowest attainable non-zero multiplier, a pitiful ''0.02065x''.[[note]]This is done by attacking a dual-type Pokémon under rain whose types particles of steam carry huge amounts of damaging energy.
** Water's high specific heat also explains its resistances to
both resist Fire-type attacks (such as the Water/Dragon type Kingdra), with Thick Fat or Heatproof as its ability while Water Sport is in effect.[[/note]]
Fire and Ice — it takes a ''lot'' of thermal energy to change water's temperature.
* TurnsRed: Blaze Torrent boosts the power of Fire-type Water-type moves by 1.5x when the user is at 1/3 of their max health or less. low health. It's exclusive to Fire-type Water-type starter Pokémon (and Pansear Pokémon, Panpour, and Simisear).
* UndergroundMonkey: Alolan Marowak is part Fire-Type.
* UselessUsefulSpell: The ability Magma Armor makes the owner immune to being Frozen. Not only is getting Frozen incredibly rare due to each move that inflicts it only having a 10% chance to do so, using a Fire-type attack when Frozen will thaw out the user, so it's not debilitating anyway.
* WhipItGood: Fire Lash, previously Heatmor's signature move, strikes at the foe using a burning lash. It's notable for being a move with respectable base power '''and''' a guaranteed Defense drop, allowing it to snowball very quickly, though its only user lacked the stats to make good use of it. In ''Sword and Shield'', it was given to [[CreepyCentipedes Sizzlipede and Centiskorch]], the latter of which has the strong Attack stat to abuse Fire Lash a lot more easily.
* WreathedInFlames: Invoked with the Fire-type exclusive ability, Flame Body. Also used for some physical Fire-type moves.
Simipour.



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

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

Offensively, they are strong against Fire, Rock, and Ground, but are resisted by Grass, Dragon, and other Water-types. Defensively, they resist Fire, Ice, and Steel and are only weak to Electric- and Grass-types ([[AnIcePerson but most Grass-types don't want to hang around them willingly]]), making them pretty hard to wear down.
%%Known Specialists: Misty in ''Red and Green/Blue'' and ''Yellow''; Wallace and Juan in ''Ruby and Sapphire'' and ''Emerald''; Crasher Wake in ''Diamond and Pearl'' and ''Platinum''; Cress in ''Black and White'' and ''Black 2 and White 2''; Marlon in ''Black 2 and White 2''; Siebold in ''X and Y''; Lana in ''Sun and Moon''; Nessa in ''Sword and Shield''

to:

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

With 70 percent of the Earth covered by it, it isn't difficult to imagine that Water Grass-type Pokémon is a misnomer. The type is associated with all plant life, autotrophic protista, even heterotrophic crinoids and fungi. They tend to be {{Mighty Glacier}}s, strong and sturdy like a tree, but slow to move, though there are the most common type. several outliers, such as Jumpluff, Sceptile, Whimsicott, and Kartana, who are particularly [[FragileSpeedster speedy]]. It's one of the three types that has been paired with every existing type at least once (the other being Flying and Psychic). Most Water-types are based on aquatic animals, both marine and freshwater, and is one of the three starter types. They As the name implies, they can generally be found on every aquatic route, encountered wherever tall grass is found, but a few, like Cacturne and some of the more amphibious types Abomasnow, can be found in [[BubblegloopSwamp wetlands]]. They places that seem inhospitable to plant life, proving their resilience.

Grass-types
can also be fished out using various fishing rods.

Offensively,
difficult to use effectively in battle, as they are strong against Fire, Rock, heavily disadvantaged in many different ways. [[KryptoniteIsEverywhere They have FIVE weaknesses]] (Fire, Flying, Ice, Poison, and Ground, but Bug), their attacks are resisted by '''seven''' types (Fire, Flying, Poison, Bug, Grass, Dragon, and other Water-types. Defensively, they resist Fire, Ice, Steel), and Steel and are only weak their movepools tend to Electric- and be poor, [[PoorPredictableRock with many Grass-types ([[AnIcePerson but most Grass-types don't want to hang lacking options other than Grass, Normal, and other attacks/moves from their secondary types]]. Despite this, they are good at spreading around them willingly]]), making them pretty hard status effects and passive damage through Leech Seed and the like. Grass types are also good at blocking such status effects themselves, as they're immune to wear down.
powder moves and Leech Seed. Lastly, their positive defensive matchups can still be relied upon, as Grass is one of only three types to take less-than-neutral damage from Ground and Electric — and, as exemplified in the starter type triangle, also resists the ubiquitous Water type, [[KryptoniteIsEverywhere although its access to Ice moves makes handling Water-types themselves much riskier than taking a Water-type move]].
%%Known Specialists: Misty Erika in ''Red and Green/Blue'' and ''Yellow''; Wallace and Juan in ''Ruby and Sapphire'' and ''Emerald''; Crasher Wake Gardenia in ''Diamond and Pearl'' and ''Platinum''; Cress Cilan in ''Black and White'' and ''Black 2 and White 2''; Marlon in ''Black 2 and White 2''; Siebold Ramos in ''X and Y''; Lana Mallow in ''Sun and Moon''; Nessa Milo in ''Sword and Shield''



* ActionInitiative: Aqua Jet. Water Shuriken, despite being a multi-hit move, has boosted priority as well.
* AquaticMook: Several wild Water-type Pokémon are fought while on water, underwater, or fished up.
* AwesomeButImpractical: Hydro Cannon is a Water-type clone of Hyper Beam, meaning that your opponent will have a free turn to [[JustForPun wash you up]] after you use it. (Also, you could do more damage by spamming Surf, so... yeah. Don't use it unless you like losing.)
* BattleInTheRain: RainDance summons a rainstorm that rages on for several turns of battle and empowers Water moves, as well as causing several other effects (such as giving 100% accuracy to Thunder and Hurricane). The abilities Drizzle and Primordial Sea are automatic versions that activate as soon as the user enters battle.
* BreathWeapon: A weird one in that the water they use is often depicted as coming from their mouths in most adaptations.
* BubbleGun: The moves Bubble and its big sister Bubble Beam, both of which cause damage in addition to possibly lowering the target's speed.
* ComMons: They serve as the main encounters on aquatic routes, though they aren't exceptionally powerful. Tentacool in particular are very common in the seas of Kanto, Johto, Hoenn and Alola.
* ColorCodedElements: WaterIsBlue, as are most Water-types' color schemes.
* CoupDeGrace: Brine deals double damage to targets who have less than half their health left.
* DifficultButAwesome: Water Spout's Power is directly proportional to how much HP the user has left, boasting a large 150 (same as Hydro Cannon) if the user is at full health. If you can keep the user healthy, it's far more useful than Hydro Pump due to higher Power, 100% accuracy, and the ability to hit multiple opponents in Double and Triple Battles.
* ElementalBaggage: Brine? Dive? Muddy Water? Surf? Waterfall? Whirlpool? Doesn't matter, your Pokémon can always summon enough water from nowhere to enable these moves, even if you're fighting in the middle of the desert or ''[[UpToEleven at the edge of space!]]''
* ElementalRockPaperScissors

to:

* ActionInitiative: Aqua Jet. Water Shuriken, despite being a multi-hit move, Grassy Glide has boosted increased priority as well.
if Grassy Terrain is in effect.
* AquaticMook: Several wild Water-type Pokémon AlwaysAccurateAttack: Magical Leaf bypasses accuracy and evasion checks when it's used.
* AwesomeButImpractical:
** Solar Beam and Solar Blade
are fought while on water, underwater, strong attacks, but they have [[SuckingInLines a charge turn]] that telegraphs what you are doing to your opponent. Averted in Sunny weather where the charge turn is negated, but played straighter in Rain, Sandstorms, Hail or fished up.
* AwesomeButImpractical: Hydro Cannon
Strong Winds, which halve their power.
** Frenzy Plant
is a Water-type Grass-type clone of Hyper Beam, meaning that your opponent will have which means you're a free turn to [[JustForPun wash you up]] sitting duck after using it. Also, you use it. (Also, you could can do more damage by spamming Surf, so... yeah. Don't use it unless you like losing.)
Energy Ball.
* BattleInTheRain: RainDance summons a rainstorm that rages on for several turns of battle and empowers Water moves, as well as causing several other effects (such as giving 100% accuracy to Thunder and Hurricane). The abilities Drizzle and Primordial Sea are automatic versions that activate as soon as BoringButPractical: Energy Ball isn't the user enters battle.
* BreathWeapon: A weird one in that the water they use is often depicted as coming from their mouths in
most adaptations.
* BubbleGun: The moves Bubble
damaging Grass-type move, but it is accurate, has a good amount of PP, deals fairly good damage, and its big sister Bubble Beam, both of which cause damage in addition has a 10% chance to possibly lowering lower the target's speed.
special defense by 1 stage. This trope also applies to Seed Bomb, which has slightly less (but still decent) base damage than Energy Ball, but does physical damage, has 5 additional PP, and has no secondary effects.
* ComMons: They serve as BulletSeed: The TropeNamer. It's an attack which shoots seeds at the main encounters on aquatic routes, though they aren't exceptionally powerful. Tentacool in particular are very common in opponent to hit 2-5 times.
* CastFromHitPoints: Wood Hammer does damage to
the seas user equal to 1/3 of Kanto, Johto, Hoenn how much it deals to the target.
* ChargedAttack: Solar Beam
and Alola.
Solar Blade require a turn to gather sunlight before the attack executes on the second turn. If the weather is sunny, however, the charge turn is not required.
* ColorCodedElements: WaterIsBlue, Grass-typing is represented as Green, and many Grass-types are most Water-types' color schemes.
varying shades of green and yellow.
* CoupDeGrace: Brine CriticalHitClass: Razor Leaf and Leaf Blade have high critical hit ratios.
* DangerousForbiddenTechnique: Leaf Storm
deals double heavy damage to targets who have less than half their health left.
* DifficultButAwesome: Water Spout's Power is directly proportional to how much HP
the target, but lowers the Special Attack of the user has left, boasting a large 150 (same as Hydro Cannon) if by two stages. Serperior is well-known for its Contrary ability, which ''raises'' its stats after using the user is at full health. If you can keep the user healthy, it's far more useful than Hydro Pump due to higher Power, 100% accuracy, and the ability to hit multiple opponents in Double and Triple Battles.
* ElementalBaggage: Brine? Dive? Muddy Water? Surf? Waterfall? Whirlpool? Doesn't matter, your Pokémon can always summon enough water from nowhere to enable these moves, even if you're fighting in the middle
move instead of the desert or ''[[UpToEleven at the edge of space!]]''
lowering them.
* ElementalRockPaperScissorsElementalRockPaperScissors:



*** Strong: Fire, Ground, Rock
*** Weak: Dragon, Grass, Water

to:

*** Strong: Fire, Ground, Rock
Rock, Water
*** Weak: Bug, Dragon, Fire, Flying, Grass, WaterPoison, Steel



*** Strong: Fire, Ice, Steel, Water
*** Weak: Electric, Grass
* FakeBalance:
** Within the Starter PowerTrio; not only does Water have the least number of weaknesses[[note]]2 types, Grass and Electric, compared to Fire's 3 and [[KryptoniteIsEverywhere Grass's 5]][[/note]] and types that resist it[[note]]Only 3 types, [[LikeCannotCutLike Water]], Grass, and Dragon, resist Water, compared to Fire's 4 and Grass's ''[[KryptoniteIsEverywhere 7]]''[[/note]], meaning that they can easily beat Grass-types despite the type disadvantage thanks to their access to [[AnIcePerson Ice-type attacks]], and Electric-types (their only other weakness) due to them not resisting Water attacks and their GlassCannon tendencies.
** The weather condition related to the Water type, rain, is ''far'' superior to the other weather conditions. Intense sunlight powers up Fire-type moves, but the Abilities powered up by intense sunlight are usually given to Grass-types, which are roasted even harder by the powered-up Fire moves. Rock- and Ground-types might enjoy having their weaknesses to Water being reduced, but in turn, they risk taking a no-charge Solar Beam. Sandstorm's powering-up Abilities, Sand Force and Sand Rush, are mutually exclusive and not innate boosts. Rain gives a boost to Water-type attacks ''and'' its Abilities are granted to mostly Water-types, who make extremely good use of them.
* FlyingSeafoodSpecial: Practically all Water-types based on fish just seem to float in midair when battling on land, except, as of Gen VI, [[ButtMonkey Magikarp]], who just flops around helplessly.
* GiantWallOfWateryDoom: Surf, ubiquitous both as a mandatory field move and as a potent and reliable attack, involves the user surfing toward the opponent. On a huge crest of ocean water. Muddy Water is also depicted as this.
* GradualGrinder: Real-life water can wear away at almost anything with enough time, and a few Water-type moves have shades of it.
** Liquidation and Razor Shell aren't particularly powerful, but carry 20 and 50% chances to lower the opponent's Defense and thus become stronger with repeated uses.
** Clamp and Whirlpool are weak, but inflict [[FixedDamageAttack percentage-based damage]] that can run from 50% of the target's max HP to 83%[[note]]if the user holds a Binding Band and traps the target for five turns instead of four[[/note]] over time.
** While they don't directly correlate to dealing damage, Water Pulse, Waterfall, Muddy Water and Octazooka are relatively weak or average in power but carry greater-than-average chances[[note]]20% chance of confusion, 20% chance of flinching, and 30 and 50% chances to lower accuracy, respectively[[/note]] to activate. The excellent defensive properties of the Water type and the generally good bulk that most Water-types have works well with this, allowing Water-types plenty of turns to stay on the field and wear the opponent down.
* GrimyWater: The move Muddy Water uses Surf's animation, but with the water a sickly brown instead of blue. It has a chance to lower the target's accuracy, an effect borrowed from the Ground-type's wheelhouse.
* HealItWithWater:
** Aqua Ring confers a Leftovers effect, healing the user 1/16 of its max HP at the end of each turn.
** A few abilities are based on this concept. Rain Dish causes a Pokémon to regain some HP when it's raining, Water Absorb will heal Pokémon hit with water-type attacks instead of damaging them, and Hydration will cure status effects (eg. burn, freeze, poison) in rain.
* HerdHittingAttack: Bubble, Muddy Water, Water Spout, and Origin Pulse hit all enemy Pokémon, while Surf and Sparkling Aria hit everyone but the user[[note]]although Surf hit enemies only in Generation III[[/note]].
* IceMagicIsWater: ''Every'' Water-Type (except Magikarp, Rotom Wash, and Pyukumuku) has access to an Ice-Type attack (usually from Technical Machines or Move Tutors), giving them a chance at beating Grass-types and Dragon-types.
* JackOfAllStats: Water is useful offensively and defensively, and most Water types are capable of serving as [[MightyGlacier any]] [[LightningBruiser of]] [[StoneWall the]] [[FragileSpeedster competitive]] [[GlassCannon archetypes]].
* LastDiscMagic: Hydro Pump isn't a TM like Fire Blast, Thunder, or Blizzard, but can be learned naturally by many Water-types during the late- or post-game.
* LikeCannotCutLike: Water moves do not do much against Water-types.

to:

*** Strong: Fire, Ice, Steel, Electric, Grass, Ground, Water
*** Weak: Electric, Grass
Bug, Fire, Flying, Ice, Poison
* FakeBalance:
** Within
EnergyBall: An attack of this name is under the Starter PowerTrio; not only does Water Grass type. The flavor text describes the attack drawing its power from nature, which could explain the Grass-type (and the attack animation in Generation VI has little leaf particles). Oddly, it's often found in Bug, Psychic, and Ghost-types' movepools.
* FantasticFlora: Just going by its attacks, the Grass-type includes plants whose seeds can plant themselves into other beings to cause insomnia or leech away health (Worry Seed and Leech Seed), and spores that can induce sleep and paralysis (Spore and Stun Spore).
* GardenGarment: Bellossom and Lilligant both
have the least number appearance of weaknesses[[note]]2 types, Grass wearing dresses fashioned out of petals, while Leavanny, Roselia, and Electric, compared to Fire's 3 and [[KryptoniteIsEverywhere Grass's 5]][[/note]] and types that resist it[[note]]Only 3 types, [[LikeCannotCutLike Water]], Grass, and Dragon, resist Water, compared to Fire's 4 and Grass's ''[[KryptoniteIsEverywhere 7]]''[[/note]], meaning that they can easily beat Grass-types despite Roserade have a leaf-based "cape".
* GreenThumb: Naturally,
the type disadvantage thanks to their access to [[AnIcePerson Ice-type attacks]], and Electric-types (their only other weakness) due to them not resisting Water attacks and their GlassCannon tendencies.
Grass-Type specializes in plant-related combat.
* HealThyself:
** The weather condition related to the Water type, rain, is ''far'' superior to the other weather conditions. Intense sunlight powers up Fire-type moves, but the Abilities powered up by intense sunlight are usually given to Grass-types, which are roasted even harder by the powered-up Fire moves. Rock- and Ground-types might enjoy having their weaknesses to Water being reduced, but in turn, they risk taking a no-charge Solar Beam. Sandstorm's powering-up Abilities, Sand Force and Sand Rush, are mutually exclusive and not innate boosts. Rain gives a boost to Water-type attacks ''and'' its Abilities are granted to mostly Water-types, who make extremely good use of them.
* FlyingSeafoodSpecial: Practically all Water-types based on fish just seem to float in midair when battling on land, except, as of Gen VI, [[ButtMonkey Magikarp]], who just flops around helplessly.
* GiantWallOfWateryDoom: Surf, ubiquitous both as a mandatory field move and as a potent and reliable attack, involves
Morelull line's [[SecretArt signature move]], Strength Sap, heals the user surfing toward by the opponent. On a huge crest same amount of ocean water. Muddy Water is also depicted HP as this.
* GradualGrinder: Real-life water can wear away at almost anything with enough time, and
the target's Attack stat, as well as lowering the target's Attack by one stage[[labelnote:*]]it's flavored as a few Water-type moves have shades of it.LifeDrain attack, but technically doesn't qualify for that trope since it doesn't deal any damage[[/labelnote]].
** Liquidation and Razor Shell aren't particularly powerful, but carry 20 and 50% chances to lower the opponent's Defense and thus become stronger with repeated uses.
** Clamp and Whirlpool are weak, but inflict [[FixedDamageAttack percentage-based damage]] that can run from 50% of the target's max HP to 83%[[note]]if the user holds a Binding Band and traps the target for five turns instead of four[[/note]] over time.
** While they don't directly correlate to dealing damage, Water Pulse, Waterfall, Muddy Water and Octazooka are relatively weak or average in power but carry greater-than-average chances[[note]]20% chance of confusion, 20% chance of flinching, and 30 and 50% chances to lower accuracy, respectively[[/note]] to activate. The excellent defensive properties of the Water type and the generally good bulk that most Water-types have works well with this, allowing Water-types plenty of turns to stay on the field and wear the opponent down.
* GrimyWater:
The move Muddy Water uses Surf's animation, but with Synthesis immediately restores half of the water a sickly brown instead of blue. It has a chance to lower the target's accuracy, an effect borrowed from the Ground-type's wheelhouse.
* HealItWithWater:
** Aqua Ring confers a Leftovers effect, healing the user 1/16 of its max HP at the end of each turn.
** A few abilities are based on this concept. Rain Dish causes a Pokémon to regain some HP when
user's HP. Like several other Grass-type moves, it's raining, Water Absorb will heal Pokémon hit with water-type attacks instead of damaging them, more effective [[ThePowerOfTheSun in sunny weather]]; however, like Solar Beam and Hydration will cure Solar Blade, it's hindered by rain and sandstorms.
%% ** The move Jungle Healing heals both the user and its ally while curing them of
status effects (eg. burn, freeze, poison) in rain.
effects.
* HealingWinds: Aromatherapy, where the user releases a soothing scent that cures all status effects.
* HerdHittingAttack: Bubble, Muddy Water, Water Spout, and Origin Pulse hit Razor Leaf hits all enemy Pokémon, opponents, while Surf and Sparkling Aria hit Petal Blizzard hits everyone but the user[[note]]although Surf hit enemies only in Generation III[[/note]].
user.
* IceMagicIsWater: ''Every'' Water-Type (except Magikarp, Rotom Wash, and Pyukumuku) has access to an Ice-Type attack (usually from Technical Machines or Move Tutors), giving them a chance at beating KryptoniteIsEverywhere: Grass-types and Dragon-types.
* JackOfAllStats: Water is useful offensively and defensively, and
have the most Water weaknesses of all types, at five (tied with Rock), and their attacks are resisted by seven types are capable of serving as [[MightyGlacier any]] [[LightningBruiser of]] [[StoneWall the]] [[FragileSpeedster competitive]] [[GlassCannon archetypes]].
* LastDiscMagic: Hydro Pump isn't a TM
(tied with Bug). Several Grass Pokémon, like Fire Blast, Thunder, or Blizzard, but [[PsychicPowers Exeggcute, Exeggutor, Celebi,]] [[AnIcePerson Snover, and Abomasnow]], are notorious for having the most weaknesses of any Pokémon at '''six normal weaknesses and one double weakness each'''. Come Generation VI, we can be learned naturally by many Water-types during add Grass/Dark-types Nuzleaf, Shiftry, and Cacturne to the late- or post-game.
list.
* LifeDrain: Several Grass moves, like Absorb and Mega Drain, deal damage while healing the user for 50% of the damage dealt. Leech Seed acts as a sort of continuous LifeDrain.
* LikeCannotCutLike: Water Grass moves do not do much half damage against Water-types.Grass-types. Leech Seed will also only fail on opposing Grass-types.
* LightEmUp: The move Solar Beam is a beam of [[ThePowerOfTheSun charged sunlight]].



** The Water-type Z-Move is Hydro Vortex, a powerful MegaMaelstrom, and while the foe is trapped in it, the attacker rams into them repeatedly.
** The Water-type Max Move is Max Geyser, a huge torrent launched at the opponent, the cascading aftermath of so much water flying about causing heavy rain to fall for five turns.
** Primarina's personal Z-Move is Oceanic Operetta, in which it forms an enormous sphere of water and drops it on the target.
** G-Max Cannonade, Gigantamax Blastoise's G-Max Move, is a series of short, pressurized blasts of water from its cannons followed by a single large blast. The resulting vortex continues to damage non-Water-types over the next several turns.
** Upon Gigantamaxing, Rapid Strike Style Urshifu gains access to G-Max Rapid Flow, a NoHoldsBarredBeatdown of watery punches that completely ignores all protection moves.
** Gigantamax Inteleon's G-Max Hydrosnipe is a blast of water from its harpoon that explodes upon impact.
** The G-Max Move of Gigantamax Drednaw is G-Max Stonesurge. Drednaw fires a sphere of water from its mouth that, upon hitting the ground, spreads large stones around to activate a Stealth Rock effect.
** G-Max Foam Burst, exclusive to Gigantamax Kingler, is a jet of water that explodes into a torrent of bubbles, surrounding the target and decreasing its speed.
* LogicalWeakness:
** It has been noted several times in the anime that Water-types are weak against Electric-types because water is conductive to electricity. [[note]]Specifically water with impurities and dissolved electrolytes, at least, like salt water, which is what sea water is. Deionized pure water doesn't conduct electricity.[[/note]]
** Real-life plants store water, rely on water to grow, and play a huge role in preventing floods and storms from washing away the ground. In the games, the one-time-use Absorb Bulb and Luminous Moss items convert incoming Water-type attacks to stat boosts — additionally, the Cacnea and Maractus lines can potentially have Water Absorb as an ability, reflecting the particularly thirsty plants they're based off of.
* MakingASplash: Naturally, the Water-Type's arsenal revolves around all things water-based, mostly focusing on moving around large quantities of water, shooting streams of water (sometimes heated) and bubbles at your opponent and traveling around in the element itself. Some Water type moves involve more magical/precise control of their shape though, turning water into blades (Liquidation) or throwing stars (Water Shuriken).
* MegaMaelstrom: Hydro Vortex pulls the enemy under and unleashes one of these.
* RainDance: A Water-type move that makes it rain. See BattleInTheRain above.
* RequiredSecondaryPowers: As explained above, nearly all water Pokémon will have some variation of an ice attack.
* SeaMonster: Many of the more powerful Water-types have a place in in-game lore as these, especially Gyarados, a vicious sea serpent whose rages can lay whole coastal cities to waste; [[TheWormThatWalks Wishiwashi]], an individually small and weak fish that can school in large groups to take the form of a giant, powerful, and [[TheDreaded widely feared]] monster; and [[OlympusMons Kyogre]], a massive leviathan and the primordial god of the sea.

to:

** The Water-type Grass-type Z-Move is Hydro Vortex, a powerful MegaMaelstrom, and while Bloom Doom; after the foe is trapped in it, Pokémon turns the attacker rams area into them repeatedly.
a flowery meadow, it releases a devastating flower explosion.
** The Water-type Grass-type Max Move is Max Geyser, a huge torrent launched at the opponent, the cascading aftermath of so much water flying about Overgrowth, which causing heavy rain huge mushrooms to fall grow and damage the opponent with bursts of energy from them, also turning the ground into Grassy Terrain for five turns.
** Primarina's personal Z-Move is Oceanic Operetta, in which it forms an enormous sphere of water and drops it on the target.
** G-Max Cannonade,
Gigantamax Blastoise's Venusaur's exclusive G-Max Move, is a series of short, pressurized blasts of water G-Max Vine Lash, has it spawning huge vines from its cannons followed by a single large blast. The resulting vortex continues back and lashing the opponent with them and, for four turns, continuing to damage non-Water-types over the next several turns.
** Upon Gigantamaxing, Rapid Strike Style Urshifu gains access to G-Max Rapid Flow, a NoHoldsBarredBeatdown of watery punches that completely ignores all protection moves.
** Gigantamax Inteleon's G-Max Hydrosnipe is a blast of water from its harpoon that explodes upon impact.
** The G-Max Move of Gigantamax Drednaw is G-Max Stonesurge. Drednaw fires a sphere of water from its mouth that, upon hitting the ground, spreads large stones around to activate a Stealth Rock effect.
** G-Max Foam Burst, exclusive to Gigantamax Kingler, is a jet of water that explodes into a torrent of bubbles, surrounding the target and decreasing its speed.
* LogicalWeakness:
** It has been noted several times in the anime that Water-types are weak against Electric-types because water is conductive to electricity. [[note]]Specifically water with impurities and dissolved electrolytes, at least, like salt water, which is what sea water is. Deionized pure water doesn't conduct electricity.[[/note]]
** Real-life plants store water, rely on water to grow, and play a huge role in preventing floods and storms from washing away the ground. In the games, the one-time-use Absorb Bulb and Luminous Moss items convert incoming Water-type attacks to stat boosts — additionally, the Cacnea and Maractus lines can potentially have Water Absorb as an ability, reflecting the particularly thirsty plants they're based off of.
* MakingASplash: Naturally, the Water-Type's arsenal revolves around all things water-based, mostly focusing on moving around large quantities of water, shooting streams of water (sometimes heated) and bubbles at your opponent and traveling around in the element itself. Some Water
non-grass type moves involve more magical/precise control of their shape though, turning water into blades (Liquidation) or throwing stars (Water Shuriken).
Pokémon.
* MegaMaelstrom: Hydro Vortex pulls the enemy under and unleashes one of these.
* RainDance: A Water-type move that makes it rain. See BattleInTheRain above.
* RequiredSecondaryPowers: As
LogicalWeakness: Grass' resistance towards Electric is explained above, nearly all water in ''[[Recap/PokemonS6E7TreesACrowd Tree's a Crowd]]'', as Grass-types diffuse electricity into the trees or ground.
* MushroomMan: Though not plants, mushrooms are always associated with the Grass-type in this franchise. In terms of actual humanoid fungi, there are Amoonguss, a hopping toadstool with a face on its stem and a sort pair of arms ending in smaller mushroom caps, and Shiinotic, a diminutive humanoid with short legs, thin and spindly arms and fingers and a broad purple cap growing from its head. They evolve from more borderline examples of this trope that put more emphasis on "mushroom" than "man", Foongus — much like Amoonguss, but with only a pair of fingerless arms for limbs — and Morelull — an ambulatory cluster of hyphae with eyes and three mushrooms sprouting from its top. Breloom has a similar bipedal build, but more closely resembles a kangaroo.
* PetalPower: Petal Dance and Petal Blizzard are damage-dealing moves presented as their user buffeting its target with a flurry of razor-sharp petals.
* {{Planimal}}: By definition, any
Pokémon that has the Grass type must be at least part plant (or fungus), and as such most Grass-types that aren't outright {{Plant Person}}s or {{Nature Spirit}}s of some sort will have end up being this. Exactly how this works can vary: in some variation cases, the Pokémon is a "normal" animal in symbiosis with a plant or fungus (like the Paras line and their parasitic mushroom, or the Bulbasaur line, whose plant the Pokédex describes as growing from a seed planted in their back at birth). Others, like Sawsbuck, simply appear to be individual creatures with characteristics of an ice attack.
both plants and animals.
* SeaMonster: PoisonousPerson: Many of the more powerful Water-types have a place secondary Poison-typing (especially in in-game lore as these, especially Gyarados, a vicious sea serpent whose rages can lay whole coastal cities to waste; [[TheWormThatWalks Wishiwashi]], an individually small Gen I) and weak fish that can school in large groups usually have access to take the form of a giant, powerful, and [[TheDreaded widely feared]] monster; and [[OlympusMons Kyogre]], a massive leviathan Poison attacks.
* ThePowerOfTheSun: Just like real plants, some Grass-type abilities involve sunlight, like Synthesis, Solar Beam,
and the primordial god of the sea.abilities Chlorophyll and Leaf Guard.



** The ability Drizzle gives an instant Rain Dance effect when the user switches into battle if there is no weather or another weather in play. It lasts for 5 turns unless the user is holding a Damp Rock, in which case it lasts 8 turns. If Rain is already active, it ''does not'' reset or stack with the current turn limit. Prior to ''X and Y'', the effect was permanent unless it was overridden by another weather activating.
** Primal Kyogre has an enhanced version of Drizzle called Primordial Sea. It has the same Water-boosting effects, cannot be overridden by normal weather abilities or weather moves (only Desolate Land and Delta Stream), and makes it so all Fire-type moves except for Will-O-Wisp will always fail. Unlike Drizzle, it will not persist when the owner switches out or if it is supressed by Gastro Acid.
** The ability Mega Launcher increases the power of Aura Sphere, Dark Pulse, Water Pulse, Dragon Pulse, and Heal Pulse by 50%.[[note]][[DevelopersForesight It boosts Origin Pulse as well]], though this is more a curiosity than anything, as Kyogre doesn't get Mega Launcher naturally and changing its ability mid-battle requires several steps.[[/note]]
** The ability Torrent increases the power of Water moves by 50% when the user is at 1/3 or less HP.
** Water Pledge and Hydro Cannon, which are special moves only tutorable to Water-type starter Pokémon.
** The move Water Spout deals damage depending on the percentage of the user's current HP, with a higher percentage meaning higher damage.
** The ability Water Veil makes the owner immune to burns.
** The ability Water Bubble not only makes the owner immune to burns, it also reduces Fire-type damage by half, and doubles the power of the user's Water-type attacks.
* SimpleYetAwesome: Surf has no additional effects in battle aside from hitting everything around the user and all it does is attack with a giant wave of water. But, it's vital for getting around and is strong enough that it's actually a legitimately good move, unlike other Hidden Machines.
** Waterfall is another Water-type Hidden Machine (and like Surf eventually became a TM), and it's every bit as useful as Surf. While Surf is the more powerful move, Waterfall has a chance to cause flinching, and it's decently powerful and runs off the Attack stat, making it a common option for physical attackers like Gyarados.
** Scald is a decently powerful Water-type move [[note]]on par with Waterfall at 80 power[[/note]] with 100% accuracy and also has a 30% chance of inflicting the burn status, which deals damage over time and halves the afflicted Pokémon's attack. It's been a TM since its debut in Gen V, which was also the generation that [=TMs=] first became usable repeatedly. Because of this, it's pretty much assumed that any Pokémon that ''can'' have Scald probably ''will'', especially if it uses its Special Attack stat for attacking. Scald also has the nice ability to thaw out the user when used, though it will also thaw a frozen target.
* SpamAttack: Water Shuriken hits the target 2-5 times on each use, with each hit dealing weak damage.
* StatusBuff:
** Withdraw increases the user's defense by 1 stage.
** Swift Swim doubles the user's speed during Rain.
** Storm Drain gives immunity to Water attacks and increases the user's Special Attack by 1 stage whenever hit by one. In a Double or Triple Battle, single-target Water-type moves used by an opponent or ally will be forced to target the Pokémon with Storm Drain.
* SuperMode: Blastoise, Slowbro, Gyarados, Swampert, and Sharpedo are capable of Mega Evolution. Kyogre can undergo Primal Reversion to become Primal Kyogre, while Greninja is capable of transforming into Ash-Greninja if it has the Battle Bond ability. Blastoise, Kingler, Lapras, Inteleon, Drednaw, ''and'' Urshifu (in its Fighting/Water Rapid Strike style) are all capable of Gigantamax (though Lapras's G-Max Move is not Water-type).
* StoneWall: Water types are often lauded with being one of the best defensive typings in the game. They only have two weakness and have four resistances. On top of that, quite a few Water-types also favors high HP and Defensive stats, but their speed tend to be fairly low.
* SwitchOutMove: Flip Turn inflicts damage by ramming into the target while propelled by water like a surfer, then switches the user out (again, like a surfer quickly changing direction).
* TruthInTelevision: Scald has a 30% chance to burn, which is higher than most Fire-type moves. There's a reason for that: water and steam transfer heat by direct contact instead of by radiation, making hot water and steam burns more painful (and sometimes fatal) than the common burns you get when you touch something hot, like a flame or a hot stovetop. Water also has a very high specific heat, which means the particles of steam carry huge amounts of damaging energy.
** Water's high specific heat also explains its resistances to both Fire and Ice — it takes a ''lot'' of thermal energy to change water's temperature.
* TurnsRed: Torrent boosts the power of Water-type moves when the user is at low health. It's exclusive to Water-type starter Pokémon, Panpour, and Simipour.

to:

** The ability Drizzle gives an instant Rain Dance effect when Chlorophyll doubles the user's Speed in sunny weather.
** Effect Spore has a 30% chance of inflicting paralysis, sleep, or poisoning on Pokémon that make contact with the possessor of the Ability. All Pokémon who have this Ability as a standard Ability are mushroom-based.
** Harvest has a 50% chance of recreating a consumed berry each turn (100% chance during sunny weather).
** Leaf Guard makes
the user switches into battle if there is no weather or another weather in play. It lasts for 5 turns unless the user is holding a Damp Rock, in which case it lasts 8 turns. If Rain is already active, it ''does not'' reset or stack with the current turn limit. Prior immune to ''X and Y'', the effect was permanent unless it was overridden by another weather activating.
StandardStatusEffects during sunny weather.
** Primal Kyogre has an enhanced version of Drizzle called Primordial Sea. It has the same Water-boosting effects, cannot be overridden by normal weather abilities or weather moves (only Desolate Land and Delta Stream), and makes it so all Fire-type moves except for Will-O-Wisp will always fail. Unlike Drizzle, it will not persist when the owner switches out or if it is supressed by Gastro Acid.
** The ability Mega Launcher
Overgrow increases the power of Aura Sphere, Dark Pulse, Water Pulse, Dragon Pulse, and Heal Pulse by 50%.[[note]][[DevelopersForesight It boosts Origin Pulse as well]], though this is more a curiosity than anything, as Kyogre doesn't get Mega Launcher naturally and changing its ability mid-battle requires several steps.[[/note]]
** The ability Torrent increases the power of Water
Grass moves by 50% when the user is at 1/3 or less HP.
health.
** Water Leech Seed deals percentage-based LifeDrain damage to the opponent until the seeds are removed by Rapid Spin or switching out.
** Grass
Pledge and Hydro Cannon, Frenzy Plant, which are special moves only tutorable to Water-type Grass-type starter Pokémon.
** The move Water Spout deals damage depending on the percentage of the user's current HP, with a higher percentage meaning higher damage.
** The ability Water Veil
Spore makes the owner immune to burns.
** The ability Water Bubble not only makes the owner immune to burns, it also reduces Fire-type damage by half, and doubles the power of the user's Water-type attacks.
* SimpleYetAwesome: Surf has no additional effects in battle aside from hitting everything around the user and all it does is attack with a giant wave of water. But, it's vital for getting around and is strong enough that it's actually a legitimately good move,
target fall asleep, but unlike other Hidden Machines.
** Waterfall is another Water-type Hidden Machine (and like Surf eventually became a TM), and it's every bit as useful as Surf. While Surf is the more powerful move, Waterfall
most sleep-inducing moves, it has a chance to cause flinching, and it's decently powerful and runs off the Attack stat, making it a common option for physical attackers like Gyarados.
** Scald is a decently powerful Water-type move [[note]]on par with Waterfall at 80 power[[/note]] with
100% accuracy and also has a 30% chance of inflicting the burn status, which deals damage over time and halves the afflicted Pokémon's attack. It's been a TM since its debut in Gen V, which was also the generation that [=TMs=] first became usable repeatedly. Because of this, it's pretty accuracy. Others have much assumed that any worse accuracy. Only mushroom-based Pokémon can learn this.
** Forest's Curse is a move
that ''can'' have Scald probably ''will'', especially if it uses its Special Attack stat for attacking. Scald also has the nice ability to thaw out the user when used, though it will also thaw a frozen target.
* SpamAttack: Water Shuriken hits the target 2-5 times on each use, with each hit dealing weak damage.
* StatusBuff:
** Withdraw increases the user's defense by 1 stage.
** Swift Swim doubles the user's speed during Rain.
** Storm Drain
gives immunity a Pokémon the Grass type on top of their existing typings, which, given Grass's [[KryptoniteIsEverywhere many weaknesses]], usually is advantageous. Kyurem in particular has ''10 weaknesses'' when afflicted with Forest's Curse, while the combinations Ground/Flying, Ground/Dragon, Dragon/Flying, Ice/Steel, Bug/Steel, Bug/Fighting, Dark/Psychic and Ice/Bug each gain an 8x weakness. %%Also Water/Ground, Water/Dragon, and Water/Flying to Water attacks the move Freeze-Dry and Normal/Dark, Normal/Fighting, Fighting/Dark, Ice/Fighting, and Ice/Dark to the move Flying Press.
** Grassy Terrain creates a {{Geo Effect|s}} which gives all Pokémon on the ground RegeneratingHealth
and increases the user's Special Attack by 1 stage whenever hit by one. In power of their Grass-type moves.
* SituationalDamageAttack: Grass Knot's Power is dependent on the target's weight. For the lightest of targets, it's
a Double or Triple Battle, single-target Water-type moves used by an pathetic 20, but for the heaviest, it's a very strong 120.
* SpamAttack: Bullet Seed hits the
opponent or ally will be forced to target the Pokémon with Storm Drain.
a barrage of 2-5 weak hits on each use.
* StealthPun: Leaf Blade. It's often depicted as a blade of green energy in the anime, but in the games it's a green slash. But it's a blade used by Grass-type Pokémon. It's a '''literal''' ''blade of grass''.
* SupportPartyMember: Although [[KryptoniteIsEverywhere their offensive and defensive matchups]] are a little shaky, Grass-types tend to get many support/utility moves like Poisonpowder, Sleep Powder, Stun Spore, Spore, Leech Seed, Aromatherapy, and such, while also soaking up the first five.
* SuperMode: Blastoise, Slowbro, Gyarados, Swampert, Venusaur, Sceptile, and Sharpedo Abomasnow are capable of Mega Evolution. Kyogre can undergo Primal Reversion to become Primal Kyogre, while Greninja is Evolution, and Venusaur, Rillaboom, Flapple, and Appletun are capable of transforming into Ash-Greninja if it has the Battle Bond ability. Blastoise, Kingler, Lapras, Inteleon, Drednaw, ''and'' Urshifu (in its Fighting/Water Rapid Strike style) are all capable of Gigantamax (though Lapras's G-Max Move is not Water-type).
* StoneWall: Water types are often lauded
Gigantamax, with being one of the best defensive typings in the game. They only have latter two weakness and have four resistances. On top of that, quite a few Water-types also favors high HP and Defensive stats, but their speed tend to be fairly low.
* SwitchOutMove: Flip Turn inflicts damage by ramming into the target
notably sharing an appearance while propelled by water like a surfer, then switches the user out (again, like a surfer quickly changing direction).
* TruthInTelevision: Scald has a 30% chance to burn, which is higher than most Fire-type moves. There's a reason for that: water and steam transfer heat by direct contact instead of by radiation, making hot water and steam burns more painful (and sometimes fatal) than the common burns you get when you touch something hot, like a flame or a hot stovetop. Water also has a very high specific heat, which means the particles of steam carry huge amounts of damaging energy.
** Water's high specific heat also explains its resistances to both Fire and Ice — it takes a ''lot'' of thermal energy to change water's temperature.
doing so.
* TurnsRed: Torrent Overgrow boosts the power of Water-type Grass-type moves when the user is at low health. 1/3 of their total health or lower. It's exclusive to Water-type Grass-type starter Pokémon, Panpour, Pokémon (and Pansage and Simipour.Simisage).
* UselessUsefulSpell: Petal Blizzard is tied with Leaf Blade as the strongest physical Grass-type move without any downsides, and even hits multiple opponents in Double, Triple, and Horde Battles. Everything capable of learning it has below-average Attack at best, making it largely worthless.
* WeakToFire: As part of the core ElementalRockPaperScissors, Grass-type starters always maintain a weakness to the fire type (when not counting Mega Sceptile, who is Grass/Dragon and is thus neutral to Fire).



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

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

Grass-types can be difficult to use effectively in battle, as they are heavily disadvantaged in many different ways. [[KryptoniteIsEverywhere They have FIVE weaknesses]] (Fire, Flying, Ice, Poison, and Bug), their attacks are resisted by '''seven''' types (Fire, Flying, Poison, Bug, Grass, Dragon, and Steel), and their movepools tend to be poor, [[PoorPredictableRock with many Grass-types lacking options other than Grass, Normal, and other attacks/moves from their secondary types]]. Despite this, they are good at spreading around status effects and passive damage through Leech Seed and the like. Grass types are also good at blocking such status effects themselves, as they're immune to powder moves and Leech Seed. Lastly, their positive defensive matchups can still be relied upon, as Grass is one of only three types to take less-than-neutral damage from Ground and Electric — and, as exemplified in the starter type triangle, also resists the ubiquitous Water type, [[KryptoniteIsEverywhere although its access to Ice moves makes handling Water-types themselves much riskier than taking a Water-type move]].
%%Known Specialists: Erika in ''Red and Green/Blue'' and ''Yellow''; Gardenia in ''Diamond and Pearl'' and ''Platinum''; Cilan in ''Black and White'' and ''Black 2 and White 2''; Ramos in ''X and Y''; Mallow in ''Sun and Moon''; Milo in ''Sword and Shield''

to:

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

Grass-type Pokémon is a misnomer. The type is associated with all plant life, autotrophic protista, even heterotrophic crinoids and fungi. Electric-types are known for their ability to control electricity. Most of them are known for [[FastAsLightning extraordinary speed stats]]. They tend are also capable of inflicting the paralysis status (though this ability isn't exclusive to electric-type moves). Paralysis cuts the affected Pokémon's speed, and there's also a chance that it can't move at all. Electric types are immune to Paralysis themselves. A lot of them are electricity-generating animals, but a number of machines are among the ranks. Electric rodents appear to be {{Mighty Glacier}}s, strong and sturdy like a tree, but slow to move, though there are several outliers, such as Jumpluff, Sceptile, Whimsicott, and Kartana, who are [[RecurringElement particularly [[FragileSpeedster speedy]]. It's one common.]]

Offensively, it is effective against two
of the three starter types. As most common types in the name implies, they can generally be encountered wherever tall grass is found, but a few, like Cacturne game (Water and Abomasnow, can be found in places that seem inhospitable to plant life, proving their resilience.

Grass-types can be difficult to use effectively in battle, as they are heavily disadvantaged in many different ways. [[KryptoniteIsEverywhere They have FIVE weaknesses]] (Fire, Flying, Ice, Poison, and Bug), their attacks are
Flying), while it is resisted by '''seven''' types (Fire, Flying, Poison, Bug, Grass, Dragon, and Steel), and their movepools tend to be poor, [[PoorPredictableRock with many Grass-types lacking options other than Grass, Normal, Grass-types, Dragon-types, and other attacks/moves from their secondary types]]. Despite this, they are good at spreading around status effects and passive damage through Leech Seed and the like. Grass types are also good at blocking such status effects themselves, as they're immune to powder moves and Leech Seed. Lastly, their positive defensive matchups can still be relied upon, as Grass is one of only three types to take less-than-neutral damage from Ground and Electric — and, as exemplified in the starter type triangle, also Electric-types, with Ground-types being immune. Defensively, it resists Flying, Steel, and itself, and is only weak to Ground. [[GlassCannon To balance this, most Electric-types have weak defenses.]]

They mostly make their homes in urban regions, but some take up residence in caves and forests,
the ubiquitous Water type, [[KryptoniteIsEverywhere although its access to Ice moves makes handling Water-types themselves much riskier than taking a Water-type move]].
latter most memorably being where Pikachu are found.
%%Offensively: x2 Water, x2 Flying, x1/2 Dragon, x1/2 Electric, x1/2 Grass, x0 Ground
%%Defensively: x1/2 Electric, x1/2 Flying, x1/2 Steel, x2 Ground
%%Known Specialists: Erika Lt. Surge in ''Red and Green/Blue'' and ''Yellow''; Gardenia Wattson in ''Ruby and Sapphire'' and ''Emerald''; Volkner in ''Diamond and Pearl'' and ''Platinum''; Cilan Elesa in ''Black and White'' and ''Black 2 and White 2''; Ramos Clemont in ''X and Y''; Mallow Sophocles in ''Sun and Moon''; Milo in ''Sword and Shield''Moon''



* ActionInitiative: Grassy Glide has increased priority if Grassy Terrain is in effect.
* AlwaysAccurateAttack: Magical Leaf bypasses accuracy and evasion checks when it's used.

to:

* ActionInitiative: Grassy Glide has increased priority if Grassy Terrain is in effect.
AllWebbedUp: Electroweb, which inflicts damage while lowering the target's Speed stat.
* AlwaysAccurateAttack: Magical Leaf Shock Wave bypasses accuracy and evasion checks when it's used.used. Thunder confers the same effect during Rain, with the added bonus of hitting the target when they're in the middle of using Fly, Bounce, or Sky Drop.
* ArmorPiercingAttack: In ''Diamond and Pearl'', Thunder had a 30% chance to bypass Protect during Rain due to a glitch.
* AntiAir: One of the few types that are effective against Flying-types. Thunder bypasses the target's semi-invulnerable phase when they are using Fly, Bounce, or Sky Drop.



** Solar Beam and Solar Blade are strong attacks, but they have [[SuckingInLines a charge turn]] that telegraphs what you are doing to your opponent. Averted in Sunny weather where the charge turn is negated, but played straighter in Rain, Sandstorms, Hail or Strong Winds, which halve their power.
** Frenzy Plant is a Grass-type clone of Hyper Beam, which means you're a sitting duck after using it. Also, you can do more damage by spamming Energy Ball.
* BoringButPractical: Energy Ball isn't the most damaging Grass-type move, but it is accurate, has a good amount of PP, deals fairly good damage, and has a 10% chance to lower the target's special defense by 1 stage. This trope also applies to Seed Bomb, which has slightly less (but still decent) base damage than Energy Ball, but does physical damage, has 5 additional PP, and has no secondary effects.
* BulletSeed: The TropeNamer. It's an attack which shoots seeds at the opponent to hit 2-5 times.
* CastFromHitPoints: Wood Hammer does damage to the user equal to 1/3 of how much it deals to the target.
* ChargedAttack: Solar Beam and Solar Blade require a turn to gather sunlight before the attack executes on the second turn. If the weather is sunny, however, the charge turn is not required.
* ColorCodedElements: Grass-typing is represented as Green, and many Grass-types are varying shades of green and yellow.
* CriticalHitClass: Razor Leaf and Leaf Blade have high critical hit ratios.
* DangerousForbiddenTechnique: Leaf Storm deals heavy damage to the target, but lowers the Special Attack of the user by two stages. Serperior is well-known for its Contrary ability, which ''raises'' its stats after using the move instead of lowering them.

to:

** Solar Beam and Solar Blade are strong attacks, Thunder is the strongest widespread Electric attack in the game, but they have [[SuckingInLines it has a charge turn]] that telegraphs what you are doing to your opponent. less-than-perfect accuracy of 70%. Averted in Sunny weather where the charge turn during Rain when its accuracy is negated, perfect, but played straighter in Rain, Sandstorms, Hail or Strong Winds, sunny weather, which halve their power.
reduces its accuracy to 50%.
** Frenzy Plant Zap Cannon is a Grass-type clone of Hyper Beam, which means you're a sitting duck after using it. Also, you can do more damage by spamming Energy Ball.
tied with Volt Tackle as the strongest Electric move that's available to non-Legendaries and always inflicts [[StandardStatusEffects Paralysis]] on its target, but its accuracy is worse than Thunder's at ''50%''.
* BoringButPractical: Energy Ball Thunderbolt isn't the most damaging Grass-type move, flashiest or strongest Electric attack, but it is accurate, has a good amount above-average power (90 as of PP, deals fairly good damage, Gen VI) and has a 10% chance to lower the target's special defense by 1 stage. This trope also applies to Seed Bomb, which has slightly less (but still decent) base damage than Energy Ball, but does physical damage, has 5 additional PP, and has no secondary effects.
* BulletSeed: The TropeNamer. It's an attack which shoots seeds at the opponent to hit 2-5 times.
100% accuracy.
* CastFromHitPoints: Wood Hammer does Wild Charge and Volt Tackle deal damage to the user equal to 1/3 a fraction of how much it deals to the target.
* ChargedAttack: Solar Beam
damage they deal to their targets; 1/4 and Solar Blade require a turn to gather sunlight before the attack executes on the second turn. If the weather is sunny, however, the charge turn is not required.
1/3, respectively.
* ChainLightning: Discharge and Parabolic Charge damage all adjacent Pokémon in Double and Triple battles.
* ColorCodedElements: Grass-typing The Electric-type icon is represented [[YellowLightningBlueLightning Yellow]], as Green, and many Grass-types are varying shades is a majority of green and yellow.
Electric-types themselves.
* CriticalHitClass: Razor Leaf and Leaf Blade have high critical hit ratios.
* DangerousForbiddenTechnique: Leaf Storm deals heavy damage
ElementalRivalry: There appear to the target, but lowers the Special Attack be a lot of the user by two stages. Serperior is well-known pairs of [[LightningFireJuxtaposition Electric types with Fire types]]. See Fire-types for its Contrary ability, which ''raises'' its stats after using the move instead of lowering them.examples.



*** Strong: Ground, Rock, Water
*** Weak: Bug, Dragon, Fire, Flying, Grass, Poison, Steel

to:

*** Strong: Ground, Rock, Flying, Water
*** Weak: Bug, Dragon, Fire, Flying, Grass, Poison, SteelElectric, Grass
*** Can't Hit: Ground



*** Strong: Electric, Grass, Ground, Water
*** Weak: Bug, Fire, Flying, Ice, Poison
* EnergyBall: An attack of this name is under the Grass type. The flavor text describes the attack drawing its power from nature, which could explain the Grass-type (and the attack animation in Generation VI has little leaf particles). Oddly, it's often found in Bug, Psychic, and Ghost-types' movepools.
* FantasticFlora: Just going by its attacks, the Grass-type includes plants whose seeds can plant themselves into other beings to cause insomnia or leech away health (Worry Seed and Leech Seed), and spores that can induce sleep and paralysis (Spore and Stun Spore).
* GardenGarment: Bellossom and Lilligant both have the appearance of wearing dresses fashioned out of petals, while Leavanny, Roselia, and Roserade have a leaf-based "cape".
* GreenThumb: Naturally, the Grass-Type specializes in plant-related combat.
* HealThyself:
** The Morelull line's [[SecretArt signature move]], Strength Sap, heals the user by the same amount of HP as the target's Attack stat, as well as lowering the target's Attack by one stage[[labelnote:*]]it's flavored as a LifeDrain attack, but technically doesn't qualify for that trope since it doesn't deal any damage[[/labelnote]].
** The move Synthesis immediately restores half of the user's HP. Like several other Grass-type moves, it's more effective [[ThePowerOfTheSun in sunny weather]]; however, like Solar Beam and Solar Blade, it's hindered by rain and sandstorms.
%% ** The move Jungle Healing heals both the user and its ally while curing them of status effects.
* HealingWinds: Aromatherapy, where the user releases a soothing scent that cures all status effects.
* HerdHittingAttack: Razor Leaf hits all opponents, while Petal Blizzard hits everyone but the user.
* KryptoniteIsEverywhere: Grass-types have the most weaknesses of all types, at five (tied with Rock), and their attacks are resisted by seven types (tied with Bug). Several Grass Pokémon, like [[PsychicPowers Exeggcute, Exeggutor, Celebi,]] [[AnIcePerson Snover, and Abomasnow]], are notorious for having the most weaknesses of any Pokémon at '''six normal weaknesses and one double weakness each'''. Come Generation VI, we can add Grass/Dark-types Nuzleaf, Shiftry, and Cacturne to the list.
* LifeDrain: Several Grass moves, like Absorb and Mega Drain, deal damage while healing the user for 50% of the damage dealt. Leech Seed acts as a sort of continuous LifeDrain.
* LikeCannotCutLike: Grass moves do half damage against Grass-types. Leech Seed will also only fail on opposing Grass-types.
* LightEmUp: The move Solar Beam is a beam of [[ThePowerOfTheSun charged sunlight]].
* LimitBreak:
** The Grass-type Z-Move is Bloom Doom; after the Pokémon turns the area into a flowery meadow, it releases a devastating flower explosion.
** The Grass-type Max Move is Max Overgrowth, which causing huge mushrooms to grow and damage the opponent with bursts of energy from them, also turning the ground into Grassy Terrain for five turns.
** Gigantamax Venusaur's exclusive G-Max Move, G-Max Vine Lash, has it spawning huge vines from its back and lashing the opponent with them and, for four turns, continuing to damage non-grass type Pokémon.
* LogicalWeakness: Grass' resistance towards Electric is explained in ''[[Recap/PokemonS6E7TreesACrowd Tree's a Crowd]]'', as Grass-types diffuse electricity into the trees or ground.
* MushroomMan: Though not plants, mushrooms are always associated with the Grass-type in this franchise. In terms of actual humanoid fungi, there are Amoonguss, a hopping toadstool with a face on its stem and a sort pair of arms ending in smaller mushroom caps, and Shiinotic, a diminutive humanoid with short legs, thin and spindly arms and fingers and a broad purple cap growing from its head. They evolve from more borderline examples of this trope that put more emphasis on "mushroom" than "man", Foongus — much like Amoonguss, but with only a pair of fingerless arms for limbs — and Morelull — an ambulatory cluster of hyphae with eyes and three mushrooms sprouting from its top. Breloom has a similar bipedal build, but more closely resembles a kangaroo.
* PetalPower: Petal Dance and Petal Blizzard are damage-dealing moves presented as their user buffeting its target with a flurry of razor-sharp petals.
* {{Planimal}}: By definition, any Pokémon that has the Grass type must be at least part plant (or fungus), and as such most Grass-types that aren't outright {{Plant Person}}s or {{Nature Spirit}}s of some sort will end up being this. Exactly how this works can vary: in some cases, the Pokémon is a "normal" animal in symbiosis with a plant or fungus (like the Paras line and their parasitic mushroom, or the Bulbasaur line, whose plant the Pokédex describes as growing from a seed planted in their back at birth). Others, like Sawsbuck, simply appear to be individual creatures with characteristics of both plants and animals.
* PoisonousPerson: Many have a secondary Poison-typing (especially in Gen I) and usually have access to Poison attacks.
* ThePowerOfTheSun: Just like real plants, some Grass-type abilities involve sunlight, like Synthesis, Solar Beam, and the abilities Chlorophyll and Leaf Guard.

to:

*** Strong: Electric, Grass, Ground, Water
Flying, Steel
*** Weak: Bug, Fire, Flying, Ice, Poison
Ground
* EnergyBall: An attack of this name is under the Grass type. The flavor text describes the attack drawing its power from nature, FragileSpeedster: They tend to have above-average or high Speed, but are not very durable. In Gen VI, they even gain immunity to paralysis, which could explain would otherwise terribly slow them down.
* HarmlessElectrocution:
** In RealLife, electrocution can be extremely dangerous or even fatal. In-game,
the Grass-type (and the attack animation in Generation VI has little leaf particles). Oddly, it's often found in Bug, Psychic, and Ghost-types' movepools.
* FantasticFlora: Just going by its attacks, the Grass-type includes plants whose seeds can plant themselves into other beings to
worst it'll ever do is cause insomnia or leech away health (Worry Seed a Pokémon to faint.
** Electrify (the SecretArt of Helioptile
and Leech Seed), and spores that can induce sleep and paralysis (Spore and Stun Spore).
* GardenGarment: Bellossom and Lilligant both have the appearance of wearing dresses fashioned out of petals, while Leavanny, Roselia, and Roserade have a leaf-based "cape".
* GreenThumb: Naturally, the Grass-Type specializes in plant-related combat.
* HealThyself:
** The Morelull line's [[SecretArt signature move]], Strength Sap, heals the user by the same amount of HP as
Heliolisk) causes the target's next attack to register Electric damage, with the flavor being that the user of Electrify was able to infuse the target with electricity without actually harming them at all. Ion Deluge is a somewhat less effective version, as it only converts Normal-type moves, but it's available to more than one evolutionary line.
* HerdHittingAttack: Electroweb hits all opponents, while Discharge and Parabolic Charge hit everyone but the user.
* ImprovisedLightningRod: The ability Lightning Rod draws all Electric moves toward the user, confers immunity to those moves if they don't already have it, and gives a free boost to Special
Attack stat, each time they are hit by them (unless they're a Ground-type). It's mostly Electric-types themselves who have this ability, but a few Ground-types gain it as well (such as lowering [[AscendedMeme Rhydon]]). It's also possessed by Mega Sceptile (its tail acts as the target's Attack by lightning rod), and most notably, one stage[[labelnote:*]]it's flavored as a LifeDrain attack, but technically doesn't qualify for pair of Water Pokémon (Goldeen and Seaking — it's the horn that trope since it doesn't deal any damage[[/labelnote]].acts as the makeshift lightning rod).
* KidAppealCharacter: Every generation has an Electric-type rodent with generally low stats, meant to replicate the appeal of Pikachu.

** The move Synthesis immediately restores half of * LastDiscMagic: Thunder is usually available to buy as a TM late in the user's HP. Like several other Grass-type moves, it's more effective [[ThePowerOfTheSun in sunny weather]]; however, like Solar Beam and Solar Blade, it's hindered game or can be learned naturally by rain and sandstorms.
%% ** The move Jungle Healing heals both
many Electric-types during the user and its ally while curing them of status effects.
late- or post-game.
* HealingWinds: Aromatherapy, where the user releases a soothing scent that cures all status effects.
* HerdHittingAttack: Razor Leaf hits all opponents, while Petal Blizzard hits everyone but the user.
* KryptoniteIsEverywhere: Grass-types have the most weaknesses of all types, at five (tied with Rock), and their attacks are resisted by seven types (tied with Bug). Several Grass Pokémon, like [[PsychicPowers Exeggcute, Exeggutor, Celebi,]] [[AnIcePerson Snover, and Abomasnow]], are notorious for having the most weaknesses of any
LightEmUp: Many Electric-type Pokémon at '''six normal weaknesses can learn [[BigCreepyCrawlies Signal Beam]]. Some Electric-type Pokémon are themselves strongly associated with light, such as Luxray, Lanturn, and one double weakness each'''. Come Generation VI, we can add Grass/Dark-types Nuzleaf, Shiftry, and Cacturne to the list.
* LifeDrain: Several Grass moves, like Absorb and Mega Drain, deal damage while healing the user for 50% of the damage dealt. Leech Seed acts as a sort of continuous LifeDrain.
Ampharos.
* LikeCannotCutLike: Grass moves do half damage against Grass-types. Leech Seed will also only fail on opposing Grass-types.
Electric-types resist themselves.
* LightEmUp: The move Solar Beam is a beam of [[ThePowerOfTheSun charged sunlight]].
* LimitBreak:
LimitBreak:
** The Grass-type Electric-type Z-Move is Bloom Doom; after the Pokémon turns the area into Gigavolt Havoc, a flowery meadow, it releases a spear-like bolt of devastating flower explosion.
lightning.
** The Grass-type Electric-type Max Move is Max Overgrowth, Lightning, which causing huge mushrooms to grow and damage the opponent with bursts of energy from them, also turning turns the ground into Grassy Terrain for five turns.
Electric Terrain.
** Gigantamax Venusaur's Toxtricity's exclusive G-Max Move, Move is G-Max Vine Lash, has it spawning huge vines from Stun Shock, which causes Toxtricity to slam its back tail on opponents like a guitar, and lashing randomly either poisons or paralyzes them.
* TheParalyzer: Thunder Wave is
the opponent series’ bread-and-butter example, and Electric-types in general are strongly associated with them and, paralysis.
* PoorPredictableRock: Electric types usually have fairly limited movepools on the special side, with many having to rely on Hidden Power
for four turns, continuing to damage non-grass type coverage. Electric types on the physical side have it just as bad or even worse in a sense. That is while they often do have a wider range of type coverage with their physical moves, their STAB moves are very limited when it comes to good choices. The only widespread physical Electric type move of above average power is Wild Charge, which does recoil damage, something the often frail Electric types don't appreciate. All of the other options are substantially weaker or are signature moves restricted to one or two Pokémon.
* LogicalWeakness: Grass' resistance towards Electric PowerfulButInaccurate: Zap Cannon is explained in ''[[Recap/PokemonS6E7TreesACrowd Tree's a Crowd]]'', as Grass-types diffuse electricity into one of the trees or ground.
* MushroomMan: Though not plants, mushrooms are
strongest Electric-type moves and will always associated with the Grass-type in this franchise. In terms of actual humanoid fungi, there are Amoonguss, a hopping toadstool with a face on its stem and a sort pair of arms ending in smaller mushroom caps, and Shiinotic, a diminutive humanoid with short legs, thin and spindly arms and fingers and a broad purple cap growing from its head. They evolve from more borderline examples of this trope that put more emphasis on "mushroom" than "man", Foongus — much like Amoonguss, inflict paralysis if it hits, but with it only a pair of fingerless arms for limbs — and Morelull — an ambulatory cluster of hyphae with eyes and three mushrooms sprouting from its top. Breloom has a similar bipedal build, but more closely resembles a kangaroo.
50% accuracy.
* PetalPower: Petal Dance and Petal Blizzard are damage-dealing moves presented as their user buffeting its target with a flurry of razor-sharp petals.
* {{Planimal}}: By definition, any Pokémon
RecurringElement: In each Generation, there's always at least one Electric-type rodent that has the Grass type must be at least part plant (or fungus), and as such most Grass-types that aren't outright {{Plant Person}}s or {{Nature Spirit}}s of some sort will end up being this. Exactly how this works can vary: in some cases, the Pokémon is a "normal" animal in symbiosis with a plant or fungus (like the Paras line and their parasitic mushroom, or the Bulbasaur line, whose plant the Pokédex describes as growing from a seed planted in their back at birth). Others, like Sawsbuck, simply appear design similar to be individual creatures with characteristics of both plants and animals.
* PoisonousPerson: Many have a secondary Poison-typing (especially in Gen I) and usually have access to Poison attacks.
* ThePowerOfTheSun: Just like real plants, some Grass-type abilities involve sunlight, like Synthesis, Solar Beam, and the abilities Chlorophyll and Leaf Guard.
Pikachu.



** Chlorophyll doubles the user's Speed in sunny weather.
** Effect Spore has a 30% chance of inflicting paralysis, sleep, or poisoning on Pokémon that make contact with the possessor of the Ability. All Pokémon who have this Ability as a standard Ability are mushroom-based.
** Harvest has a 50% chance of recreating a consumed berry each turn (100% chance during sunny weather).
** Leaf Guard makes the user immune to StandardStatusEffects during sunny weather.
** Overgrow increases the power of Grass moves when the user is at 1/3 or less health.
** Leech Seed deals percentage-based LifeDrain damage to the opponent until the seeds are removed by Rapid Spin or switching out.
** Grass Pledge and Frenzy Plant, which are special moves only tutorable to Grass-type starter Pokémon.
** Spore makes the target fall asleep, but unlike most sleep-inducing moves, it has 100% accuracy. Others have much worse accuracy. Only mushroom-based Pokémon can learn this.
** Forest's Curse is a move that gives a Pokémon the Grass type on top of their existing typings, which, given Grass's [[KryptoniteIsEverywhere many weaknesses]], usually is advantageous. Kyurem in particular has ''10 weaknesses'' when afflicted with Forest's Curse, while the combinations Ground/Flying, Ground/Dragon, Dragon/Flying, Ice/Steel, Bug/Steel, Bug/Fighting, Dark/Psychic and Ice/Bug each gain an 8x weakness. %%Also Water/Ground, Water/Dragon, and Water/Flying to the move Freeze-Dry and Normal/Dark, Normal/Fighting, Fighting/Dark, Ice/Fighting, and Ice/Dark to the move Flying Press.
** Grassy Terrain creates a {{Geo Effect|s}} which gives all Pokémon on the ground RegeneratingHealth and increases the power of their Grass-type moves.
* SituationalDamageAttack: Grass Knot's Power is dependent on the target's weight. For the lightest of targets, it's a pathetic 20, but for the heaviest, it's a very strong 120.
* SpamAttack: Bullet Seed hits the opponent with a barrage of 2-5 weak hits on each use.
* StealthPun: Leaf Blade. It's often depicted as a blade of green energy in the anime, but in the games it's a green slash. But it's a blade used by Grass-type Pokémon. It's a '''literal''' ''blade of grass''.
* SupportPartyMember: Although [[KryptoniteIsEverywhere their offensive and defensive matchups]] are a little shaky, Grass-types tend to get many support/utility moves like Poisonpowder, Sleep Powder, Stun Spore, Spore, Leech Seed, Aromatherapy, and such, while also soaking up the first five.
* SuperMode: Venusaur, Sceptile, and Abomasnow are capable of Mega Evolution, and Venusaur, Rillaboom, Flapple, and Appletun are capable of Gigantamax, with the latter two notably sharing an appearance while doing so.
* TurnsRed: Overgrow boosts the power of Grass-type moves when the user is at 1/3 of their total health or lower. It's exclusive to Grass-type starter Pokémon (and Pansage and Simisage).
* UselessUsefulSpell: Petal Blizzard is tied with Leaf Blade as the strongest physical Grass-type move without any downsides, and even hits multiple opponents in Double, Triple, and Horde Battles. Everything capable of learning it has below-average Attack at best, making it largely worthless.
* WeakToFire: As part of the core ElementalRockPaperScissors, Grass-type starters always maintain a weakness to the fire type (when not counting Mega Sceptile, who is Grass/Dragon and is thus neutral to Fire).

to:

** Chlorophyll doubles The ability Static inflicts Paralysis 30% of the user's Speed in sunny weather.
** Effect Spore has a 30% chance of inflicting paralysis, sleep, or poisoning on Pokémon
time to opponents that make use contact with moves on the possessor of the Ability. All Pokémon who have this Ability as a standard Ability are mushroom-based.
user.
** Harvest has a 50% chance of recreating a consumed berry each turn (100% chance during sunny weather).
** Leaf Guard
The ability Motor Drive makes the user immune to StandardStatusEffects during sunny weather.
** Overgrow
Electric attacks and increases their Speed by 1 stage whenever hit by one.
** The ability Volt Absorb also gives immunity to Electric attacks and heals
the power user by 25% of Grass moves their max HP when hit by one.
** The move Electro Ball is a move that deals more damage the faster
the user is compared to the target.
** The move Volt Tackle is exclusive to the Pikachu line and has high power
at 1/3 or less health.
** Leech Seed deals percentage-based LifeDrain
the cost of dealing damage to the opponent until user.
** The move Electric Terrain is a field move that lasts for 5 turns (8 if
the seeds are removed by Rapid Spin or switching out.
** Grass Pledge and Frenzy Plant, which are special moves only tutorable to Grass-type starter Pokémon.
** Spore makes the target fall asleep, but unlike most sleep-inducing moves, it has 100% accuracy. Others have much worse accuracy. Only mushroom-based
user holds a Terrain Extender). It prevents grounded Pokémon can learn this.
** Forest's Curse is a move that gives a Pokémon the Grass type on top of their existing typings, which, given Grass's [[KryptoniteIsEverywhere many weaknesses]], usually is advantageous. Kyurem in particular has ''10 weaknesses'' when afflicted with Forest's Curse, while the combinations Ground/Flying, Ground/Dragon, Dragon/Flying, Ice/Steel, Bug/Steel, Bug/Fighting, Dark/Psychic and Ice/Bug each gain an 8x weakness. %%Also Water/Ground, Water/Dragon, and Water/Flying to the move Freeze-Dry and Normal/Dark, Normal/Fighting, Fighting/Dark, Ice/Fighting, and Ice/Dark to the move Flying Press.
** Grassy Terrain creates a {{Geo Effect|s}} which gives all Pokémon on the ground RegeneratingHealth
from falling asleep and increases the power of their Grass-type moves.
* SituationalDamageAttack: Grass Knot's Power is dependent on the target's weight. For the lightest of targets, it's a pathetic 20, but for the heaviest, it's a very strong 120.
* SpamAttack: Bullet Seed hits the opponent with a barrage of 2-5 weak hits on each use.
* StealthPun: Leaf Blade. It's often depicted as a blade of green energy in the anime, but in the games it's a green slash. But it's a blade
Electric moves used by Grass-type Pokémon. It's a '''literal''' ''blade of grass''.
* SupportPartyMember: Although [[KryptoniteIsEverywhere their offensive and defensive matchups]] are a little shaky, Grass-types tend to get many support/utility moves like Poisonpowder, Sleep Powder, Stun Spore, Spore, Leech Seed, Aromatherapy, and such, while also soaking up the first five.
* SuperMode: Venusaur, Sceptile, and Abomasnow are capable of Mega Evolution, and Venusaur, Rillaboom, Flapple, and Appletun are capable of Gigantamax, with the latter two notably sharing an appearance while doing so.
* TurnsRed: Overgrow boosts the power of Grass-type moves when the user is at 1/3 of their total health or lower. It's exclusive to Grass-type starter
grounded Pokémon (and Pansage and Simisage).
* UselessUsefulSpell: Petal Blizzard is tied with Leaf Blade as the strongest physical Grass-type
by 50%.
** The
move without any downsides, Nuzzle is a very weak attack learned only by the [[RecurringElement Pikachu line and even its Kid-Appealing successors]], but it will always inflict Paralysis on the target.
** The move Parabolic Charge is somewhat weak, but
hits multiple all opponents in Double, Triple, and Horde Battles. Everything Battles and has a LifeDrain effect.
* ShockAndAwe: The Electric-type's specialty, of course.
* SituationalDamageAttack: Electro Ball's damage is dependent on the difference between the user's and target's Speed; the faster the user is than the target, the more damage it will do.
* StandardStatusEffects: Most Electric attacks have a 10%-30% chance to paralyze the target, which lowers their speed by 50% and causes them to lose a turn from being "fully paralyzed" 25% of the time. The move Thunder Wave inflicts it 90% of the time without doing damage, while Nuzzle and Zap Cannon inflict damage in addition to always causing it ([[PowerfulButInaccurate though Zap Cannon has 50% accuracy]]).
** Since Generation VI, Electric-types are now immune to paralysis themselves.
* StaticElectricity: The ability Static adds a chance of causing paralysis every time the owner is hit by a physical move and increases the chances of finding Electric-type Pokémon in the wild.
* StatusBuff:
** Charge doubles the power of the next Electric-type attack used and increases the user's Special Defense by 1 stage.
** Magnetic Flux raises the Defense and Special Defense of all allies with the Plus or Minus abilities.
** Plus and Minus give a 50% Special Attack increase when an ally on the field with either ability is present. This isn't considered a stat boost, meaning this stacks on a multiplier instead of additively with stat bonuses from StatusBuff moves like Nasty Plot.
** Lightning Rod increases the user's Special Attack by 1 stage whenever they are hit with an Electric-type attack, unless they are already immune to Electric; it also draws in and nullifies Electric-type attacks.
* SuperMode: Ampharos and Manectric are
capable of learning it has below-average Mega Evolution, while Pikachu and Toxtricity are capable of Gigantamax.
* SwitchOutMove: Volt Switch, which inflicts damage before forcing the user to switch out. The user won't switch out if the target is immune to the move.
* UndergroundMonkey: Alolan Geodude and its evolved forms are part Electric-Type.
* UselessUsefulSpell: Most of the Electric Pokémon that learn Electro Ball aren't that fast to begin with.[[note]]Only Voltorb, Electrode, Electabuzz, Mega Manectric, Emolga, and Galvantula are fast enough to abuse it, and even then, the opponent needs to be ''[[http://bulbapedia.bulbagarden.net/wiki/Electro_Ball significantly]]'' slower for the move to outdamage [[BoringButPractical Thunderbolt]].[[/note]]
* WonderTwinPowers: The Plus and Minus abilities, originally exclusive to Doubles-gimmicky Plusle and Minun and made available to a few other Electric-types as a Hidden Ability, increase their wielders' Special
Attack at best, making it largely worthless.
* WeakToFire:
stats when paired together. As part of Gen V, they also activate when paired with themselves.
* YellowLightningBlueLightning: Electric attacks typically have a yellow coloration (although blue has not been unheard of), while
the core ElementalRockPaperScissors, Grass-type starters always maintain a weakness Pokémon themselves also tend to the fire type (when not counting Mega Sceptile, who is Grass/Dragon and is thus neutral to Fire).be yellow or blue.



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

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

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

They mostly make their homes in urban regions, but some take up residence in caves and forests, the latter most memorably being where Pikachu are found.
%%Offensively: x2 Water, x2 Flying, x1/2 Dragon, x1/2 Electric, x1/2 Grass, x0 Ground
%%Defensively: x1/2 Electric, x1/2 Flying, x1/2 Steel, x2 Ground
%%Known Specialists: Lt. Surge in ''Red and Green/Blue'' and ''Yellow''; Wattson in ''Ruby and Sapphire'' and ''Emerald''; Volkner in ''Diamond and Pearl'' and ''Platinum''; Elesa in ''Black and White'' and ''Black 2 and White 2''; Clemont in ''X and Y''; Sophocles in ''Sun and Moon''

to:

[[folder:Electric]]
!!Electric-Type (でんきタイプ ''denki
[[folder:Ice]]
!!Ice-Type (こおりタイプ ''ko'ori
taipu'')
[[quoteright:350:[[ShockAndAwe [[quoteright:347:[[AnIcePerson https://static.tvtropes.org/pmwiki/pub/images/electric_types.org/pmwiki/pub/images/tumblr_inline_mta510shid1r9lhsj.png]]]]

Electric-types are known for their Pokémon with the ability to control electricity. Most of them are known for [[FastAsLightning extraordinary speed stats]]. They are also capable of inflicting the paralysis status (though this ability isn't exclusive to electric-type moves). Paralysis cuts the affected Pokémon's speed, and there's also a chance that it can't move at all. Electric types are immune to Paralysis themselves. ice, snow, and/or cold temperatures in some manner. A lot of them are electricity-generating based on arctic animals, but a number animals found in cold water, or personifications of machines snow and ice. Many Ice moves can inflict the very debilitating Freeze status, which renders the victim virtually immobile (unless you are lucky enough for it to thaw out). Ice-types are hardy enough to be immune to Freezing themselves, and as of Generation VII, Sheer Cold. Ice is typically one of the harder types to find, as they only reside in colder areas. They also tend to appear late in the game, and Ice-type specialists are either among the ranks. Electric rodents appear to be [[RecurringElement particularly common.]]

Offensively, it
last two Gym Leaders fought in the region or a member of the Elite Four. Ice is effective the rarest type as of Generation VII.

Ice has a tenuous status on the type chart. While Ice-type attacks are strong
against two of the most common types in the game (Water many Pokémon (Grass, Flying, Ground, and Flying), while it is Dragon, but are resisted by Grass-types, Dragon-types, Water, Ice, Fire, and other Electric-types, with Ground-types being immune. Defensively, it resists Flying, Steel, and itself, and is only weak to Ground. [[GlassCannon To balance this, most Electric-types have weak defenses.]]

They mostly make
Steel), their homes defensive capabilities are ''much'' worse. Ice-type Pokémon only resist Ice-type attacks, and have ''[[KryptoniteIsEverywhere a lot]]'' of weaknesses (Rock, Fighting, Fire, and Steel).

When a hailstorm is
in urban regions, but some effect, Ice-Type Pokémon take up residence in caves and forests, the latter most memorably being where Pikachu are found.
no residual damage from it.
%%Offensively: x2 Water, Grass, x2 Ground, x2 Flying, x1/2 x2 Dragon, x1/2 Electric, Water, x1/2 Grass, x0 Ground
Fire, x1/2 Ice, x1/2 Steel
%%Defensively: x1/2 Electric, x1/2 Flying, x1/2 Steel, Ice, x2 Ground
Fire, x2 Rock, x2 Fighting, x2 Steel
%%Known Specialists: Lt. Surge Lorelei in ''Red and Green/Blue'' and ''Yellow''; Wattson Pryce in ''Gold and Silver'' and ''Crystal''; Glacia in ''Ruby and Sapphire'' and ''Emerald''; Volkner Candice in ''Diamond and Pearl'' and ''Platinum''; Elesa Brycen in ''Black and White'' and ''Black 2 and White 2''; Clemont White''; Wulfric in ''X and Y''; Sophocles Melony in ''Sun and Moon'' ''Shield''



* AllWebbedUp: Electroweb, which inflicts damage while lowering the target's Speed stat.
* AlwaysAccurateAttack: Shock Wave bypasses accuracy and evasion checks when used. Thunder confers the same effect during Rain, with the added bonus of hitting the target when they're in the middle of using Fly, Bounce, or Sky Drop.
* ArmorPiercingAttack: In ''Diamond and Pearl'', Thunder had a 30% chance to bypass Protect during Rain due to a glitch.
* AntiAir: One of the few types that are effective against Flying-types. Thunder bypasses the target's semi-invulnerable phase when they are using Fly, Bounce, or Sky Drop.

to:

* AllWebbedUp: Electroweb, which inflicts damage while lowering ActionInitiative: Ice Shard, as an Ice-type iteration of Quick Attack, will let the target's Speed stat.
user move first.
* AlwaysAccurateAttack: Shock Wave bypasses Blizzard will bypass accuracy and evasion checks when used. Thunder confers the same effect during Rain, with Hail.
* AnIcePerson: Predictably,
the added bonus Ice-type's abilities are all cryogenic in nature.
* AntiAir: Ice is one
of hitting the target when they're few types to be super effective against Flying. Slightly downplayed in the middle of using Fly, Bounce, or Sky Drop.
that, unlike Rock and Electric, Ice does not resist flying.
* ArmorPiercingAttack: In ''Diamond and Pearl'', Thunder Blizzard had a 30% chance to bypass Protect during Rain Hail due to a glitch.
* AntiAir: One of the few types that are effective against Flying-types. Thunder bypasses the target's semi-invulnerable phase when they are using Fly, Bounce, or Sky Drop.
glitch.



** Thunder is the strongest widespread Electric attack in the game, but it has a less-than-perfect accuracy of 70%. Averted during Rain when its accuracy is perfect, but played straighter in sunny weather, which reduces its accuracy to 50%.
** Zap Cannon is tied with Volt Tackle as the strongest Electric move that's available to non-Legendaries and always inflicts [[StandardStatusEffects Paralysis]] on its target, but its accuracy is worse than Thunder's at ''50%''.
* BoringButPractical: Thunderbolt isn't the flashiest or strongest Electric attack, but it has above-average power (90 as of Gen VI) and 100% accuracy.
* CastFromHitPoints: Wild Charge and Volt Tackle deal damage to the user equal to a fraction of the damage they deal to their targets; 1/4 and 1/3, respectively.
* ChainLightning: Discharge and Parabolic Charge damage all adjacent Pokémon in Double and Triple battles.
* ColorCodedElements: The Electric-type icon is [[YellowLightningBlueLightning Yellow]], as is a majority of Electric-types themselves.
* ElementalRivalry: There appear to be a lot of pairs of [[LightningFireJuxtaposition Electric types with Fire types]]. See Fire-types for examples.
* ElementalRockPaperScissors:

to:

** Thunder Blizzard is the strongest widespread Electric attack in the game, Ice attack, but it has a less-than-perfect iffy accuracy of at 70%. Averted during Rain when its accuracy is perfect, but played straighter in sunny weather, which reduces its accuracy to 50%.
** Zap Cannon is tied with Volt Tackle as the strongest Electric move that's available to non-Legendaries and
Hail, where it always inflicts [[StandardStatusEffects Paralysis]] on its target, but its accuracy hits.
** The Kyurem formes' {{Secret Art}}s, Freeze Shock and Ice Burn, have a charge turn that telegraph what you're doing to your opponent. This means that they will always end up hitting an Ice-resistant Pokémon if your opponent
is worse than Thunder's at ''50%''.
even ''mildly'' competent.
* BoringButPractical: Thunderbolt Ice Beam isn't the flashiest or strongest Electric attack, most damaging Ice-type move out there, but it has above-average power (90 as of Gen VI) and 100% accuracy.
* CastFromHitPoints: Wild Charge and Volt Tackle deal
does reliable damage to and is learned by quite the user equal to a fraction array of the damage they deal to their targets; 1/4 and 1/3, respectively.
* ChainLightning: Discharge and Parabolic Charge damage all adjacent
Pokémon, making it a good choice for both Ice-type Pokémon in Double and Triple battles.
non-Ice-types looking to nail opponents with an Ice weakness that would otherwise walk all over them.
* ChargedAttack: Ice Burn and Freeze Shock require a turn to charge before inflicting heavy damage.
* ColorCodedElements: The Electric-type icon is [[YellowLightningBlueLightning Yellow]], as is a majority of Electric-types themselves.
Ice-types are represented by light-blue, and many Ice-types share the colorization.
* ElementalRivalry: There appear to be a lot of pairs of [[LightningFireJuxtaposition Electric types with Fire types]]. See Fire-types TheDragonslayer: Before Fairy came along, Ice was ''the'' type for examples.
nailing Dragons. It was Dragon's only weakness outside itself, and up until Generation V, most fully-evolved Dragon-types had a double weakness to Ice.
* ElementalRockPaperScissors:ElementalRockPaperScissors



*** Strong: Flying, Water
*** Weak: Dragon, Electric, Grass
*** Can't Hit: Ground

to:

*** Strong: Dragon, Flying, Water
Grass, Ground
*** Weak: Dragon, Electric, Grass
*** Can't Hit: Ground
Fire (Gen II-Forward), Ice, Steel, Water



*** Strong: Electric, Flying, Steel
*** Weak: Ground
* FragileSpeedster: They tend to have above-average or high Speed, but are not very durable. In Gen VI, they even gain immunity to paralysis, which would otherwise terribly slow them down.
* HarmlessElectrocution:
** In RealLife, electrocution can be extremely dangerous or even fatal. In-game, the worst it'll ever do is cause a Pokémon to faint.
** Electrify (the SecretArt of Helioptile and Heliolisk) causes the target's next attack to register Electric damage, with the flavor being that the user of Electrify was able to infuse the target with electricity without actually harming them at all. Ion Deluge is a somewhat less effective version, as it only converts Normal-type moves, but it's available to more than one evolutionary line.
* HerdHittingAttack: Electroweb hits all opponents, while Discharge and Parabolic Charge hit everyone but the user.
* ImprovisedLightningRod: The ability Lightning Rod draws all Electric moves toward the user, confers immunity to those moves if they don't already have it, and gives a free boost to Special Attack each time they are hit by them (unless they're a Ground-type). It's mostly Electric-types themselves who have this ability, but a few Ground-types gain it as well (such as [[AscendedMeme Rhydon]]). It's also possessed by Mega Sceptile (its tail acts as the lightning rod), and most notably, one pair of Water Pokémon (Goldeen and Seaking — it's the horn that acts as the makeshift lightning rod).
* KidAppealCharacter: Every generation has an Electric-type rodent with generally low stats, meant to replicate the appeal of Pikachu.
* LastDiscMagic: Thunder is usually available to buy as a TM late in the game or can be learned naturally by many Electric-types during the late- or post-game.
* LightEmUp: Many Electric-type Pokémon can learn [[BigCreepyCrawlies Signal Beam]]. Some Electric-type Pokémon are themselves strongly associated with light, such as Luxray, Lanturn, and Ampharos.
* LikeCannotCutLike: Electric-types resist themselves.

to:

*** Strong: Electric, Flying, Steel
Ice
*** Weak: Ground
Fighting, Fire, Rock, Steel
* FragileSpeedster: They tend to have above-average or high Speed, but are not very durable. In Gen VI, they even gain immunity to paralysis, which would otherwise terribly slow them down.
FreezeRay: The bread-and-butter Ice attack, Ice Beam.
* HarmlessElectrocution:
** In RealLife, electrocution can be extremely dangerous or even fatal. In-game,
GlassCannon: From a typing standpoint, Ice hits four types super-effectively and, in practice, many of the worst it'll ever do is cause a Pokémon weak to faint.
** Electrify (the SecretArt of Helioptile and Heliolisk) causes
Ice are doubly weak to Ice. On the target's next attack to register Electric damage, with the flavor being that the user other hand, at least a quarter of Electrify was able to infuse the target with electricity without actually harming them at all. Ion Deluge is a somewhat less effective version, as it only converts Normal-type moves, but it's available to more than one evolutionary line.
* HerdHittingAttack: Electroweb hits
all opponents, while Discharge and Parabolic Charge hit everyone but the user.
* ImprovisedLightningRod: The ability Lightning Rod draws all Electric moves toward the user, confers immunity to those moves if they don't already
Ice-types have it, a double weakness of their own, and gives a free boost to Special Attack each time they are hit by them (unless they're a Ground-type). It's mostly Electric-types themselves who have this ability, but a few Ground-types gain it as well (such as [[AscendedMeme Rhydon]]). It's also possessed by Mega Sceptile (its tail acts as the lightning rod), and most notably, one pair type's lack of Water Pokémon (Goldeen and Seaking — it's the horn that acts as the makeshift lightning rod).
* KidAppealCharacter: Every generation has
resistances makes it difficult for an Electric-type rodent with generally low stats, meant Ice-type to replicate the appeal of Pikachu.rely on ElementalRockPaperScissors to take a hit.
* LastDiscMagic: Thunder HairTriggerAvalanche: The move Avalanche doubles in power if the user has been attacked already in that turn, capturing this trope's flavor of an avalanche being something specifically provoked by the victim, as opposed to other natural disasters. In later games, the user's attacking animation evokes this trope even further, appearing to be screaming, depending on the species.
* HarmlessFreezing: In RealLife, exposure to extreme cold and freezing temperatures has a high risk of inflicting frostbite. Here, the worst it can do is make you unable to attack for the rest of the battle. That said, there's no way to freeze opponents ''without'' damaging them first...
* HerdHittingAttack: Blizzard, Glaciate, Icy Wind, and Powder Snow hit both opponents in Doubles.
* HumanSnowball: Ice Ball, as the user deliberately encases ''itself'' in ice before mowing down the opponent. Oddly enough, the anime contradicts this by making it a projectile attack.
* KillItWithIce: Their approach to battle, naturally — bombard the opponent with snow storms, ice, and blasts of chilling wind to defeat them.
* IceMagicIsWater:
** In Generation I, Ice-type moves actually dealt normal damage to Fire-type Pokémon rather than resisted, which the part-Flying Charizard and Moltres didn't appreciate. Additionally, some Water-types are part-Ice, and can learn Ice-type moves.
** Many Ice-type Pokémon that lack a secondary Water typing can still learn Water Pulse by TM.
* LateCharacterSyndrome: Due to most [[SortingAlgorithmOfThreateningGeography ice and snow-themed places being set later in the game then other places]], Ice-typed Pokémon have a tendency to be ignored since most players would have their in-game team already in place. They also tend to evolve at higher levels than other types, the earliest being Smoochum at level 30.
* LastDiscMagic:
** Blizzard
is usually available to buy as a TM late in the game or can be learned naturally by many Electric-types Ice-types during the late- or post-game.
* LightEmUp: Many Electric-type
post-game.
** In ''VideoGame/PokemonXAndY'', Ice Beam is the final TM you receive from the Gym Leaders. In other games in which there's an Ice-type Gym Leader (who also gives away an Ice-type TM), s/he is the seventh out of eight.
** ''VideoGame/PokemonSunAndMoon'' effectively turns the entire type into this. You don't get access to the area where nearly all Ice-type
Pokémon can learn [[BigCreepyCrawlies Signal Beam]]. Some Electric-type Pokémon live (and the Z-Crystal is located) until you're ready to challenge the Elite Four, and the only Ice [=TMs=] available before you reach the final island are themselves strongly associated Hail and Aurora Veil, neither of which are direct attacks.
** Finally averted in ''VideoGame/PokemonUltraSunAndUltraMoon'', where Seaward Cave, an optional early area in ''Sun and Moon'', became both mandatory and colder. Smoochum and Delibird are both part of the walking encounter table, and returning
with light, such as Luxray, Lanturn, Lapras Surf, itself obtained fairly early on the second island, will net you the Frost Breath TM and Ampharos.
a chance at catching a Seel. Similarly, in ''VideoGame/PokemonSwordAndShield'', getting lucky with the weather in the Wild Area can net you a Vanillite or Snover before even tackling the first gym.
* LightEmUp: Aurora Beam, a weaker cousin to Ice Beam (though with a different effect), involves a beam of rainbow-colored light.
* LikeCannotCutLike: Electric-types The only type Ice Pokémon resist against is themselves.



** The Electric-type Z-Move is Gigavolt Havoc, a spear-like bolt of devastating lightning.
** The Electric-type Max Move is Max Lightning, which turns the ground into Electric Terrain.
** Gigantamax Toxtricity's exclusive G-Max Move is G-Max Stun Shock, which causes Toxtricity to slam its tail on opponents like a guitar, and randomly either poisons or paralyzes them.
* TheParalyzer: Thunder Wave is the series’ bread-and-butter example, and Electric-types in general are strongly associated with paralysis.
* PoorPredictableRock: Electric types usually have fairly limited movepools on the special side, with many having to rely on Hidden Power for type coverage. Electric types on the physical side have it just as bad or even worse in a sense. That is while they often do have a wider range of type coverage with their physical moves, their STAB moves are very limited when it comes to good choices. The only widespread physical Electric type move of above average power is Wild Charge, which does recoil damage, something the often frail Electric types don't appreciate. All of the other options are substantially weaker or are signature moves restricted to one or two Pokémon.
* PowerfulButInaccurate: Zap Cannon is one of the strongest Electric-type moves and will always inflict paralysis if it hits, but it only has 50% accuracy.
* RecurringElement: In each Generation, there's always at least one Electric-type rodent that has a design similar to Pikachu.

to:

** The Electric-type Ice-type Z-Move is Gigavolt Havoc, Subzero Slammer, in which the user drastically drops the temperature and freezes the target inside a spear-like bolt of devastating lightning.
massive ice crystal which proceeds to shatter, inflicting great damage.
** The Electric-type Ice-type Max Move is Max Lightning, Hailstorm. It summons huge hailstones which turns the ground crash into Electric Terrain.
the opponent and break apart into millions of pieces which cause, you guessed it, a hailstorm for five turns.
** Gigantamax Toxtricity's Lapras's exclusive G-Max Move is Move, G-Max Stun Shock, which causes Toxtricity to slam its tail on opponents like Resonance, summons a guitar, huge hailstone that drops onto the opponent and randomly either poisons or paralyzes them.
* TheParalyzer: Thunder Wave is the series’ bread-and-butter example, and Electric-types in general are strongly associated with paralysis.
* PoorPredictableRock: Electric types usually have fairly limited movepools on the special side, with many having to rely on Hidden Power
breaks apart into an Aurora Veil that reduces damage taken for type coverage. Electric types on the physical side have it just as bad or even worse in five turns.
* LuckBasedMission: Wanna see
a sense. That is while they often do have a wider range of type coverage with their physical moves, their STAB moves are very limited when it comes to good choices. The only widespread physical Electric type move of above average power is Wild Charge, which does recoil damage, something the often frail Electric types don't appreciate. All of the other options are substantially weaker or are signature moves restricted to one or two Pokémon.
* PowerfulButInaccurate: Zap Cannon is one of the strongest Electric-type moves and will always inflict paralysis if it hits, but it only has 50% accuracy.
* RecurringElement: In each Generation,
Frozen Pokémon? Good luck, since there's always at least one Electric-type rodent no move that guarantees that it will be inflicted like the other StandardStatusEffects (accuracy aside) and the highest chance of it happening normally is 10% (the move Secret Power has a design similar 30% chance of freezing, but only when used in the few-and-far between icy areas). This is likely to Pikachu.restrict what is arguably the most crippling status condition in the game; without items, the frozen Pokémon is completely helpless unless the equally low 10% chance of it thawing out of the ice occurs. And in Gen I, their only hope of defrosting without items is getting hit with a Fire-type move or if the opponent uses Haze; otherwise they're completely hosed.
* MightyGlacier: Puns aside, many Ice-types have great offensive power and decent defenses but poor speed. Avalugg and Regice are literal takes on this trope, being Mighty Glaciers (Avalugg is physical-oriented, Regice is special-oriented) that are also actual animated glaciers.
* {{Nerf}}: In the original ''Red and Green'', Blizzard had a 30% chance to Freeze and 90% accuracy, and any Frozen Pokémon would stay Frozen ''permanently'' (unless you had a Ice Heal, Full Heal, or Full Restore, which you couldn't use in Player Versus Player matches, or the opponent used [[GoodBadBugs Haze]] or a damaging Fire-type move except for Fire Spin). International releases reduced the freeze chance to 10%, and Gen II onwards changed Blizzard's accuracy to 70%, made it so that a Frozen Pokémon has a 10% chance to cure itself every turn (even the same turn it was Frozen), introduced moves that could be used while Frozen that would also thaw out the user, and prevents Freeze from being inflicted during Sunny Day. Contrary to popular belief, however, if a frozen Pokémon is sent out during harsh sunlight, it will not thaw out faster.
* ObviousRulePatch: Generation VI nerfed critical hits to do 1.5x damage instead of 2x. To account for this, the power of Frost Breath (and its counterpart Storm Throw) was adjusted from 40 to 60, which actually still makes it somewhat more powerful than before when factoring the crit in.[[note]]In Generation V, Frost Breath was weaker than Ice Beam even with the crit factored in; the buff to Frost Breath (and slight nerf to Ice Beam) in Generation VI puts the two on even ground.[[/note]]
* OneHitKO: Sheer Cold can instantly knock out the opponent, with an accuracy of 30% if the user and target are at equal levels. It's also the only move of this type that no Pokémon has an immunity to via ElementalRockPaperScissors, until Generation VII where Ice-types are immune to it. Shedinja is also immune to it because of Wonder Guard.
* PowerEqualsRarity: Ice is easily one of the best attacking types in the series. However, the Ice-''types'' capable of getting STAB on them are rare and usually reserved for the endgame — by contrast, the Water-types that can learn Ice moves are ubiquitous, but can't hit as hard with them.
* RequiredSecondaryPowers: They're immune to being frozen and resist their own attacks.
* ScissorsCutsRock: Normally, Ice-type attacks aren't very effective on Water-types, but the SecretArt Freeze Dry ''is'' super-effective on them as a special property.



** The ability Static inflicts Paralysis 30% of the time to opponents that use contact moves on the user.
** The ability Motor Drive makes the user immune to Electric attacks and increases their Speed by 1 stage whenever hit by one.
** The ability Volt Absorb also gives immunity to Electric attacks and heals the user by 25% of their max HP when hit by one.
** The move Electro Ball is a move that deals more damage the faster the user is compared to the target.
** The move Volt Tackle is exclusive to the Pikachu line and has high power at the cost of dealing damage to the user.
** The move Electric Terrain is a field move that lasts for 5 turns (8 if the user holds a Terrain Extender). It prevents grounded Pokémon from falling asleep and increases the power of Electric moves used by grounded Pokémon by 50%.
** The move Nuzzle is a very weak attack learned only by the [[RecurringElement Pikachu line and its Kid-Appealing successors]], but it will always inflict Paralysis on the target.
** The move Parabolic Charge is somewhat weak, but hits all opponents in Double, Triple, and Horde Battles and has a LifeDrain effect.
* ShockAndAwe: The Electric-type's specialty, of course.
* SituationalDamageAttack: Electro Ball's damage is dependent on the difference between the user's and target's Speed; the faster the user is than the target, the more damage it will do.
* StandardStatusEffects: Most Electric attacks have a 10%-30% chance to paralyze the target, which lowers their speed by 50% and causes them to lose a turn from being "fully paralyzed" 25% of the time. The move Thunder Wave inflicts it 90% of the time without doing damage, while Nuzzle and Zap Cannon inflict damage in addition to always causing it ([[PowerfulButInaccurate though Zap Cannon has 50% accuracy]]).
** Since Generation VI, Electric-types are now immune to paralysis themselves.
* StaticElectricity: The ability Static adds a chance of causing paralysis every time the owner is hit by a physical move and increases the chances of finding Electric-type Pokémon in the wild.
* StatusBuff:
** Charge doubles the power of the next Electric-type attack used and increases the user's Special Defense by 1 stage.
** Magnetic Flux raises the Defense and Special Defense of all allies with the Plus or Minus abilities.
** Plus and Minus give a 50% Special Attack increase when an ally on the field with either ability is present. This isn't considered a stat boost, meaning this stacks on a multiplier instead of additively with stat bonuses from StatusBuff moves like Nasty Plot.
** Lightning Rod increases the user's Special Attack by 1 stage whenever they are hit with an Electric-type attack, unless they are already immune to Electric; it also draws in and nullifies Electric-type attacks.
* SuperMode: Ampharos and Manectric are capable of Mega Evolution, while Pikachu and Toxtricity are capable of Gigantamax.
* SwitchOutMove: Volt Switch, which inflicts damage before forcing the user to switch out. The user won't switch out if the target is immune to the move.
* UndergroundMonkey: Alolan Geodude and its evolved forms are part Electric-Type.
* UselessUsefulSpell: Most of the Electric Pokémon that learn Electro Ball aren't that fast to begin with.[[note]]Only Voltorb, Electrode, Electabuzz, Mega Manectric, Emolga, and Galvantula are fast enough to abuse it, and even then, the opponent needs to be ''[[http://bulbapedia.bulbagarden.net/wiki/Electro_Ball significantly]]'' slower for the move to outdamage [[BoringButPractical Thunderbolt]].[[/note]]
* WonderTwinPowers: The Plus and Minus abilities, originally exclusive to Doubles-gimmicky Plusle and Minun and made available to a few other Electric-types as a Hidden Ability, increase their wielders' Special Attack stats when paired together. As of Gen V, they also activate when paired with themselves.
* YellowLightningBlueLightning: Electric attacks typically have a yellow coloration (although blue has not been unheard of), while the Pokémon themselves also tend to be yellow or blue.

to:

** The ability Static inflicts Paralysis 30% of Ice Body heals the time to opponents that use contact moves on owner for 1/16 of their total HP at the user.
end of each turn during Hail.
** The ability Motor Drive makes the user immune to Electric attacks and increases their Speed Snow Cloak boosts Evasion by 1 stage whenever hit by one.
during Hail.
** The ability Volt Absorb also Slush Rush doubles the owner's speed during Hail.
** The ability Snow Warning
gives immunity to Electric attacks and heals an instant Hail effect when the user by 25% of their max HP when hit by one.
** The move Electro Ball
switches into battle if there is a move that deals more damage the faster the user is compared to the target.
** The move Volt Tackle is exclusive to the Pikachu line and has high power at the cost of dealing damage to the user.
** The move Electric Terrain is a field move that
no weather or another weather in play. It lasts for 5 turns (8 if unless the user holds a Terrain Extender). It prevents grounded Pokémon from falling asleep is holding an Icy Rock, in which case it lasts 8 turns. If Hail is already active, it ''does not'' reset or stack with the current turn limit. Prior to ''X and increases Y'', the power of Electric effect was permanent unless it was overridden by another weather activating.
** The ability Refrigerate turns Normal-type
moves used by grounded Pokémon by 50%.
into Ice-type moves and grants a 20% damage bonus in addition to STAB (30% in Gen VI).
** The move Nuzzle is a very weak attack learned only by the [[RecurringElement Pikachu line and its Kid-Appealing successors]], but it will Frost Breath always inflict Paralysis on inflicts a CriticalHit, unless the target.
target has the ability Battle/Shell Armor or is under the effect of Lucky Chant.
** The move Parabolic Charge is somewhat weak, but Freeze-Dry [[ScissorsCutsRock hits all opponents in Double, Triple, and Horde Battles and has a LifeDrain effect.
* ShockAndAwe:
Water-types super effectively]].
**
The Electric-type's specialty, of course.
* SituationalDamageAttack: Electro Ball's
move Aurora Veil creates a barrier that reduces damage is dependent on from both physical and special moves, but it can only be used during a hailstorm.
* SpamAttack: Icicle Spear hits
the difference between the user's and target's Speed; the faster the user is than the target, the more damage it will do.
target 2-5 times on each use. Cloyster can notably hit a target with this move 5 times due to having Skill Link as a possible ability.
* StandardStatusEffects: Most Electric Associated with the Freeze status, with many of their attacks have having a 10%-30% 10% chance to paralyze the target, which lowers their speed inflict it(notably, there is no non-damaging move that inflicts Freeze, ala Toxic, Thunder Wave, or Will-O-Wisp). Ice-types themselves cannot be frozen (unless it's done by 50% and causes them to lose Tri Attack in Generation II).
* StatusBuffDispel: Haze is under this type, despite its animation being
a turn thick cloud of black smoke. Mist [[InvertedTrope inverts]] it by preventing stats from being "fully paralyzed" 25% of the time. The move Thunder Wave inflicts it 90% of the time without doing damage, while Nuzzle and Zap Cannon inflict damage in addition to always causing it ([[PowerfulButInaccurate though Zap Cannon has 50% accuracy]]).
** Since Generation VI, Electric-types are now immune to paralysis themselves.
* StaticElectricity: The ability Static adds a chance of causing paralysis every time the owner is hit by a physical move and increases the chances of finding Electric-type Pokémon in the wild.
* StatusBuff:
** Charge doubles the power of the next Electric-type attack used and increases the user's Special Defense by 1 stage.
** Magnetic Flux raises the Defense and Special Defense of all allies with the Plus or Minus abilities.
** Plus and Minus give a 50% Special Attack increase when an ally on the field with either ability is present. This isn't considered a stat boost, meaning this stacks on a multiplier instead of additively with stat bonuses from StatusBuff moves like Nasty Plot.
** Lightning Rod increases the user's Special Attack by 1 stage whenever they are hit with an Electric-type attack, unless they are already immune to Electric; it also draws in and nullifies Electric-type attacks.
lowered.
* SuperMode: Ampharos Glalie and Manectric Abomasnow are capable of Mega Evolution, while Pikachu and Toxtricity are capable of Lapras alone is able to Gigantamax.
* SwitchOutMove: Volt Switch, which inflicts damage before forcing the user to switch out. The user won't switch out if the target is immune to the move.
* UndergroundMonkey: Alolan Geodude Vulpix, Alolan Sandshrew, Galarian Darumaka, Galarian Mr. Mime and its their evolved forms are part Electric-Type.
Ice-Types.
* UselessUsefulSpell: Most of WeakToFire: Fire resists and is super-effective against Ice-types; however, this is averted by the Electric Pokémon that learn Electro Ball aren't that fast to begin with.[[note]]Only Voltorb, Electrode, Electabuzz, Mega Manectric, Emolga, large sum of part-Water Ice Pokémon, the two part-Rock types, and Galvantula are fast enough to abuse it, and even then, the opponent needs to be ''[[http://bulbapedia.bulbagarden.net/wiki/Electro_Ball significantly]]'' slower for the move to outdamage [[BoringButPractical Thunderbolt]].[[/note]]
* WonderTwinPowers: The Plus and Minus abilities, originally exclusive to Doubles-gimmicky Plusle and Minun and made available to a few other Electric-types as a Hidden Ability, increase their wielders' Special Attack stats when paired together. As of Gen V, they also activate when paired with themselves.
* YellowLightningBlueLightning: Electric attacks typically have a yellow coloration (although blue has not been unheard of), while the Pokémon themselves also tend to be yellow or blue.
Kyurem.



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

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

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

When a hailstorm is in effect, Ice-Type Pokémon take no residual damage from it.
%%Offensively: x2 Grass, x2 Ground, x2 Flying, x2 Dragon, x1/2 Water, x1/2 Fire, x1/2 Ice, x1/2 Steel
%%Defensively: x1/2 Ice, x2 Fire, x2 Rock, x2 Fighting, x2 Steel
%%Known Specialists: Lorelei in ''Red and Green/Blue'' and ''Yellow''; Pryce in ''Gold and Silver'' and ''Crystal''; Glacia in ''Ruby and Sapphire'' and ''Emerald''; Candice in ''Diamond and Pearl'' and ''Platinum''; Brycen in ''Black and White''; Wulfric in ''X and Y''; Melony in ''Shield''

to:

[[folder:Ice]]
!!Ice-Type (こおりタイプ ''ko'ori


[[folder:Psychic]]
!!Psychic-Type / Esper-Type (エスパータイプ ''esupaa
taipu'')
[[quoteright:347:[[AnIcePerson [[quoteright:350:[[PsychicPowers https://static.tvtropes.org/pmwiki/pub/images/tumblr_inline_mta510shid1r9lhsj.org/pmwiki/pub/images/psychic_types.png]]]]

Pokémon with various types of mental or magical abilities, they have a tendency to be used whenever a particular Pokémon has a vague sort of magical power that doesn't fit any of the ability to control ice, snow, and/or cold temperatures in some manner. A lot of them other elemental types. They are based on arctic animals, animals usually found in cold water, or personifications of snow more urban environments.

On paper, Psychic-Types were supposed to be weak to Ghost
and ice. Many Ice moves can inflict Bug, but [[FakeBalance both of those types were rare with only weak attacks]] (not helped by a glitch that made it outright ''immune'' to Ghost), and a quarter of all Pokémon in Gen I were part Poison (including the very debilitating Freeze status, only Ghost-types at the time, as well as the only Bug-types with Bug-type attacks worth a quasi-significant fraction of a fuck). Add on the facts that Psychic-types favored the Special stat, which renders the victim virtually immobile (unless you are lucky enough for it to thaw out). Ice-types are hardy enough to be immune to Freezing themselves, and as governed Special Attack ''and'' Special Defense, that there were a ''lot'' of Generation VII, Sheer Cold. Ice is typically strong Psychic-types (including [[OlympusMons Mewtwo]], one of the harder types to find, as they only reside in colder areas. They also tend to appear late most powerful Pokémon in the game, series), and Ice-type specialists are either among that Psychic was only resisted by itself, and [[InfinityPlusOneElement Psychic was one of the last two Gym Leaders fought best types in the region or a member game]]. This reign of terror ended with the Elite Four. Ice is the rarest type as introduction of Generation VII.

Ice has a tenuous status on the type chart. While Ice-type attacks are
2 types, Dark and Steel, both of which were defensively strong against many Pokémon (Grass, Flying, Ground, Psychic attacks (Dark-types being flat-out immune, as well as offensively strong against Psychic-types), the introduction of better Bug and Dragon, but are resisted by Water, Ice, Fire, Ghost moves, and Steel), their splitting apart the Special stat into Special Attack and Special Defense. Furthermore, Psychic is only resistant to itself and Fighting, making it the second-worst defensive capabilities are ''much'' worse. Ice-type Pokémon typing after Ice. Needless to say, the Psychic-type is no longer a GameBreaker. Nonetheless, Psychic is the type with the most [[OlympusMons Legendary and Mythical Pokémon]] associated with it, with all generations having at least two of them being at least part Psychic, with the exception of Gen VI (which only resist Ice-type attacks, had one). Its also the third type to be paired with every other type after Flying and have ''[[KryptoniteIsEverywhere a lot]]'' of weaknesses (Rock, Fighting, Fire, and Steel).

When a hailstorm is in effect, Ice-Type Pokémon take no residual damage from it.
Water.

%%Offensively: x2 Grass, Poison, x2 Ground, x2 Flying, x2 Dragon, Fighting, x1/2 Water, Psychic, x1/2 Fire, x1/2 Ice, x1/2 Steel
Steel, x0 Dark
%%Defensively: x1/2 Ice, x2 Fire, x2 Rock, x2 Psychic, x1/2 Fighting, x2 Steel
Bug, x2 Ghost, x2 Dark
%%Known Specialists: Lorelei Sabrina in ''Red and Green/Blue'' and ''Yellow''; Pryce Will in ''Gold and Silver'' and ''Crystal''; Glacia Liza and Tate in ''Ruby and Sapphire'' and ''Emerald''; Candice Lucian in ''Diamond and Pearl'' and ''Platinum''; Brycen Caitlin in ''Black and White''; Wulfric White'' and ''Black 2 and White 2''; Olympia in ''X and Y''; Melony Faba in ''Shield''''Sun and Moon''



* ActionInitiative: Ice Shard, as an Ice-type iteration of Quick Attack, will let the user move first.
* AlwaysAccurateAttack: Blizzard will bypass accuracy and evasion checks during Hail.
* AnIcePerson: Predictably, the Ice-type's abilities are all cryogenic in nature.
* AntiAir: Ice is one of the few types to be super effective against Flying. Slightly downplayed in that, unlike Rock and Electric, Ice does not resist flying.
* ArmorPiercingAttack: In ''Diamond and Pearl'', Blizzard had a 30% chance to bypass Protect during Hail due to a glitch.
* AwesomeButImpractical:
** Blizzard is the strongest widespread Ice attack, but has iffy accuracy at 70%. Averted in Hail, where it always hits.
** The Kyurem formes' {{Secret Art}}s, Freeze Shock and Ice Burn, have a charge turn that telegraph what you're doing to your opponent. This means that they will always end up hitting an Ice-resistant Pokémon if your opponent is even ''mildly'' competent.
* BoringButPractical: Ice Beam isn't the flashiest or most damaging Ice-type move out there, but it does reliable damage and is learned by quite the array of Pokémon, making it a good choice for both Ice-type Pokémon and non-Ice-types looking to nail opponents with an Ice weakness that would otherwise walk all over them.
* ChargedAttack: Ice Burn and Freeze Shock require a turn to charge before inflicting heavy damage.
* ColorCodedElements: Ice-types are represented by light-blue, and many Ice-types share the colorization.
* TheDragonslayer: Before Fairy came along, Ice was ''the'' type for nailing Dragons. It was Dragon's only weakness outside itself, and up until Generation V, most fully-evolved Dragon-types had a double weakness to Ice.

to:

* ActionInitiative: Ice Shard, as an Ice-type iteration of Quick Attack, will let AlienAmongUs: Implied with at least some Psychic-types, confirmed with Deoxys, Elgyem, Beheeyem, the user move first.
Cosmog line, and Necrozma.
* AlwaysAccurateAttack: Blizzard will bypass Hyperspace Hole bypasses accuracy and evasion checks during Hail.
* AnIcePerson: Predictably, the Ice-type's abilities are all cryogenic in nature.
* AntiAir: Ice is one of the few types to be super effective against Flying. Slightly downplayed in that, unlike Rock and Electric, Ice does not resist flying.
when used.
* ArmorPiercingAttack: In ''Diamond Future Sight and Pearl'', Blizzard had a 30% chance Hyperspace Hole ignore protection moves (Protect, Mat Block, etc.) when they deal damage.
* AwesomeButImpractical:
** Future Sight has good power, but it takes two turns before the attack hits — more than enough time for the opponent
to bypass switch to something that can tank or nullify the attack. (Don't try using Protect during Hail due to a glitch.
* AwesomeButImpractical:
against it, though. It doesn't work.)
** Blizzard is Stored Power increases damage based on the strongest widespread Ice attack, but amount of status buffs the user has. As it initially has iffy accuracy at 70%. Averted in Hail, where a power of 20, it always hits.
** The Kyurem formes' {{Secret Art}}s, Freeze Shock and Ice Burn, have a charge turn
doesn't seem that telegraph what you're doing useful, but with every single stat buffed up to maximum, the power skyrockets to 860, over three times more powerful than Explosion. Getting to that point requires an entire team with Baton Pass and stat-boosting moves or a [[MasterOfNone Smeargle]] with Moody/Acupressure, and it takes a while to fully play out. And even if you do manage to pull off the stat boosts, your opponent. This means that they will always end up hitting an Ice-resistant opponent could still completely nullify the attack with a Dark-type Pokémon if and/or just erase your opponent hard work with Haze or a SwitchOutMove.
*** That said, buffing it all the way to 860 is essentially ThereIsNoKillLikeOverkill territory. It's fully possible with the right setup to unleash a 260 power Stored Power on ''turn 1'' in a Double Battle.
** Necrozma's Prismatic Laser is essentially a slightly stronger Psychic-type Hyper Beam, which means using it forces the user to spend a turn sitting around doing nothing... and it could do more damage by spamming Psychic or Photon Geyser anyways.
* BarrierBustingBlow: Psychic Fangs breaks Reflect, Light Screen, and Aurora Veil before dealing damage, unless the target is immune or if the move misses.
* BarrierWarrior: The two main screen moves, Reflect and Light Screen, are both Psychic-type — and so is the move Barrier, in fact. Mr. Mime is a particularly noteworthy example, as it is generally associated with all three moves (its original Japanese name
is even ''mildly'' competent.
"Barrierd").
* BoringButPractical: Ice Beam isn't the flashiest or most damaging Ice-type move out there, but it does reliable damage and is learned by quite the array BrainCriticalMass: Many of Pokémon, making it a good choice for both Ice-type Pokémon and non-Ice-types looking them are said to nail opponents with an Ice be incredibly intelligent.
* CastingAShadow: Many of them can learn [[BoringButPractical Shadow Ball]], which can help them cover their
weakness that would otherwise walk all over them.
* ChargedAttack: Ice Burn
to Ghosts and Freeze Shock require a turn to charge before inflicting heavy damage.
hit other Psychic-types.
* ColorCodedElements: Ice-types The Psychic-type icon is deep pink/magenta, though Psychic-types themselves come in a variety of colors.
* ConfusionFu: Psychic-type mythical and legendary Pokémon, like [[LightningBruiser Mewtwo]] and [[FragileSpeedster Azelf]],
are represented by light-blue, known for having vast and many Ice-types share varied movepools, often for both physical and special attack. As for the colorization.
other Psychic-types, their movepools usually range from decent to outright barren.
* TheDragonslayer: Before Fairy came along, Ice was ''the'' type for nailing Dragons. It was Dragon's CounterAttack: Mirror Coat, which only weakness outside itself, works against Special attacks and up until doesn't affect Dark-types, hits the opponent for double the damage the user took.
* CriticalHitClass:
Generation V, most fully-evolved Dragon-types had 4 added several new moves with a double weakness higher-than-normal chance of landing a CriticalHit. The Psychic type got Psycho Cut, an extremely spammable physical attack with decent power and 100% accuracy that is restricted to Ice. a very small number of Pokémon, even less of whom posess the stats to effectively use it.[[note]] By level up: Kadabra, Alakazam, Mewtwo, Absol, Gallade, Cresellia, Inkay, Malamar, Kartana, and Necrozma. By breeding: Drowzee, Meditite, Spinda, and Pawniard. [[/note]] Even after ''Sword and Shield'' made Psycho Cut a TM, which expanded the number of Pokémon that can learn it, some of which have the Attack to use it well, the number of Pokémon that can learn it is still relatively small.
* DangerousForbiddenTechnique: Deoxys's SecretArt, Psycho Boost, deals massive damage but lowers the user's Special Attack stat by two stages when it hits.
* DreamStealer: The move Dream Eater not only damages the target, [[LifeDrain but also restores the user's HP]], on the grounds that the user is devouring the target's dream. It should be said, though, that while this is a Psychic move, it's at least as much associated with Ghost-types.
* EasyAmnesia: So easy that Pokémon can inflict it on themselves via the Psychic move Amnesia, sharply raising Sp. Def.
* EldritchAbomination: Not to the extent of Ghost-types, mind you, but Psychic-types can get pretty freaking weird. Special mention goes to the Ralts line (in the Amorphous egg group despite being humanoid, capable of creating small black holes, etc.), Unown (a RealityWarping HiveMind from another dimension that vaguely resembles the letters of the English alphabet), Mewtwo (man-made monstrosity intended to be as powerful as the legendary Mew but [[GoneHorriblyRight gone horribly awry]]), and Necrozma (a being from Ultra Space that's [[SiliconBasedLife made of black prisms]], is violent and aggressive, steals light from worlds, and [[spoiler:is the remains of a [[FallenAngel once-benevolent light dragon]]]]).



*** Strong: Dragon, Flying, Grass, Ground
*** Weak: Fire (Gen II-Forward), Ice, Steel, Water

to:

*** Strong: Dragon, Flying, Grass, Ground
Fighting, Poison
*** Weak: Fire (Gen II-Forward), Ice, Steel, WaterPsychic, Steel
*** Can't Hit: Dark



*** Strong: Ice
*** Weak: Fighting, Fire, Rock, Steel
* FreezeRay: The bread-and-butter Ice attack, Ice Beam.
* GlassCannon: From a typing standpoint, Ice hits four types super-effectively and, in practice, many of the Pokémon weak to Ice are doubly weak to Ice. On the other hand, at least a quarter of all Ice-types have a double weakness of their own, and the type's lack of resistances makes it difficult for an Ice-type to rely on ElementalRockPaperScissors to take a hit.
* HairTriggerAvalanche: The move Avalanche doubles in power if the user has been attacked already in that turn, capturing this trope's flavor of an avalanche being something specifically provoked by the victim, as opposed to other natural disasters. In later games, the user's attacking animation evokes this trope even further, appearing to be screaming, depending on the species.
* HarmlessFreezing: In RealLife, exposure to extreme cold and freezing temperatures has a high risk of inflicting frostbite. Here, the worst it can do is make you unable to attack for the rest of the battle. That said, there's no way to freeze opponents ''without'' damaging them first...
* HerdHittingAttack: Blizzard, Glaciate, Icy Wind, and Powder Snow hit both opponents in Doubles.
* HumanSnowball: Ice Ball, as the user deliberately encases ''itself'' in ice before mowing down the opponent. Oddly enough, the anime contradicts this by making it a projectile attack.
* KillItWithIce: Their approach to battle, naturally — bombard the opponent with snow storms, ice, and blasts of chilling wind to defeat them.
* IceMagicIsWater:
** In Generation I, Ice-type moves actually dealt normal damage to Fire-type Pokémon rather than resisted, which the part-Flying Charizard and Moltres didn't appreciate. Additionally, some Water-types are part-Ice, and can learn Ice-type moves.
** Many Ice-type Pokémon that lack a secondary Water typing can still learn Water Pulse by TM.
* LateCharacterSyndrome: Due to most [[SortingAlgorithmOfThreateningGeography ice and snow-themed places being set later in the game then other places]], Ice-typed Pokémon have a tendency to be ignored since most players would have their in-game team already in place. They also tend to evolve at higher levels than other types, the earliest being Smoochum at level 30.
* LastDiscMagic:
** Blizzard is usually available to buy as a TM late in the game or can be learned naturally by many Ice-types during the late- or post-game.
** In ''VideoGame/PokemonXAndY'', Ice Beam is the final TM you receive from the Gym Leaders. In other games in which there's an Ice-type Gym Leader (who also gives away an Ice-type TM), s/he is the seventh out of eight.
** ''VideoGame/PokemonSunAndMoon'' effectively turns the entire type into this. You don't get access to the area where nearly all Ice-type Pokémon live (and the Z-Crystal is located) until you're ready to challenge the Elite Four, and the only Ice [=TMs=] available before you reach the final island are Hail and Aurora Veil, neither of which are direct attacks.
** Finally averted in ''VideoGame/PokemonUltraSunAndUltraMoon'', where Seaward Cave, an optional early area in ''Sun and Moon'', became both mandatory and colder. Smoochum and Delibird are both part of the walking encounter table, and returning with Lapras Surf, itself obtained fairly early on the second island, will net you the Frost Breath TM and a chance at catching a Seel. Similarly, in ''VideoGame/PokemonSwordAndShield'', getting lucky with the weather in the Wild Area can net you a Vanillite or Snover before even tackling the first gym.
* LightEmUp: Aurora Beam, a weaker cousin to Ice Beam (though with a different effect), involves a beam of rainbow-colored light.
* LikeCannotCutLike: The only type Ice Pokémon resist against is themselves.
* LimitBreak:
** The Ice-type Z-Move is Subzero Slammer, in which the user drastically drops the temperature and freezes the target inside a massive ice crystal which proceeds to shatter, inflicting great damage.
** The Ice-type Max Move is Max Hailstorm. It summons huge hailstones which crash into the opponent and break apart into millions of pieces which cause, you guessed it, a hailstorm for five turns.
** Gigantamax Lapras's exclusive G-Max Move, G-Max Resonance, summons a huge hailstone that drops onto the opponent and breaks apart into an Aurora Veil that reduces damage taken for five turns.
* LuckBasedMission: Wanna see a Frozen Pokémon? Good luck, since there's no move that guarantees that it will be inflicted like the other StandardStatusEffects (accuracy aside) and the highest chance of it happening normally is 10% (the move Secret Power has a 30% chance of freezing, but only when used in the few-and-far between icy areas). This is likely to restrict what is arguably the most crippling status condition in the game; without items, the frozen Pokémon is completely helpless unless the equally low 10% chance of it thawing out of the ice occurs. And in Gen I, their only hope of defrosting without items is getting hit with a Fire-type move or if the opponent uses Haze; otherwise they're completely hosed.
* MightyGlacier: Puns aside, many Ice-types have great offensive power and decent defenses but poor speed. Avalugg and Regice are literal takes on this trope, being Mighty Glaciers (Avalugg is physical-oriented, Regice is special-oriented) that are also actual animated glaciers.
* {{Nerf}}: In the original ''Red and Green'', Blizzard had a 30% chance to Freeze and 90% accuracy, and any Frozen Pokémon would stay Frozen ''permanently'' (unless you had a Ice Heal, Full Heal, or Full Restore, which you couldn't use in Player Versus Player matches, or the opponent used [[GoodBadBugs Haze]] or a damaging Fire-type move except for Fire Spin). International releases reduced the freeze chance to 10%, and Gen II onwards changed Blizzard's accuracy to 70%, made it so that a Frozen Pokémon has a 10% chance to cure itself every turn (even the same turn it was Frozen), introduced moves that could be used while Frozen that would also thaw out the user, and prevents Freeze from being inflicted during Sunny Day. Contrary to popular belief, however, if a frozen Pokémon is sent out during harsh sunlight, it will not thaw out faster.
* ObviousRulePatch: Generation VI nerfed critical hits to do 1.5x damage instead of 2x. To account for this, the power of Frost Breath (and its counterpart Storm Throw) was adjusted from 40 to 60, which actually still makes it somewhat more powerful than before when factoring the crit in.[[note]]In Generation V, Frost Breath was weaker than Ice Beam even with the crit factored in; the buff to Frost Breath (and slight nerf to Ice Beam) in Generation VI puts the two on even ground.[[/note]]
* OneHitKO: Sheer Cold can instantly knock out the opponent, with an accuracy of 30% if the user and target are at equal levels. It's also the only move of this type that no Pokémon has an immunity to via ElementalRockPaperScissors, until Generation VII where Ice-types are immune to it. Shedinja is also immune to it because of Wonder Guard.
* PowerEqualsRarity: Ice is easily one of the best attacking types in the series. However, the Ice-''types'' capable of getting STAB on them are rare and usually reserved for the endgame — by contrast, the Water-types that can learn Ice moves are ubiquitous, but can't hit as hard with them.
* RequiredSecondaryPowers: They're immune to being frozen and resist their own attacks.
* ScissorsCutsRock: Normally, Ice-type attacks aren't very effective on Water-types, but the SecretArt Freeze Dry ''is'' super-effective on them as a special property.

to:

*** Strong: Ice
Fighting, Psychic
*** Weak: Fighting, Fire, Rock, Steel
Bug, Dark, Ghost (Gen II-Forward)
*** Immune: Ghost (Gen I Only)
* FreezeRay: The bread-and-butter Ice attack, Ice Beam.
* GlassCannon: From a typing standpoint, Ice hits four types super-effectively and, in practice, many
TheEmpath: Many of them are skilled at sensing emotion.
* FailedFutureForecast: Prior to Gen V,
the move Future Sight had 90% accuracy, meaning there was a 10% chance your Pokémon weak would "foresee an attack" that never actually came to Ice are doubly weak pass. It's since been boosted to Ice. On the other hand, at least a quarter of all Ice-types have a double weakness of their own, and the type's lack of resistances makes it difficult for an Ice-type to rely on 100% accuracy, though that's still not failproof, especially since it's now affected by ElementalRockPaperScissors to take a hit.
* HairTriggerAvalanche: The move Avalanche doubles in power if the user has been attacked already in
(meaning that turn, capturing this trope's flavor Dark-types NoSell it).
* FreakyFridayFlip: The Psychic repertoire includes a number
of an avalanche being something specifically provoked by the victim, as opposed to other natural disasters. In later games, the user's attacking animation evokes this trope even further, appearing to be screaming, depending on the species.
* HarmlessFreezing: In RealLife, exposure to extreme cold and freezing temperatures has a high risk of inflicting frostbite. Here, the worst it can do is make you unable to attack for the rest of the battle. That said, there's no way to freeze opponents ''without'' damaging them first...
* HerdHittingAttack: Blizzard, Glaciate, Icy Wind, and Powder Snow hit both opponents in Doubles.
* HumanSnowball: Ice Ball, as the user deliberately encases ''itself'' in ice before mowing down the opponent. Oddly enough, the anime contradicts this by making it a projectile attack.
* KillItWithIce: Their approach to battle, naturally — bombard the opponent with snow storms, ice, and blasts of chilling wind to defeat them.
* IceMagicIsWater:
** In Generation I, Ice-type
"swap" moves actually dealt normal damage to Fire-type Pokémon rather than resisted, which the part-Flying Charizard and Moltres didn't appreciate. Additionally, some Water-types are part-Ice, and can learn Ice-type moves.
** Many Ice-type Pokémon that lack a secondary Water typing can still learn Water Pulse by TM.
* LateCharacterSyndrome: Due to most [[SortingAlgorithmOfThreateningGeography ice and snow-themed places being set later in the game then other places]], Ice-typed Pokémon have a tendency to be ignored since most players would have their in-game team already in place. They also tend to evolve at higher levels than other types, the earliest being Smoochum at level 30.
* LastDiscMagic:
** Blizzard is usually available to buy as a TM late in the game or can be learned naturally by many Ice-types during the late- or post-game.
** In ''VideoGame/PokemonXAndY'', Ice Beam is the final TM you receive from the Gym Leaders. In other games in which there's an Ice-type Gym Leader (who also gives away an Ice-type TM), s/he is the seventh out of eight.
** ''VideoGame/PokemonSunAndMoon'' effectively turns the entire type into this. You don't get access to the area where nearly all Ice-type Pokémon live (and the Z-Crystal is located) until you're ready to challenge the Elite Four, and the only Ice [=TMs=] available before you reach the final island are Hail and Aurora Veil, neither of which are direct attacks.
** Finally averted in ''VideoGame/PokemonUltraSunAndUltraMoon'', where Seaward Cave, an optional early area in ''Sun and Moon'', became both mandatory and colder. Smoochum and Delibird are both part of the walking encounter table, and returning with Lapras Surf, itself obtained fairly early on the second island, will net you the Frost Breath TM and a chance at catching a Seel. Similarly, in ''VideoGame/PokemonSwordAndShield'', getting lucky with the weather in the Wild Area can net you a Vanillite or Snover before even tackling the first gym.
* LightEmUp: Aurora Beam, a weaker cousin to Ice Beam (though with a different effect), involves a beam of rainbow-colored light.
* LikeCannotCutLike: The only type Ice Pokémon resist against is themselves.
* LimitBreak:
** The Ice-type Z-Move is Subzero Slammer,
in which the user drastically drops exchanges some attribute with the temperature and freezes the target inside a massive ice crystal which proceeds to shatter, inflicting great damage.
** The Ice-type Max Move is Max Hailstorm. It summons huge hailstones which crash into the opponent and break apart into millions of pieces which cause, you guessed it, a hailstorm for five turns.
** Gigantamax Lapras's exclusive G-Max Move, G-Max Resonance, summons a huge hailstone that drops onto the opponent and breaks apart into an Aurora Veil that reduces damage taken for five turns.
* LuckBasedMission: Wanna see a Frozen Pokémon? Good luck, since there's no move that guarantees that it will be inflicted like the other StandardStatusEffects (accuracy aside) and the highest chance of it happening normally is 10% (the move Secret
target: Power has a 30% chance of freezing, but only when used in the few-and-far between icy areas). This is likely to restrict what is arguably the most crippling status condition in the game; without items, the frozen Swap exchanges their Attack and Sp. Atk values; Guard Swap exchanges their Defense and Sp. Def values; Skill Swap exchanges their abilities; and Heart Swap exchanges their stat changes.
* GeneticEngineeringIsTheNewNuke: Many
Pokémon is completely helpless unless of this type have appearances inspired by genetics and biology (Deoxys, Solosis and its evolutions) or explicitly created through this method (Mewtwo).
* GreenThumb: They frequently have access to Grass-type moves, usually [[BoringButPractical Energy Ball]] and [[SituationalDamageAttack Grass Knot]].
* GravityMaster: The move Gravity, which negates
the equally low 10% chance of it thawing out Ground immunity conferred by the Flying-type and Levitate, as well as inhibiting certain airborne moves like Bounce, falls under the Psychic banner.
* HealingShiv: The move Heal Pulse, which restores HP but cannot target the user.
* HeroicSacrifice: The move Healing Wish, which makes the user faint but restores the HP and status
of the ice occurs. And in Gen I, their only hope of defrosting without items next Pokémon to switch in. [[OlympusMons Cresselia's]] SecretArt Lunar Dance is getting hit with a Fire-type move or if the opponent uses Haze; otherwise they're completely hosed.
* MightyGlacier: Puns aside, many Ice-types have great offensive power and decent defenses but poor speed. Avalugg and Regice are literal takes on this trope, being Mighty Glaciers (Avalugg is physical-oriented, Regice is special-oriented)
an even better version that are also actual animated glaciers.
restores PP as well.
* {{Nerf}}: InfinityPlusOneElement: In the original ''Red and Green'', Blizzard had games, a 30% chance to Freeze and 90% accuracy, and any Frozen Pokémon player would stay Frozen ''permanently'' (unless you had a Ice Heal, Full Heal, or Full Restore, which you couldn't use in Player Versus Player matches, or the opponent used [[GoodBadBugs Haze]] or a damaging Fire-type move have an incredibly difficult time without at least one Psychic of their own, and would have no way to counter [=NPC=]s' Psychics except for Fire Spin). International releases reduced with sheer LevelGrinding. This was remedied by the freeze chance to 10%, introduction of the [[CombatPragmatist Dark]]-type and to a lesser extent the [[ExtraOreDinary Steel]]-type in [[VideoGame/PokemonGoldAndSilver Gen II onwards changed Blizzard's accuracy II]], as well as making Psychic types weak to 70%, made it so that a Frozen Pokémon has a 10% chance to cure itself every turn (even Ghost, and giving them and Bug types stronger moves. Even in the same turn it was Frozen), introduced moves that could be used later games, they are still useful to have, as both of the types they are good against only have one or two other weaknesses [[note]]Fighting is otherwise weak to Flying and Fairy, while Frozen that would also thaw out the user, and prevents Freeze from being inflicted during Sunny Day. Contrary Poison is otherwise weak to popular belief, however, if a frozen Pokémon is sent out during harsh sunlight, it will not thaw out faster.
* ObviousRulePatch: Generation VI nerfed critical hits to do 1.5x damage instead of 2x. To account for this, the power of Frost Breath (and its counterpart Storm Throw) was adjusted from 40 to 60, which actually still makes it somewhat more powerful than before when factoring the crit in.[[note]]In Generation V, Frost Breath was weaker than Ice Beam even with the crit factored in; the buff to Frost Breath (and slight nerf to Ice Beam) in Generation VI puts the two on even ground.
Ground.[[/note]]
* OneHitKO: Sheer Cold can instantly knock out LightEmUp: For the opponent, longest time, it was the closest in-game equivalent. Starting with an accuracy of 30% if the user and target are at equal levels. It's also the only move of this type that no Gen II, Pokémon has associated with the [[ThePowerOfTheSun sun]] and light were cast as this type, including angelic Pokémon like Gardevoir[[note]]now part-Fairy as well[[/note]], Cresselia, and Celebi. They were always contrasted against the traditionally "dark" Ghost and Dark types, albeit ''weak'' to them. Even after the debut of Fairy-types, the ''de facto'' sun Pokémon, Solgaleo, is Psychic/Steel, and its moon-themed counterpart, Lunala, is Psychic/Ghost. Necrozma takes it to its logical conclusion, with it absorbing light, having [[FrickinLaserBeams Prismatic Laser]] and Photon Geyser for {{Secret Art}}s, and [[spoiler:having a true form made of light]]. Further supporting this is the fact that many of them can learn the Bug-type move Signal Beam (itself an immunity to via ElementalRockPaperScissors, until Generation VII where Ice-types example of LightEmUp), which helps them deal with Dark-types.
* LightIsGood: Like Fairy-types, many Psychic-types
are immune to it. Shedinja is angelic and nice, such as Cresselia, Gardevoir (who also immune happens to it because be Fairy-type), the lake spirits (Azelf, Uxie, and Mesprit), and the Cosmog line.
* LightIsNotGood: Originally, Psychic-types were very sinister, with the likes
of Wonder Guard.
* PowerEqualsRarity: Ice
Drowzee, known for preying on children in particular as its evolved form Hypno, in its ranks. Mewtwo, the original "evil" Pokémon, is easily a Psychic-type's mascot, contrasting strongly against more angelic Pokémon within it. Coming after Mewtwo is Malamar, a Psychic/Dark type who willfully tries to control the minds of people and Pokémon, and portrayed as one of the best attacking types few "evil" Pokémon in the series. However, anime. Then there is Necrozma, who is not only [[NonStandardCharacterDesign an all-black prism creature that looks more robot than Pokémon]] (and has powers centered around light), but is also the Ice-''types'' capable BigBad of getting STAB on ''VideoGame/PokemonUltraSunAndUltraMoon'' (and indeed the first Pokémon to be the villain of a main game).
* LikeCannotCutLike: Psychic-types resist Psychic-type attacks.
* LimitBreak:
** The Psychic-type Z-Move is [[MindRape Shattered Psyche]], in which the user controls the target and hurts
them are rare and usually reserved by hurling them around.
** The Psychic-type Max Move is Max Mindstorm, in which the user sends a huge blast of pure psychic energy at the opponent which creates Psychic Terrain
for the endgame — by contrast, the Water-types five turns.
** Gigantamax Orbeetle's signature G-Max Move is G-Max Gravitas, in which it sends out a huge beam from its underside, so powerful
that can learn Ice moves are ubiquitous, but can't hit as hard with them.
it intensifies Gravity for five turns.
* RequiredSecondaryPowers: They're immune to being frozen {{Nerf}}: ''Gold and Silver'' introduced the Dark- and Steel-types to resist their own attacks.
* ScissorsCutsRock: Normally, Ice-type
attacks aren't very effective on Water-types, but the SecretArt Freeze Dry ''is'' (and in Dark's case, hit Psychic for super-effective on damage), and more powerful Bug- and Ghost-type moves were introduced.
* ManBitesMan: Psychic Fangs deals damage with the user's teeth.
* NonElemental: Psywave (all games) and Future Sight (pre-Generation V) do not take ElementalRockPaperScissors into account or get a [=STAB=] bonus when they deal damage.
* OlympusMons: Psychic is the most common type for legendary and mythical Pokémon combined, with a whopping 19/74 of
them boasting a Psychic typing. Perhaps most notably, this includes the original strongest Pokémon Mewtwo and the entirety of Gen 7's mascot trio (which comes to five, including Cosmog and Cosmoem).
* PowerCopying: Trace (an Ability) and Role Play (a Move) can copy most Abilities. Each has a [[http://bulbapedia.bulbagarden.net/wiki/Trace few]] [[http://bulbapedia.bulbagarden.net/wiki/Role_Play exceptions]] they can't copy.
* PrimalFear: Because Psychic Pokémon tend to refer to mental ability and the mind, their weaknesses are also based on common fears — Bugs, the Dark, and Ghosts.
* PsychicPowers: This is their gimmick. The Psychic-type has access to a vast array of powers, like telepathy, telekinesis, precognition, and much more.
* RandomizedDamageAttack: Psywave is an odd variant in that it inflicts a random amount of damage ranging from 50% to 150% of the user's level, making it a hybrid of this and [[FixedDamageAttack its total opposite]]. Also, it doesn't inflict type damage (but Dark-types can still stop it).
* RealityWarper: Some Psychic-type moves create bizarre effects on the battlefield,
as seen with the three Room attacks. Trick Room sets an effect where slower Pokémon go before faster ones. Wonder Room swaps the Defense and Special Defense stats of everyone. Magic Room negates the effects of items. A move similar to Trick Room, Speed Swap, swaps the Speed stats of the user and the target. This even goes for human psychics, such as Inver, who is able to switch all weaknesses and resistances around in Inverse Battles.
* RestingRecovery: Rest, a move which cures status conditions and restores the user's HP at the cost of falling asleep, is under this type.
* ScissorsCutsRock:
** Miracle Eye allows Psychic-type moves to affect Dark-types, who are normally immune to them. [[DownplayedTrope Downplayed]] in that very few Dark-types have a secondary typing of [[PoisonousPerson Poison]] or [[BareFistedMonk Fighting]].
** Psyshock, despite being
a special property.type move, actually deals physical type damage, giving Psychic-types a strong move against special walls. The same is true for Psystrike.



** The ability Ice Body heals the owner for 1/16 of their total HP at the end of each turn during Hail.
** The ability Snow Cloak boosts Evasion by 1 stage during Hail.
** The ability Slush Rush doubles the owner's speed during Hail.
** The ability Snow Warning gives an instant Hail effect when the user switches into battle if there is no weather or another weather in play. It lasts for 5 turns unless the user is holding an Icy Rock, in which case it lasts 8 turns. If Hail is already active, it ''does not'' reset or stack with the current turn limit. Prior to ''X and Y'', the effect was permanent unless it was overridden by another weather activating.
** The ability Refrigerate turns Normal-type moves into Ice-type moves and grants a 20% damage bonus in addition to STAB (30% in Gen VI).
** The move Frost Breath always inflicts a CriticalHit, unless the target has the ability Battle/Shell Armor or is under the effect of Lucky Chant.
** The move Freeze-Dry [[ScissorsCutsRock hits Water-types super effectively]].
** The move Aurora Veil creates a barrier that reduces damage from both physical and special moves, but it can only be used during a hailstorm.
* SpamAttack: Icicle Spear hits the target 2-5 times on each use. Cloyster can notably hit a target with this move 5 times due to having Skill Link as a possible ability.
* StandardStatusEffects: Associated with the Freeze status, with many of their attacks having a 10% chance to inflict it(notably, there is no non-damaging move that inflicts Freeze, ala Toxic, Thunder Wave, or Will-O-Wisp). Ice-types themselves cannot be frozen (unless it's done by Tri Attack in Generation II).
* StatusBuffDispel: Haze is under this type, despite its animation being a thick cloud of black smoke. Mist [[InvertedTrope inverts]] it by preventing stats from being lowered.
* SuperMode: Glalie and Abomasnow are capable of Mega Evolution, while Lapras alone is able to Gigantamax.
* UndergroundMonkey: Alolan Vulpix, Alolan Sandshrew, Galarian Darumaka, Galarian Mr. Mime and their evolved forms are Ice-Types.
* WeakToFire: Fire resists and is super-effective against Ice-types; however, this is averted by the large sum of part-Water Ice Pokémon, the two part-Rock types, and Kyurem.

to:

** Psyshock, [[ArmorPiercingAttack which uses the opponent's Defense stat while using the attacker's Special Attack stat]]. Psystrike is an even stronger version that is the signature move of [[OlympusMons Mewtwo]].
** The ability Ice Body heals Forewarn reveals the owner move with the highest power that the opponent knows. In the ''VideoGame/PokemonMysteryDungeon'' spinoffs, the user will occasionally dodge attacks, even if the attack cannot miss.
** Psychic Terrain protects all Pokémon on the ground from [[ActionInitiative moves with increased priority]]. It also gives a hefty 50% boost to other Psychic-type attacks.
* {{Seers}}: Some Psychic-type moves involve divining the future in some way, such as Future Sight (which has the added bonus of dealing damage). The Ability Forewarn also qualifies, as the user's powers warn it of the opponent's strongest move.
* SituationalSword: Synchronoise only works if the user and target share a type.
* SquishyWizard: Most of them hit very hard with Special Attack, but are not good at defense. Alakazam is a notable example: it's ludicrously fast and has Special Attack to match, but neutral physical attacks are incredibly painful, and super-effective physical attacks are likely going to take it down in one hit. They do tend to have good Special Defense, though.
* StarfishAliens: Some Psychic-types are implied to be extraterrestrial in origin and many of these are pretty weird-looking. Deoxys, Elgyem, Beheeyem, and (if one counts extradimensional beings) Necrozma are the only ones
for 1/16 of their total HP at whom this is ''confirmed'' to be the end case, but Starmie also has this suggested of each turn during Hail.
it.
* StatusBuff:
** The ability Snow Cloak boosts Evasion Calm Mind increases the user's Special Attack and Special Defense by 1 stage during Hail.
each.
** The ability Slush Rush doubles Meditate increases Attack by 1 stage.
** [[SuperSpeed Agility]] increases Speed by 2 stages.
** Reflect and Light Screen decrease
the owner's speed during Hail.
** The ability Snow Warning gives an instant Hail effect when the user switches into battle if there is no weather
damage taken from Physical attacks and Special attacks, respectively, by all allies by 50% in Single Battles and 33% in Double or another weather in play. It lasts Triple Battles. They aren't dispelled by switching and stack multiplicativately with Defense/Special Defense boosts, but only last for 5 turns unless the user is holding an Icy Rock, in which case it lasts (or 8 turns. If Hail is already active, it ''does not'' reset or stack with a Light Clay). (In Gen I, the current turn limit. Prior to ''X note about stacking multiplicativately still held true, but they lasted indefinitely and Y'', the effect was permanent unless it was overridden wore off upon switching.)
** Amnesia increases Special Defense
by another weather activating.
** The ability Refrigerate turns Normal-type moves into Ice-type moves and grants a 20% damage bonus in addition to STAB (30% in Gen VI).
** The move Frost Breath always inflicts a CriticalHit, unless the target has the ability Battle/Shell Armor or is under the effect of Lucky Chant.
** The move Freeze-Dry [[ScissorsCutsRock hits Water-types super effectively]].
** The move Aurora Veil creates a barrier that reduces damage from both physical and special moves, but it can only be used during a hailstorm.
* SpamAttack: Icicle Spear hits the target 2-5 times on each use. Cloyster can notably hit a target with this move 5 times due to having Skill Link as a possible ability.
* StandardStatusEffects: Associated with the Freeze status, with many of their attacks having a 10% chance to inflict it(notably, there is no non-damaging move that inflicts Freeze, ala Toxic, Thunder Wave, or Will-O-Wisp). Ice-types themselves cannot be frozen (unless it's done by Tri Attack in
2 stages. In Generation II).
I, it increases Special by two stages.
** Cosmic Power increases Defense and Special Defense by 1 stage.
** Barrier increases Defense by 2 stages.
* StatusBuffDispel: Haze is under this type, despite its animation being a thick cloud SuperIntelligence: The abilities of black smoke. Mist [[InvertedTrope inverts]] it by preventing stats many Psychic Pokémon stem from being lowered.
their ridiculously high intelligence.
* SuperMode: Glalie Alakazam, Slowbro, Mewtwo, Gardevoir, Medicham, Metagross, Latias, Latios, and Abomasnow Gallade are capable of Mega Evolution, while Lapras alone with Mewtwo having ''two'' potential Mega Evolutions. Necrozma can not only absorb Solgaleo or Lunala for a stronger form, but it can also Ultra Burst (effectively Mega Evolution, [[MyRulesAreNotYourRules only not actually]]) from there into the stronger-than-Arceus Ultra Necrozma. Orbeetle and Hatterene are also capable of Gigantamax, though only Orbeetle has a Psychic-type G-Max Move.
* SwordBeam: Psycho Cut, one of the few Physical-category Psychic moves, which manifests as a crescent-shaped energy wave launched at the opponent. While having a physical blade
is able not '''strictly''' necessary to Gigantamax.
learn it, a lot of the Pokémon that do have some form of NaturalWeapon to focus it through, such as Gallade's sword-like limbs, Absol's horn, Malamar's tentacles, Kartana's blades, Cresselia's crescents, etc.
* {{Telepathy}}: Most Psychic Pokémon are natural telepaths, but there is also an actual ability called Telepathy which ensures a Pokémon cannot be hit by its allies in a Double/Triple battle.
* TeleportersAndTransporters: Teleport is a Psychic-type move that allows the user to escape from a Wild Pokémon and can take you back to the last Pokémon Center you visited when used outside of battle. Unfortunately, that's all it does — it's useless in battles with Trainers and is rendered obsolete outside of battle once you get Fly (and the latter isn't even doable in Gen VII thanks to field moves being cut). Generation 8 at last gave it a effect for trainer battles, namely switching out with another team member.
** Teleportation in general is often associated with Psychic-types. All the Gyms that specialize in Psychic-types have at least a few teleporters that you have to use to make your way through.
* UndergroundMonkey: Alolan Vulpix, Alolan Sandshrew, Raichu, Galarian Darumaka, Ponyta and Galarian Mr. Mime Rapidash are part Psychic-Type.
* UseYourHead: How Zen Headbutt works.
* WeaksauceWeakness: They're weak to ''Bug''-type attacks. In ''Red'', ''Blue'',
and ''Yellow'', this was their evolved forms are Ice-Types.
* WeakToFire: Fire resists and is super-effective against Ice-types; however, this is averted by the large sum of part-Water Ice Pokémon, the two part-Rock types, and Kyurem.
only weakness due to a bug that made Psychic immune to Ghost.



[[folder:Fighting]]
!!Fighting-Type (かくとうタイプ ''kakutou taipu'')
[[quoteright:350:[[CloseRangeCombatant https://static.tvtropes.org/pmwiki/pub/images/fighting_types.png]]]]

Fighting-types tend to represent various styles of martial artists, but with the twist that these fighters have their skills as a natural ability, rather than as a discipline. They can be found in caves, honing their discipline against the tough Rock-types, and occasionally in urban areas, likely a result of their discipline making them easily domesticated. [[MundaneUtility They can be useful in construction.]]

Originally, Fighting-types weren't very useful in Gen I when Psychic-types ruled the proverbial roost. With the introduction of both Dark- and Steel-types, both of which were weak to Fighting-types, their usability shot up dramatically, and they are now one of the major attacking types alongside Ground and Rock. Fighting-type attacks are super-effective on Normal, Rock, Ice, and the aforementioned Dark and Steel types, but are resisted by Bug, Poison, Flying, Psychic, and Fairy-types and completely ignored by Ghosts. Fighting-types are also useful defensively against Rock, Bug, and Dark attacks, but take double damage from Flying, Psychic, and Fairy moves.
%%Offensively: x2 Normal, x2 Rock, x2 Ice, x2 Dark, x2 Steel, x1/2 Bug, x1/2 Flying, x1/2 Poison, x1/2 Psychic, x1/2 Fairy, x0 Ghost
%%Defensively: x1/2 Bug, x1/2 Rock, x1/2 Dark, x2 Flying, x2 Psychic, x2 Fairy
%%Known Specialists: Bruno in ''Red and Green/Blue'' and ''Yellow''[[note]]and also ''Gold and Silver'' and ''Crystal''[[/note]]; Chuck in ''Gold and Silver'' and ''Crystal''; Brawly in ''Ruby and Sapphire'' and ''Emerald''; Maylene in ''Diamond and Pearl'' and ''Platinum''; Marshal in ''Black and White'' and ''Black 2 and White 2''; Korrina in ''X and Y''; Hala in ''Sun and Moon''; Bea in ''Sword''

to:

[[folder:Fighting]]
!!Fighting-Type (かくとうタイプ ''kakutou
[[folder:Dragon]]
!!Dragon-Type (ドラゴンタイプ ''doragon
taipu'')
[[quoteright:350:[[CloseRangeCombatant [[quoteright:313:[[InstantAwesomeJustAddDragons https://static.tvtropes.org/pmwiki/pub/images/fighting_types.org/pmwiki/pub/images/dragon_types.png]]]]

Fighting-types tend to represent various styles of martial artists, but with A group based on dragons and similar monsters from around the twist that these fighters have their skills as a natural ability, rather than as a discipline. world. They can be found in caves, honing their discipline against are among the tough Rock-types, and occasionally most elusive types, usually only appearing in urban areas, likely a result of their discipline making them easily domesticated. [[MundaneUtility They can be useful in construction.]]

Originally, Fighting-types weren't very useful in Gen I when Psychic-types ruled the proverbial roost. With the introduction of both Dark- and Steel-types, both of which were weak to Fighting-types, their usability shot up dramatically, and
secluded areas. As such, they are now one the third-rarest type. Their elusiveness is [[PowerEqualsRarity often related to their power]], and some of the major attacking types alongside Ground strongest and Rock. Fighting-type attacks most dangerous Pokémon in the series are super-effective on Normal, Rock, Ice, Dragon-type. This power, combined with their mysteriousness, makes them very well-regarded in some circles. Dragon is a popular type for Legendaries. While the Dragon type covers most dragonlike Pokémon, there are a few dragonlike species that lack the typing but have similar properties and the aforementioned Dark and Steel types, but movepools; conversely, not all Dragon-type Pokémon are based on animals that can be classified as (or even resemble) dragons.

Offensively, they are only super effective against themselves,
are resisted by Bug, Poison, Flying, Psychic, and Fairy-types only Steel-types, and completely ignored by Ghosts. Fighting-types are also useful defensively ineffective against Rock, Bug, Fairy-types. They don't need to hit super-effectively [[LightningBruiser to make it hurt]]. They resist Water, Grass, Fire, and Dark attacks, Electric, but take double damage from Flying, Psychic, are weak to Ice and Fairy moves.
Fairy, giving them some nice defensive applications.
%%Offensively: x2 Normal, x2 Rock, x2 Ice, x2 Dark, x2 Dragon, x1/2 Steel, x1/2 Bug, x1/2 Flying, x1/2 Poison, x1/2 Psychic, x1/2 Fairy, x0 Ghost
Fairy
%%Defensively: x1/2 Bug, Fire, x1/2 Rock, Water, x1/2 Dark, Grass, x1/2 Electric, x2 Flying, Ice, x2 Psychic, Dragon, x2 Fairy
%%Known Specialists: Bruno Lance in ''Red and Green/Blue'' and ''Yellow''[[note]]and also ''Gold ''Yellow'' and Silver'' and ''Crystal''[[/note]]; Chuck in ''Gold and Silver'' and ''Crystal''; Brawly Clair in ''Gold and Silver'' and ''Crystal''; Drake in ''Ruby and Sapphire'' and ''Emerald''; Maylene in ''Diamond Drayden and Pearl'' and ''Platinum''; Marshal Iris in ''Black and White'' and ''Black 2 and White 2''; Korrina in ''X and Y''; Hala Ryuki in ''Sun and Moon''; Bea Raihan in ''Sword''''Sword and Shield''



* ActionInitiative:
** The physical Mach Punch and the special Vacuum Wave have priority, letting the user go before the opponent more often than not.
** [[InvertedTrope Inverted]] with Vital Throw, Revenge, Counter, Focus Punch, and Circle Throw, which all have negative priority, causing the user to go last most of the time.
* AlwaysAccurateAttack: Aura Sphere and Vital Throw bypass accuracy and evasion checks. They can still fail if the opponent is in the middle of using a move like Fly, as it removes them from the field.
* ArmorPiercingAttack: Sacred Sword ignores changes in the target's Defense and Evasion (but also ignores increases as well).

to:

* ActionInitiative:
AchillesHeel:
** The physical Mach Punch [[ObviousRulePatch Deliberately invoked]] with Fairy-Type Pokémon in Gen VI. Fairies are immune to Dragon-Type moves and can deal super-effective damage in return. While Ice is only effective offensively, and Steel just resists Dragon-type moves, Fairy is the special Vacuum Wave ''only'' type Dragons have priority, letting a real disadvantage against.
** Some of
the user go before the opponent more often than not.
** [[InvertedTrope Inverted]] with Vital Throw, Revenge, Counter, Focus Punch,
popular Dragons are also Flying-type, notably Dragonite, Altaria, Salamence, and Circle Throw, which all have Rayquaza. This not only cancels Dragon's resistance to Electric, it makes them take quadruple damage from Ice-type attacks.
* ActionInitiative: Dragon Tail has
negative priority, causing the user to go last most of the time.
last.
* AlwaysAccurateAttack: Aura Sphere As of ''X and Vital Throw bypass accuracy Y'', Dragon Rush will always hit a Pokémon that is under the effects of [[StatusBuff Minimize]].
* AnimalisticAbomination: This is what the legendary dragons fall into. Between a mediator for a pair of world-destroying monstrosities[[note]]Rayquaza[[/note]], universal concepts made flesh[[note]]Dialga
and evasion checks. They Palkia[[/note]], an extradimensional guardian of reality which also embodies {{antimatter}}[[note]]Giratina[[/note]], three fragments of a god that may or may not have been an alien[[note]]Reshiram, Zekrom, and Kyurem[[/note]], a guardian of the land that balances the powers of avatars of life and death[[note]]Zygarde[[/note]], an extradimensional being fixated on consuming light to repair itself[[note]]Ultra Necrozma[[/note]], and an alien monstrosity responsible for the phenomenon of gigantic Pokémon[[note]]Eternatus[[/note]], the type's legendaries get awfully eldritch.
* TheArtifact: In Generations I and II, the Dragon type was very rare and reserved for the Dragonite line and Kingdra, in keeping with the Japanese media convention of distinguishing between mystical/ethereal dragons like them and more animalistic/bestial dragons like Charizard and Gyarados.[[note]]This
can still fail if be seen in series like ''VideoGame/MonsterHunter'', and how the opponent is bestial "wyverns" and rare "Elder Dragons" are different classifications of dragons, especially in Japanese where they're described using different kanji for "dragon".[[/note]] Later generations gave the Dragon type to more common and less "mystical" dragon Pokémon like Garchomp and Haxorus, causing many players to question why Charizard and Gyarados (and to a lesser extent, Lugia) weren't Dragon-type in the middle of using a first place, and by proxy, why there were so few Dragon-types in those generations.
* AttackAttackAttack: Almost all Dragon-type moves are attacks. Only ''two'' Dragon-type
move like Fly, as it removes them from are status moves (Dragon Dance and Clangorous Soul), and the field.
* ArmorPiercingAttack: Sacred Sword ignores changes in
first is a StatusBuff that's offensively-minded while the target's Defense and Evasion (but also ignores increases as well).second is an all-around stat boost.



** [[KiManipulation Focus Blast]] is a very powerful special attack that can be taught to many Pokémon, but is unreliable due to having 70% accuracy and has a low [[ManaMeter Power Point]] count.
** Dynamic Punch will always confuse the opponent when it hits and has high power, but has 50% accuracy. Averted if used by a Machamp or Golurk with the ability No Guard, since the ability makes everything an AlwaysAccurateAttack, even if the opponent is outside of the field after using Dig or Fly.
** Flying Press is the only dual-type attack in the game, being a Fighting and Flying attack. However, some types that are weak to Fighting resist Flying and vice-versa, meaning that it will usually only hit for neutral damage. Plus, there are few Pokémon weak to both Flying and Fighting-type attacks, so the end result is basically a Fighting-type move that really hurts Grass and Fighting-types, but doesn't work on Rock and Steel-types.
** Meteor Assault is a Fighting-type clone of Giga Impact, meaning that Sirfetch'd is a [[JustForPun sitting duck]] for 1 turn after using it (and it could do way more damage by just using Close Combat twice).
* BadassNormal: Most Fighting-types don't have very many elemental or supernatural powers compared to most Pokémon and they tend to have low Special Attack power, but their physical strength is excellent.
* BareFistedMonk: In general, the Fighting-type is used to represent this sort of fighting style in the ''Pokémon'' series. Most Fighting-types use no form of weapon, but they can punch hard enough to smash Steel-, Rock-, and Ice-types. Several Fighting-types can have the ability Iron Fist, which powers up their punching attacks.
* BarrierBustingBlow: Brick Break removes Reflect and Light Screen from the opponent's side of the field before doing damage, unless they are a Ghost-type.
* BloodKnight: Well, they don't particularly care for ''killing'', but generally speaking, they're certainly one of the most eager types to enter combat.
* BoringButPractical: Fighting-Types lack the flashy attacks of the other types and variety in their moves, with the majority of them being just different variations of punches and kicks, but their raw strength and technique is so good that they really don't need to do anything else.
* BrickBreak: The TropeNamer. It has average power, but it also has the useful properties of shattering Light Screen and Reflect.
* CastFromHitPoints:
** Submission deals damage to the user equal to 1/4 of the damage dealt to the target.
** Final Gambit causes the user to faint, but deals damage equal to the value of their HP when it was used.
* ChargedAttack: [[MegatonPunch Focus Punch]] [[PlayingWithATrope plays with this]]. It charges during the turn it is used and is executed at the end of it (making it the only charged attack that is anywhere ''near'' practical without a Power Herb), but requires the user to not take any damage for the attack to succeed.
* CharlesAtlasSuperpower: Most of them are described as having SuperStrength and [[SuperToughness toughness]] from sheer training.
* CloseRangeCombatant: The majority of Fighting-types attack by getting up close and attacking with their fists.
* ColorCodedElements: The Fighting-type icon is reddish brown. Some Fighting-types are likewise colored.
* CounterAttack: The appropriately-named [[ExactlyWhatItSaysOnTheTin Counter]] deals twice the damage the user takes from Physical attacks to the opponent. It doesn't work on Ghost-types or if the user doesn't take physical damage.
* CriticalHitClass:
** Cross Chop has an increased chance to land a CriticalHit, as does Karate Chop.
** Storm Throw will always land a CriticalHit when it's used, but has only average power.

to:

** [[KiManipulation Focus Blast]] is a very powerful special attack that can be taught In the TCG. Possibly to many Pokémon, but is unreliable due to having 70% accuracy and has a low [[ManaMeter Power Point]] count.
** Dynamic Punch will
give the type an "ultimate element" feel, Dragon-types almost always confuse the opponent when it hits and has high power, but has 50% accuracy. Averted if used by a Machamp or Golurk with the ability No Guard, since the ability makes everything an AlwaysAccurateAttack, even if the opponent is outside of the field after using Dig or Fly.
** Flying Press is the only dual-type attack in the game, being a Fighting and Flying attack. However, some types that are weak to Fighting resist Flying and vice-versa, meaning that it will usually only hit for neutral damage. Plus, there are few Pokémon weak to both Flying and Fighting-type attacks, so the end result is basically a Fighting-type move that really hurts Grass and Fighting-types, but doesn't work on Rock and Steel-types.
** Meteor Assault is a Fighting-type clone of Giga Impact, meaning that Sirfetch'd is a [[JustForPun sitting duck]] for 1 turn after using it (and it could do way more damage by just using Close Combat twice).
* BadassNormal: Most Fighting-types don't have very many elemental or supernatural powers compared to most Pokémon and they tend to have low Special Attack power, but their physical strength is excellent.
* BareFistedMonk: In general, the Fighting-type is used to represent this sort of fighting style in the ''Pokémon'' series. Most Fighting-types use no form of weapon, but they can punch hard enough to smash Steel-, Rock-, and Ice-types. Several Fighting-types can have the ability Iron Fist, which powers up their punching attacks.
* BarrierBustingBlow: Brick Break removes Reflect and Light Screen from the opponent's side of the field before doing damage, unless they are a Ghost-type.
* BloodKnight: Well, they don't particularly care for ''killing'', but generally speaking, they're certainly one of the most eager types to enter combat.
* BoringButPractical: Fighting-Types lack the flashy attacks of the other types and variety in their moves, with the majority of them being just
require two different variations Energy types to attack.
** Dialga's SecretArt, Roar
of punches Time, is a Hyper Beam clone. The same goes for one of Eternatus' {{Secret Art}}s, Eternabeam, except it's very slightly stronger. You should know by now why both are bad if you've read the rest of this page.
** Dragon Rush is as powerful as Stone Edge
and kicks, Earthquake, but their raw strength has less than perfect accuracy at 75% accuracy.
* BreathWeapon:
** Dragon Breath
and technique Dragon Rage are depicted as traditional fire-based ones ([[TechnicolorFire of various colors depending on the adaptation]]), while Dragon Pulse [[WaveMotionGun is so good that they really don't need to do anything else.
more energy-based]].
** Also, half of them can use Flamethrower.
* BrickBreak: CastFromHitPoints: The TropeNamer. It has average power, but it also has the useful properties of shattering Light Screen and Reflect.
* CastFromHitPoints:
** Submission deals damage
exclusive to Kommo-o move Clangorous Soul damages the user equal to 1/4 of the damage dealt to the target.
** Final Gambit causes the user to faint, but deals damage equal to the value
by 33% of their HP when it was used.
* ChargedAttack: [[MegatonPunch Focus Punch]] [[PlayingWithATrope plays with this]].
max health, but raises all stats. It charges during replaces the turn it is used and is executed at Z-Move Clangorous Soulblaze but adds the end of health drawback as it (making it the only charged attack that is anywhere ''near'' practical without isn't a Power Herb), but requires the user to not take any damage for the attack to succeed.
* CharlesAtlasSuperpower: Most of them are described as having SuperStrength and [[SuperToughness toughness]] from sheer training.
* CloseRangeCombatant: The majority of Fighting-types attack by getting up close and attacking with their fists.
one-use Z-Move.
* ColorCodedElements: The Fighting-type icon is reddish brown. Some Fighting-types are likewise colored.
* CounterAttack: The appropriately-named [[ExactlyWhatItSaysOnTheTin Counter]] deals twice the damage the user takes from Physical attacks to the opponent. It doesn't work on Ghost-types or if the user doesn't take physical damage.
* CriticalHitClass:
** Cross Chop has an increased chance to land a CriticalHit, as does Karate Chop.
** Storm Throw will always land a CriticalHit when
A bright, vivid [[PurpleIsPowerful violet]], though it's used, also been represented by a mix of blue and red. In the TCG, the Dragon-type is represented as [[GoldColoredSuperiority gold]].
* ConfusionFu: Their movepools range from "better than most" to "I have no idea what this thing is going to do to me,
but has only average power.[[ThisIsGonnaSuck it's probably going to suck]]".



** Close Combat and Superpower are as powerful as Fire Blast, Blizzard, and Thunder without the accuracy issues, but they lower the user's stats[[note]]Defense and Special Defense for Close Combat, Attack and Defense for Superpower[[/note]] each time they're used. For Superpower, this is averted if used by Malamar with Contrary, in which case it ''raises'' the user's Attack and Defense.
** Hammer Arm is as powerful as Earthquake, but it lowers the user's Speed each time it's used and has a small chance to miss.
* DeathOrGloryAttack: Jump Kick and High Jump Kick deal massive damage, but missing or having the attack blocked/nullified causes heavy damage to the user (a portion of the damage it would've done in Gens I-IV; half of the user's max HP from Gen V and on).
* DefendCommand:
** Detect acts like the move Protect and defends the user from most attacks. Attempting to use it consecutively will decrease the chance of it succeeding by half.
** Quick Guard protects the user and their allies from Priority attacks and is designed for Double and Triple Battles.
** Mat Block protects the user and their allies from attack moves, but can only be used the first turn the user is in battle. Like Quick Guard, it's designed for Double and Triple Battles.
* DifficultButAwesome: Focus Punch has 150 Power and 100% accuracy, but if the user takes direct damage when using it, they lose focus and can't move. Since the move is decreased priority (and beginning to focus has increased priority), the Pokémon using Focus Punch is likely to get hit and not be able to use the move, unless they're up against an opponent who is very fond of status moves. It's possible to work around this, like having a Substitute to sponge an attack (a broken Substitute doesn't count as getting hit), inflicting Sleep on a target before using it, or using it when the opponent doesn't attack. Double and Triple Battles also add the possibility of a speedy partner with After You or Follow Me.
* DoesNotLikeShoes: Nearly all human Fighting-type specialists in the series choose to go barefoot; the only exceptions being Brawly and Korrina.
* DumbMuscle: The implicit reason for their weakness to Psychics; Fighting-types fail in contests of the mind, and most of them have poor Special Attack. Ironically, Fighting-types can be {{Genius Bruiser}}s as far as their knowledge of martial arts and physical training go; they just aren't that good with other subjects, implying they're more BookDumb than outright stupid. This is averted (but reinforced) with Gallade, Meditite, and Medicham, who are equally disciplined in the mind due to their additional Psychic typing. By and large, most Fighting-Types are more-or-less just as intelligent as any other Pokémon.
* ElementalPunch: As long as they have arms, they usually can be taught Fire Punch, Ice Punch, and Thunder Punch.

to:

** Close Combat Draco Meteor is almost as strong as Hyper Beam and Superpower are as powerful as Fire Blast, Blizzard, and Thunder without doesn't have the accuracy issues, but they lower the user's stats[[note]]Defense and Special Defense for Close Combat, Attack and Defense for Superpower[[/note]] each time they're used. For Superpower, this is averted if used by Malamar with Contrary, in which case it ''raises'' the user's Attack and Defense.
** Hammer Arm is as powerful as Earthquake,
recharge turn, but it lowers the user's Speed Special Attack by 2 stages each time it's used and has a small chance to miss.
* DeathOrGloryAttack: Jump Kick and High Jump Kick deal massive damage,
used.
** Outrage is very strong,
but missing or having the attack blocked/nullified causes heavy damage to forces the user (a portion of to stay in battle without the damage it would've done in Gens I-IV; half of the user's max HP from Gen V option to switch out for 2-3 turns and on).
inflicts [[StandardStatusEffects Confusion]] on them when it finishes.
* DefendCommand:
** Detect acts like the move Protect and defends the user from
DinosaursAreDragons: Many Dragon-types have characteristics of dinosaurs, most attacks. Attempting to use it consecutively will decrease notably Tyrunt and Tyrantrum, the chance definitive ''TyrannosaurusRex'' Pokémon. Haxorus is [[WordOfGod stated]] to be based on herbivorous dinosaurs, though it also seems to be a bit of it succeeding a {{Mix And Match Critter|s}}; Duraludon, likewise, seems to be an ambiguous theropod, likely inspired by half.
** Quick Guard protects
[[Franchise/{{Godzilla}} Mechagodzilla]]. Jangmo-o and its evolutions, Hakamo-o and Kommo-o, are said to be a cross between theropods and ankylosaurs. Gabite and Garchomp generally resemble [[RaptorAttack dromaeosaurids]]. If you choose to get technical, then the user birdlike Dragon-types such as Latios, Latias, Altaria and their allies from Priority attacks and is designed Reshiram also qualify for Double and Triple Battles.
** Mat Block protects the user and their allies from attack moves, but can only be used the first turn the user is in battle. Like Quick Guard, it's designed for Double and Triple Battles.
* DifficultButAwesome: Focus Punch has 150 Power and 100% accuracy, but if the user takes direct damage when using it, they lose focus and can't move. Since the move is decreased priority (and beginning to focus has increased priority), the
this. Also inverted with Pokémon using Focus Punch is likely to get hit and who resemble dinosaurs or other prehistoric reptiles learning Dragon-type moves but not be able to use the move, unless they're up against an opponent who is very fond of status moves. It's possible to work around this, like having a Substitute to sponge an attack (a broken Substitute doesn't count as getting hit), inflicting Sleep on a target before using it, or using it when the opponent doesn't attack. Double and Triple Battles also add the possibility of a speedy partner with After You or Follow Me.
* DoesNotLikeShoes: Nearly all human Fighting-type specialists in the series choose to go barefoot; the only exceptions
being Brawly Dragon-types themselves. Archeops, Aerodactyl and Korrina.
Tyranitar are good examples.
* DumbMuscle: DiscOneNuke: Pokémon that know Dragon Rage at a low level have a great time if obtained early on, as the attack's guaranteed 40 damage will one-shot most Pokémon. As time passes and Pokémon increase in HP counts, the move will start to fall behind in damage output and will be shelved for stronger and more reliable moves.
* DragonsAreDemonic:
The implicit reason for their weakness to Psychics; Fighting-types fail in contests Ghost/Dragon Giratina and the Dark/Dragon Hydreigon and Guzzlord are often depicted as antagonistic creatures with sinister designs. Dragapult is also a Ghost/Dragon type, but is depicted more as creepy by default rather than malevolent. Mega Charizard X has a demonic design, although it's of the mind, DarkIsNotEvil variety. [[spoiler:Eternatus looks malevolent and most even nearly brings about TheEndOfTheWorldAsWeKnowIt.]]
* DragonsAreDivine: Even outside
of them have poor Special Attack. Ironically, Fighting-types can be {{Genius Bruiser}}s as far as their knowledge of martial arts and physical training go; they just aren't that good with other subjects, implying they're more BookDumb than outright stupid. This is averted (but reinforced) with Gallade, Meditite, and Medicham, who are equally disciplined in Legendaries, the mind due to their additional Psychic typing. By and large, most Fighting-Types are more-or-less just type is revered as intelligent as any other Pokémon.
* ElementalPunch: As long as they have arms, they usually can be taught Fire Punch, Ice Punch, and Thunder Punch.
sacred by many groups of people.



*** Strong: Dark, Ice, Normal, Rock, Steel
*** Weak: Bug, Fairy, Flying, Poison, Psychic
*** Can't Hit: Ghost

to:

*** Strong: Dark, Ice, Normal, Rock, Steel
Dragon
*** Weak: Bug, Fairy, Flying, Poison, Psychic
Steel
*** Can't Hit: GhostFairy



*** Strong: Bug, Dark, Rock
*** Weak: Fairy, Flying, Psychic
* FixedDamageAttack:
** Seismic Toss inflicts flat damage equal to the user's level.
** Final Gambit deals damage equal to the user's HP when they used the attack. [[SuicideAttack Emphasis on "when they used the attack".]]
* ForceAndFinesse: Makuhita/Hariyama and Meditite/Medicham were the only primary Fighting-types introduced in Gen III (although a few other Pokémon carried a secondary Fighting typing) and make a good pair, with Hariyama's sumo origin and slow, bulky style of mighty slaps and punches contrasted against Medicham's yogini influence and evasive, dance-like movements bolstered by psychic prediction. Most other Fighting-types lean toward the Force aspect, although there are some notable exceptions, like Mienfoo/Mienshao.
* GeniusBruiser: While Fighting-Type Pokémon in earlier generations displayed DumbMuscle characteristics, later ones appear to lean towards this: For example, Conkeldurr developed the ability to produce concrete, which it taught to humans, while older Hariyama are said to teach younger Makuhita how to properly train in sumo. Lucario are also said to be very intelligent and capable of easily understanding humans.
* GlassCannon: The majority of Fighting-types have very good attack stats. Their defenses tend to run the gamut between bulky and frail, depending on what type of fighting style they are based on, but they lean towards frail overall.
* HonorBeforeReason: The implicit reason for their advantage against Dark-types. This is further backed up by the ability Justified (Heart of Justice in Japanese), which increases Attack when hit by a Dark-type move.
* HumanoidAliens: In terms of both body shape and fighting style, most Fighting-types are the most similar to humans. There are a few that explicitly aren't, such as the Swords of Justice (who resemble ungulates).
* HumanHammerThrow: There are a handful of Fighting moves that involve bodily throwing the target, including Circle Throw, Seismic Toss, Storm Throw, and Vital Throw.
* KamehameHadoken: Aura Sphere is described as being this, which makes sense when used by most Pokémon capable of it (Lucario, Mewtwo, Mew, etc.), but ends up being ridiculous when it's coming from the likes of Dialga, Giratina, or Togekiss.
* KiManipulation: The moves [[AlwaysAccurateAttack Aura Sphere]] and Focus Blast are energy-based Fighting-type moves. Kubfu is also stated to have an organ in its body that produces "fighting energy".
* LastDiscMagic:
** [[NoHoldsBarredBeatdown Close Combat]] is usually available to many Fighting-types late-game, though some get it as soon as they reach the mid 30's in level. [[LoopholeAbuse Or you can go to the Move Relearner and get it as soon as they evolve because it's listed as a Level 1 move in the programming]].
** Superpower is typically naturally learned late in the game or taught by move tutors found in the late- or postgame.
* LifeDrain: Drain Punch inflicts damage and heals back 50% of the damage it inflicted.

to:

*** Strong: Bug, Dark, Rock
Electric, Fire, Grass, Water
*** Weak: Dragon, Fairy, Flying, Psychic
Ice
* FixedDamageAttack:
** Seismic Toss inflicts flat damage equal to the user's level.
** Final Gambit deals damage equal to the user's HP when
FakeBalance: Between their [[ConfusionFu massive movepools]] and [[LightningBruiser above-average stats]], they used the attack. [[SuicideAttack Emphasis on "when they used the attack".]]
* ForceAndFinesse: Makuhita/Hariyama
could easily muscle through Steel- and Meditite/Medicham Ice-types that were the only primary Fighting-types ''supposed'' to deal with them (they're both weak to Fire, which pretty much every Dragon can abuse since, you know, they're Dragons). The Fairy-type was introduced to alleviate this, especially since they aren't weak to Fire.
* FixedDamageAttack: Dragon Rage inflicts 40 damage to anything that isn't a Fairy-type. This was the only Dragon-type move
in Gen III (although a few other Generation I, meaning there was no way to inflict Dragon-type damage.
* InfinityMinusOneSword: Of the "pseudo-legendary"
Pokémon carried a secondary Fighting typing) and make a good pair, [[note]]Pokémon with Hariyama's sumo origin base stat totals of 600, a three-stage evolutionary line, and slow, bulky style require 1,250,000 EXP to reach level 100[[/note]], seven (out of mighty slaps nine) of them are Dragon-typed, the only exceptions being Tyranitar and punches contrasted against Medicham's yogini influence and evasive, dance-like movements bolstered by psychic prediction. Most other Fighting-types lean toward the Force aspect, although there are Metagross. They're not legendary, but they're sure as strong as — or stronger than — some notable exceptions, like Mienfoo/Mienshao.
of them.
* GeniusBruiser: While Fighting-Type InfinityPlusOneElement: In the earlier games, they were intended as this. Dragon-types tended to be very rare and either evolved from weak Pokémon that needed a lot of time and level grinding to raise, or were found in earlier generations displayed DumbMuscle characteristics, later ones appear out-of-the-way locations, sometimes both. However, they were only weak to lean towards this: Ice and other Dragons, their moves only resisted by Steel-types, and many Dragons can learn Fire-type attacks for Steel-types anyway (which would also cover any Ice-types the opponent tried). They continued to be one of the best types of the game until Gen VI, in which Fairy-types were introduced to deal with them after WordOfGod admitted they were too strong and too common. Even then, the movepools and potential from most of the Dragon-types still allow them to face its tailor-made weakness using other means outside of their own element.
* InstantAwesomeJustAddDragons: Dragon is often treated as one of the most special and powerful types in-universe.
For example, Conkeldurr developed the ability to produce concrete, which it taught to humans, while older Hariyama it's UsefulNotes/OdaNobunaga's type specialty in ''VideoGame/PokemonConquest''. Many Legendary and pseudo-legendary Pokémon are said Dragon-type as a testament to teach younger Makuhita how to properly train in sumo. Lucario are also said their power.
* {{Kaiju}}: While no non-Dynamaxed Pokémon is quite Kaiju-sized, this type tends
to be very intelligent pretty close in spirit, with many species being both physically imposing and capable of easily understanding humans.
* GlassCannon:
able to deliver highly destructive attacks. The majority fact that, outside of Fighting-types have very good attack stats. Their defenses tend to run the gamut between bulky and frail, depending on what type Fairy-types, [[TakesOneToKillOne their best counter is another Dragon-type]] is also reminiscent of fighting style they [[BehemothBattle Kaiju-on-Kaiju combat]]. Some are even directly reminiscent of specific [[{{Kaiju}} Kaijus]], like [[Characters/PokemonGenerationVMinccinoToGenesect Hydreigon]], based on, but they lean towards frail overall.
* HonorBeforeReason: The implicit reason for their advantage against Dark-types. This is further backed up by the ability Justified (Heart of Justice in Japanese), which increases Attack when hit by a Dark-type move.
* HumanoidAliens: In terms of both body shape
on [[Characters/GodzillaTheGhidorahs King Ghidorah]], and fighting style, most Fighting-types are the most similar to humans. There are a few that explicitly aren't, such as the Swords of Justice (who resemble ungulates).
* HumanHammerThrow: There are a handful of Fighting moves that involve bodily throwing the target, including Circle Throw, Seismic Toss, Storm Throw, and Vital Throw.
[[Characters/PokemonGenerationVIIIFamilies Duraludon]], based on [[Characters/{{Godzilla}} Mechagodzilla]].
* KamehameHadoken: Aura Sphere is described as being this, which makes sense when used by most Pokémon capable of it (Lucario, Mewtwo, Mew, etc.), but ends up being ridiculous when Dragon Pulse resembles both trope namers in the anime; in ''Diamond & Pearl'' and ''Black and White'', it's coming from the likes depicted as a light green ball of Dialga, Giratina, or Togekiss.
* KiManipulation: The moves [[AlwaysAccurateAttack Aura Sphere]]
energy, while in ''XY'' and Focus Blast are energy-based Fighting-type moves. Kubfu ''Sun & Moon'', it's depicted as a beam of energy shaped like a dragon.
* LastDiscMagic: Draco Meteor
is also stated to have an organ in its body that produces "fighting energy".
* LastDiscMagic:
** [[NoHoldsBarredBeatdown Close Combat]] is usually
only available to many Fighting-types late-game, though some get it as soon as they reach the mid 30's in level. [[LoopholeAbuse Or you can go to the Move Relearner and get it as soon as they evolve because it's listed as a Level 1 move in the programming]].
** Superpower is typically naturally learned late in the game or taught by move tutors found in
during the late- or postgame.
* LifeDrain: Drain Punch inflicts damage
post-game, and heals back 50% can only be taught to Dragon-types with a maximum friendship rating.
* LightningBruiser: They lean towards this, having brutal offensive power on top
of generally good stats and awesome type effectiveness. Their sole status move (Dragon Dance) enhances the damage it inflicted."lightning" and "bruiser" aspects of its wielder by boosting Attack and Speed.



** The Fighting-type Z-Move is All-Out Pummeling, in which the user rams an energy orb into the target after some RapidFireFisticuffs.
** The Fighting-type Max Move is Max Knuckle. It forms a huge fist made out of energy which hits the opponent and causes the Attack stat of the user and its allies to rise.
** Gigantamax Machamp's exclusive G-Max Move is G-Max Ch Strike. it forms a huge fist made out of energy which hits the opponent and raises the CriticalHit rate of its allies to rise.
* MagicallyIneptFighter: A ''huge'' number of Fighting-types have high attack but low Special Attack, and most Fighting-type moves are physical to go with their high attack.
* MutualDisadvantage: Towards Bug-types, where they resist each other's attacks.
* NoHoldsBarredBeatdown: In Gens IV and V, Close Combat is depicted as multiple fists pummeling the target. However, the move is also learnable by several quadrupeds (like Growlithe, Arcanine, and the Swords of Justice), a bird of prey (Staraptor) and a ''fish'' (Barraskewda), so it can just as easily involve kicks, beaks, fins, or whatever else the user has to pummel the opponent with.
* TheParalyzer: The move Force Palm can inflict Paralysis 30% of the time.
* PowerOfTheVoid: Believe it or not, this shows up in a certain Fighting move, Vacuum Wave, though not many Pokémon can make good use of it since it's a special move (most Fighting-types are oriented toward physical attacks) and it has a direct physical counterpart in Mach Punch.
* RatedMForManly: Fighting is definitely the most masculine type. Most Fighting-types look tough, muscular, and quite masculine, and their preferred combat style is certainly manly. In addition, most Fighting-types are either [[OneGenderRace male-only]] or have gender ratios in favor of males. This trope extends to the trainers who frequently use them, who tend to be tough martial artists (even the [[ActionGirl females]]).
* RapidFireFisticuffs: Close Combat is depicted as a barrage of kicks and punches. Some Pokédex entries imply that Fighting-types can do that naturally, such as Machamp and Hitmonchan. The ultimate Fighting type attack, the Z-Move called All Out Pummeling, takes this to the extreme of having dozens of fists knock the opponent into a mountainside.
* SituationalDamageAttack:
** The Power of Low Kick is dependent on the target's weight. For opponents weighing less than 10 kg, it's a measly 20, but for anyone weighing equal to or greater than 200 kg, it's a very strong 120.
** Revenge normally has an okay Power of 60, but that will double if the user took damage on the same turn it was used.
** Reversal's Power is dependent on how much HP the user has left; the lower the value, the more damage it deals. At max HP, it's a very weak 20, but at less than 5%, it maxes out at 200.
* SpamAttack: Arm Thrust hits the opponent 2-5 times on each use.
* SpinningPiledriver: The move Submission.
* StatusBuff: Bulk Up increases the user's Attack and Defense by 1 stage each.
* StrongFleshWeakSteel: They are strong against the Steel-type despite mostly being made of flesh.
* SuicideAttack: Final Gambit causes the user to faint but inflicts an amount of damage equal to the user's current HP. Sadly, it's prevented from qualifying for TakingYouWithMe by mostly being given to Pokémon with laughably low HP (including the OneHitPointWonder Shedinja).
* SuperMode: Heracross, Blaziken, Medicham, Lucario, and Gallade are capable of Mega Evolution, while Mega Mewtwo X and Lopunny gain the Fighting-type upon Mega Evolving. Machamp and both forms of Urshifu are also capable of Gigantamax, though the Urshifu formes derive their G-Max Moves' type from their style (Dark for Single Strike, Water for Rapid Strike).
* SuperToughness: They resist Rock-type attacks.
* SwitchOutMove: Circle Throw goes last, but forces the target to switch when it hits, unless they are immune to the move.
* TrainingFromHell: Many of them go through a self-inflicted form of this. Sawk secludes itself in the mountains and trains without sleeping, Machoke lifts vehicles to train its muscles, Medicham fasts and meditates daily to develop its mental powers, and Poliwrath swims the width of the Pacific Ocean.
* UndergroundMonkey: Galarian Farfetch'd is a pure-Fighting type.
* UselessUsefulSpell:
** Vacuum Wave was until the 7th generation the only Special priority attack in the series, but almost every Pokémon that learns it has ''horrible'' Special Attack. Infernape, Lucario, and Toxicroak are the only ones that can actually deal respectable damage with it, since they have passable Special Attack and a StatusBuff to increase it further.
** Prior to Gen IV, most Fighting-types with the [[ElementalPunch elemental punches]] were fairly useless, because those attacks all ran off their (usually) low Special Attack stat.
* WeakToMagic: Fighting types are weak against Psychic and Fairy attacks (the types that correspond the best to magic). In addition, Fighting attacks have low effectiveness on Psychic and Fairy Pokémon and are utterly useless against Ghost types (unless Foresight is in play).

to:

** The Fighting-type Dragon-type Z-Move is All-Out Pummeling, Devastating Drake, in which the user rams an energy orb into attacks the target after some RapidFireFisticuffs.
with a huge, dragon-shaped aura that causes a massive explosion on impact.
** The Fighting-type Dragon-type Max Move is Max Knuckle. It Wyrmwind. This forms a huge fist tornado of Dragon-type energy around the opponent; said tornado has huge dragon wings made out of energy which hits swirl about in it to hit and cut into the opponent and causes opponent. This lowers the Attack stat of the user opponent and any of its allies to rise.
allies.
** Gigantamax Machamp's Duraludon's exclusive G-Max Move is G-Max Ch Strike. it forms Depletion, which a huge fist made out tornado of Dragon-type energy around the opponent, which hits decreases the PP of the move the opponent and raises the CriticalHit rate last used by two.
* MagicKnight: After dragons evolve into their final stage, most
of its allies to rise.
* MagicallyIneptFighter: A ''huge'' number of Fighting-types
them have almost equally high attack but low Attack and Special Attack, Attack stats, and most Fighting-type moves are their movepools usually expand to include an even ratio of physical and special attacks, while the previous stages are usually limited to go with their high attack.
* MutualDisadvantage: Towards Bug-types, where they resist each other's
mostly physical attacks.
* MagikarpPower: Dragons evolve very late, are pretty weak in the first and second stages, and have limited movepools. By the time they reach their final stage (usually in the 40s or 50s), they become very powerful and gain many more options. Special mention goes to Deino, which evolves into Zweilous at level ''50'' and later into Hydreigon at level '''64''', later than any other Pokémon that evolves through leveling up.
* MeteorMove: Gen VI's animation for Dragon Rush shows the user jumping in the air before slamming onto the target in a fiery crash. This is because [[LostInTranslation the Japanese name of the move is Dragon Dive]].
* NoHoldsBarredBeatdown: In Gens IV and V, Close Combat is depicted as multiple fists pummeling the target. However, the Outrage, a move is also learnable by several quadrupeds (like Growlithe, Arcanine, and the Swords with a power of Justice), a bird of prey (Staraptor) and a ''fish'' (Barraskewda), so it can just as easily involve kicks, beaks, fins, or whatever else 120 that locks the user has in for 2-3 turns and causes them to pummel become confused.
* {{Nerf}}: Most Dragons were hit by
the opponent with.
* TheParalyzer: The move Force Palm can inflict Paralysis 30%
introduction of the time.
* PowerOfTheVoid: Believe it or not, this shows up
Fairy-type, [[ObviousRulePatch which was the point of them in a certain Fighting move, Vacuum Wave, the first place]]. They can learn Steel-type and Poison-type moves to hit Fairies super-effectively, however, though not many Pokémon can make good use of it since it's a special move (most Fighting-types are oriented toward physical attacks) and it has a direct physical counterpart in Mach Punch.
* RatedMForManly: Fighting is definitely the most masculine type. Most Fighting-types look tough, muscular, and quite masculine, and their preferred combat style is certainly manly. In addition, most Fighting-types are either [[OneGenderRace male-only]] or
they rarely have gender ratios in favor of males. This trope extends occasion to due to the trainers who frequently use them, who otherwise poor coverage of these attacks.
* NonElemental: Not in terms of the attacks themselves, which
tend to be tough martial artists (even fall under TechnicolorFire, but their offensive type matchups. Dragon is strong against one type (itself), weak against another (Steel), and ineffective against a third (Fairy). This ties it with Normal for having the [[ActionGirl females]]).
* RapidFireFisticuffs: Close Combat is depicted as a barrage
fewest non-neutral offensive matchups of kicks any type, and punches. Some Pokédex entries imply Dragon-type attacks instead force foes to rely on high defensive stats instead of favorable ElementalRockPaperScissors to take a hit.
* OlympusMons: From Generation III onwards, Dragon has been a pretty common type among newly introduced Legendary Pokémon; most notably, Sinnoh's and Unova's legendary trios are all part Dragon-type.
* OurDragonsAreDifferent:
** Dragon-types have all sorts of inspiration and basis, from classical Eastern or Western dragons[[note]]such as Mega Charizard X, Dragonite, Salamence, Rayquaza, and the Tao trio[[/note]] to weirder but still recognizable dragons[[note]]such as the creation trio, Kommo-o, Ultra Necrozma, Duraludon and base Eternatus[[/note]] to real-world reptiles[[note]]such as Mega Sceptile, Tyrantrum, and Turtonator[[/note]] to MixAndMatchCritters with aspects of dragons[[note]]such as Flygon, Garchomp, Naganadel and Dragapult[[/note]] to "out there" concepts
that Fighting-types can do only vaguely resemble dragons[[note]]such as Mega Ampharos, Altaria, Alolan Exeggutor, Guzzlord, all of Zygarde's forms and Eternamax Eternatus[[/note]].
** In the first two generations (and to a lesser extent, the following two), the Dragon type was mostly used for dragons
that naturally, gave off a "mystical" feel - Dragonite, Kingdra, Flygon, Altaria, and various Legendary Pokémon. This seems to be due to a distinction between different types of dragons in Japanese media and culture, where such "mystical" dragons are distinguished from more "bestial", non-magical typically Western dragons such as Machamp Charizard and Hitmonchan. The ultimate Fighting Gyarados[[note]]while Eastern in appearance, it is very ferocious and animalistic and behaves more like a Western dragon[[/note]] (who lack the Dragon type). Salamence and Garchomp began to break the mold before the Dragon type attack, came to encompass a more universal concept of what dragons are.
* OvershadowedByAwesome: Some of
the Z-Move called All Out Pummeling, takes this to the extreme of having dozens of fists knock the opponent into a mountainside.
* SituationalDamageAttack:
** The Power of Low Kick is dependent on the target's weight. For opponents weighing less than 10 kg, it's a measly 20, but for anyone weighing equal to
"weaker" Dragon types, like Flygon or greater than 200 kg, it's a Druddigon, are generally overlooked; they're still very strong 120.
** Revenge normally has an okay Power of 60,
and versatile Pokémon, but they just can't stack up against heavyweights like Garchomp or Haxorus.
* PlayingWithFire: Since dragons are traditionally associated with fire[[note]]at least in Western folklore[[/note]], the majority of Dragon-types get Fire attacks, letting them bypass Steel-Types, the only thing
that could wall them before the introduction of Fairies, and Ice-Types, the only other Type that hit them hard. Kingdra, Mega Sceptile, Latias, Latios, Zekrom, Kyurem[[note]]except for White Kyurem[[/note]], Haxorus, and Dragalge are the only Dragons that can't learn Fire attacks besides Hidden Power. Despite this, there are only three Fire/Dragon dual-types: Reshiram, Turtonator, and Mega Charizard X, the latter of which is the only one based on archetypical Western dragons (although Reshiram has features of a wyvern and an Eastern dragon).
* SecretArt: Draco Meteor, which has a very high damage of 130 ([[{{Nerf}} 140 prior to Gen VI]]), but lowers Special Attack by two stages per use. It can only be taught by special tutors to Dragon-types (and Arceus and Silvally), although Mega Charizard X, Mega Ampharos, Mega Sceptile, and Ultra Necrozma can't learn it because they can only be accessed in battle.
* ShedArmorGainSpeed: Scale Shot fires the user's scales at the enemy, which lowers the user's defense but increases their speed.
* ShoulderSizedDragon: Plenty of the first-stage Dragon-types are small enough to qualify, such as Dratini, Bagon, Gible, Axew, Deino, Goomy, Jangmo-o and Dreepy.
* SlapOnTheWristNuke: Spacial Rend is described as ''tearing apart reality'', and its Gen VI animation shows reality cracking like glass. In practice, it has 100 power and its only special effect is an increased chance to land a critical hit — strong, but nowhere near the destructive power it implies.
* SpaceMaster: Downplayed; Generation IV did most of the heavy lifting, creating Dragons with literally cosmic significance in Dialga, Palkia, and Giratina, and further introducing the ultimate Dragon-type move (barring Dialga's SecretArt) Draco Meteor. In Generation VI, using Camouflage in space
will double if give the user took damage on the same turn it was used.
** Reversal's Power is dependent on how much HP the user has left; the lower the value, the more damage it deals. At max HP, it's a very weak 20, but at less than 5%, it maxes out at 200.
* SpamAttack: Arm Thrust hits the opponent 2-5 times on each use.
* SpinningPiledriver: The move Submission.
Dragon type.
* StatusBuff: Bulk Up increases Dragon Dance raises the user's Attack and Defense Speed by 1 stage each.
* StrongFleshWeakSteel: They are strong against
one stage. In Generation VI, using the Steel-type despite mostly being made of flesh.
* SuicideAttack: Final Gambit causes
Camouflage move in space will change the user to faint but inflicts an amount into a Dragon type.
* SuperMode: Altaria, Salamence, Latias, Latios, Rayquaza, and Garchomp are capable
of damage equal to the user's current HP. Sadly, it's prevented from qualifying for TakingYouWithMe by mostly being given to Mega Evolution. Additionally, three non-Dragon-type Pokémon with laughably low HP (including the OneHitPointWonder Shedinja).
* SuperMode: Heracross, Blaziken, Medicham, Lucario,
— Charizard, Ampharos, and Gallade are capable of Sceptile — become Dragon-type through Mega Evolution, while Mega Mewtwo X and Lopunny gain Necrozma also gains the Fighting-type type upon Mega Evolving. Machamp Ultra Bursting. Flapple, Appletun, and both forms of Urshifu Duraludon are also capable of Gigantamax, Gigantamax (but only Duraludon has a Dragon-type G-Max Move), though the Urshifu formes derive their G-Max Moves' type from their style (Dark for Single Strike, Water for Rapid Strike).
* SuperToughness: They resist Rock-type attacks.
[[spoiler:Eternatus]] is fought in its similar powered-up [[spoiler:Eternamax]] form that boasts a base stat total around ''four hundred'' points higher than Arceus, which is [[GameBreaker (perhaps thankfully)]] not accessible to trainers.
* SwitchOutMove: Circle Throw Dragon Tail goes last, but forces the target to switch out when it hits, unless hits.
* TakesOneToKillOne: The other type that is weak to itself. Before the introduction of Fairies, the best counter to a Dragon was (and still is, in some cases) usually a stronger and faster one, due to how incredibly powerful
they tend to be.
* TechnicolorFire: A lot of Dragon-type moves consist of green, blue, or purple colored fire.
* TheHunterBecomesTheHunted: Pulled off by Dragalge, Naganadel, and Duraludon against Fairy-types, which
are immune to normally the move.
bane of dragons. The first two are '''Poison'''/Dragon types, with Dragalge being a specialized MightyGlacier and Naganadel being a specialized FragileSpeedster. The last is a '''Steel'''/Dragon specially oriented MightyGlacier. As such, the three can ''melt'' any Fairy that so much looks at them funny. The only other dragons that can do something similar are the legendaries Eternatus, another Poison/Dragon, and Dialga, another Steel/Dragon.
* TrainingFromHell: Many TornadoMove: Twister, which is a weak whirlwind attack. It may seem odd to be a Dragon-type move, [[LostInTranslation but that's because the move's Japanese name contains]] ''tatsu'' (dragon). It can cause targets to flinch and strike targets in the semi-invulnerable turn of Fly (doing double damage in the process), but overall, there's practically no point to using it instead of Dragon Pulse or Draco Meteor.
* UltimateLifeForm: Most
of them go through a self-inflicted form of this. Sawk secludes itself in the mountains and trains without sleeping, Machoke lifts vehicles to train its muscles, Medicham fasts and meditates daily to develop its mental powers, and Poliwrath swims the width of the Pacific Ocean.
have Pokédex entries that focus on how badass they are.
* UndergroundMonkey: Galarian Farfetch'd The Alolan Exeggutor is a pure-Fighting type.
part Dragon-Type.
* UselessUsefulSpell:
** Vacuum Wave
UniquenessDecay: It was until the 7th generation the once only Special priority attack in represented by the series, but almost every Dratini family in Generation I. Now there's a good selection to choose from, though they're still somewhat uncommon. In fact, looking at Dragon-types throughout the generations, one can see that it was once reserved for Pokémon that learns it has ''horrible'' Special Attack. Infernape, Lucario, fit the Japanese stereotype of "mystical" or "ethereal" dragons (Dragonite and Toxicroak are Kingdra),[[note]]possibly explaining why it wasn't given to obvious but more beastly dragons like Charizard and Gyarados[[/note]] and even in the two generations that followed, most Dragons continued to fit the stereotypes. Pseudo-legendaries Salamence and Garchomp were the only ones that can actually deal respectable damage with it, since they have passable Special Attack exceptions, and a StatusBuff to increase it further.
** Prior to Gen IV, most Fighting-types with the [[ElementalPunch elemental punches]] were fairly useless, because those attacks all ran off their (usually) low Special Attack stat.
* WeakToMagic: Fighting types are weak against Psychic and Fairy attacks (the types that correspond the best to magic). In addition, Fighting attacks have low effectiveness on Psychic and Fairy
more Dragon Pokémon followed their lead in later generations - bringing everything full circle when Charizard could become a Dragon-type via Mega Evolution.
* UnskilledButStrong: Most Dragon-type moves don't have secondary effects, but hit extremely hard ([[LightningBruiser especially off of the Dragon-types' high stats]])
and are utterly useless against Ghost resisted by only 2 types (unless Foresight to compensate for their lack of super-effective coverage.
* UnstoppableRage: Outrage, which causes the user to go into a powerful frenzy for two to three turns, and then confuses them out of exhaustion. In-character, many Dragon-types are prone to this — even the ''friendly'' ones, like Dragonite, Goodra, and Drampa, are prone to wrecking everything in their way if they get pissed off. Drampa's Pokédex entry even states that it goes into a rage when children are harmed.
* WeaponizedOffspring: Dragapult, the final form of the Dreepy line,
is in play).a motherly Pokémon that can fly at 120 mph and carries several baby Dreepy within the holes on its head. It also uses the Dreepy as ammo for its [[SecretArt Dragon Darts]] move, which the babies look forward to eagerly for some reason.



[[folder:Poison]]
!!Poison-Type (どくタイプ ''doku taipu'')
[[quoteright:350:[[PoisonousPerson https://static.tvtropes.org/pmwiki/pub/images/poison_types.png]]]]

These vile Pokémon have powers of venom, toxins, and poisons. Their specialty is harassing the enemy with status effects and residual damage. Most Poison-types are based on poisonous or venomous creatures, though some resemble inanimate objects such as trash bags and piles of sludge. They are mostly found in urban areas and forests, with the infamous [[GoddamnedBats Zubat]] family residing in caves.

The status associated with them is Poison and Bad Poison. Both effects cause the afflicted Pokémon to lose health at the end of the turn, but Bad Poison is especially nasty because it inflicts steadily increasing amounts of damage — 1/16th of its max HP, which increases to 1/8 to 3/16 to 1/4, and so on. The moves Toxic and Poison Fang can inflict the latter status, as can Toxic Spikes if it is stacked, and if a Poison-type Pokémon uses Toxic in Generation VI and beyond, it has absolutely perfect accuracy, hitting even if the target uses Fly or Dig. Poison-types cannot be Poisoned themselves.

Their offensive capabilities are not spectacular, though, as they are strong against only two types, Grass and Fairy, and are resisted by four types (Rock, Ground, Poison, and Ghost) and nullified by one (Steel). Despite this, they still have a few powerhouses. Their defensive abilities, however, are a bit better, resisting five types (Grass, Bug, Fighting, Poison, and Fairy) while being only weak to two, namely Psychic and Ground (although those two are fairly common...).

%%Poison is the only type to have no dedicated Legendary or Mythical Pokémon, aside from Arceus holding a Toxic Plate or Poisonium Z. If one counts Ultra Beasts as being Legendaries, however, then Nihilego, Poipole, and Naganadel would stand as Poison Legendaries.

Originally, Poison was the most common type in the game, narrowly edging out the ubiquitous Water type in Generation I. However, it hasn't been terribly common since; Generations II-VII combined have introduced exactly as many Poison-types as Generation I alone.
%%Offensively: x2 Grass, x2 Fairy, x2 Bug (Gen I only), x1/2 Rock, x1/2 Ground, x1/2 Poison, x1/2 Ghost, x0 Steel
%%Defensively: x1/2 Grass, x1/2 Bug, x1/2 Fighting, x1/2 Poison, x1/2 Fairy, x2 Psychic, x2 Ground
%%Known Specialists: Koga in ''Red and Green/Blue'' and ''Yellow'' and in ''Gold and Silver'' and ''Crystal''; Roxie in ''Black 2 and White 2''; Plumeria in ''Sun and Moon''

to:

[[folder:Poison]]
!!Poison-Type (どくタイプ ''doku
[[folder:Dark]]
!!Dark-Type / Evil-Type (あくタイプ ''aku
taipu'')
[[quoteright:350:[[PoisonousPerson [[quoteright:350:[[CastingAShadow https://static.tvtropes.org/pmwiki/pub/images/poison_types.org/pmwiki/pub/images/dark_types_gen_1_5.png]]]]

These vile Pokémon One of two types introduced in ''VideoGame/PokemonGoldAndSilver''. In the original Japanese, they are known as the ''Aku'' type, which translates into "Evil" or "Scum", though how true of a descriptor that is varies on the Pokémon. Regardless, they usually have powers of venom, toxins, and poisons. Their specialty is harassing the enemy with status effects and residual damage. Most Poison-types a very intimidating or even a brutal presence or are based on poisonous or venomous creatures, though some resemble inanimate objects such as trash bags doom, trickery, crime, destruction, and piles of sludge. below-the-belt fighting tactics.

They are mostly largely a group of pragmatists, both [[CombatPragmatist tactically]] and otherwise. They can be found in urban areas and forests, with the infamous [[GoddamnedBats Zubat]] family residing in caves.

The status associated with them is Poison and Bad Poison. Both effects cause the afflicted Pokémon to lose health at the end of the turn, but Bad Poison is especially nasty because it inflicts steadily increasing amounts of damage — 1/16th of its max HP, which increases to 1/8 to 3/16 to 1/4, and so on. The moves Toxic and Poison Fang can inflict the latter status, as can Toxic Spikes if it is stacked, and if a Poison-type Pokémon uses Toxic in Generation VI and beyond, it has absolutely perfect accuracy, hitting even if the target uses Fly or Dig. Poison-types cannot be Poisoned themselves.

Their offensive capabilities are not spectacular, though,
almost everywhere, as they are strong not united by an element of nature, but by the consistent traits of pragmatism and brutality. They are immune to Psychics and will wreck Ghost-types, but are weak against only two types, Grass Fighting-types, Bug-types, and Fairy, and are resisted by four types (Rock, Ground, Poison, and Ghost) and nullified by one (Steel). Despite this, they still have a few powerhouses. Their defensive abilities, however, are a bit better, resisting five types (Grass, Bug, Fighting, Poison, and Fairy) while being only weak to two, namely Psychic and Ground (although those two are fairly common...).

%%Poison is the only type to have no dedicated Legendary or Mythical Pokémon, aside from Arceus holding a Toxic Plate or Poisonium Z. If one counts Ultra Beasts as being Legendaries, however, then Nihilego, Poipole, and Naganadel would stand as Poison Legendaries.

Originally, Poison was the most common type in the game, narrowly edging out the ubiquitous Water type in
Fairy-types. As of Generation I. However, it hasn't been terribly common since; Generations II-VII combined have introduced exactly as many Poison-types as Generation I alone.
VII, they're immune to an opponent's status moves that get ActionInitiative from Prankster.

%%Offensively: x2 Grass, Psychic, x2 Fairy, x2 Bug (Gen I only), x1/2 Rock, x1/2 Ground, x1/2 Poison, x1/2 Ghost, x0 Steel
x1/2 Fighting, x1/2 Steel (Gen II-VI), x1/2 Dark, x1/2 Fairy
%%Defensively: x1/2 Grass, Ghost, x1/2 Bug, x1/2 Fighting, x1/2 Poison, x1/2 Fairy, x2 Dark, x0 Psychic, x2 Ground
Fighting, x2 Bug, x2 Fairy
%%Known Specialists: Koga in ''Red and Green/Blue'' and ''Yellow'' and Karen in ''Gold and Silver'' and ''Crystal''; Roxie Sydney in ''Ruby and Sapphire'' and ''Emerald''; Grimsley in ''Black and White'' and ''Black 2 and White 2''; Plumeria Nanu in ''Sun and Moon''Moon''; Piers in ''Sword and Shield''



* AcidAttack: The Poison-type is traditionally associated [[PoisonIsCorrosive with acid]] in its flavor and attacks.
** Numerous Poison moves — such as Acid Downpour, Acid Spray, Acid, Acid Armor, and Gastro Acid — are themed around corrosive substances rather than strictly toxic ones.
** Gulpin and Swalot are also explicitly themed around gastric acids. Dragalge can, according to the Pokédex, spit acid powerful enough to dissolve the hull of a tanker.
* AllWebbedUp: Toxic Thread lowers the target's Speed by 1 stage and poisons it. If the target is immune to one effect but not the other, the move will do whatever it can to the target rather than outright failing.
* AlwaysAccurateAttack: As of ''X and Y'', if a Poison-type uses Toxic, it will always hit the target regardless of accuracy/evasion modifiers and can even hit targets during the semi-invulnerable period provided by moves like Fly and Dig. Clear Smog also bypasses accuracy and evasion checks, as it's meant to [[StatusBuffDispel remove stat changes]] and it would be difficult to do so if it can't hit the target.
* AlwaysChaoticEvil: While wild Poison-types are just as neutral as any other wild Pokémon, they are usually the first choice of villainous teams, showing up most frequently at the command of Team Skull in the Alola region.
* AwesomeButImpractical: [[{{Fartillery}} Belch]] is a strong special attack that actually has good accuracy for its power, but requires that the user consume a berry before it can be used and is mostly only learned by Pokémon with low Special Attack.
* BalanceBuff: Poison was once the worst offensive type in the game. It only did super-effective damage to one other type (Grass), which plenty of other types did anyway; on the flip-side, several types resisted Poison. Gen VI added Fairies, giving Poison another type it could be effective against. Unrelated to this, Toxic now never misses if the user is a Poison-type.
* BubblegloopSwamp: The Poison-type Spectacular Talent animation in ORAS involves the Pokémon being surrounded by exploding bubbles in a swamp filled with bright purple and green liquid.
* {{Caltrops}}: The move Toxic Spikes lays poisoned caltrops that inflict [[StandardStatusEffects poison]] on anything grounded that switches in if they lack Heavy-Duty Boots. Adding a second layer upgrades the effect to bad poison.
* ColorCodedElements: Poison-types are associated with purple, leading to an [[AvertedTrope aversion]] of PurpleIsPowerful.
* CombatPragmatist: Not to the same extent as Dark, but definitely a prominent feature. Poison-type features include poisoning the opponent through various methods and lowering their stats through acidic poisons.
* {{Combos}}: Can use Toxic to poison an opponent, then use Venoshock to deal extra damage to the poisoned target, or Venom Drench, which lowers the Attack, Special Attack, and Speed of a poisoned opponent by 1 stage each. If the user has Merciless, its attacks on a poisoned target will be guaranteed {{Critical Hit}}s (barring Shell/Battle Armor or Lucky Chant). And, yes, Merciless can be paired with Venoshock for massive damage.
* DeadlyGas: A key concept behind Koffing/Weezing, iconic Pokémon of their type, as well as the moves Poison Gas, Smog, and Clear Smog.

to:

* AcidAttack: The Poison-type is traditionally associated [[PoisonIsCorrosive ActionInitiative:
** Sucker Punch was, until gen 7 (in which its power was reduced to 70), tied
with acid]] in its flavor and attacks.
** Numerous Poison moves — such
Extreme Speed as Acid Downpour, Acid Spray, Acid, Acid Armor, and Gastro Acid — are themed around corrosive substances rather than strictly toxic ones.
** Gulpin and Swalot are also explicitly themed around gastric acids. Dragalge can, according to
the Pokédex, spit acid most powerful enough to dissolve Priority Attack in the hull of a tanker.
* AllWebbedUp: Toxic Thread lowers
game ([[ElementalRockPaperScissors with Super Effective coverage, to boot!]]), but only works if the target's Speed by 1 stage and poisons it. If opponent uses a damaging move the same turn.
** Pursuit strikes first when the opponent tries to switch, gaining the highest Priority value in the game in this situation.
** Quash causes
the target is immune to one effect but not the other, the move will do whatever it can to the target rather than outright failing.
* AlwaysAccurateAttack: As of ''X and Y'', if a Poison-type uses Toxic, it will
always hit go last, but will only succeed if the target regardless of accuracy/evasion modifiers and can even hit targets during the semi-invulnerable period provided by moves like Fly and Dig. Clear Smog also bypasses accuracy and evasion checks, as it's meant to [[StatusBuffDispel remove stat changes]] and it would be difficult to do so if it can't hit user goes before the target.
* AlwaysAccurateAttack:
** Feint Attack is described as the user approaching disarmingly, then throwing a sucker punch (not to be confused with another Dark-type move of the same name) when the target doesn't expect it. With no chance to react or dodge, the attack ignores Accuracy and Evasion effects.
** Likewise, False Surrender is described as the user bowing their head in submission to let the opponent's guard down, then using their hair to stab the opponent.
* AlwaysChaoticEvil: While wild Poison-types Zig-Zagged, despite the Japanese name implying they are a group of {{Card Carrying Villain}}s. It really depends on the species in question. Some, like [[SealedEvilInACan Spiritomb]] and [[TheHypnotoad Malamar]], are just as neutral evil as any other wild Pokémon, they the typing describes. Others, like [[HeroWithBadPublicity Absol]] and [[BullyHunter Pangoro]], are usually downright ''noble'' in comparison, while some, like [[{{Ninja}} Greninja]], represent pragmatic tactics and sneakiness more than blatant villainy (and the first choice of villainous teams, showing up most frequently at the command of Team Skull in the Alola region.
* AwesomeButImpractical: [[{{Fartillery}} Belch]] is a strong special attack that actually has good accuracy for its power, but requires that the user consume a berry before it
same can be used said of their attacks in general). There are also more aggressive and is mostly only learned by predatory Dark-types like Mega Gyarados, Tyranitar, Hydreigon, and Krookodile. Even Incineroar, the closest thing to a Pokémon directly based on a villain archetype, [[{{Kayfabe}} plays up its jerkassery]] as part of its {{Heel}} motif.
* AwesomeButImpractical:
** Fling during the story mode of the games. Using Fling consumes the item that the user was holding, and the only items that have above average power are either impossible to get before the post-game or hard/expensive to reacquire due to their rarity (or in some cases, only 1 of that item exists per save file). In PlayerVersusPlayer matches and the battle facilities like the Battle Tower. it's less of an issue, as consumed items are given back after each match, but [[ItOnlyWorksOnce you can still only use it once per match]].
** Using Fling
with low Special Attack.
an Iron Ball gives it a Power of 130 with no accuracy downside. However, holding an Iron Ball cuts the user's Speed in half and negates any Ground immunity they might have (which also makes them susceptible to Spikes, Toxic Spikes, and Sticky Web). All for a move that's [[ItOnlyWorksOnce single-use]], unless the user also knows Recycle.
** Power Trip increases in power the more status buffs the user has, but getting to that point takes a long time, and it starts out with a measly base power of 20.
* BalanceBuff: Poison was once Most Dark-types have higher Attack than Special Attack, but previously all Dark-type attacks were classified as Special moves. Gen IV's move split gave them physical Dark moves to put their best stats to proper use.
* TheBrute: When they're not {{Combat Pragmatist}}s, they tend to be this, with Tyranitar and Guzzlord being prime examples.
* CardCarryingVillain: Subverted. While they're literally called
the worst offensive type Evil-type in Japan, they aren't actually evil for the game. It most part, just [[CombatPragmatist pragmatic]] or {{Jerkass}}es.
* CastingAShadow:
** Downplayed, contrary to their English name. They mostly focus on [[CombatPragmatist pragmatic]] tactics and characterization, with
only did super-effective damage to one other type (Grass), 3 moves — two of which plenty are {{Secret Art}}s of other types did anyway; on specific species — involving any sort of darkness-controlling prowess.
** The Dark-type Z-Move also falls into this more than it does pragmatism, as it takes
the flip-side, several types resisted Poison. Gen VI added Fairies, giving Poison another type it could be effective against. Unrelated to this, Toxic now never misses if the user is form of a Poison-type.
* BubblegloopSwamp: The Poison-type Spectacular Talent animation in ORAS involves the Pokémon being surrounded by exploding bubbles in a swamp filled with bright purple and green liquid.
* {{Caltrops}}: The move Toxic Spikes lays poisoned caltrops
black hole that inflict [[StandardStatusEffects poison]] on anything grounded that switches in if they lack Heavy-Duty Boots. Adding a second layer upgrades consumes the effect to bad poison.
opponent.
* ColorCodedElements: Poison-types are associated with purple, leading to an [[AvertedTrope aversion]] of PurpleIsPowerful.
The Dark-type icon is a very dark, grayish brown.
* CombatPragmatist: Not This is their gimmick, not dark powers; Dark-types rely on trickery, sneakiness, and general dirty fighting to the same extent as Dark, but definitely a prominent feature. Poison-type features include poisoning win. Their moves involve taunting the opponent through various methods and lowering their stats through acidic poisons.
* {{Combos}}: Can use Toxic
to poison an opponent, then use Venoshock make them angry or confuse them, using a WoundedGazelleGambit to deal extra damage to attack when the poisoned target, or Venom Drench, which lowers the Attack, Special Attack, and Speed of a poisoned opponent by 1 stage each. If isn't ready, literal {{Back Stab}}bing, [[ManBitesMan biting the user has Merciless, enemy]], [[ImpromptuTracheotomy chopping them in the throat]] to prevent them from making any noise, [[ISurrenderSuckers feigning surrender to get a cheap shot]], and manipulating the enemy's held item. Generation VI's Greninja is a very good example, in that its attacks Dark typing simply comes from its being a {{Ninja}} and using sneaky techniques rather than using dark powers or having a vicious/cruel nature. Incineroar is based on a poisoned target will be guaranteed {{Critical Hit}}s (barring Shell/Battle Armor or Lucky Chant). And, yes, Merciless can be paired with Venoshock for massive damage.
heel wrestler and fights dirty in any way possible, but any wickedness is subverted in that it actually is [[{{Kayfabe}} all just the act of a performer]].
* DeadlyGas: A key concept behind Koffing/Weezing, iconic CombinationAttack: Beat Up is an attack where the Pokémon of calls on the player's entire team [[note]]K.O.'d and Pokémon with a status ailment sit out.[[/note]] to gang up on the opposing Pokémon. When it was first introduced, the game would roll call the team as they made their type, as well as attack.
* DarkIsEvil: Zigzagged. It's called
the moves Poison Gas, Smog, ''Evil''-type in Japanese versions and, in general, Dark-types aren't nice guys (there are exceptions, such as [[BearerOfBadNews Absol]]); however, see below.
* DarkIsNotEvil: The type can be translated as "Evil" in Japanese, but many of them are portrayed as simply being misunderstood, or enjoying harmless mischief; Greninja, one of the most famous Dark-types, is neither, as it's usually depicted as a heroic CombatPragmatist ninja. Incineroar, meanwhile, [[{{Kayfabe}} plays up its jerkassery]] as part of its {{Heel}} motif. This plays into how the type name in Japanese, "Aku", has more nuanced meanings than just plain "evil."
* DoubleTap: Assurance deals double damage if the target has already been hurt during the same turn. Its Japanese name translates to "Make Sure," which, given the Dark-type preference for underhanded tactics, implies that the doubled damage comes from hitting the target exactly where they were hit the first time.
* TheDragAlong: There's a small subset of Pokémon that begin with 35 base friendship rather than 70 when you capture them in the wild — in other words, they're significantly less happy to join up with you than ordinary Pokémon (though you'll still win them over through dedication
and Clear Smog.care). Dark- and Ghost-types jointly make up a major chunk of this group.



*** Strong: Bug (Gen I Only), Fairy, Grass
*** Weak: Ghost, Ground, Poison, Rock
*** Can't Hit: Steel

to:

*** Strong: Bug (Gen I Only), Fairy, Grass
Ghost, Psychic
*** Weak: Ghost, Ground, Poison, Rock
*** Can't Hit: Steel
Dark, Fairy, Fighting, Steel (Gen II-V)



*** Strong: Bug (Gen II-Forward), Fairy, Fighting, Grass, Poison
*** Weak: Bug (Gen I Only), Ground, Psychic
* FeedItWithFire: In a slightly unusual sense of the trope, Poison-types are not only immune to poisoning, but can also remove any number of layers of Toxic Spikes on entry (unless they happen to not be grounded).
* {{Gasshole}}: Belch, a powerful move introduced in Generation VI that requires the user to have consumed a berry during the battle to be used.
* GradualGrinder: They are excellent at residual damage and status effects. Many Poison-types also have high HP (Muk, Garbodor, Swalot, Amoonguss, etc.), Defense (Weezing, Toxapex), or Special Defense stats (Nihilego, Venusaur, Tentacruel, Toxapex again).
* {{Gonk}}: In general, Poison-types tend to look more monstrous than most other Pokémon, being based on gasbags, slime monsters, literal garbage, and various poisonous animals, including snakes, frogs, and insects. Not many Poison-types could be called beautiful or even cute, though some qualify for UglyCute.
* HealThyself: Purify is a move that removes the target's status condition, and if successful, it also heals the user's HP by up to 50%.
** Pokémon with the Poison Heal ability will heal 1/8th of their max HP per turn, making this the only time Poisoning would give a healing factor instead of reducing hit points. Obviously, it's never seen on Poison-type Pokémon.
* HerdHittingAttack: Acid and Poison Gas hit all opponents, while Sludge Wave hits everyone but the user.
* LimitBreak:
** The Poison-type Z-Move is Acid Downpour, in which the user creates a poisonous swamp and sinks the target into it.
** The Poison-type Max Move is Max Ooze, which causes slimy purple poison to erupt from the ground, raising ally's Special Attack stat by 1.
** Gigantamax Garbodor's signature G-Max Move is G-Max Malodor. This move causes green poisonous sludge to erupt from the ground, Poisoning everyone on the target's side of the field.
* LikeCannotCutLike: Poison moves won't do much against Poison Pokémon, and Poison-types are immune to the status condition.
* {{Mooks}}: The most common type (along with [[CombatPragmatist Dark]]) to be used by the bad guys. Note that, as they are the servants of {{Mooks}} themselves, this effectively makes them {{Mooks}} ''[[UpToEleven squared]]''.
* MutualDisadvantage: In Gen 1, they are mutually weak against Bug-types. Not anymore from Gen 2 onwards, as Poison-types resist Bug attacks, while Bug-types take neutral damage from Poison attacks.
* PoisonIsCorrosive: The moves Acid and Acid Spray deal damage without inflicting poison; instead, they lower the target's Special Defense (Acid has a 10% chance of doing so while Acid Spray always lowers Special Defense by 2). Despite this, they still don't affect Steel-types. The Ability Corrosion allows the user to poison Steel-types via Poison Gas or Toxic, but it doesn't allow any Poison-type attacks to damage them.
* PoisonIsEvil: [[DarkIsNotEvil Not]] [[AvertedTrope really]], but villainous teams such as Team Rocket are fond of using them. Several leaders of villainous teams often include a Poison-type or two on their team, including Giovanni's Nidoking and Nidoqueen, Maxie's, Archie's, and Cyrus's Crobat, Ghetsis's Drapion and Toxicroak (''Black 2'' and ''White 2'' only), Plumeria's Salazzle, Guzma's Ariados, and [[spoiler:Oleana]]'s Salazzle and Gigantamax Garbodor.. [[spoiler:Lusamine]] is ''heavily'' associated with Nihilego, but does not use one in battle.
* PoisonousPerson: Toxins, and corrosives, and fumes!
* PowerNullifier:
** The move Gastro Acid suppresses the target's ability (unless it's Multitype, Stance Change, Schooling, Comatose, Shields Down, Disguise, RKS System, Battle Bond, or Power Construct) as long as they remain in battle.
** The Koffing line's Neutralizing Gas ability suppresses the abilities of all other Pokémon in the battle.
* SecretArt:
** The Ability Liquid Ooze causes any LifeDrain effect used against the owner to inflict damage on the opponent instead of healing them.
** Stench decreases the chances of RandomEncounters if the user is in the head of the party and gives a free 10% flinch chance to all the user's attacks in battle. This effect does not stack when holding a King's Rock or Razor Fang.
** Toxic's [[AlwaysAccurateAttack guaranteed-to-hit]] effect only applies if a Poison-type uses the move.
** Corrosion allows the user to poison Steel-types as well as ''other'' Poison-types via Poison Gas or Toxic. It still will not allow Poison-type attacks to damage Steel-types, however. If the user is holding a Toxic Orb, it becomes the only time a Poison-type can poison itself as well.
** Merciless causes a Pokémon’s attacks to become guaranteed {{Critical Hit}}s[[note]]barring Shell/Battle Armor or Lucky Chant[[/note]] — but only if the target is poisoned.
** Neutralizing Gas suppresses the abilities of all other Pokémon in the battle.
* SituationalDamageAttack: Venoshock normally has slightly below-average Power of 65, but if the target is Poisoned, the power doubles to a high 130.
* SituationalSword: Venom Drench lowers the target's Attack, Special Attack, and Speed by one stage each, but will only work if the target is Poisoned.
* StandardStatusEffects: Mainly associated with the Poison status, which comes in two flavours: Standard poisoning deals fixed damage over time, while bad poisoning deals a small amount that grows larger each turn.
* StatusBuff: Coil increases Attack, Defense, and Accuracy by 1 stage each, while Acid Armor increases Defense by 2 stages.
* StatusBuffDispel: The move Clear Smog removes all stat changes when it deals damage.
* StoneWall: The type itself leans toward this, given its poor attacking versatility but high number of resistances, though in practice the Mons themselves run the entire spectrum of stat distributions.
* SuperMode: Venusaur, Beedrill, and Gengar are capable of Mega Evolution, and Venusaur, Gengar, Garbodor, and Toxtricity are capable of Gigantamax (though Garbodor is the only one to have a Poison-type G-Max Move).
* TechnicolorToxin: Purple, in this case.
* TrapMaster: The Toxic Spikes move creates a field effect on the opponent's side, causing their Pokémon to be poisoned when they switch in (badly poisoned if a second layer is set). Steel-types, airborne Pokémon, Pokémon holding Heavy-Duty Boots and other Poison-types (who remove Toxic Spikes when they switch in, unless they are flying/levitating) are unaffected.
* UniversalPoison: Despite the kind of toxicity varying between species, they all inflict the same kind of Poison (or Toxic Poison) as their StandardStatusEffect.
* WalkingWasteland: A number are said to cause pollution and decaying plants just by their presence. Grimer and its evolution Muk are particularly awful about this:
-->"Just one drop of this Pokémon's body fluid can turn a pool stagnant and rancid." \\
"A toxic fluid seeps from its body. The fluid instantly kills plants and trees on contact." \\
"Wherever Grimer has passed, so many germs are left behind that no plants will ever grow again."
* WeakButSkilled: Poison-type moves have issues with being used for direct damage, but are very effective with status effects and grinding.
[[/folder]]

[[folder:Ground]]
!!Ground-Type (じめんタイプ ''jimen taipu'')
[[quoteright:350:[[DishingOutDirt https://static.tvtropes.org/pmwiki/pub/images/ground_types.png]]]]

These Pokémon are associated with the Earth. As such, these Pokémon are often based on underground or desert-dwelling creatures, and their attacks usually involve sand or using the Earth itself. They are most famous for the move Earthquake, a strong and reliable attack that is a must-have on a team. Ground types make their homes in caves and desert regions. Their greatest advantage is over Electric-types, as Ground-types are immune to Electric-type attacks.

Ground is tied with Fighting for being super-effective against the most types — Fire, Rock, Electric, Poison, and Steel — and unlike Fighting, it is resisted by a mere two types (Grass and Bug), both of which have... [[KryptoniteIsEverywhere blatant defensive shortcomings]]. However, with a type this strong, there are many ways to be immune to it: the Flying type, the Levitate ability, the Air Balloon item, and the moves Magnet Rise and Telekinesis all can render a Pokémon immune to Ground. Defensively, Ground resists Poison and Rock and is immune to Electric, but is weak to Water, Grass, and Ice.

If a sandstorm is raging, Ground-type Pokémon take no residual damage from it.

%%Offensively: x2 Fire, x2 Electric, x2 Rock, x2 Poison, x2 Steel, x1/2 Bug, x1/2 Grass, x0 Flying
%%Defensively: x1/2 Rock, x1/2 Poison, x0 Electric, x2 Water, x2 Grass, x2 Ice
%%Known Specialists: Giovanni in ''Red and Green/Blue'' and ''Yellow''; Bertha in ''Diamond and Pearl'' and ''Platinum''; Clay in ''Black and White'' and ''Black 2 and White 2''; Hapu in ''Sun and Moon''
----
* AntiAir: Normally, Ground-type attacks are ineffective against Flying-types. The one exception is Zygarde's SecretArt Thousand Arrows, which not only can hit Flying-Types, but will also bring them down to the ground and remove any immunity to Ground-type moves the target may have. It can even bypass the semi-invulnerable phase from Bounce, Fly, or Sky Drop and cancel them out.
* AwesomeButImpractical:
** Downplayed with Dig. It gives invulnerability to most attacks for one turn, but said turn is also a charge turn that telegraphs what you are doing to your opponent, so you must think ahead when you use it, lest you become a sitting duck when you emerge and/or find yourself fruitlessly attacking a Flying-type or Levitator.
** Magnitude can hit as hard as ''Hyper Beam'' without the recharge turn side-effect, but only if the RandomNumberGod [[http://bulbapedia.bulbagarden.net/wiki/Magnitude_(move) likes you]]. If it doesn't, [[RandomizedDamageAttack have fun tickling the opponent to death]].
* {{Caltrops}}: The move Spikes lays some at the opponent's feet, causing damage whenever a grounded Pokémon on their side switches in. It's even called "Caltrop" in Japan.
* ChunkyUpdraft: The animation for Zygarde's [[SecretArt signature move]], Land's Wrath, depicts dirt and rocks rising around it.
* ColorCodedElements: Ground-types are often tan or light brown, and their elemental icon is the same.
* DishingOutDirt: More literal dirt than Rock-types. They can learn plenty of Rock-type moves, though.
* DisneyVillainDeath: The Ground move Fissure entails opening up a chasm in the earth for the target to plummet into, causing an instant KO. No deaths in Pokémon battles, of course, but Fissure is the closest the franchise comes to invoking this trope.
* DummiedOut: Zygarde 100%'s two {{Secret Art}}s, Thousand Arrows and Thousand Waves, are both present in Generation VI games and can be called by Metronome, but nothing actually learns them until Generation VII.
* EarthquakesCauseFissures: Woe betide you if your Pokémon gets hit with the instant-knockout move Fissure.
* ElementalPowers: The move Earth Power is a special move that strikes the target with a burst of energy.
* ElementalRockPaperScissors
** Offense
*** Strong: Electric, Fire, Poison, Rock, Steel
*** Weak: Bug, Grass
*** Can't Hit: Flying
** Defense
*** Strong: Poison, Rock
*** Weak: Grass, Ice, Water
*** Immune: Electric
* FastTunnelling: Almost all Ground-types can learn the move Dig, and plenty of other Pokémon as well, until it lost its TM status in ''Sun and Moon''.
* GroundPound: It can be inferred that this is why Magnitude and Earthquake are physical moves, not special: the Pokémon isn't summoning elemental power to vibrate the ground, but actually striking it with a punch or full-body blow. Most anime depictions bear this reading out. (Contrast the special move Earth Power.)
* AHandfulForAnEye: One of the more infamous moves of the early game is Sand Attack, which lowers the target's accuracy. The moves Mud-Slap and Mud Bomb can accomplish this as well while actually causing damage, unlike Sand Attack.
* HealThyself: Shore Up, the SecretArt of Sandygast and Pallosand, heals the user's HP, normally by 1/2, but it's boosted to 2/3 if there's a sandstorm.
* HerdHittingAttack: Land's Wrath, Thousand Arrows, Thousand Waves, and Precipice Blades hit all opponents, while Bulldoze, Earthquake, and Magnitude hit everyone but the user.
* HorsingAround: Introduced as the signature move of Mudsdale, the move High Horsepower became a Technical Record in 8th Generation. While slightly weaker than Earthquake (95 Power and Accuracy), it is used over Earthquake in VGC format since is a single-hitting target move.
* KillItWithIce: Most Ground-types are weak to [[AnIcePerson Ice]].
* KillItWithWater: One of their [[ElementalRockPaperScissors biggest weaknesses]] is the [[MakingASplash Water]] type.
* LastDiscMagic: The TM for [[SimpleYetAwesome Earthquake]] is usually found very late in the game, often in Victory Road. Like Close Combat for Fighting-types, however, several Pokémon learn the move in the mid-30s, giving them a very powerful attack early on.

to:

*** Strong: Bug (Gen II-Forward), Fairy, Fighting, Grass, Poison
Dark, Ghost
*** Weak: Bug (Gen I Only), Ground, Bug, Fairy, Fighting
*** Immune:
Psychic
* FeedItWithFire: EvilMakesYouUgly: In contrast to their Fairy-type foils, Dark-types aren't exactly pretty-looking, perhaps to add to their intimidating appearance. Quite a slightly unusual sense few Dark-Types in particular possess the [[FaceOfAThug Intimidate]] ability, which lowers the attack of the trope, Poison-types are not only immune to poisoning, but can also remove any number of layers of Toxic Spikes on entry (unless opponent when they happen to not be grounded).
enter battle.
* {{Gasshole}}: Belch, a powerful move introduced in Generation VI that requires the user to have consumed a berry during the battle to be used.
* GradualGrinder: They are excellent at residual damage and status effects. Many Poison-types also have high HP (Muk, Garbodor, Swalot, Amoonguss, etc.), Defense (Weezing, Toxapex), or Special Defense stats (Nihilego, Venusaur, Tentacruel, Toxapex again).
* {{Gonk}}: In general, Poison-types tend to look more monstrous than most other Pokémon, being based on gasbags, slime monsters, literal garbage, and various poisonous animals, including snakes, frogs, and insects. Not many Poison-types could be called beautiful or even cute, though some qualify for UglyCute.
* HealThyself: Purify is a move that removes the target's status condition, and if successful, it also heals the user's HP by up to 50%.
** Pokémon with the Poison Heal ability will heal 1/8th of their max HP per turn, making this the only time Poisoning would give a healing factor instead of reducing hit points. Obviously, it's never seen on Poison-type Pokémon.
* HerdHittingAttack: Acid and Poison Gas hit all opponents, while Sludge Wave hits everyone but the user.
* LimitBreak:
** The Poison-type Z-Move is Acid Downpour, in which the user creates a poisonous swamp and sinks the target into it.
** The Poison-type Max Move is Max Ooze, which causes slimy purple poison to erupt from the ground, raising ally's Special Attack stat by 1.
** Gigantamax Garbodor's signature G-Max Move is G-Max Malodor. This move causes green poisonous sludge to erupt from the ground, Poisoning everyone on the target's side of the field.
* LikeCannotCutLike: Poison moves won't do much against Poison Pokémon, and Poison-types are immune to the status condition.
* {{Mooks}}: The most common type (along with [[CombatPragmatist Dark]]) to be used by the bad guys. Note that, as
EvilWearsBlack: Well, they are the servants Evil-type in Japanese, and most of {{Mooks}} themselves, this effectively makes them {{Mooks}} ''[[UpToEleven squared]]''.
* MutualDisadvantage: In Gen 1, they
are mutually weak against Bug-types. Not anymore from Gen 2 onwards, as Poison-types resist Bug attacks, while Bug-types take neutral damage from Poison attacks.
black in color.
* PoisonIsCorrosive: The moves Acid GameBreakingBug:
** In ''Platinum, [=HeartGold,
and Acid Spray deal damage without inflicting poison; instead, they lower the target's Special Defense (Acid has a 10% chance of doing so while Acid Spray always lowers Special Defense by 2). Despite this, they still don't affect Steel-types. The Ability Corrosion allows the user to poison Steel-types via Poison Gas or Toxic, but it doesn't allow any Poison-type attacks to damage them.
* PoisonIsEvil: [[DarkIsNotEvil Not]] [[AvertedTrope really]], but villainous teams such as Team Rocket are fond of using them. Several leaders of villainous teams often include a Poison-type or two on their team, including Giovanni's Nidoking and Nidoqueen, Maxie's, Archie's, and Cyrus's Crobat, Ghetsis's Drapion and Toxicroak (''Black 2'' and ''White 2'' only), Plumeria's Salazzle, Guzma's Ariados, and [[spoiler:Oleana]]'s Salazzle and Gigantamax Garbodor.. [[spoiler:Lusamine]] is ''heavily'' associated with Nihilego, but does not use one in battle.
* PoisonousPerson: Toxins, and corrosives, and fumes!
* PowerNullifier:
** The move Gastro Acid suppresses the target's ability (unless it's Multitype, Stance Change, Schooling, Comatose, Shields Down, Disguise, RKS System, Battle Bond, or Power Construct) as long as they remain in battle.
** The Koffing line's Neutralizing Gas ability suppresses the abilities of all other Pokémon in the battle.
* SecretArt:
** The Ability Liquid Ooze causes any LifeDrain effect used against the owner to inflict damage on the opponent instead of healing them.
** Stench decreases the chances of RandomEncounters
SoulSilver=]'', if the user is in the head of the party and gives a free 10% flinch chance to all the user's attacks in battle. This effect does not stack when holding a King's Rock or Razor Fang.
** Toxic's [[AlwaysAccurateAttack guaranteed-to-hit]] effect only applies if a Poison-type uses the move.
** Corrosion allows the user to poison Steel-types as well as ''other'' Poison-types via Poison Gas or Toxic. It still will not allow Poison-type attacks to damage Steel-types, however. If the user is holding a Toxic Orb, it becomes the only time a Poison-type can poison itself as well.
** Merciless causes a Pokémon’s attacks to become guaranteed {{Critical Hit}}s[[note]]barring Shell/Battle Armor or Lucky Chant[[/note]] — but only if the target is poisoned.
** Neutralizing Gas suppresses the abilities of all other Pokémon in the battle.
* SituationalDamageAttack: Venoshock normally has slightly below-average Power of 65, but if the target is Poisoned, the power doubles to a high 130.
* SituationalSword: Venom Drench lowers the target's Attack, Special Attack, and Speed by one stage each, but will only work if the target is Poisoned.
* StandardStatusEffects: Mainly associated with the Poison status, which comes in two flavours: Standard poisoning deals fixed damage over time, while bad poisoning deals a small amount that grows larger each turn.
* StatusBuff: Coil increases Attack, Defense, and Accuracy by 1 stage each, while Acid Armor increases Defense by 2 stages.
* StatusBuffDispel: The move Clear Smog removes all stat changes when it deals damage.
* StoneWall: The type itself leans toward this, given its poor attacking versatility but high number of resistances, though in practice the Mons themselves run the entire spectrum of stat distributions.
* SuperMode: Venusaur, Beedrill, and Gengar are capable of Mega Evolution, and Venusaur, Gengar, Garbodor, and Toxtricity are capable of Gigantamax (though Garbodor is the only one to have a Poison-type G-Max Move).
* TechnicolorToxin: Purple, in this case.
* TrapMaster: The Toxic Spikes move creates a field effect on the opponent's side, causing their Pokémon to be poisoned when they switch in (badly poisoned if a second layer is set). Steel-types, airborne Pokémon, Pokémon holding Heavy-Duty Boots and other Poison-types (who remove Toxic Spikes when they switch in, unless they are flying/levitating) are unaffected.
* UniversalPoison: Despite the kind of toxicity varying between species, they all inflict the same kind of Poison (or Toxic Poison) as their StandardStatusEffect.
* WalkingWasteland: A number are said to cause pollution and decaying plants just by their presence. Grimer and its evolution Muk are particularly awful about this:
-->"Just one drop of this Pokémon's body fluid can turn a pool stagnant and rancid." \\
"A toxic fluid seeps from its body. The fluid instantly kills plants and trees on contact." \\
"Wherever Grimer has passed, so many germs are left behind that no plants will ever grow again."
* WeakButSkilled: Poison-type moves have issues with being used for direct damage, but are very effective with status effects and grinding.
[[/folder]]

[[folder:Ground]]
!!Ground-Type (じめんタイプ ''jimen taipu'')
[[quoteright:350:[[DishingOutDirt https://static.tvtropes.org/pmwiki/pub/images/ground_types.png]]]]

These Pokémon are associated with the Earth. As such, these Pokémon are often based on underground or desert-dwelling creatures, and their attacks usually involve sand or using the Earth itself. They are most famous for the move Earthquake, a strong and reliable attack that is a must-have on a team. Ground types make their homes in caves and desert regions. Their greatest advantage is over Electric-types, as Ground-types are immune to Electric-type attacks.

Ground is tied with Fighting for being super-effective against the most types — Fire, Rock, Electric, Poison, and Steel — and unlike Fighting, it is resisted by a mere two types (Grass and Bug), both of which have... [[KryptoniteIsEverywhere blatant defensive shortcomings]]. However, with a type this strong, there are many ways to be immune to it: the Flying type, the Levitate ability, the Air Balloon item, and the moves Magnet Rise and Telekinesis all can render
Pursuit [=KOed=] a Pokémon immune to Ground. Defensively, Ground resists Poison and Rock and is immune to Electric, but is weak to Water, Grass, and Ice.

If a sandstorm is raging, Ground-type Pokémon take no residual damage from it.

%%Offensively: x2 Fire, x2 Electric, x2 Rock, x2 Poison, x2 Steel, x1/2 Bug, x1/2 Grass, x0 Flying
%%Defensively: x1/2 Rock, x1/2 Poison, x0 Electric, x2 Water, x2 Grass, x2 Ice
%%Known Specialists: Giovanni in ''Red and Green/Blue'' and ''Yellow''; Bertha in ''Diamond and Pearl'' and ''Platinum''; Clay in ''Black and White'' and ''Black 2 and White 2''; Hapu in ''Sun and Moon''
----
* AntiAir: Normally, Ground-type attacks are ineffective against Flying-types. The one exception is Zygarde's SecretArt Thousand Arrows, which not only can hit Flying-Types, but will also bring them down to the ground and remove any immunity to Ground-type moves the target may have. It can even bypass the semi-invulnerable phase from Bounce, Fly, or Sky Drop and cancel them out.
* AwesomeButImpractical:
** Downplayed with Dig. It gives invulnerability to most attacks for one turn, but said turn is also a charge turn
that telegraphs what you are doing to your opponent, so you must think ahead when you use it, lest you become switched out while certain battle conditions were in effect, a sitting duck when you emerge and/or find yourself fruitlessly attacking a Flying-type or Levitator.
** Magnitude can hit as hard as ''Hyper Beam'' without the recharge turn side-effect, but only if the RandomNumberGod
[[http://bulbapedia.bulbagarden.net/wiki/Magnitude_(move) likes you]]. If it doesn't, [[RandomizedDamageAttack have fun tickling the opponent net/wiki/Acid_rain bizarre glitch]] occurred that caused ''all weather to death]].
* {{Caltrops}}: The move Spikes lays some
take effect at the opponent's feet, causing damage whenever a grounded once.'' This also caused every Pokémon on their side switches in. It's even called "Caltrop" in Japan.
* ChunkyUpdraft: The animation for Zygarde's [[SecretArt signature move]], Land's Wrath, depicts dirt
except Swinub, Piloswine, and rocks rising around it.
* ColorCodedElements: Ground-types are often tan or light brown, and their elemental icon is the same.
* DishingOutDirt: More literal dirt than Rock-types. They can learn plenty of Rock-type moves, though.
* DisneyVillainDeath: The Ground move Fissure entails opening up a chasm in the earth for the target
Mamoswine[[note]]as Ice/Ground dual-types, they were immune to plummet into, causing an instant KO. No deaths in Pokémon battles, of course, but Fissure is the closest the franchise comes to invoking this trope.
* DummiedOut: Zygarde 100%'s two {{Secret Art}}s, Thousand Arrows and Thousand Waves, are both present in Generation VI games and can be called by Metronome, but nothing actually learns them until Generation VII.
* EarthquakesCauseFissures: Woe betide you if your Pokémon gets hit with the instant-knockout move Fissure.
* ElementalPowers: The move Earth Power is a special move that strikes the target with a burst of energy.
* ElementalRockPaperScissors
** Offense
*** Strong: Electric, Fire, Poison, Rock, Steel
*** Weak: Bug, Grass
*** Can't Hit: Flying
** Defense
*** Strong: Poison, Rock
*** Weak: Grass, Ice, Water
*** Immune: Electric
* FastTunnelling: Almost
all Ground-types can learn the move Dig, and plenty of weather damage, something no other Pokémon as well, could claim in Generation IV[[/note]] to take damage at the end of every turn four times, with the damage apparently caused by their Ability. Bothersome enough, but if Cherrim or Castform was sent into battle, they kept switching between forms indefinitely until it lost its TM status the game was turned off.
** Early
in the life of ''Sun and Moon''.
Moon'', the moves Parting Shot and Memento could cause crashes on Battle Spot if the Z-Move versions of them were used. These moves were temporarily banned until some time after the issue was fixed.
* GroundPound: It can be inferred that GlassCannon: Somewhere between this is why Magnitude and Earthquake {{Fragile Speedster}}s, as they are physical moves, not special: good at "sweeping" teams, but rarely have good defense, with a few {{Mighty Glacier}}s (most famously Tyranitar) and {{Stone Wall}}s in there.
* HealingShiv: Using Fling with a Mental Herb or White Herb will cure
the target of [[DistractedByTheSexy infatuation]] and stat debuffs, respectively. You can also fling Berries to apply their restorative effects. The Z-move variations of Memento and Parting Shot will heal the next Pokémon isn't summoning elemental power to vibrate swapped in.
* HerdHittingAttack: The user of Brutal Swing swings its body violently around
the ground, field, hitting all adjacent Pokémon.
* HoistByHisOwnPetard: Foul Play uses the target's attack stat (and any boosts they have) to deal damage, while Punishment does more damage the more {{Status Buff}}s the target has.
* ImpossibleThief: Snatch can steal ''opponents' {{Status Buff}}s and healing'',
but actually striking it with a punch or full-body blow. Most anime depictions bear this reading out. (Contrast only if used on the special same turn the opponent buffs/heals themselves.
* ImpromptuTracheotomy: Throat Chop deals pretty heavy damage for a Dark-type
move Earth Power.and prevents the opponent from using sound-based attacks for 2 turns.
* ImprovisedWeapon: Fling has the user throw their currently held item at the foe to deal damage (and possibly inflict a secondary effect depending on the item). Flinging an Iron Ball has the highest Power of all Dark-Type attacks (130), but ItOnlyWorksOnce as the item is lost after that, unless you also know the move Recycle (and alternating Fling and Recycle is [[CoolButInefficient about as practical as Hyper Beam]]).
* IShallTauntYou: Almost all moves that could be classified as {{Practical Taunt}}s (i.e. Taunt, Torment, and Flatter) are of the Dark type. (Swagger is the exception — it's a Normal-type move.
)
* AHandfulForAnEye: One of ISurrenderSuckers: False Surrender is a move where the more infamous moves of user pretends to bow its head in surrender, then stabs the early game is Sand Attack, which lowers the target's accuracy. The moves Mud-Slap and Mud Bomb can accomplish enemy with their PrehensileHair.
* {{Jerkass}}: [[DarkIsEvil Evil]] or [[DarkIsNotEvil not]], practically every member of
this as well while actually causing damage, unlike Sand Attack.
type is a jerk in some fashion or another.
* HealThyself: Shore Up, JerkWithAHeartOfGold: Some of them fit this too. Umbreon evolves with high friendship, Pangoro [[BullyHunter hunts down and fights bullies]], and Absol goes out of its way to warn people of disasters. Incineroar is based on a [[{{Heel}} Heel Wrestler]] and fights dirty in any way possible in the SecretArt of Sandygast and Pallosand, heals the user's HP, normally by 1/2, ring, [[{{Kayfabe}} but it's boosted to 2/3 if there's a sandstorm.
* HerdHittingAttack: Land's Wrath, Thousand Arrows, Thousand Waves,
all part of the act]] and Precipice Blades hit all opponents, while Bulldoze, Earthquake, it actually [[FriendToAllChildren enjoys admiration from children]].
* KickThemWhileTheyAreDown: Assurance will do double damage if the target was hurt earlier in the turn. This includes recoil
and Magnitude hit everyone but the user.
entry hazard damage.
* HorsingAround: Introduced KillingIntent: Dark Pulse is described as the signature move of Mudsdale, user projecting an aura imbued with horrible thoughts at the move High Horsepower became a Technical Record in 8th Generation. While slightly weaker than Earthquake (95 Power and Accuracy), it is used over Earthquake in VGC format since is a single-hitting target move.
* KillItWithIce: Most Ground-types are weak to [[AnIcePerson Ice]].
* KillItWithWater: One
that has a chance of their [[ElementalRockPaperScissors biggest weaknesses]] is the [[MakingASplash Water]] type.
* LastDiscMagic: The TM for [[SimpleYetAwesome Earthquake]] is usually found very late in the game, often in Victory Road. Like Close Combat for Fighting-types, however, several Pokémon learn the move in the mid-30s, giving
making them a very powerful attack early on.flinch. Nasty Plot is described as the user stimulating its brain by thinking bad thoughts.



** The Ground-type Z-Move is Tectonic Rage, in which the user forces the target deeper and deeper underground until the heat and pressure create an explosion of energy.
** The Ground-type Max Move is Max Quake. The user burrows underground, the force of which sends a massive focused wave of tectonic force to be directed into the opponent. This also raises the Special Defense of the user and their allies.
** Gigantamax Sandaconda's exclusive G-Max Move is G-Max Sandblast, where Sandaconda burrows underground and sends a blast of sand to erupt and bind the opponent in a Sand Tomb for four to five turns.
* {{Living Statue}}s: A couple of Ground-types (such as the Claydol and Golurk lines) are artificial lifeforms made of clay or other sedimentary material.
* MightyGlacier: Though not as much as Rock, Ground-types aren't known for being fast, but make up for it with Attack.
* OneHitKO: Fissure creates a massive pit in the ground and drops the target into it to knock it out instantly.
* PowerNullifier: The type is immune to Electric-type moves, while the Thousand Arrows move nullifies Flying-types' and Pokémon with Levitate's immunity to Ground-type moves.
* RandomizedDamageAttack: Magnitude randomly selects a Magnitude ranging from 4 ([[CriticalFailure 10 base damage]]) to 10 (150 base damage).
* ScissorsCutsRock: One of Zygarde's signature moves, Thousand Arrows, is a strong Ground-type move that not only hits normally immune Flying-types or Pokémon with Levitate, but also knocks them to the ground, leaving them vulnerable to other Ground-type attacks.
* SecretArt: Arena Trap prevents all grounded (read: those without an Air Balloon, Levitate, or part Flying-type) opponents from switching out or fleeing.
* ShockwaveStomp: The move Bulldoze is described as a strike against the ground that sends a shockwave of energy to lower the speed of all targets who are hit.
* SimpleYetAwesome: Earthquake. All it does is cause the ground to shake strongly and has no additional effects aside from hitting Pokémon around the user in Double and Triple Battles. It has high power, can be taught to a '''ton''' of Pokémon via TM, and makes for a great coverage option due to the amount of types Ground hits super-effectively while having ''zero'' drawbacks when used in Singles, the most used battle format during the story.
* SpamAttack: Bone Rush hits the target 2-5 times per use, with each hit being a weak attack. Bonemerang will always hit 2 times, but has rather average power.
* StatusBuff: Rototiller increases the Attack and Special Attack of all Grass-types on the field by 1 stage. This does include the opponent's side.
* SuperMode: Steelix, Swampert, Camerupt, and Garchomp are capable of Mega Evolution. Groudon can undergo Primal Reversion to become Primal Groudon, and Zygarde with Power Construct shifts into Complete Forme when its HP falls below half. Sandaconda alone is capable of Gigantamax.
* ThemeNaming: A number have "don" somewhere in their names, as it manages to incorporate the Japanese character 土 do (meaning "ground"). [[LongList Rhydon, Donphan, Groudon, Hippowdon...]]
* ThisIsADrill: The move Drill Run, a powerful spinning move used by drill-based and spinning Pokémon (like Excadrill).
* TrapMaster: Spikes creates a field effect on the opponent's side that causes their Pokémon to take damage whenever they switch in unless they're immune to Ground or are holding Heavy-Duty Boots. The effect can have up to three layers; the first cause them to lose 12.5% of their max health upon switching in, the second layer 16.67%, and the last layer 25%.
* UndergroundMonkey: Galarian Yamask is part-Ground type.

to:

** The Ground-type Dark-type Z-Move is Tectonic Rage, Black Hole Eclipse, in which the user forces creates a black hole and sucks the target deeper and deeper underground until the heat and pressure create an explosion of energy.
into it.
** The Ground-type Dark-type Max Move is Max Quake. The user burrows underground, the force of Darkness, in which sends a massive focused wave of tectonic force to be directed into the opponent. This also raises the Special Defense of the user creates two streams of pure darkness which swirl around the opponent and their allies.
explode, decreasing the special defense of the opponent.
** Gigantamax Sandaconda's Grimmsnarl's exclusive G-Max Move is G-Max Sandblast, where Sandaconda burrows underground Snooze, which causes two streams of Grimmsnarl's hair to appear and sends a blast of sand swallow the opponent, causing them to erupt become drowzy, and bind fall asleep the opponent in a Sand Tomb for four to five turns.
next turn.
* {{Living Statue}}s: A couple of Ground-types (such as the Claydol and Golurk lines) are artificial lifeforms made of clay or other sedimentary material.
* MightyGlacier: Though not as much as Rock, Ground-types aren't known for being fast, but make up for it with Attack.
* OneHitKO: Fissure creates a massive pit in the ground and drops the target into it to knock it out instantly.
* PowerNullifier: The type is immune to Electric-type moves, while the Thousand Arrows move nullifies Flying-types' and
LikeCannotCutLike: Dark-type Pokémon with Levitate's immunity to Ground-type moves.
* RandomizedDamageAttack: Magnitude randomly selects a Magnitude ranging from 4 ([[CriticalFailure 10 base damage]]) to 10 (150 base damage).
* ScissorsCutsRock: One of Zygarde's signature moves, Thousand Arrows, is a strong Ground-type move that not only hits normally immune Flying-types or Pokémon with Levitate, but also knocks them to the ground, leaving them vulnerable to other Ground-type
resist Dark attacks.
* SecretArt: Arena Trap prevents all grounded (read: those without an Air Balloon, Levitate, or part Flying-type) opponents from switching out or fleeing.
* ShockwaveStomp:
LostInTranslation:
** The type's name itself is originally called the "Evil"-type, hence why they mostly lack [[CastingAShadow darkness-related powers]] outside a few like Dark Pulse and Dark Void.
**
The move Bulldoze "Sucker Punch" is described as a strike against not buffed by the ground that sends a shockwave of energy to lower the speed of all targets who are hit.
* SimpleYetAwesome: Earthquake. All it does is cause the ground to shake strongly and has no additional effects aside from hitting Pokémon around the user in Double and Triple Battles. It has high power, can be taught to a '''ton''' of Pokémon via TM, and makes for a great coverage option due to the amount of types Ground hits super-effectively while having ''zero'' drawbacks when used in Singles, the most used battle format during the story.
* SpamAttack: Bone Rush hits the target 2-5 times per use, with each hit being a weak attack. Bonemerang will always hit 2 times, but has rather average power.
* StatusBuff: Rototiller increases the Attack and Special Attack of all Grass-types on the field by 1 stage. This does include the opponent's side.
* SuperMode: Steelix, Swampert, Camerupt, and Garchomp are capable of Mega Evolution. Groudon can undergo Primal Reversion to become Primal Groudon, and Zygarde with Power Construct shifts into Complete Forme when
ability Iron Fist (buffs punch-based moves) because its HP falls below half. Sandaconda alone is capable of Gigantamax.
* ThemeNaming: A number have "don" somewhere in their names, as it manages to incorporate the
original Japanese character 土 name means "Surprise Attack" (which is what a sucker punch is in American slang: an unexpected, often underhanded move[[note]]not necessarily someone punching you in the face or stomach when you don't expect it, but some people do (meaning "ground"). [[LongList Rhydon, Donphan, Groudon, Hippowdon...take that literally[[/note]]).
** Somewhat of an example with Night Slash; its Japanese name, Tsujigiri (sometimes translated as "crossroad killing"), refers to an old samurai practice of testing out a new weapon or fighting style by hiding at a crossroads at night and attacking the first defenseless passerby they saw. While its English name and description are still true to the spirit of the original, the reference to feudal Japan was removed, and most international players would probably interpret it as "Sucker Punch with a blade" or a "[[SpellBlade dark energy-infused Slash]]" (which could be interpreted as such in certain animations).
* MagicallyIneptFighter: Not to the same extent as the Fighting type, and certain offensively-inclined Dark-types like Hydreigon and Zoroark, as well as Dark [[OlympusMons Legendaries]], are just as effective on the special side if not more so. However, most Dark-types tend to favor Attack over Special Attack. The list of Dark-type attacks supports this, as only three are Special attacks, with one being Zoroark's [[SecretArt Night Daze.
]]
* ThisIsADrill: MakeMeWannaShout: The move Drill Run, a powerful spinning move used by drill-based and spinning Pokémon (like Excadrill).
* TrapMaster: Spikes creates a field effect on the opponent's side that causes their Pokémon to take
Snarl deals damage whenever they switch in unless by having the user "[yell] as if it is ranting about something."
* ManBitesMan: Bite and Crunch are both Dark-type attacks. The former was a Normal-type move until it was {{retcon}}ned into the Dark-type.
* ManipulativeBastard: The more cunning Dark-types are good at using psychological warfare, incorporating it into their fighting style, with such attacks as Flatter, Torment, Taunt, and Fake Tears. As of Generation VII,
they're immune to Ground or are holding Heavy-Duty Boots. The effect can Prankster-boosted priority, most probably because they're used to such trickery.
* MechanicallyUnusualClass: Many of their attacks
have unique effects, often fitting their pragmatic nature. Sucker Punch is an attack that moves first, but only if the opponent uses an attacking move; Parting Shot lowers the opponent's Attack and Special Attack then switches your Pokémon; Foul Play deals damage calculating the opponent's Attack stat instead of the user's, and so forth.
* MechanicallyUnusualFighter: Dark-type attacks don't do much damage offensively due to low power. However, they have a ton of status attacks, including Parting Shot, Torment, Snatch, and Quash. Even their damaging attacks tend to work oddly; Sucker Punch only hits if the opponent is using a damaging attack, Foul Play calculates damage using the opponent's Attack instead of the user's, Payback doubles in power if the user moves second, and so forth.
* {{Mooks}}: Alongside the Poison-type, they're the favored {{Mons}} of low-level henchmen for the various villainous teams, essentially making them the [[UpToEleven Mooks' Mooks.]]
* NatureIsNotNice: One of the many facets to the Dark Type, and in this case, is about feralness and rambunctious, if not violent behaviors creatures of the wild can exhibit. While in terms of ecology and zoology, many of the Dark Type have come to be to fulfill their instincts and niche in nature as part of the ecosystem in their way with their behavior, bringing them to human society might be harder, as what they may do as normal may not be looked upon kindly within human eyes and mores; bringing home a wild animal home hoping to tame it in real life definitely is evocative of this. Taming their type and getting through to them as trained Pokemon definitely curbs this, but they still retain this type if only for their ingrained nature and behavior that suited them when in the wilderness.
* NocturnalMooks: In Gen II, most Dark-types could only be obtained at night, never appearing in the wild in the day.
* NoItemUseForYou: The Dark type is known for having a number of moves that interfere with an opponent's Held Item usage.
** Thief steals the opponent's Held Item if the user doesn't have one.
** Knock Off disables the opponent's Held Item for the rest of the battle.
** Switcheroo swaps the user's Held Item with the opponent's, meaning that a user without a Held Item will effectively steal their opponent's when used.
** Embargo prevents the opponent from using Held Items for five turns.
* ObviousRulePatch:
** They were introduced in ''Gold and Silver'' as a direct response to the then-powerful Psychic-type.
** The Physical/Special split made almost every Dark-type move Physical so that the type (which predominately consists of Physical Attackers) could actually use their own [=STAB=].
* PowerUpLetdown: The above ObviousRulePatch ended
up not working as well as intended because this trope also came into effect. On their introduction, Dark-type attacks were all classified as Special Attacks, which meant Dark-types wanted to three layers; run physical moves, but their STAB moves were Special Attacks, which they weren't so good in. It didn't help that many Psychic-types take special attacks better than physical ones. Gen IV's split reclassified all previously existing Dark-type moves as Physical, further suggesting that Dark should have been considered a Physical type in the first cause place.
* PredatorsAreMean: [[DownplayedTrope Kind of.]] Despite being the EVIL type in the original language, Dark-types can be just as heroic as any other type the trainer chooses. However, many Dark-types are [[JerkAss jerks]], or at least more aggressive than other types, to varying degrees, and the majority of
them are predators. The exceptions are scavengers (Honchkrow and Mandibuzz lines), herbivores (Pangoro line), and the Dark/Ghost dual-types (Sableye eats gemstones, and Spiritomb doesn't technically need food to lose 12.5% of begin with).
* ReformedButNotTamed: As said before, though they are classified as "Dark" or "Evil" for exhibiting behaviors that are malevolent and destructive, Dark Types can be tamed through to be obedient and civil, while
their max health upon instinctual and ingrained behavior can be accepted as neccistated behavior developed in their environment to adapt and survive. It also helps that even before the coming of Dark Types, cruelty by wild Pokemon was not mutually exclusive to types, especially in Generation I, and despite their massive ownership within the Team syndicates and criminals, it is all up to the trainer and their behavior that influences how their Pokemon acts.
* {{Retcon}}:
** The move Bite was retconned from a Normal-type move into a Dark-type move in Generation II.
** When the Physical/Special split happened, every Dark-type attack that existed beforehand were changed to be Physical attacks.
* RougeAnglesOfSatin: Feint Attack is named F'''a'''int Attack prior to Gen VI, which doesn't make sense since the latter implies a WoundedGazelleGambit, an "I'm TakingYouWithMe" attack, or a OneHitKill (since Pokémon that are unable to battle are said to have fainted). It's none of those things. Or just an attack that's indistinct and hard to see.
* ScavengersAreScum: Several Pokémon based off real life scavengers are Dark-typed. At this moment we have the vultures Vullaby and Mandibuzz and the crows Murkrow and Honchkrow.
* SituationalDamageAttack: Attacks that are relatively weak but increase in power under certain situations tend to be one of the Dark-type's gimmicks:
** Pursuit is normally weak with a Power of 40, but it deals double damage if the target tries to switch out manually or is using the moves U-turn, Volt Switch, or Parting Shot (the latter only if the user of Pursuit moves after the user of those moves, however).
** Payback's Power of 50 will double if the user goes after the target. In the Generation IV games,
switching in, out counted as going first for this purpose.
** Assurance is mediocre with a Power of 60, but that will double if
the second layer 16.67%, target has already taken damage that turn.
** The Power of Punishment starts off at 60, but increases by 20 for every stage of StatusBuff the target has, reaching a max power of 200.
** From ''X and Y'' onward, Knock Off's Power of 65 increases by 50% if the target was holding an item that can be removed.
** Power Trip's Base Power starts off at a measly 20, but its power is increased by 20 the more positive stat increases the user has. With everything at the maximum (six stat increases for all seven stats that can be increased), the move's base power becomes '''860''', the highest of all physical moves.
** Lash Out has 75 power, but doubles if any of the user's stats have been lowered that turn.
* SituationalSword: Many of their attacks will fail completely or do weak damage unless certain conditions are met. For example, Sucker Punch will only deal damage if the target uses a damaging attack on the same turn and doesn't go before the user.
* SneakAttack: Sucker Punch is called "Surprise Attack" in Japan. Feint Attack, Night Slash and [[ISurrenderSuckers False Surrender]] are described as hitting the opponent when their guard is down.
* StandardStatusEffects: Using Fling with certain items can inflict status aliments with a 100% success rate, with the status inflicted being dependent on what item is thrown. A Flame Orb will inflict Burn, a Poison Barb will inflict normal Poison, a Toxic Orb will inflict Toxic Poison, a Light Ball will inflict Paralysis, and a King's Rock or Razor Fang will cause the target to flinch.
* StatusBuff:
** Nasty Plot boosts the user's Special Attack by two stages.
** Hone Claws increases the user's Attack and Accuracy by one stage.
* SuperMode: Houndoom, Tyranitar, Sableye, Sharpedo, and Absol are capable of Mega Evolution,
and the last layer 25%.
Water/Flying-type Gyarados becomes Water/Dark-type when it Mega Evolves. Greninja can also transform into Ash-Greninja if it has the Battle Bond ability. Grimmsnarl and Urshifu (in its Fighting/Dark single strike style) are also capable of Gigantamax.
* SwitchOutMove: Parting Shot gives a parting threat, lowering the target's Attack and Special Attack before the user switches out.
* ToxicFriendInfluence: If a Pancham is in a team with a Dark-type when it levels up, then the latter's bad behavior will rub off on it and it'll evolve into Pangoro, who is a Dark-type itself.
* UndergroundMonkey: Alolan Rattata, Alolan Grimer, Galarian Yamask Zigzagoon and their evolved forms are part Dark-Types, while Alolan Meowth and Alolan Persian are pure Dark-Types.
* UselessUsefulSpell: Prior to the Physical/Special split in ''Diamond and Pearl'', all Dark-type moves were Special while almost every Dark-type was a Physical attacker.
* VideoGameStealing:
** Thief deals damage and steals any item an opponent
is part-Ground type.holding if the user is not holding one.
** Knock Off removes items that can be removed and (as of ''X and Y'') gets a 50% damage boost when the item is successfully removed. It will not gain a power boost if the item cannot be removed (such as a Pokémon holding a Mega Stone, Z-Crystal, or an Arceus/Silvally holding a Plate/Memory).
** Snatch steals and uses any Status moves the opponent tried to use that turn and prevents them from using it.
** Switcheroo is exactly like Trick, swapping the target's and user's items.
* WeakButSkilled:
** In terms of damaging moves, the Dark type's strongest attacks (barring signature moves) are Darkest Lariat and Night Daze, which rest at 85 base power and, while no longer restricted to one Pokémon each as they were originally, can only be learned by a relative few. For most Dark-types, the strongest Dark-type moves available to them are Dark Pulse and Crunch, both at 80 base power. Regular moves that go above that mark are invariably [[SituationalDamageAttack situational damage attacks]] when used to their full CombatPragmatist potential, so as a result, the Dark type's hardest-hitting moves are ones that seem initially weak but provide increased power when used smartly.
** Even its status moves fall under this category, as many of them don't seem immediately helpful, but can turn a match around when used skillfully. Most Dark-type status moves are geared toward shutting down specific tactics (for example, Torment prevents repeated use of the same move, while Taunt, Snatch, and Topsy-Turvy address an opponent's use of non-damaging moves), but those mechanics also tend to make them ineffective when used without strategy.
** Hone Claws boosts Attack by one stage, making it a poor choice for aggressive play, but it also provides a hard-to-find boost to Accuracy, which can allow users to reliably incorporate inaccurate moves into their strategy, such as Stone Edge. It's also a good choice for any Pokémon with the ability Hustle, which decreases the accuracy of their physical moves by 20%.
* YouWillNotEvadeMe: Pursuit deals double damage to opponents attempting to switch out and hits them before they can switch. Handy for punishing fragile Psychic- and Ghost-Types that may try to get away.
* ZergRush: Beat Up has the user attack once for each conscious party member that is not afflicted by a status condition, up to 6 times.



[[folder:Flying]]
!!Flying-Type (ひこうタイプ ''hikou taipu'')
[[quoteright:350:[[Main/{{Flight}} https://static.tvtropes.org/pmwiki/pub/images/flying_types.png]]]]

These Pokémon soar through the skies with grace. Some of them don't, but they have similar abilities. Flying-type Pokémon are usually based on birds and other avian creatures, but quite a few are based on other fliers: dragons, mammals, insects, and even seedlings, balloons, and rockets. There are a wide variety of Pokémon represented by this type; it is one of the three types has been paired with every existing type at least once (tied with Water and Psychic). They're diverse and adaptive enough that Flying-types are found in almost every conceivable environment imaginable, save for the ocean floor. The majority of them are dual-type Pokémon (as, prior to Generation V, there was no such thing as a pure-Flying type or a Pokémon with Flying as a primary type), and have Flying as their second type. Generations V, VI and VIII introduced six exceptions: [[OlympusMons Tornadus]] (pure Flying), Noibat and Noivern (Flying/Dragon), and the Rookidee family (pure Flying in the first two stages, Flying/Steel upon evolving into Corviknight). Flying is the third most-common type.

Offensively, they are strong against Grass, Bug, and Fighting, and are resisted by Electric, Steel, and Rock. Defensively, they resist Fighting, Bug, Grass, and are immune to Ground, but are weak against Rock, Electric, and Ice.

In Triple Battles, Flying-type attacks can hit a target regardless of their placement, except for Air Cutter, which hits more than one Pokémon instead.

Flying-types are also useful for their ability to learn [[WarpWhistle Fly]], which takes the trainer to important locations like towns and cities. There are a few Pokémon that are not Flying-type yet can learn the move, though.
%%Offensively: x2 Grass, x2 Bug, x2 Fighting, x1/2 Rock, x1/2 Electric, x1/2 Steel
%%Defensively: x1/2 Grass, x1/2 Bug, x1/2 Fighting, x0 Ground, x2 Rock, x2 Electric, x2 Ice
%%Known Specialists: Falkner in ''Gold and Silver'' and ''Crystal''; Winona in ''Ruby and Sapphire'' and ''Emerald''; Skyla in ''Black and White'' and ''Black 2 and White 2''; Kahili in ''Sun and Moon''

to:

[[folder:Flying]]
!!Flying-Type (ひこうタイプ ''hikou
[[folder:Steel]]
!!Steel-Type (はがねタイプ ''hagane
taipu'')
[[quoteright:350:[[Main/{{Flight}} [[quoteright:350:[[ExtraOreDinary https://static.tvtropes.org/pmwiki/pub/images/flying_types.org/pmwiki/pub/images/steel_types.png]]]]

These The second of two types added with ''VideoGame/PokemonGoldAndSilver'', they are the most defensive type in the game. The strong metal that covers the bodies of Steel-type Pokémon soar through the skies with grace. Some of grants them don't, but high defenses and a great number of resistances. While weak to Fighting, Fire, and Ground, they have similar abilities. Flying-type Pokémon are usually based on birds and other avian creatures, but quite a few are based on other fliers: dragons, mammals, insects, and even seedlings, balloons, and rockets. There are a wide variety of Pokémon represented by this type; it is one of the three types has been paired with every existing type at least once (tied with resist ''everything else'' (except Water and Psychic). They're diverse Electric and adaptive enough that Flying-types [[{{Nerf}} Ghost and Dark as of Gen VI]]) and are found in almost every conceivable environment imaginable, save for the ocean floor. The majority of them are dual-type Pokémon (as, prior immune to Generation V, there was no such thing as a pure-Flying one type or a Pokémon with Flying as a primary type), and have Flying as their second type. Generations V, VI and VIII introduced six exceptions: [[OlympusMons Tornadus]] (pure Flying), Noibat and Noivern (Flying/Dragon), and the Rookidee family (pure Flying in the first two stages, Flying/Steel upon evolving into Corviknight). Flying is the third most-common type.

(Poison). Offensively, they are strong against Grass, Bug, hit Ice-, Rock-, and Fighting, and Fairy-Types hard but are resisted by Electric, Steel, other Steel-, Water-, Electric-, and Rock. Defensively, they resist Fighting, Bug, Grass, and are immune to Ground, but are weak against Rock, Electric, and Ice.

In Triple Battles, Flying-type attacks can hit a target regardless of their placement, except for Air Cutter, which hits more than one
Fire-Types. Most Pokémon instead.

Flying-types
of this type have the theme of armoring or being a creature of living metal, though there are also useful for their ability to learn [[WarpWhistle Fly]], which takes some that don't really fit the trainer to important locations like towns bill beyond possessing thick hides. Steel-types can be found in caves, mountain regions, and cities. There are urban areas.

When
a few sandstorm is in effect, Steel-type Pokémon that are do not Flying-type yet can learn the move, though.
take residual damage from it.
%%Offensively: x2 Grass, Ice, x2 Bug, x2 Fighting, x1/2 Rock, x2 Fairy, x1/2 Fire, x1/2 Water, x1/2 Electric, x1/2 Steel
%%Defensively: x1/2 Grass, x1/2 Bug, x1/2 x2 Fire, x2 Fighting, x0 x2 Ground, x2 Rock, x2 x0 Poison, resists everything else except for Water, Electric, x2 Ice
Ghost (Gen VI onwards), and Dark (Gen VI onwards)
%%Known Specialists: Falkner Jasmine in ''Gold and Silver'' and ''Crystal''; Winona Steven in ''Ruby and Sapphire'' and ''Emerald''; Skyla Byron in ''Black ''Diamond and White'' Pearl'' and ''Black 2 ''Platinum''; Wikstrom in ''X and White 2''; Kahili Y''; Molayne in ''Sun and Moon''



* AirborneMook: When they're encountered as enemies.
* AirJousting: Gen VI introduced Sky Battles, ostensibly reserved exclusively for Flying-types and those with Levitate (though in fact, it really comes down to whether or not the Pokémon's animation depicts them in midair, and a number of Flying-types are excluded, especially lesser evolutions who are depicted as roosting on the ground, such as Pidgey).
* AlwaysAccurateAttack: Aerial Ace bypasses accuracy and evasion checks when used. Hurricane will also do so during Rain, with the added bonus of hitting opponents when they are in the middle of using Fly, Bounce, or Sky Drop.
* AntiAir: Roost is [[HealThyself a self-healing move]] that also removes the Flying type from the user if it has that type.

to:

* AirborneMook: When they're encountered as enemies.
ActionInitiative: Bullet Punch has increased priority. Notably, more Fighting-types learn this move than Steel-types.
* AirJousting: Gen VI introduced Sky Battles, ostensibly reserved exclusively for Flying-types and those with Levitate (though in fact, it really comes down to whether or not the Pokémon's animation depicts them in midair, and a number AlwaysAccurateAttack:
** Magnet Bomb, an attack that uses homing metal chunks, never misses regardless
of Flying-types are excluded, especially lesser evolutions who are depicted as roosting on the ground, such as Pidgey).
* AlwaysAccurateAttack: Aerial Ace bypasses
accuracy or evasion. Magnet-based Pokémon like the Magnemite line and evasion checks when used. Hurricane will also do so during Rain, with the added bonus of hitting opponents when they are in the middle of using Fly, Bounce, or Sky Drop.
* AntiAir: Roost is [[HealThyself
Probopass get this move.
** Smart Strike,
a self-healing move]] that also removes the Flying type from TM where the user if stabs the opponent with an accurate horn.
* AnchorsAway: The move Anchor Shot, exclusive to Dhelmise, deals Steel-type damage and traps the foe under an anchor.
* AnimateInanimateObject: Quite a few Steel-types are based on objects, such as the Magnemite, Beldum, Bronzor, Klink, and Honedge lines.
* ArmoredButFrail: Several Steel-types have high defenses, but have below-average health to balance
it has that type.out.
* ArmorPiercingAttack: Doom Desire ignores the moves Protect, Detect, and Endure, and it hits through the Ability Wonder Guard.



** Downplayed with Bounce and Fly. They give invulnerability to most attacks for one turn, but said turn is a charge turn that telegraphs what you are doing to your opponent, so you must think carefully before using them. Sky Attack does the same thing, but is more powerful and without the invulnerability part. Sky Drop works around the main issue by grabbing the target on the first turn so they can't be switched out, although it's hilariously easy to negate in Rotation Battles, does no damage whatsoever to Pokémon that would be immune to Ground-type moves, and fails entirely on Pokémon above a certain weight threshold.
** Hurricane is a powerful attack that has a decent chance of causing confusion, but has shaky accuracy at 70%. Averted in Rain, since it bypasses accuracy and evasion checks.
* BlowYouAway: As ''Pokémon'' lacks a Wind type, Flying is the type that uses many of the wind-based attacks like Gust, Air Slash, Air Cutter, Hurricane, and Tailwind.
* CastFromHitPoints: Brave Bird deals damage to the user equal to 1/3 of the damage dealt to the target.
* ChargedAttack:
** Sky Attack charges for one turn, and then inflicts damage on the second.
** Beak Blast, Toucannon's signature move, charges up at the start of the turn and inflicts damage at the end, just like Focus Punch. Unlike Focus Punch, it can't be stopped by attacking the user; trying it is a bad idea, as anyone that makes contact with the user while it's in the process of charging up is burned.
* ClipItsWings: Flying-types are vulnerable to this from the move Smack Down, which, in addition to causing super-effective damage (it's a Rock-type move), negates the Flying Pokémon's resistance to Ground moves. Zygarde's SecretArt [[ScissorsCutsRock Thousand Arrows]] has the same effect.
* ColorCodedElements: The Flying-type color is light blue, verging on periwinkle (in contrast to Ice's cyan). However, most Flying-types, being based on birds, tend to incorporate white, brown, tan, and red into their designs.
* ComMons: They're some of the first Pokémon a trainer will encounter, and a lot of them are Normal-typed, too.
* ConfusionFu: Owing to the type's diverse nature, Flying-types can fill all kinds of roles, many of which aren't the same. Will that Flying-type be a special attacker, physical attacker, mixed attacker, wall, or supporter? What kind of attacks will it throw at you? You won't know unless you have a general idea of what tricks they like to use.
* DangerousForbiddenTechnique: Dragon Ascent, Rayquaza's signature move, is an incredibly powerful move that also allows it to Mega Evolve, but each use lowers the user's defenses.

to:

** Downplayed with Bounce and Fly. They give invulnerability to most attacks for one turn, but said turn is a charge turn that telegraphs what you are doing to your opponent, so you must think carefully Doom Desire takes two turns before using them. Sky Attack does the same thing, but attack actually hits, which is more powerful than enough time to switch out to something that can tank the hit.
** Iron Tail has great power (100, which is on par with Earthquake), can be taught to a wide variety of Pokémon,
and without can lower the invulnerability part. Sky Drop works around opponent's Defense as a bonus. It has a less than perfect accuracy of 75% and many of the main issue by grabbing the target on the first turn so they can't be switched out, although it's hilariously easy to negate in Rotation Battles, does no damage whatsoever to Pokémon that would be immune to Ground-type moves, learn it have other moves with better coverage and fails entirely on Pokémon above a certain weight threshold.
accuracy.
** Hurricane Steel Beam is a the most powerful Steel-type attack that has a decent chance of causing confusion, at 140 power, but has shaky accuracy at 70%. Averted in Rain, since it bypasses accuracy and evasion checks.
* BlowYouAway: As ''Pokémon'' lacks a Wind type, Flying is the type that uses many of the wind-based attacks like Gust, Air Slash, Air Cutter, Hurricane, and Tailwind.
* CastFromHitPoints: Brave Bird deals damage to
the user equal to 1/3 loses a massive half of their maximum health upon usage. Several Steel-types also lack the damage dealt to the target.
* ChargedAttack:
** Sky
Special Attack charges needed to utilize this move.
* BalanceBuff: Steel-types weren't very useful
for one turn, and then inflicts damage on the second.
** Beak Blast, Toucannon's signature move, charges up at the start of the turn and inflicts damage at the end, just like Focus Punch. Unlike Focus Punch, it can't be stopped by
attacking the user; trying it is a bad idea, as anyone that makes contact with the user while it's in the process of charging up is burned.
* ClipItsWings: Flying-types are vulnerable
prior to this from the move Smack Down, which, in addition to causing Gen VI; they only did super-effective damage (it's a Rock-type move), negates to Ice and Rock, which had plenty of other type weaknesses to exploit (including both being weak to Fighting). Gen VI added Fairies to give Steel-types more use.
* CastFromHitPoints: The very powerful Steel Beam deals incredible damage but also causes
the Flying Pokémon's resistance user to Ground moves. Zygarde's SecretArt [[ScissorsCutsRock Thousand Arrows]] has lose half their hit points thanks to using their own body's metal in the same effect.
attack.
* ChromeChampion: Steel-types often look like they're covered in gleaming silver metal or are actually made of it. Several physical Steel-type moves, such as Metal Claw and Iron Head, cause the user to glow silver metallic for a brief second regardless of their actual type and/or appearance.
* ColdIron: Likely the reason they are super-effective against Fairies is to invoke the idea.
* ColorCodedElements: The Flying-type Steel-type color is light blue, verging on periwinkle (in contrast to Ice's cyan). However, most Flying-types, being based on birds, tend to incorporate white, brown, tan, and red into their designs.
silver, as is the metal armor of many of its members.
* ComMons: They're some CombiningMecha: The basic principle of the first Pokémon a trainer will encounter, robot-like Magnemite, Beldum, Klink, and a lot Meltan lines; the basic concept of their evolutions is "the starter form, but there's more of them are Normal-typed, too.
together". There's also the non-evolving Stakataka which is constructed by hundreds of individual lifeforms, and Doublade, which is a subversion (the Honedge it evolves from divides into two instead).
* ConfusionFu: Owing CounterAttack: Metal Burst will deal damage to the type's diverse nature, Flying-types can fill all kinds of roles, many of which aren't opponent equal to 1.5 times the same. Will amount the user took that Flying-type be a special attacker, turn, regardless of whether the foe's move is physical attacker, mixed attacker, wall, or supporter? What kind of attacks will special. Unlike Counter and Mirror Coat, it throw at you? You won't know unless you doesn't have a general idea of what tricks they like to use.
negative priority, so make sure that the user is slower than the opponent before using it.
* DangerousForbiddenTechnique: Dragon Ascent, Rayquaza's signature move, Steel Beam is an incredibly powerful almost as strong as Hyper Beam and doesn't have the recharge turn, but it causes the user to lose half of its health each time it's used.
* DiscardAndDraw: In Generation VI, they became super-effective against Fairy-types and resist their moves, but lost their resistances to Dark- and Ghost-type attacks.
* DubInducedPlotHole: Meteor Mash is boosted by Iron Fist (which boosts the power of 'punch' moves by 20%, though no Pokémon with Iron Fist can learn Meteor Mash) because its Japanese name is "Comet Punch" (not to be confused with the
move that also allows it to Mega Evolve, but each use lowers called [[RapidFireFisticuffs "Comet Punch"]] in the user's defenses.English versions, which is named "Consecutive Punch" in Japanese).



*** Strong: Bug, Fighting, Grass
*** Weak: Electric, Rock, Steel

to:

*** Strong: Bug, Fighting, Grass
Fairy, Ice, Rock
*** Weak: Electric, Rock, SteelFire, Steel, Water



*** Strong: Bug, Fighting, Grass
*** Weak: Electric, Ice, Rock
*** Immune: Ground
* FeatheredFiend: The bird-based Flying-types are definitely not all handsome and pleasant. Fearow, Dodrio, Honchkrow, Unfezant, and Mandibuzz deserve particular mention, along with all the bird-based legendaries except Ho-Oh.
* {{Flight}}: It's a given — virtually all Flying-types can fly in some manner, and though some are too young and small to fly yet, they'll evolve into something that can. The only exceptions are Gyarados, the Doduo line, the Hoppip line, and the Mantine line, but the latter two can still glide on wind currents in lieu of flying themselves. Subverted with Hawlucha and the Gligar line, which can glide in a manner almost identical to flight given the proper wind conditions.
* FragileSpeedster: Most of them have Speed as their best stat, especially in Generation VI when a number of Pokémon received slight boosts to one of their stats; many ComMon birds received Speed boosts as part of this. The fastest non-legendary Pokémon, Ninjask, is a Flying-type. Also, many of them can learn Tailwind to double the Speed of party members for a few turns. Like most generalizations, though, there are exceptions.
* GameBreakingBug: In ''Black'' and ''White'', if Gravity was activated while Sky Drop was being used, the opponent Pokémon would be stuck in the air, unable to attack or be attacked. This could potentially lead to an {{Unwinnable}} situation if neither side has a move that can hit the stuck Mon.
** In ''Sun'' and ''Moon'', if Sky Drop is used on a Pokémon protected by Spiky Shield and the resulting damage would KO the Sky Drop user, they instead remain on the field with 0 HP, unable to attack or be attacked. Unlike the Gravity/Sky Drop glitch, not even moves that can hit a Pokémon in the semi-invulnerable state can fix this — the game views the opposing side of the field as empty, as evidenced by the fact that the displayed message isn't "But it missed" or "[Pokémon] avoided the attack", which are generally used when a move misses; rather, it's "But it failed", which appears when trying to attack an empty side of the field (either because a quicker opponent self-KO[=ed=] or a quicker partner in a Double Battle cleared the field).
* GiantFlyer: Ho-oh, Lugia, and Yveltal are the largest birds in the Pokémon world and rank among the largest Pokémon altogether, though Rayquaza, also a Flying-type, is longer still and the tenth "tallest" Pokémon overall.
* GuideDangIt:
** Sky Drop had a weight limit added to it in ''X and Y'' that the games don't mention.
** There are a few moves which can hit a Pokémon that's in the "invulnerable" state of Fly, Bounce, or Sky Drop, like Thunder, Twister, Hurricane, and Sky Uppercut. Nobody will ever tell you this in the games.
* HerdHittingAttack: Air Cutter hits all opponents in Doubles, Triples, and Horde Battles.
* InASingleBound: With the Bounce move, the user springs high into the air on the first turn to crash back down on the second, potentially causing paralysis.
* LifeDrain: Yveltal's SecretArt Oblivion Wing heals the user for 75% of the damage it dealt.

to:

*** Strong: Bug, Dark (Gen II-V), Dragon, Fairy, Flying, Ghost (Gen II-V), Grass, Ice, Normal, Psychic, Rock, Steel
*** Weak:
Fighting, Grass
*** Weak: Electric, Ice, Rock
Fire, Ground
*** Immune: Ground
Poison
* FeatheredFiend: EverythingsBetterWithSpinning:
** Gyro Ball, a move where the user spins into the enemy. It gets stronger the slower the user is compared to the opponent.
** During the Steel-type Spectacular Talent, the Pokémon spins so fast it turns into a silver tornado, while smashing into various spherical objects like a pinball.
* ExtraOreDinary:
The bird-based Flying-types are definitely not all handsome and pleasant. Fearow, Dodrio, Honchkrow, Unfezant, and Mandibuzz deserve particular mention, along type isn't much in the way of ferrokinesis so much as it is "hit the target with all the bird-based legendaries except Ho-Oh.
* {{Flight}}: It's
a given — virtually all Flying-types can fly protrusion covered in some manner, and though some are too young and small metal". They tend to fly yet, they'll evolve into something that can. The only exceptions are Gyarados, the Doduo line, the Hoppip line, and the Mantine line, but the latter two can still glide prefer relying on wind currents in lieu of flying themselves. Subverted with Hawlucha and the Gligar line, which can glide in a manner almost identical to flight given the proper wind conditions.
* FragileSpeedster: Most of them have Speed as
their best stat, especially in Generation VI when defenses, as until the [[OurFairiesAreDifferent Fairy-type]] was introduced, the [[AnIcePerson only]] [[DishingOutDirt types]] they were good against had easier-to-exploit weaknesses.
* GoombaStomp: Heavy Slam deals Steel-type damage depending on how heavy the target is compared to the user; the heavier the user is, the more damage dealt. Considering that most Pokémon who get this are on the heavy side, it tends to hurt a lot.
* HeavilyArmoredMook: Quite
a number of Pokémon received slight boosts to one of their stats; many ComMon birds received Speed boosts as part of this. The fastest non-legendary Pokémon, Ninjask, that gain the Steel-type on evolving also gain a good increase in defenses. Steelix is a Flying-type. Also, many of them can learn Tailwind to double notable example.
* HornAttack: Smart Strike, an AlwaysAccurateAttack where
the Speed of party members for a few turns. Like most generalizations, though, there are exceptions.
* GameBreakingBug: In ''Black'' and ''White'', if Gravity was activated while Sky Drop was being used, the
user stabs its opponent with a sharp horn. It's a TM that can appropriately be taught to most Pokémon would be stuck in with horns.
* InfinityPlusOneElement: While not as well-known as
the air, unable to attack or be attacked. This could potentially lead to an {{Unwinnable}} situation if neither side has a move Dragon type in that can hit the stuck Mon.
** In ''Sun'' and ''Moon'', if Sky Drop
regard, Steel is used on a Pokémon protected by Spiky Shield and the resulting damage would KO the Sky Drop user, they instead remain on the field with 0 HP, unable to attack or be attacked. Unlike the Gravity/Sky Drop glitch, not even moves that can hit a Pokémon in the semi-invulnerable state can fix this on the defensive side at least — one of the best types in the game views with a whopping '''10''' resistances and 1 immunity to only 3 weaknesses (though all of these weaknesses are pretty common and crippling).
* KillItWithFire: One of their weaknesses is to
the opposing side Fire-type, representing metal softening and melting at high temperatures.
* LightEmUp: Three
of the field as empty, as evidenced by the fact that the displayed message isn't "But it missed" or "[Pokémon] avoided the attack", which are generally used when a move misses; rather, it's "But it failed", which appears when trying to attack an empty side four Special Steel-type moves (Doom Desire, Flash Cannon, and Mirror Shot) involve firing out light energy.
* LikeCannotCutLike: One
of the field (either because a quicker opponent self-KO[=ed=] or a quicker partner in a Double Battle cleared the field).
* GiantFlyer: Ho-oh, Lugia, and Yveltal are the largest birds in the Pokémon world and rank among the largest Pokémon altogether, though Rayquaza, also a Flying-type,
many types Steel is longer still and the tenth "tallest" Pokémon overall.
* GuideDangIt:
** Sky Drop had a weight limit added
resistant to it in ''X and Y'' that the games don't mention.
** There are a few moves which can hit a Pokémon that's in the "invulnerable" state of Fly, Bounce, or Sky Drop, like Thunder, Twister, Hurricane, and Sky Uppercut. Nobody will ever tell you this in the games.
* HerdHittingAttack: Air Cutter hits all opponents in Doubles, Triples, and Horde Battles.
* InASingleBound: With the Bounce move, the user springs high into the air on the first turn to crash back down on the second, potentially causing paralysis.
* LifeDrain: Yveltal's SecretArt Oblivion Wing heals the user for 75% of the damage it dealt.
is itself.



** The Flying-type Z-Move is Supersonic Skystrike, in which the user soars up and plummets towards the target at full speed, impacting with enough force to tear the ground apart.
** The Flying-type Max-Move is Max Airstream, which launches essentially a horizontal tornado at the opponent. This also causes the Speed stat of the user and their allies to rise.
** Gigantamax Corviknight's signature G-Max Move is G-Max Wind Rage. This move has Corviknight unleash a blast of wind filled with sharp feathers which shatter screens like Light Screen and Reflect, as well as blowing away entry hazards like Spikes.
* {{Nerf}}:
** Hurricane had its Power lowered from 120 to 110 in ''X and Y''.
** Sky Drop will fail on anything weighing more than 400.9 lbs. (200 kg) as of ''X and Y''.
* LostInTranslation: Despite its name, Aerial Ace can be learned by pretty much anything with claws or some kind of slashing protrusion. This is because the Japanese name is "Swallow Return/Cut", [[https://en.wikipedia.org/wiki/Sasaki_Kojiro#Swallow_Cut which is named after a famous sword technique used in feudal Japan]] that was supposed to look like a swallow's tail and what the move is supposed to be based on (hence the slashing shown in the attack's animations). Note that in its debut generation, Swellow was the only Pokémon that learned the move without a TM.
* ObviousRulePatch: During Gen V, Sky Drop was banned from random Wi-Fi matches, official tournaments, and even the in-game Pokémon World Tournament due to [[http://bulbapedia.bulbagarden.net/wiki/Sky_Drop_glitch an exploit that could neuter a target Pokémon for an entire match in Double and Triple battles]].
* OurDragonsAreDifferent: Among the few Pokémon based on dragons that lack the actual Dragon type, most of them instead have Flying as their secondary typing. Charizard is based on Western dragons, Aerodactyl[[note]]a pterosaur[[/note]] and Lugia[[note]]a birdlike CartoonCreature[[/note]] resemble wyverns and are made out to be draconic, Thundurus' Therian Forme is more serpentine, and Gyarados is clearly based on an Eastern dragon - though unlike the other four, it isn't capable of free flight, making its Flying typing a bit baffling. Sceptile[[note]]a gecko[[/note]], Ampharos[[note]]a sheep[[/note]] and Tyranitar[[note]]a [[DinosaursAreDragons dinosaur]][[/note]] are notable exceptions, though they're based on real-world animals. There are also many Dragon/Flying dual types, with flight being part of the dragon mythos all over the world.
* RazorWind: Air Slash and Air Cutter attack with sharp gusts of wind that slice up opponents.
* RecurringElement: As mentioned in ComMons above, every generation includes a weak Normal/Flying bird Pokémon encountered early on. Gen I actually had both Pidgey and Spearow, Gen II brought Hoothoot, and so on for Taillow, Starly, Pidove, Fletchling, and Pikipek in further generations. Their evolved forms are definitely ''not'' all mediocre, though, especially Staraptor and Talonflame (who by that time has actually changed to a Fire/Flying-type).
* RestingRecovery: The move Roost, which is described as the user landing to rest. [[HealThyself This restores half its max HP]], and if a Flying-type uses the move, they'll lose their Flying type for the remainder of the turn[[note]]In Gen IV, a pure Flying-type that knew the move would become a ???-type.[[/note]]. This will cause some interesting effects:
** If a pure Flying-type Pokémon successfully uses Roost, it will become Normal-type until the end of the turn. If a Pokémon is a Fire/Flying type that lost its Fire type due to using Burn Up (such as Moltres or Ho-Oh), using Roost causes it to become typeless until the end of the turn.
** If a Pokémon with another type besides Flying uses Roost, it will lose its Flying type until the end of the turn (but will not have it replaced with the Normal type).
** If a pure Flying-type Pokémon that has been affected by Forest's Curse/Trick-or-Treat successfully uses Roost, its Flying type will be replaced by Normal, in addition to retaining its Grass or Ghost type addition, respectively.

to:

** The Flying-type Steel-type Z-Move is Supersonic Skystrike, Corkscrew Crash, in which the user soars up spins really fast like a steel drill and plummets towards rams into the target at full speed, impacting with enough force target.
** The Steel-type Max Move, Max Steelspike, causes huge metal projections
to tear burst from the ground apart.
** The Flying-type Max-Move is Max Airstream, which launches essentially a horizontal tornado at
and skewer the opponent. This The Steel type energy flowing from this metal also causes raises the Speed stat Defense of the user and their allies to rise.
allies.
** Gigantamax Corviknight's signature Copperajah's exclusive G-Max Move is G-Max Wind Rage. This move has Corviknight unleash a blast of wind filled with sharp feathers Steelsurge, in which shatter screens like Light Screen and Reflect, as well as blowing away entry hazards like Spikes.
* {{Nerf}}:
** Hurricane had its Power lowered
Copperajah causes huge green spikes of copper to emerge from 120 to 110 in ''X the ground and Y''.
** Sky Drop will fail on anything weighing more than 400.9 lbs. (200 kg) as of ''X and Y''.
* LostInTranslation: Despite its name, Aerial Ace can be learned by pretty much anything with claws or some
tear into the opponent. this move also sets a unique kind of slashing protrusion. This is because Spikes on the Japanese name field, who's damage increases depending on the opponent's resilience to steel
** Gigantamax Melmetal's exclusive G-Max Move
is "Swallow Return/Cut", [[https://en.wikipedia.org/wiki/Sasaki_Kojiro#Swallow_Cut G-Max Meltdown, in which is named after a famous sword technique used in feudal Japan]] that was supposed to look like a swallow's tail and what Melmetal sends spikes of its body material at the move is supposed to be based on (hence opponent, preventing the slashing shown in the attack's animations). Note that in its debut generation, Swellow was the only Pokémon that learned the move without a TM.
* ObviousRulePatch: During Gen V, Sky Drop was banned from random Wi-Fi matches, official tournaments, and even the in-game Pokémon World Tournament due to [[http://bulbapedia.bulbagarden.net/wiki/Sky_Drop_glitch an exploit that could neuter a
target Pokémon for an entire match in Double and Triple battles]].
* OurDragonsAreDifferent: Among
its allies from using the few Pokémon based on dragons same move twice in a row.
* MechanicalLifeforms: While most Steel-types simply resemble regular animals with metallic growths or plating, those
that lack put the actual Dragon type, most of them instead have Flying as extra emphasis on Steel, like Magnemite, Metagross, and Klinklang, edge fully into this trope. Magearna embraces it to the point that only its core, the Soul Heart, is not completely mechanical.
* MightyGlacier:
** If a Steel-type is not purely defensive, it will often be slow and quite strong.
** The move Gyro Ball exploits this; the slower the user is than the foe, the more damage it will do. The [[EldritchAbomination Ultra Beast]] Stakataka — with its Rock/Steel-typing, high Attack, and painfully slow Speed — can dish out some very devastating Gyro Balls. And Trick Room (which inverts Speed) doesn't cut into the move's power, either.
* {{Nerf}}: In ''VideoGame/PokemonXAndY'', they lost
their resistances to [[CombatPragmatist Dark]] and [[SoulPower Ghost]].
* {{Retcon}}: Magnemite and Magneton were given a
secondary typing. Charizard is based on Western dragons, Aerodactyl[[note]]a pterosaur[[/note]] and Lugia[[note]]a birdlike CartoonCreature[[/note]] resemble wyverns and are made out to be draconic, Thundurus' Therian Forme is more serpentine, and Gyarados is clearly based on an Eastern dragon - though unlike the other four, it isn't capable of free flight, making its Flying typing a bit baffling. Sceptile[[note]]a gecko[[/note]], Ampharos[[note]]a sheep[[/note]] and Tyranitar[[note]]a [[DinosaursAreDragons dinosaur]][[/note]] are notable exceptions, though they're based on real-world animals. There are also many Dragon/Flying dual types, with flight being part of the dragon mythos all over the world.
* RazorWind: Air Slash and Air Cutter attack with sharp gusts of wind that slice up opponents.
* RecurringElement: As mentioned
Steel-type in ComMons above, every generation includes a weak Normal/Flying bird Pokémon encountered early on. Gen I actually had both Pidgey and Spearow, Gen II brought Hoothoot, and so on for Taillow, Starly, Pidove, Fletchling, and Pikipek in further generations. Their evolved forms are definitely ''not'' all mediocre, though, especially Staraptor and Talonflame (who by that time has actually changed to a Fire/Flying-type).
* RestingRecovery: The move Roost, which is described as the user landing to rest. [[HealThyself This restores half its max HP]], and if a Flying-type uses the move, they'll lose their Flying type for the remainder of the turn[[note]]In Gen IV, a pure Flying-type that knew the move would become a ???-type.[[/note]]. This will cause some interesting effects:
** If a pure Flying-type Pokémon successfully uses Roost, it will become Normal-type until the end of the turn. If a Pokémon is a Fire/Flying type that lost its Fire type due to using Burn Up (such as Moltres or Ho-Oh), using Roost causes it to become typeless until the end of the turn.
** If a Pokémon with another type besides Flying uses Roost, it will lose its Flying type until the end of the turn (but will not have it replaced with the Normal type).
** If a pure Flying-type Pokémon that has been affected by Forest's Curse/Trick-or-Treat successfully uses Roost, its Flying type will be replaced by Normal, in addition to retaining its Grass or Ghost type addition, respectively.
Generation II.



** Aerilate turns all Normal-type attacks into Flying-type and gives a free 20% damage boost that stacks with the STAB bonus (30% in Gen VI).
** Big Pecks prevents the user's Defense from being lowered.
** Gale Wings gives Flying-type moves +1 priority (in Gen VI, this always applied, [[ObviousRulePatch but from Gen VII onwards, it only applies at full health]]).
** Multiscale decreases damage taken by 50% if the user's HP is full when the hit is taken.
** Delta Stream activates a weather condition which turns any attack that's normally super-effective against Flying to neutral. Due to being weather-based, this can be cancelled out with Air Lock or Cloud Nine.
** The move Sky Drop picks up the opponent during the first turn and [[NotTheFallThatKillsYou drops them on the second]], but can fail if used on anything past a specific weight threshold and will not damage anyone immune to Ground-type moves.
* SomewhereAnOrnithologistIsCrying: The Zubat, Woobat, and Noibat lines are in the Flying egg group, which is otherwise restricted to Pokémon that are birds.
* StatusBuff: Tailwind doubles the Speed of the user and their allies for 4 turns (3 turns in Gen IV).
* SuperMode: Charizard, Pidgeot, Gyarados, Aerodactyl, Altaria, Salamence, and Rayquaza are capable of Mega Evolution, though Mega Charizard X, Gyarados, and Altaria have their Flying-type replaced with another type, while Pinsir gains the Flying-type. Charizard, Butterfree, and Corviknight are capable of Gigantamax, but only Corviknight has a Flying-type G-Max Move.
* ThisIsADrill: Drill Peck has the user use a corkscrew attack with its bill acting like a drill. In the anime, the bill spins like a drill on its own.
* TornadoMove: Gust and Hurricane hit the target with a tornado.
* WindFromBeneathMyWings: Most Flying-types use their wings to generate the aforementioned BlowYouAway attacks, although not all (Drifloon and Drifblim obviously don't when using Gust, for instance).

to:

** Aerilate turns all Normal-type attacks into Flying-type and gives Doom Desire, a free 20% damage boost that stacks move only known by Jirachi.
** Steel Beam, a special attack
with the STAB bonus (30% in Gen VI).
** Big Pecks prevents
an incredibly high power of 140, but deals half the user's Defense from being lowered.
** Gale Wings gives Flying-type moves +1 priority (in Gen VI, this always applied, [[ObviousRulePatch but from Gen VII onwards, it
health on use. It can only applies at full health]]).
be taught by a special tutor to Steel-types (and Silvally).
** Multiscale decreases damage taken by 50% if The abilities Light Metal and Heavy Metal halves and doubles the user's HP is full when weight, respectively.
** Magnet Pull increases
the hit is taken.
encounter rate of Steel-types in the wild and prevents them from switching or fleeing.
** Delta Stream activates a weather condition which turns any attack that's normally super-effective against Flying to neutral. Due to Despite not being weather-based, used by a Steel-type, the ability Steelworker essentially provides a STAB bonus to Steel-type attacks.
* ShedArmorGainSpeed: Autotomize causes the user to shed part of their armored body in order to lighten themselves and sharply increase speed.
* SiliconBasedLife: Quite a number of Steel-types fall into
this can be cancelled out with Air Lock category, especially the ones who are part Rock or Cloud Nine.
Ground.
* SituationalDamageAttack:
** The move Sky Drop picks Gyro Ball's damage depends on how slow the user is compared to the opponent, going up to a massive 150 power if the opponent during is at least 6x as fast as the first turn and [[NotTheFallThatKillsYou drops them user.
** Heavy Slam's power depends
on the second]], user's weight compared to the target's weight. It's a paltry 40 power if the target is over 50% of the user's weight, but a whopping 120 if the target is below 20% of the user's weight.
* SituationalSword: Steel Roller has a huge 130 base power and removes any terrain on the battlefield,
but can fail if only be used on anything past if there is a specific terrain in effect.
* StatusBuff:
** Iron Defense raises the user's defense by two stages.
** Autotomize raises the user's speed by 2 stages while reducing their
weight threshold by 100 kg.
** Shift Gear raises the user's speed by two levels while raising attack by one.
** Metal Claw, Steel Wing,
and will not damage anyone immune Meteor Mash all have a chance of raising the user's stats in addition to Ground-type moves.
dealing damage. This is notable because outside of the Jirachi-exclusive Doom Desire, these three moves constituted 75% of the type's attacking moves as of Generation III.
* SomewhereAnOrnithologistIsCrying: The Zubat, Woobat, StoneWall: There are outliers, like [[LightningBruiser Excadrill]], but the Steel-type's many resistances and Noibat lines are in few uses as an attacking type compliment this strategy. To counteract the Flying egg group, which is otherwise restricted to type's high defenses and resistances, Steel-type Pokémon that tend to have average or below-average HP.
* StrongFleshWeakSteel: The inorganic and sometimes mechanical Steel-types
are birds.
* StatusBuff: Tailwind doubles
weak to the Speed of the user and their allies for 4 turns (3 turns in Gen IV).
mostly organic physical-brawling Fighting-types.
* SuperMode: Charizard, Pidgeot, Gyarados, Aerodactyl, Altaria, Salamence, Steelix, Scizor, Mawile, Aggron, Metagross, and Rayquaza Lucario are capable of Mega Evolution, though Mega Charizard X, Gyarados, and Altaria have their Flying-type replaced with another type, Aggron notably becoming a pure Steel-type upon doing so, while Pinsir gains the Flying-type. Charizard, Butterfree, Melmetal, Corviknight, Copperajah, and Corviknight Duraludon are capable of Gigantamax, but Gigantamax (but only Corviknight has a Flying-type Melmetal and Copperajah have Steel-type G-Max Move.
Moves).
* SuperToughness: Steel-types resist over half the types in the game and have strong enough defenses to easily shrug them off.
* ThisIsADrill: Drill Peck has The Steel-type Z-move, Corkscrew Crash, involves the user use a corkscrew attack with its bill acting like a drill. In the anime, the bill spins like a drill on its own.
* TornadoMove: Gust and Hurricane hit
slamming into the target with while spinning like a tornado.
drill.
* WindFromBeneathMyWings: Most Flying-types ThunderboltIron: Some Steel-types such as Registeel and Jirachi are heavily implied to be made out of metal that's not of this world.
* UndergroundMonkey: The Alolan Diglett, Alolan Sandshrew, Galarian Meowth and Galarian Stunfisk families are part Steel-Type.
* UseYourHead: How Iron Head works.
* WaveMotionGun: The powerful but self-damaging Steel Beam is a huge laser made of the user's steel, causing half the user's health in recoil damage.
* WeakToFire: One of Steel's three weaknesses is Fire. This allowed a lot of Dragons to
use their wings Fire-type moves to generate burn through Steels. This was a contributing factor in the aforementioned BlowYouAway attacks, although not all (Drifloon creation of the last type, Fairy.
* WeakToMagic: Steel-types tend to have very high Defence but poorer Special Defence.
* YouWillNotEvadeMe:
** The Ability Magnet Pull can trap Pokémon
and Drifblim obviously don't when using Gust, for instance).prevent them from fleeing or switching, but only if they're Steel-type. The Steel/Ghost-type Honedge line is immune to this due to Ghosts being immune to trapping effects.
** The move Anchor Shot prevents the target it hits from switching.



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

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

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

%%Offensively: x2 Poison, x2 Fighting, x1/2 Psychic, x1/2 Steel, x0 Dark
%%Defensively: x1/2 Psychic, x1/2 Fighting, x2 Bug, x2 Ghost, x2 Dark
%%Known Specialists: Sabrina in ''Red and Green/Blue'' and ''Yellow''; Will in ''Gold and Silver'' and ''Crystal''; Liza and Tate in ''Ruby and Sapphire'' and ''Emerald''; Lucian in ''Diamond and Pearl'' and ''Platinum''; Caitlin in ''Black and White'' and ''Black 2 and White 2''; Olympia in ''X and Y''; Faba in ''Sun and Moon''

to:

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

The newest type, introduced in ''VideoGame/PokemonXAndY''. Introduced to combat the growing power of the Dragon-type and to boost the offensively-weak Poison- and Steel-types, Fairy-type Pokémon with various types represent practically every culture's interpretation of mental or magical abilities, they have a tendency to be used whenever a particular Pokémon has a vague sort of magical power that doesn't fit any of TheFairFolk (whether it's the other elemental types. They are usually found in cute, harmless, benevolent sprites or the more urban environments.

On paper, Psychic-Types were supposed to be weak to Ghost
mischievous, often meaner tricksters). Sprites, cute critters, and Bug, but [[FakeBalance mystical otherworldly beings often represent the type. Despite their adorable appearances, they're effective against the more "hardcore" Pokémon.

Fairy is a highly effective type,
both of those types were rare with offensively and defensively. It resists Dark, Fighting, and Bug and is immune to Dragon, and is only weak attacks]] (not helped by a glitch that made it outright ''immune'' to Ghost), Steel and a quarter of all Pokémon in Gen I were part Poison (including the only Ghost-types at the time, Poison. Offensively it's just as well as the only Bug-types with Bug-type attacks worth a quasi-significant fraction of a fuck). Add on the facts that Psychic-types favored the Special stat, which governed Special Attack ''and'' Special Defense, that there were a ''lot'' of strong Psychic-types (including [[OlympusMons Mewtwo]], one of the most powerful Pokémon in the series), good, hitting Fighting-, Dragon-, and that Psychic was only Dark-Types super-effectively while being resisted by itself, Poison, Steel, and [[InfinityPlusOneElement Psychic was one Fire. The things holding them back are their relative scarcity, lack of the best types in the game]]. This reign of terror ended with the introduction of 2 heavy hitters compared to other types, Dark lack of physical moves[[note]]Play Rough and Steel, both of which were defensively strong against Psychic attacks (Dark-types being flat-out immune, as well as offensively strong against Psychic-types), Spirit Break are the introduction of better Bug and Ghost moves, and splitting apart the Special stat into Special Attack and Special Defense. Furthermore, Psychic is only resistant to itself physical Fairy-type moves that aren't Z-Moves, and Fighting, making it the second-worst defensive typing after Ice. Needless to say, latter is a SecretArt[[/note]] and the Psychic-type is no longer a GameBreaker. Nonetheless, Psychic is the type with the most [[OlympusMons Legendary fact that they are commonly slow and Mythical Pokémon]] associated with it, with all generations having at least two of them being at least part Psychic, with the exception of Gen VI (which only had one). Its also the third type to be paired with every other type after Flying and Water.

can't take physical hits very well.
%%Offensively: x2 Poison, x2 Fighting, x2 Dark, x2 Dragon, x1/2 Psychic, Fire, x1/2 Steel, x0 Dark
Poison, x1/2 Steel
%%Defensively: x1/2 Psychic, Bug, x1/2 Fighting, x1/2 Dark, x0 Dragon, x2 Bug, Poison, x2 Ghost, x2 Dark
Steel
%%Known Specialists: Sabrina in ''Red and Green/Blue'' and ''Yellow''; Will in ''Gold and Silver'' and ''Crystal''; Liza and Tate in ''Ruby and Sapphire'' and ''Emerald''; Lucian in ''Diamond and Pearl'' and ''Platinum''; Caitlin in ''Black and White'' and ''Black 2 and White 2''; Olympia Valerie in ''X and Y''; Faba Mina in ''Sun and Moon''Moon'', Lillie in ''Ultra Sun and Ultra Moon''; Opal in ''Sword and Shield''



* AlienAmongUs: Implied with at least some Psychic-types, confirmed with Deoxys, Elgyem, Beheeyem, the Cosmog line, and Necrozma.
* AlwaysAccurateAttack: Hyperspace Hole bypasses accuracy and evasion checks when used.
* ArmorPiercingAttack: Future Sight and Hyperspace Hole ignore protection moves (Protect, Mat Block, etc.) when they deal damage.
* AwesomeButImpractical:
** Future Sight has good power, but it takes two turns before the attack hits — more than enough time for the opponent to switch to something that can tank or nullify the attack. (Don't try using Protect against it, though. It doesn't work.)
** Stored Power increases damage based on the amount of status buffs the user has. As it initially has a power of 20, it doesn't seem that useful, but with every single stat buffed up to maximum, the power skyrockets to 860, over three times more powerful than Explosion. Getting to that point requires an entire team with Baton Pass and stat-boosting moves or a [[MasterOfNone Smeargle]] with Moody/Acupressure, and it takes a while to fully play out. And even if you do manage to pull off the stat boosts, your opponent could still completely nullify the attack with a Dark-type Pokémon and/or just erase your hard work with Haze or a SwitchOutMove.
*** That said, buffing it all the way to 860 is essentially ThereIsNoKillLikeOverkill territory. It's fully possible with the right setup to unleash a 260 power Stored Power on ''turn 1'' in a Double Battle.
** Necrozma's Prismatic Laser is essentially a slightly stronger Psychic-type Hyper Beam, which means using it forces the user to spend a turn sitting around doing nothing... and it could do more damage by spamming Psychic or Photon Geyser anyways.
* BarrierBustingBlow: Psychic Fangs breaks Reflect, Light Screen, and Aurora Veil before dealing damage, unless the target is immune or if the move misses.
* BarrierWarrior: The two main screen moves, Reflect and Light Screen, are both Psychic-type — and so is the move Barrier, in fact. Mr. Mime is a particularly noteworthy example, as it is generally associated with all three moves (its original Japanese name is even "Barrierd").
* BrainCriticalMass: Many of them are said to be incredibly intelligent.
* CastingAShadow: Many of them can learn [[BoringButPractical Shadow Ball]], which can help them cover their weakness to Ghosts and hit other Psychic-types.
* ColorCodedElements: The Psychic-type icon is deep pink/magenta, though Psychic-types themselves come in a variety of colors.
* ConfusionFu: Psychic-type mythical and legendary Pokémon, like [[LightningBruiser Mewtwo]] and [[FragileSpeedster Azelf]], are known for having vast and varied movepools, often for both physical and special attack. As for the other Psychic-types, their movepools usually range from decent to outright barren.
* CounterAttack: Mirror Coat, which only works against Special attacks and doesn't affect Dark-types, hits the opponent for double the damage the user took.
* CriticalHitClass: Generation 4 added several new moves with a higher-than-normal chance of landing a CriticalHit. The Psychic type got Psycho Cut, an extremely spammable physical attack with decent power and 100% accuracy that is restricted to a very small number of Pokémon, even less of whom posess the stats to effectively use it.[[note]] By level up: Kadabra, Alakazam, Mewtwo, Absol, Gallade, Cresellia, Inkay, Malamar, Kartana, and Necrozma. By breeding: Drowzee, Meditite, Spinda, and Pawniard. [[/note]] Even after ''Sword and Shield'' made Psycho Cut a TM, which expanded the number of Pokémon that can learn it, some of which have the Attack to use it well, the number of Pokémon that can learn it is still relatively small.
* DangerousForbiddenTechnique: Deoxys's SecretArt, Psycho Boost, deals massive damage but lowers the user's Special Attack stat by two stages when it hits.
* DreamStealer: The move Dream Eater not only damages the target, [[LifeDrain but also restores the user's HP]], on the grounds that the user is devouring the target's dream. It should be said, though, that while this is a Psychic move, it's at least as much associated with Ghost-types.
* EasyAmnesia: So easy that Pokémon can inflict it on themselves via the Psychic move Amnesia, sharply raising Sp. Def.
* EldritchAbomination: Not to the extent of Ghost-types, mind you, but Psychic-types can get pretty freaking weird. Special mention goes to the Ralts line (in the Amorphous egg group despite being humanoid, capable of creating small black holes, etc.), Unown (a RealityWarping HiveMind from another dimension that vaguely resembles the letters of the English alphabet), Mewtwo (man-made monstrosity intended to be as powerful as the legendary Mew but [[GoneHorriblyRight gone horribly awry]]), and Necrozma (a being from Ultra Space that's [[SiliconBasedLife made of black prisms]], is violent and aggressive, steals light from worlds, and [[spoiler:is the remains of a [[FallenAngel once-benevolent light dragon]]]]).
* ElementalRockPaperScissors

to:

* AlienAmongUs: Implied with at least some Psychic-types, confirmed with Deoxys, Elgyem, Beheeyem, ActionBomb: The move Misty Explosion knocks out the Cosmog line, user in exchange for inflicting high damage on the opponent, and Necrozma.
its power is doubled on Misty Terrain.
* AlwaysAccurateAttack: Hyperspace Hole Disarming Voice bypasses accuracy and evasion checks modifiers when used.
* ArmorPiercingAttack: Future Sight and Hyperspace Hole ignore protection moves (Protect, Mat Block, etc.) when they deal damage.
* AwesomeButImpractical:
** Future Sight has good power, but it takes two turns before the attack hits — more than enough time
BadassAdorable: Their proclivity for the opponent to switch to something that can tank or nullify the attack. (Don't try using Protect against it, though. It doesn't work.)
** Stored Power increases damage based on the amount of status buffs the user has. As it initially has a
cute designs only belies their true power of 20, it doesn't seem that useful, but with every single stat buffed up to maximum, the power skyrockets to 860, over three times more powerful than Explosion. Getting to that point requires an entire team with Baton Pass and stat-boosting moves or a [[MasterOfNone Smeargle]] with Moody/Acupressure, and it takes a while to fully play out. And even if you do manage to pull off the stat boosts, your opponent could still completely nullify the attack with a Dark-type Pokémon and/or just erase your hard work with Haze or a SwitchOutMove.
*** That said, buffing it all the way to 860 is essentially ThereIsNoKillLikeOverkill territory. It's fully possible with the right setup to unleash a 260 power Stored Power on ''turn 1'' in a Double Battle.
** Necrozma's Prismatic Laser is essentially a slightly stronger Psychic-type Hyper Beam, which means using it forces the user to spend a turn sitting around doing nothing... and it could do more damage by spamming Psychic or Photon Geyser anyways.
* BarrierBustingBlow: Psychic Fangs breaks Reflect, Light Screen, and Aurora Veil before dealing damage, unless the target is immune or if the move misses.
* BarrierWarrior: The two main screen moves, Reflect and Light Screen, are both Psychic-type — and so is the move Barrier, in fact. Mr. Mime is a
as fighters, particularly noteworthy example, as it is generally associated with all three moves (its original Japanese name is even "Barrierd").
* BrainCriticalMass: Many of them are said to be incredibly intelligent.
* CastingAShadow: Many of them can learn [[BoringButPractical Shadow Ball]], which can help them cover their weakness to Ghosts and hit other Psychic-types.
* ColorCodedElements: The Psychic-type icon is deep pink/magenta, though Psychic-types themselves come in a variety of colors.
* ConfusionFu: Psychic-type mythical and legendary Pokémon, like [[LightningBruiser Mewtwo]] and [[FragileSpeedster Azelf]], are known for having vast and varied movepools, often for both physical and special attack. As for the other Psychic-types, their movepools usually range from decent to outright barren.
* CounterAttack: Mirror Coat, which only works
against Special attacks and doesn't affect Dark-types, hits the opponent for double the damage the user took.
* CriticalHitClass: Generation 4 added several new moves with a higher-than-normal chance of landing a CriticalHit. The Psychic type got Psycho Cut, an extremely spammable physical attack with decent power and 100% accuracy that is restricted to a very small number of Pokémon, even less of whom posess the stats to effectively use it.[[note]] By level up: Kadabra, Alakazam, Mewtwo, Absol, Gallade, Cresellia, Inkay, Malamar, Kartana, and Necrozma. By breeding: Drowzee, Meditite, Spinda, and Pawniard. [[/note]] Even after ''Sword and Shield'' made Psycho Cut a TM, which expanded the number of Pokémon that can learn it, some of which have the Attack to use it well, the number of Pokémon that can learn it is still relatively small.
Dragon-types.
* DangerousForbiddenTechnique: Deoxys's SecretArt, Psycho Boost, BeautyEqualsGoodness: Fairy-Types are generally very charming and [[CuteMonsterGirl attractive]], like Gardevoir, Florges, and Primarina, and they have the appropriate benevolence to associate with their beauty/cuteness. That said, there's a spectrum of good and malicious Fairy-types. Some of the [[LightIsNotGood Not-Good]] Fairy-types include Mimikyu (a borderline EldritchAbomination who [[IJustWantToHaveFriends just wants to be loved]]) Hatterene (who are cute but dangerous, violent, and very easily angered), Shiinotic (freakish and alien-looking mushrooms that sap the vitality of their slumbering prey), and the Dark/Fairy Grimmsnarl, (hideous and intimidating imp-ogre beings that thrive on negative energy).
* BeautyIsBad: Conversely, some cutesy Fairy-types are actually quite dangerous. The Hatenna line, for example, is notoriously violent, contrary to their pastel colors and appearance. While Hatenna flees from emotions, Hattrem will ''beat the living daylights'' out of strongly emotional beings, and Hatterene will rip into anyone being "too loud" near it.
* BigBallOfViolence: Play Rough is depicted as this, with hearts and stars coming out of a cloud obscuring the beatdown. It's also the only widely distributed Physical Fairy-type move.[[note]]The only other Physical Fairy-type move, Spirit Break, is Grimmsnarl's SecretArt.[[/note]]
* BlowYouAway: The move Fairy Wind
deals massive damage but lowers by hitting the target with [[ShapedLikeItself a fairy wind]].
* CastFromHitPoints: The DummiedOut Light of Ruin deals damage to the user equal to 1/2 of the damage dealt to the target.
* ColdIron: They are weak to Steel-type attacks, reflecting mythical fairies' aversion to iron.
* ColorCodedElements: The Fairy-type coloring is light pink, and several Fairies are also pink.
* ComedicSociopathy:
** Invoked by the standard Fairy-type Z-Move, Twinkle Tackle. The user doesn't even care about the target being kicked away, let alone them exploding.
** Mimikyu's exclusive Z-Move, "Let's Snuggle Forever" took this UpToEleven as Mimikyu ''packs and crushes the target before throwing them away''. Even
the user's Special Attack stat by two stages when it hits.
trainer gives a thumbs up and smiles.
* DreamStealer: The TheDragonslayer: Every single one of them, owing to their tremendous advantage over the Dragon-type.
* DummiedOut: A powerful Fairy-type
move Dream Eater not only damages called Light of Ruin can be called by Metronome and its name appears in the target, [[LifeDrain Hotel Richissime room service minigame, but also restores can't be learned by anything currently officially available in the user's HP]], on the grounds that the user is devouring the target's dream. It should be said, though, that while this is a Psychic move, games. In terms of brute force, it's at least as much associated with Ghost-types.
* EasyAmnesia: So easy that Pokémon can inflict it on themselves via
the Psychic move Amnesia, sharply raising Sp. Def.
* EldritchAbomination: Not to the extent of Ghost-types, mind you, but Psychic-types can get pretty freaking weird. Special mention goes to the Ralts line (in the Amorphous egg group despite being humanoid, capable of creating small black holes, etc.), Unown (a RealityWarping HiveMind from another dimension that vaguely resembles the letters of the English alphabet), Mewtwo (man-made monstrosity intended
strongest Fairy-type attack and it also happens to be as powerful as the legendary Mew only special attack with recoil. It's actually the SecretArt of AZ's Floette, which has been unreleased in any game but [[GoneHorriblyRight gone horribly awry]]), and Necrozma (a being from Ultra Space that's [[SiliconBasedLife made of black prisms]], is violent and aggressive, steals light from worlds, and [[spoiler:is has existed in the remains of a [[FallenAngel once-benevolent light dragon]]]]).
game code ever since ''VideoGame/PokemonXAndY''.
* ElementalRockPaperScissorsElementalRockPaperScissors:



*** Strong: Fighting, Poison
*** Weak: Psychic, Steel
*** Can't Hit: Dark

to:

*** Strong: Fighting, Poison
Dark, Dragon, Fighting
*** Weak: Psychic, Steel
*** Can't Hit: Dark
Fire, Poison, Steel



*** Strong: Fighting, Psychic
*** Weak: Bug, Dark, Ghost (Gen II-Forward)
*** Immune: Ghost (Gen I Only)
* TheEmpath: Many of them are skilled at sensing emotion.
* FailedFutureForecast: Prior to Gen V, the move Future Sight had 90% accuracy, meaning there was a 10% chance your Pokémon would "foresee an attack" that never actually came to pass. It's since been boosted to 100% accuracy, though that's still not failproof, especially since it's now affected by ElementalRockPaperScissors (meaning that Dark-types NoSell it).
* FreakyFridayFlip: The Psychic repertoire includes a number of "swap" moves in which the user exchanges some attribute with the target: Power Swap exchanges their Attack and Sp. Atk values; Guard Swap exchanges their Defense and Sp. Def values; Skill Swap exchanges their abilities; and Heart Swap exchanges their stat changes.
* GeneticEngineeringIsTheNewNuke: Many Pokémon of this type have appearances inspired by genetics and biology (Deoxys, Solosis and its evolutions) or explicitly created through this method (Mewtwo).
* GreenThumb: They frequently have access to Grass-type moves, usually [[BoringButPractical Energy Ball]] and [[SituationalDamageAttack Grass Knot]].
* GravityMaster: The move Gravity, which negates the Ground immunity conferred by the Flying-type and Levitate, as well as inhibiting certain airborne moves like Bounce, falls under the Psychic banner.
* HealingShiv: The move Heal Pulse, which restores HP but cannot target the user.
* HeroicSacrifice: The move Healing Wish, which makes the user faint but restores the HP and status of the next Pokémon to switch in. [[OlympusMons Cresselia's]] SecretArt Lunar Dance is an even better version that restores PP as well.
* InfinityPlusOneElement: In the original games, a player would have an incredibly difficult time without at least one Psychic of their own, and would have no way to counter [=NPC=]s' Psychics except with sheer LevelGrinding. This was remedied by the introduction of the [[CombatPragmatist Dark]]-type and to a lesser extent the [[ExtraOreDinary Steel]]-type in [[VideoGame/PokemonGoldAndSilver Gen II]], as well as making Psychic types weak to Ghost, and giving them and Bug types stronger moves. Even in the later games, they are still useful to have, as both of the types they are good against only have one or two other weaknesses [[note]]Fighting is otherwise weak to Flying and Fairy, while Poison is otherwise weak to Ground.[[/note]]
* LightEmUp: For the longest time, it was the closest in-game equivalent. Starting with Gen II, Pokémon associated with the [[ThePowerOfTheSun sun]] and light were cast as this type, including angelic Pokémon like Gardevoir[[note]]now part-Fairy as well[[/note]], Cresselia, and Celebi. They were always contrasted against the traditionally "dark" Ghost and Dark types, albeit ''weak'' to them. Even after the debut of Fairy-types, the ''de facto'' sun Pokémon, Solgaleo, is Psychic/Steel, and its moon-themed counterpart, Lunala, is Psychic/Ghost. Necrozma takes it to its logical conclusion, with it absorbing light, having [[FrickinLaserBeams Prismatic Laser]] and Photon Geyser for {{Secret Art}}s, and [[spoiler:having a true form made of light]]. Further supporting this is the fact that many of them can learn the Bug-type move Signal Beam (itself an example of LightEmUp), which helps them deal with Dark-types.
* LightIsGood: Like Fairy-types, many Psychic-types are angelic and nice, such as Cresselia, Gardevoir (who also happens to be Fairy-type), the lake spirits (Azelf, Uxie, and Mesprit), and the Cosmog line.
* LightIsNotGood: Originally, Psychic-types were very sinister, with the likes of Drowzee, known for preying on children in particular as its evolved form Hypno, in its ranks. Mewtwo, the original "evil" Pokémon, is a Psychic-type's mascot, contrasting strongly against more angelic Pokémon within it. Coming after Mewtwo is Malamar, a Psychic/Dark type who willfully tries to control the minds of people and Pokémon, and portrayed as one of the few "evil" Pokémon in the anime. Then there is Necrozma, who is not only [[NonStandardCharacterDesign an all-black prism creature that looks more robot than Pokémon]] (and has powers centered around light), but is also the BigBad of ''VideoGame/PokemonUltraSunAndUltraMoon'' (and indeed the first Pokémon to be the villain of a main game).
* LikeCannotCutLike: Psychic-types resist Psychic-type attacks.

to:

*** Strong: Fighting, Psychic
*** Weak:
Bug, Dark, Ghost (Gen II-Forward)
Fighting
*** Weak: Poison, Steel
*** Immune: Ghost (Gen I Only)
Dragon
* TheEmpath: Many of them are skilled at sensing emotion.
* FailedFutureForecast: Prior to Gen V,
TheFairFolk: While the move Future Sight had 90% accuracy, meaning overall lean is towards the modern, more positive interpretation of fairies as benevolent nature spirits or harmless pranksters (such as Mawile and the mischievous Klefki), there was are some particularly amoral Fairy-types trainers should be wary of.
** The Tapus (island guardians) of Alola are depicted as tiki-like guardian deities, but have morality that [[BlueAndOrangeMorality doesn't fall within human standards]].
** [[LightIsNotGood Shiinotic]] lure travelers into the woods with its glowing lights so it can put them to sleep and feed on their energy.
** The Dark/Fairy type Impidimp line from ''Sword and Shield'' are vile creatures who literally feed on the negative emotions of their unfortunate targets. The line culminates in the monstrous [[AllTrollsAreDifferent troll]]-like Grimmsnarl, whose signature Fairy-type move shatters the target's spirit (lowering its Special Attack). From the same game, Hatterene is equally disturbing, as it will violently react to strong emotions, creates crippling headaches around itself and will tear
a 10% chance your person apart for being "too loud" around it.
* FieldPowerEffect: They learn several moves meant to manipulate the environment, including Misty Terrain, Flower Shield, and Xerneas's signature Geomancy.
* HealingShiv: Floral Healing, which becomes even more effective at healing in Grassy Terrain.
* HeartBeatDown: Some of the moves, most notably Sweet Kiss and Disarming Voice.
* KillerRabbit: Most Fairy-Types are both very cute-looking and surprisingly powerful battlers. Azumarill is a literal example, being a deceptively powerful rabbit thanks to [[SuperStrength Huge Power]].
* KissOfDeath: Draining Kiss involves the user kissing the target, causing damage and [[LifeDrain stealing some HP]].
* LifeDrain: Draining Kiss heals the user for 75% of the damage it dealt.
* LightEmUp: The Fairy-type is as close to a Light-type as the
Pokémon would "foresee an attack" that never actually came to pass. It's since been boosted to 100% accuracy, though that's still not failproof, especially since it's now affected by ElementalRockPaperScissors (meaning that Dark-types NoSell it).
* FreakyFridayFlip: The Psychic repertoire includes a number of "swap" moves in which the user exchanges some attribute
series gets — along with the target: Power Swap exchanges their Attack and Sp. Atk values; Guard Swap exchanges their Defense and Sp. Def values; Skill Swap exchanges their abilities; and Heart Swap exchanges their stat changes.
* GeneticEngineeringIsTheNewNuke: Many Pokémon of this type have appearances inspired by genetics and biology (Deoxys, Solosis and its evolutions) or explicitly created through this method (Mewtwo).
* GreenThumb: They frequently have access to Grass-type moves, usually [[BoringButPractical Energy Ball]] and [[SituationalDamageAttack Grass Knot]].
* GravityMaster: The move Gravity, which negates the Ground immunity conferred by the Flying-type and Levitate, as well as inhibiting certain airborne moves like Bounce, falls under the Psychic banner.
* HealingShiv: The move Heal Pulse, which restores HP but cannot target the user.
* HeroicSacrifice: The move Healing Wish, which makes the user faint but restores the HP and status of the next Pokémon to switch in. [[OlympusMons Cresselia's]] SecretArt Lunar Dance is an even better version that restores PP as well.
* InfinityPlusOneElement: In the original games, a player would have an incredibly difficult time without at least one Psychic of their own, and would have no way to counter [=NPC=]s' Psychics except with sheer LevelGrinding. This was remedied by the introduction of the [[CombatPragmatist Dark]]-type and to a lesser extent the [[ExtraOreDinary Steel]]-type in [[VideoGame/PokemonGoldAndSilver Gen II]], as well as making Psychic types weak to Ghost, and giving them and Bug types stronger moves. Even in the later games, they are still useful to have, as both of the types they are good against only have one or two other weaknesses [[note]]Fighting is otherwise weak to Flying and Fairy, while Poison is otherwise weak to Ground.[[/note]]
* LightEmUp: For the longest time, it was the closest in-game equivalent. Starting with Gen II, Pokémon
being associated with the [[ThePowerOfTheSun sun]] and bright pink, their moves tend to have a light were cast as this type, including angelic Pokémon like Gardevoir[[note]]now part-Fairy as well[[/note]], Cresselia, motif, especially Dazzling Gleam, Fleur Cannon, Moonblast, Moonlight, and Celebi. They were always contrasted against the traditionally "dark" Ghost and Dark types, albeit ''weak'' to them. Even after the debut [[DummiedOut aforementioned]] Light of Fairy-types, the ''de facto'' sun Pokémon, Solgaleo, is Psychic/Steel, and its moon-themed counterpart, Lunala, is Psychic/Ghost. Necrozma takes it to its logical conclusion, with it absorbing light, having [[FrickinLaserBeams Prismatic Laser]] and Photon Geyser for {{Secret Art}}s, and [[spoiler:having a true form made of light]]. Further supporting this is the fact that many of them can learn the Bug-type move Signal Beam (itself an example of LightEmUp), which helps them deal with Dark-types.
Ruin.
* LightIsGood: Like Fairy-types, many Psychic-types Most Fairy-types are angelic almost universally bright and nice, such as Cresselia, Gardevoir (who colorful in design, and on the whole are quite benevolent with few exceptions. They also happens to be Fairy-type), oppose the lake spirits (Azelf, Uxie, Dark-Type, being both super-effective and Mesprit), and the Cosmog line.
resistant to Dark-Type attacks.
* LightIsNotGood: Originally, Psychic-types were very sinister, with However, Fairy-type includes Shiinotic and the likes of Drowzee, known for preying on children in particular as its evolved form Hypno, in its ranks. Mewtwo, the original "evil" Pokémon, is a Psychic-type's mascot, contrasting strongly against Tapus, who are more angelic malicious and have morality beyond human and Pokémon within it. Coming after Mewtwo is Malamar, a Psychic/Dark type who willfully tries to control the minds of people and Pokémon, and portrayed as one of the few "evil" Pokémon in the anime. Then there is Necrozma, who is not only [[NonStandardCharacterDesign an all-black prism creature that looks more robot than Pokémon]] (and has powers centered around light), but is understanding, respectively. The Hatenna line also the BigBad of ''VideoGame/PokemonUltraSunAndUltraMoon'' (and indeed the first Pokémon play this straight, being brightly colored but dangerous Pokémon. The Impidimp line subvert this by also being half Dark-Type, to be the villain of a main game).
* LikeCannotCutLike: Psychic-types resist Psychic-type attacks.
match their [[DarkIsEvil malicious nature]].



** The Psychic-type Z-Move is [[MindRape Shattered Psyche]], in which the user controls the target and hurts them by hurling them around.
** The Psychic-type Max Move is Max Mindstorm, in which the user sends a huge blast of pure psychic energy at the opponent which creates Psychic Terrain for five turns.
** Gigantamax Orbeetle's signature G-Max Move is G-Max Gravitas, in which it sends out a huge beam from its underside, so powerful that it intensifies Gravity for five turns.
* {{Nerf}}: ''Gold and Silver'' introduced the Dark- and Steel-types to resist their attacks (and in Dark's case, hit Psychic for super-effective damage), and more powerful Bug- and Ghost-type moves were introduced.
* ManBitesMan: Psychic Fangs deals damage with the user's teeth.
* NonElemental: Psywave (all games) and Future Sight (pre-Generation V) do not take ElementalRockPaperScissors into account or get a [=STAB=] bonus when they deal damage.
* OlympusMons: Psychic is the most common type for legendary and mythical Pokémon combined, with a whopping 19/74 of them boasting a Psychic typing. Perhaps most notably, this includes the original strongest Pokémon Mewtwo and the entirety of Gen 7's mascot trio (which comes to five, including Cosmog and Cosmoem).
* PowerCopying: Trace (an Ability) and Role Play (a Move) can copy most Abilities. Each has a [[http://bulbapedia.bulbagarden.net/wiki/Trace few]] [[http://bulbapedia.bulbagarden.net/wiki/Role_Play exceptions]] they can't copy.
* PrimalFear: Because Psychic Pokémon tend to refer to mental ability and the mind, their weaknesses are also based on common fears — Bugs, the Dark, and Ghosts.
* PsychicPowers: This is their gimmick. The Psychic-type has access to a vast array of powers, like telepathy, telekinesis, precognition, and much more.
* RandomizedDamageAttack: Psywave is an odd variant in that it inflicts a random amount of damage ranging from 50% to 150% of the user's level, making it a hybrid of this and [[FixedDamageAttack its total opposite]]. Also, it doesn't inflict type damage (but Dark-types can still stop it).
* RealityWarper: Some Psychic-type moves create bizarre effects on the battlefield, as seen with the three Room attacks. Trick Room sets an effect where slower Pokémon go before faster ones. Wonder Room swaps the Defense and Special Defense stats of everyone. Magic Room negates the effects of items. A move similar to Trick Room, Speed Swap, swaps the Speed stats of the user and the target. This even goes for human psychics, such as Inver, who is able to switch all weaknesses and resistances around in Inverse Battles.
* RestingRecovery: Rest, a move which cures status conditions and restores the user's HP at the cost of falling asleep, is under this type.
* ScissorsCutsRock:
** Miracle Eye allows Psychic-type moves to affect Dark-types, who are normally immune to them. [[DownplayedTrope Downplayed]] in that very few Dark-types have a secondary typing of [[PoisonousPerson Poison]] or [[BareFistedMonk Fighting]].
** Psyshock, despite being a special type move, actually deals physical type damage, giving Psychic-types a strong move against special walls. The same is true for Psystrike.

to:

** The Psychic-type Fairy-type Z-Move is [[MindRape Shattered Psyche]], Twinkle Tackle, in which the user controls creates a charming space and toys with the target and hurts them by hurling them around.
target.
** The Psychic-type Fairy-type Max Move is Max Mindstorm, Starfall, in which the user sends a huge blast of pure psychic energy at drops stars on the opponent which creates Psychic opponent, creating a Misty Terrain for five turns.
** Gigantamax Orbeetle's signature Alcremie's exclusive G-Max Move is G-Max Gravitas, Finale, in which it sends out a huge beam from Alcremie drops gigantic drops of cream on th opponent, healing itself and its underside, so powerful that it intensifies Gravity for five turns.
* {{Nerf}}: ''Gold and Silver'' introduced
allies bu a sixth of their max HP.
** Gigantamax Hatterene's exclusive G-Max Move is G-Max Smite, in which Hatterene drops stars on
the Dark- and opponent, confusing all opponents on the field.
* LogicalWeakness: Fairy-types are weak to
Steel-types because, in traditional mythology involving TheFairFolk, they were vulnerable to resist iron and steel.
* {{Lunacy}}: They have a lunar motif in
their attacks (and in Dark's case, hit Psychic for super-effective damage), and more powerful Bug- and Ghost-type moves were introduced.
* ManBitesMan: Psychic Fangs deals damage with
Moonblast and Moonlight, the user's teeth.
* NonElemental: Psywave (all games) and Future Sight (pre-Generation V) do not take ElementalRockPaperScissors into account or get
latter of which was {{Retcon}}ned in as a [=STAB=] bonus when they deal damage.
* OlympusMons: Psychic is
Fairy-type move. The lunar motif may have been influenced by the most common type for legendary and mythical Clefable line, an evolutionary line that was the original fairy-themed Pokémon combined, and had a strong association with a whopping 19/74 of them boasting a Psychic typing. Perhaps most notably, this includes the original strongest moon. The line became Fairy-type upon the new type's introduction.
* MakeMeWannaShout:
** Disarming Voice is a sound-based attack, though its damage-dealing ability is more due to inflicting "emotional damage" than the power of the sound itself.
** Every
Pokémon Mewtwo that can have the Pixilate Ability is capable of learning Hyper Voice, which can deal serious damage thanks to Pixilate's power boost and the entirety of Gen 7's mascot trio (which comes to five, including Cosmog STAB bonus from it.
* MightyGlacier: Most Fairy-Types are slow, but can usually take a hit
and Cosmoem).
hit back hard.
* PowerCopying: Trace (an Ability) ObviousRulePatch: They were introduced to curb the Dragon-type, as Creator/GameFreak thought they had made it too powerful. They also give Poison and Role Play (a Move) Steel more offensive uses, as both of them were pretty much only used for their defensive capabilities beforehand.
* OurFairiesAreDifferent: The basis for Fairy-types
can copy most Abilities. Each include all kinds of spirits, sprites, deities, and cute critters alike.
* PercentDamageAttack: Nature's Madness cuts the target's current HP in half, like Super Fang. The Z-move Guardian of Alola cuts the target's current HP by 75%.
* PinkMeansFeminine: Fairy's elemental color is light pink, and
has a [[http://bulbapedia.bulbagarden.net/wiki/Trace few]] [[http://bulbapedia.bulbagarden.net/wiki/Role_Play exceptions]] they can't copy.
* PrimalFear: Because Psychic
lot of cute and feminine Pokémon tend to refer to mental ability and the mind, in its ranks, many of whom have Pink in their weaknesses color schemes. Quite a few of them are female-only or have gender ratios that favor females. There are also based on common fears — Bugs, the Dark, a lot of Fairy-Types who are also Psychic-Type, another element associated with pink, and Ghosts.
* PsychicPowers: This is
further emphasizing their gimmick. femininity.
* PuppyDogEyes:
The Psychic-type has access to a vast array of powers, like telepathy, telekinesis, precognition, Baby-Doll Eyes move, which lowers the opponent's Attack and much more.
is a first-strike move.
* RandomizedDamageAttack: Psywave RealMenWearPink: The Impidimp line stands out among Fairy-types for being male-only, and the final evolution, Grimmsnarl, is an odd variant in that it inflicts a random amount of damage ranging intimidating ogre-like monster. Doesn't stop them from 50% to 150% of using the user's level, making it a hybrid of this and [[FixedDamageAttack its total opposite]]. Also, it doesn't inflict type damage (but Dark-types can still stop it).
* RealityWarper: Some Psychic-type moves create bizarre effects on the battlefield, as seen with the three Room attacks. Trick Room sets an effect where slower
SuperCuteSuperpowers used by other Pokémon go before faster ones. Wonder Room swaps the Defense and Special Defense stats of everyone. Magic Room negates the effects of items. A move similar to Trick Room, Speed Swap, swaps the Speed stats of the user and the target. This even goes for human psychics, such as Inver, who is able to switch all weaknesses and resistances around in Inverse Battles.
* RestingRecovery: Rest, a move which cures status conditions and restores the user's HP at the cost of falling asleep, is under this
type.
* ScissorsCutsRock:
** Miracle Eye allows Psychic-type
{{Retcon}}: When the type was introduced, a fair number of older Pokémon were changed to be at least part Fairy. In the case of the Togepi, Clefairy, and Snubbull families, they're now pure Fairy-Types (they were Normal-Types before). Compared to the Dark- and Steel-types, no Pokémon gained the Dark-type and only two (Magnemite and Magneton) gained a Steel-type in Generation II. The moves Charm, [[StandardStatusEffects Sweet Kiss]], and [[HealThyself Moonlight]] were also retconned to affect Dark-types, who be Fairy, but none of these are normally immune to them. [[DownplayedTrope Downplayed]] in that very few Dark-types have a secondary typing affected by ElementalRockPaperScissors.
* RidiculouslyCuteCritter: A lot
of [[PoisonousPerson Poison]] or [[BareFistedMonk Fighting]].
** Psyshock, despite being a special
Pokémon of this type move, actually deals physical type damage, giving Psychic-types a strong move against special walls. The same is true for Psystrike.fit this trope, especially if unevolved.



** Psyshock, [[ArmorPiercingAttack which uses the opponent's Defense stat while using the attacker's Special Attack stat]]. Psystrike is an even stronger version that is the signature move of [[OlympusMons Mewtwo]].
** The ability Forewarn reveals the move with the highest power that the opponent knows. In the ''VideoGame/PokemonMysteryDungeon'' spinoffs, the user will occasionally dodge attacks, even if the attack cannot miss.
** Psychic Terrain protects all Pokémon on the ground from [[ActionInitiative moves with increased priority]]. It also gives a hefty 50% boost to other Psychic-type attacks.
* {{Seers}}: Some Psychic-type moves involve divining the future in some way, such as Future Sight (which has the added bonus of dealing damage). The Ability Forewarn also qualifies, as the user's powers warn it of the opponent's strongest move.
* SituationalSword: Synchronoise only works if the user and target share a type.
* SquishyWizard: Most of them hit very hard with Special Attack, but are not good at defense. Alakazam is a notable example: it's ludicrously fast and has Special Attack to match, but neutral physical attacks are incredibly painful, and super-effective physical attacks are likely going to take it down in one hit. They do tend to have good Special Defense, though.
* StarfishAliens: Some Psychic-types are implied to be extraterrestrial in origin and many of these are pretty weird-looking. Deoxys, Elgyem, Beheeyem, and (if one counts extradimensional beings) Necrozma are the only ones for whom this is ''confirmed'' to be the case, but Starmie also has this suggested of it.

to:

** Psyshock, [[ArmorPiercingAttack which uses the opponent's Defense stat while using the attacker's Special Attack stat]]. Psystrike is an even stronger version that is the signature move of [[OlympusMons Mewtwo]].
Pixilate turns Normal-type moves into Fairy-type and boosts them by 20% (30% in Gen VI).
** The ability Forewarn reveals the move with the highest power that the opponent knows. In the ''VideoGame/PokemonMysteryDungeon'' spinoffs, the user will occasionally dodge attacks, even if the attack cannot miss.
** Psychic
Misty Terrain protects all Pokémon on the ground from [[ActionInitiative moves with increased priority]]. StandardStatusEffects. It also gives a hefty 50% boost to other Psychic-type attacks.
* {{Seers}}: Some Psychic-type moves involve divining the future in some way, such as Future Sight (which has the added bonus of dealing damage). The Ability Forewarn also qualifies, as the user's powers warn it of the opponent's strongest move.
* SituationalSword: Synchronoise only works if the user and target share a type.
* SquishyWizard: Most of them hit very hard with Special Attack, but are not good at defense. Alakazam is a notable example: it's ludicrously fast and has Special Attack to match, but neutral physical
reduces damage taken from Dragon-type attacks are incredibly painful, and super-effective physical attacks are likely going to take it down in one hit. They do tend to have good Special Defense, though.
* StarfishAliens: Some Psychic-types are implied to be extraterrestrial in origin and many of these are pretty weird-looking. Deoxys, Elgyem, Beheeyem, and (if one counts extradimensional beings) Necrozma are the only ones for whom this is ''confirmed'' to be the case, but Starmie also has this suggested of it.
by 50%.



** Calm Mind increases the user's Special Attack and Special Defense by 1 stage each.
** Meditate increases Attack by 1 stage.
** [[SuperSpeed Agility]] increases Speed by 2 stages.
** Reflect and Light Screen decrease the damage taken from Physical attacks and Special attacks, respectively, by all allies by 50% in Single Battles and 33% in Double or Triple Battles. They aren't dispelled by switching and stack multiplicativately with Defense/Special Defense boosts, but only last for 5 turns (or 8 with a Light Clay). (In Gen I, the note about stacking multiplicativately still held true, but they lasted indefinitely and wore off upon switching.)
** Amnesia increases Special Defense by 2 stages. In Generation I, it increases Special by two stages.
** Cosmic Power increases Defense and Special Defense by 1 stage.
** Barrier increases Defense by 2 stages.
* SuperIntelligence: The abilities of many Psychic Pokémon stem from their ridiculously high intelligence.
* SuperMode: Alakazam, Slowbro, Mewtwo, Gardevoir, Medicham, Metagross, Latias, Latios, and Gallade are capable of Mega Evolution, with Mewtwo having ''two'' potential Mega Evolutions. Necrozma can not only absorb Solgaleo or Lunala for a stronger form, but it can also Ultra Burst (effectively Mega Evolution, [[MyRulesAreNotYourRules only not actually]]) from there into the stronger-than-Arceus Ultra Necrozma. Orbeetle and Hatterene are also capable of Gigantamax, though only Orbeetle has a Psychic-type G-Max Move.
* SwordBeam: Psycho Cut, one of the few Physical-category Psychic moves, which manifests as a crescent-shaped energy wave launched at the opponent. While having a physical blade is not '''strictly''' necessary to learn it, a lot of the Pokémon that do have some form of NaturalWeapon to focus it through, such as Gallade's sword-like limbs, Absol's horn, Malamar's tentacles, Kartana's blades, Cresselia's crescents, etc.
* {{Telepathy}}: Most Psychic Pokémon are natural telepaths, but there is also an actual ability called Telepathy which ensures a Pokémon cannot be hit by its allies in a Double/Triple battle.
* TeleportersAndTransporters: Teleport is a Psychic-type move that allows the user to escape from a Wild Pokémon and can take you back to the last Pokémon Center you visited when used outside of battle. Unfortunately, that's all it does — it's useless in battles with Trainers and is rendered obsolete outside of battle once you get Fly (and the latter isn't even doable in Gen VII thanks to field moves being cut). Generation 8 at last gave it a effect for trainer battles, namely switching out with another team member.
** Teleportation in general is often associated with Psychic-types. All the Gyms that specialize in Psychic-types have at least a few teleporters that you have to use to make your way through.
* UndergroundMonkey: Alolan Raichu, Galarian Ponyta and Galarian Rapidash are part Psychic-Type.
* UseYourHead: How Zen Headbutt works.
* WeaksauceWeakness: They're weak to ''Bug''-type attacks. In ''Red'', ''Blue'', and ''Yellow'', this was their only weakness due to a bug that made Psychic immune to Ghost.

to:

** Calm Mind increases The move Geomancy sharply raises the user's Special Attack Attack, Special Defense, and Speed, but takes two turns to activate.
** The move Aromatic Mist raises the
Special Defense by 1 stage each.
** Meditate increases Attack
of an ally by 1 stage.
** [[SuperSpeed Agility]] increases Speed by 2 stages.
** Reflect and Light Screen decrease
The ability Flower Shield raises the damage taken from Physical attacks and Special attacks, respectively, by all allies by 50% in Single Battles and 33% in Double or Triple Battles. They aren't dispelled by switching and stack multiplicativately with Defense/Special Defense boosts, but only last for 5 turns (or 8 with a Light Clay). (In Gen I, the note about stacking multiplicativately still held true, but they lasted indefinitely and wore off upon switching.)
** Amnesia increases Special Defense by 2 stages. In Generation I, it increases Special by two stages.
** Cosmic Power increases Defense and Special Defense by 1 stage.
** Barrier increases Defense by 2 stages.
* SuperIntelligence: The abilities
of many Psychic all Grass-type Pokémon stem from their ridiculously high intelligence.
in the battle.
* SuperCuteSuperPowers: Quite a few Fairy-type moves are based on cuteness, such as Charm, Sweet Kiss, [[PuppyDogEyes Baby-doll Eyes]], and Disarming Voice.
* SuperMode: Alakazam, Slowbro, Mewtwo, Gardevoir, Medicham, Metagross, Latias, Latios, Mawile, and Gallade Diancie are capable of Mega Evolution, with Mewtwo having ''two'' potential Evolution while Altaria and Audino become part Fairy-type when they Mega Evolutions. Necrozma can not only absorb Solgaleo or Lunala for a stronger form, but it can also Ultra Burst (effectively Mega Evolution, [[MyRulesAreNotYourRules only not actually]]) from there into the stronger-than-Arceus Ultra Necrozma. Orbeetle Evolve. Alcremie, Hatterene, and Hatterene Grimmsnarl are also capable of Gigantamax, though but only Orbeetle has a Psychic-type Alcremie and Hatterene have Fairy-type G-Max Move.
Moves.
* SwordBeam: Psycho Cut, one of the few Physical-category Psychic moves, which manifests as a crescent-shaped energy wave launched at the opponent. While having a physical blade is not '''strictly''' necessary TakingYouWithMe: Misty Explosion deals damage to learn it, a lot of the Pokémon that do have some form of NaturalWeapon to focus it through, such as Gallade's sword-like limbs, Absol's horn, Malamar's tentacles, Kartana's blades, Cresselia's crescents, etc.
* {{Telepathy}}: Most Psychic Pokémon are natural telepaths, but there is also an actual ability called Telepathy which ensures a Pokémon cannot be hit by its allies in a Double/Triple battle.
* TeleportersAndTransporters: Teleport is a Psychic-type move that allows
all targets around the user to escape from a Wild Pokémon but faints the user, and can take you back to its base power is increased on Misty Terrain.
* ATwinkleInTheSky: The Fairy-type Z-Move Twinkle Tackle rams
the last Pokémon Center you visited when used outside of battle. Unfortunately, that's all it does — it's useless in battles with Trainers and is rendered obsolete outside of battle once you get Fly (and opponent into the latter isn't even doable in Gen VII thanks to field moves being cut). Generation 8 at last gave sky, wherein it a effect for trainer battles, namely switching disappears leaving only an audible twinkle behind.
* UglyCute: Snubull, Granbull, and, arguably, Mawlie stand
out with another team member.
** Teleportation in general is often associated with Psychic-types. All
as the Gyms that specialize in Psychic-types have at least a few teleporters that you have to use to make your way through.
only non-cute or pretty Fairy-types.
* UndergroundMonkey: Alolan Raichu, Ninetales, Galarian Ponyta Weezing and Galarian Rapidash are part Psychic-Type.
* UseYourHead: How Zen Headbutt works.
Fairy-Type.
* WeaksauceWeakness: They're Being a type that {{No Sell}}s Dragon attacks and has a lot of other resistances, Fairy-type Pokémon are weak to ''Bug''-type attacks. In ''Red'', ''Blue'', against Poison and ''Yellow'', this was their only weakness due to a bug that made Psychic immune to Ghost.Steel, known for having weak offensive presence; the former being the weakest Pokémon type since Gen I.
* WhiteMage: Over half of all Fairy-type moves are status moves. Buff one's own stats? Debuff an opponent? Buff an ally's stats? Heal oneself? Heal an ally? Block all status moves used against your team? Block ''all'' StandardStatusEffects from the entire field? Fairies can do all of this.



[[folder:Bug]]
!!Bug-Type (むしタイプ ''mushi taipu'')
[[quoteright:350:[[BigCreepyCrawlies https://static.tvtropes.org/pmwiki/pub/images/bug_types.png]]]]

Bugs are made up of mostly insectoid Pokémon as the name implies, but tend to represent arthropods in general, rather than just what we would consider "bugs", up to and including crabs and extinct arthropods like ''Anomalocaris''. Like with Dragon-types, there are a few Pokémon based on arthropods that are not Bug-type, though they have characteristics in common with Bug-types.

They are normally fragile in combat, as one might expect, but tend to be surprisingly effective offensively, as they are highly effective against the popular [[CombatPragmatist Dark]]- and [[PsychicPowers Psychic]]-types. They're also super-effective against Grass-types. However, they're resisted by [[KryptoniteIsEverywhere a whopping seven types]] — Poison-, Fighting-, Fire-, Flying-, Ghost-, Steel-, and Fairy-types. Defensively, they resist Fighting-, Grass-, and Ground-type attacks, but are weak to Fire, Flying, and Rock.

Bug-types are often found in the beginnings of a journey. They start extremely weak, sometimes get not much better, and then have stats that are stronger than most things in that stage — [[CrutchCharacter but only that stage]]. There are a few exceptions, though; Gen V in particular has quite a few strong contenders. They are typically found in [[TheLostWoods forest areas]], but are commonplace enough that one can expect to find them nearly anywhere.
%%Offensively: x2 Grass, x2 Psychic, x2 Dark, x1/2 Poison (x2 in Gen I only), x1/2 Fighting, x1/2 Fire, x1/2 Flying, x1/2 Ghost, x1/2 Steel, x1/2 Fairy
%%Defensively: x1/2 Fighting, x1/2 Grass, x1/2 Ground, x2 Fire, x2 Flying, x2 Poison (Gen I only), x2 Rock
%%Known Specialists: Bugsy in ''Gold and Silver'' and ''Crystal''; Aaron in ''Diamond and Pearl'' and ''Platinum''; Viola in ''X and Y''; Guzma in ''Sun and Moon''

to:

[[folder:Bug]]
!!Bug-Type (むしタイプ ''mushi
!!'''Spin-Off Exclusive Types'''

[[folder:Shadow]]
!!Shadow-Type / Dark-Type (ダークタイプ ''daaku
taipu'')
[[quoteright:350:[[BigCreepyCrawlies https://static.[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bug_types.png]]]]

Bugs are made up of mostly insectoid
org/pmwiki/pub/images/shadow_lugia_4.png]]
Exclusive to spin-off titles ''VideoGame/PokemonColosseum'' and ''VideoGame/PokemonXDGaleOfDarkness'', Shadow
Pokémon as are the name implies, but tend to represent arthropods in general, rather than just what we would consider "bugs", up to end product of a scientific and including crabs and extinct arthropods like ''Anomalocaris''. Like with Dragon-types, there are a few magical process that's created by the top scientists of Cipher to remove all emotions from Pokémon. These Pokémon based on arthropods that are not Bug-type, though have no compunction about attacking Pokémon and people, which makes them the perfect weapons for Cipher's crimes. Much to the displeasure of the denizens of Orre, Shadow Pokémon became popular among the criminal underground. Some trainers who own Shadow Pokémon don't even know they have characteristics in common them. Only people with Bug-types.

They are normally fragile in combat, as
certain tools and psychic abilities can identify a Shadow Pokémon by its shadowy aura. Shadow Pokémon can be reverted back into normal Pokémon by bonding with its trainer, which is one might expect, of the main objectives of the ''Colosseum'' series. Cipher and the threat of Shadow Pokémon were stopped thanks to the protagonists of the two games, but tend it's hinted that Cipher is planning a comeback.

In ''Colosseum'', Shadow isn't so much a type as it is a classification. It doesn't change a Pokémon's strengths or weaknesses in the ElementalRockPaperScissors, and its only move at the time (Shadow Rush) is a physical move that [[NonElemental deals neutral damage to everything]].

''XD: Gale of Darkness'' revamps Shadow
to be surprisingly effective offensively, an actual type and provides it with more moves, though it is unique in that it acts as they a third type (or second if a Shadow Pokémon only has one type normally) and doesn't provide a Same-Type Attack Bonus to its attacks. [[InfinityPlusOneElement All Shadow-type attacks are highly effective against the popular [[CombatPragmatist Dark]]- and [[PsychicPowers Psychic]]-types. They're also now super-effective against Grass-types. However, they're on all normal Pokémon]], but they are resisted by [[KryptoniteIsEverywhere a whopping seven types]] — Poison-, Fighting-, Fire-, Flying-, Ghost-, Steel-, and Fairy-types. Defensively, they resist Fighting-, Grass-, and Ground-type attacks, but are weak to Fire, Flying, and Rock.

Bug-types are often found in
other Shadow Pokémon.

Unlike other types at
the beginnings time, whose moves were fixed as Physical or Special, Shadow-type moves in ''XD: Gale of a journey. They start extremely weak, sometimes get not much better, and then have stats that are stronger than most things in that stage — [[CrutchCharacter but only that stage]]. There are a few exceptions, though; Gen V in particular has quite a few strong contenders. They are typically found in [[TheLostWoods forest areas]], but are commonplace enough that one Darkness'' can expect to find them nearly anywhere.
be either. This predates the Physical/Special split of moves introduced into the main series games in ''VideoGame/PokemonDiamondAndPearl''.
%%Offensively: x2 Grass, x2 Psychic, x2 Dark, normal Pokémon, x1/2 Poison (x2 in Gen I only), x1/2 Fighting, x1/2 Fire, x1/2 Flying, x1/2 Ghost, x1/2 Steel, x1/2 Fairy
Shadow
%%Defensively: x1/2 Fighting, x1/2 Grass, x1/2 Ground, x2 Fire, x2 Flying, x2 Poison (Gen I only), x2 Rock
%%Known Specialists: Bugsy in ''Gold and Silver'' and ''Crystal''; Aaron in ''Diamond and Pearl'' and ''Platinum''; Viola in ''X and Y''; Guzma in ''Sun and Moon''
Shadow



* ActionInitiative: First Impression is a powerful attack with increased priority, but [[ItOnlyWorksOnce it only works on the first turn in battle]], like Fake Out.
* AllWebbedUp: String Shot, Spider Web, and Sticky Web are Bug-type moves with ensnaring effects. Savage Spin-Out also uses webbing to attack.
* AwesomeButImpractical: Silver Wind has a rare chance to raise ''all of the user's stats'' (except Evasion, Accuracy, and critical hit rate) ''by one stage at the same time''. However, it's only a mere 10% chance, and the attack's power of 60 and maximum PP count of 8 means it can't be relied on that much.
* BalanceBuff: The type used to be one of the worst ones overall, then Generation IV introduced several Bug-type moves that can be accessed at the appropriate levels, such as Bug Bite, X-Scissor, and Bug Buzz. Generation V gave them some immense buffs and introduced powerhouses such as Scolipede, Galvantula, Volcarona, and [[OlympusMons Genesect]]. Generation VII also introduced Vikavolt, Araquanid, Golisopod, and Buzzwole, all four of which are incredibly useful {{Mighty Glacier}}s, Ribombee is a very fast SupportPartyMember has Pollen Puff, which functions both as a powerful Bug-type attack and a healing move when it's used on a partner, and Pheromosa is an [[FragileSpeedster extremely fast]] and powerful GlassCannon. [[DownplayedTrope However, the type is still plagued by a massive array of weaknesses on both the offensive and defensive sides.]]
* BigCreepyCrawlies: Despite being based on insects, a lot of them are just as large as Pokémon of other types. The largest is Scolipede, which is around 8 feet (either height or length) and the heaviest is Buzzwole, weighing 735.5 Ibs (333.6 kg). The smallest is Joltik, which is reasonable in size for a bug. It's only 4 inches long, about the size of a tarantula. (However, it's based on a ''tick'', which is generally ''much'' smaller.)
* BugBuzz: The TropeNamer. It attacks the enemy with the sound wave of rapidly buzzing insect wings, even if the Pokémon in question doesn't even have wings (presumably by vibrating other parts of its body). Because this is a sound-based move, it can [[ArmorPiercingAttack bypass substitutes]], but it is blocked by the Soundproof ability and is unusable if the user of the move has been hit by Throat Chop.
* ComMons: They tend to be species that are very common in the beginning-game, but not that useful beyond the early levels.
* ColorCodedElements: The Bug-type icon is lime green, as are many Bugs themselves.
* CrutchCharacter: After the beginning-game, the first few bugs tend to be overshadowed ''very'' quickly.
* ElementalRockPaperScissors
** Offense
*** Strong: Dark, Grass, Poison (Gen I Only), Psychic
*** Weak: Fairy, Fighting, Fire, Flying, Ghost, Poison (Gen II-Forward), Steel
** Defense
*** Strong: Fighting, Grass, Ground
*** Weak: Fire, Flying, Poison (Gen I Only), Rock
* FourLeggedInsect: Setting aside the bipedal insects like Pinsir and Scyther, there are some four-legged ones like Ariados, Surskit, Nincada, and Joltik.
* FragileSpeedster: Typical for insectoid fighters, with emphasis on the fragile in a lot of cases.
* HealThyself: Heal Order, one of the {{Secret Art}}s of Vespiquen, restores HP.
* HealingShiv: Pollen Puff, the SecretArt of Ribombee, is notable for actually dealing damage if you use it on an opponent. If Pollen Puff targets an ally, it heals their HP instead.
* HornAttack: The mighty Megahorn, the strongest of all Bug-Type attacks, is learned by many Pokémon with impressively strong horns — especially Heracross, since it's based on a beetle.
* {{Irony}}: Out of all of the types, Bug's only second to Normal when it comes to having Flying as a secondary type. There's only a couple of Bug-types capable of learning Fly[[labelnote:*]]Volcarona and Genesect[[/labelnote]], and neither of them are part-Flying.
* KryptoniteIsEverywhere: Just like Grass, Bug is resisted by ''seven'' types. Thankfully, many Bug-types have surprisingly good movepools, allowing them to work around this.
* LifeDrain: Leech Life allows Bug-types (and Zubat) to heal themselves for half of the damage inflicted to the enemy. However, it was ''the'' most mediocre LifeDrain attack up until Gen VII's major buff to its base power, bringing it up from 20 to ''80''.
* LightEmUp: The move Signal Beam is described as a "sinister beam of light". Psychic-, Water-, and Electric-types tend to learn the move through tutors.
* LimitBreak:
** The Bug-type Z-Move is Savage Spin-Out, in which the user binds the target with threads of silk, throws and drags the resulting cocoon around violently, and then cuts the cocoon (and the target) with a slash.
** The Bug-type Max Move is Max Flutterby, in which the user sends at its opponent a swarm of butterfly-shaped projections that explode and lower the special attack of the target and its allies.
** Gigantamax Butterfree's signature G-Max Move is G-Max Befuddle. This move causes Butterfree to cover the target in highly toxic powder from its wings, randomly causing paralysis, poison, or sleep.
* MasterOfNone: Most of the early generation Bug-type Pokémon tend to have rather poor stats, usually because they're [[CrutchCharacter the early-game bugs]]. This trait has since been mostly dropped out from Generation V onwards.
* MutualDisadvantage:
** They are mutually resistant to Fighting-types.
** In Gen I, they are mutually weak against Poison-types. Not anymore from Gen II onwards, as Poison-types resist Bug attacks, while Bug-types take neutral damage from Poison attacks.
* PestController: Several moves, such as Infestation and Attack Order, function by siccing a swarm of smaller bugs against the opponent.
* PowerGivesYouWings: The animation of the Bug-type Spectacular Talent involves the Pokémon spinning a silk cocoon around itself, which glows in multiple colors before bursting to reveal a pair of butterfly wings made of bright orange and yellow light.
* ProjectileWebbing: Several Bug-type moves are themed around a Pokémon shooting or spitting strands of silk at its opponent.
** The old staple String Shot is typically themed as a Pokémon shooting strands of silk from its mouth to bind its opponent. It's most often learned by Pokémon resembling caterpillars, other insect larvae, or spiders.
** This tends to be particularly evident in [[Anime/{{Pokemon}} the anime]], where moves such as Spider Web and Sticky Web are often depicted as the user (typically a spider-like 'mon such as Ariados, Galvantula, or Dewpider) tossing fully-formed orb webs at its opponent, or alternatively as sticky globs that turn into webs on contact with a target. Notably, the moves' descriptions in the games just reference their users spinning or weaving nets around their targets — no active launching is implied.
* SecretArt:
** The Ability Swarm increases the power of Bug moves [[TurnsRed when the user is at 1/3 or less health]].
** The Ability Compound Eyes gives a 30% accuracy bonus to the user's attacks. The bonus works on a multiplier, so a move with 70% accuracy will hit 91% of the time, not 100%. It also increases the chance that a wild Pokémon will hold an item when encountered.
** The Ability Shield Dust protects the user from the secondary effects of attacks (such as Shadow Ball's potential Special Defense drop or Scald's chance to burn).
** The BugBuzz move has a 10% chance to lower the target's Special Defense and is a sound-based attack.
** The [[AllWebbedUp Sticky Web]] move sets a trap on the opposing team's side that lowers the speed of grounded Pokémon that switch into battle.
* ShownTheirWork: Possibly unintentionally, but String Shot and its effect (slowing down the opponent) are nigh identical to the [[https://www.youtube.com/watch?v=LY8TgD6-7kg bizarre prey catching method of the velvet worm]], a small, multi-legged invertebrate that ensnares its prey by squirting a long strand of sticky goo on them, which then hardens and immobilizes the target.
* SpamAttack: Pin Missile hits the target 2-5 times on each use, with each individual hit dealing weak damage.
* StatusBuff:
** One of Vespiquen's {{Secret Art}}s, Defend Order, increases Defense and Special Defense by 1 stage each.
** Quiver Dance increases Special Attack, Special Defense, and Speed by 1 stage each.
** Tail Glow drastically increases Special Attack (3 stages), meaning the user can max out their Special Attack in 2 turns.
* SuperMode: Beedrill, Pinsir, Scizor, and Heracross are capable of Mega Evolution, while Butterfree, Orbeetle, and Centiskorch are capable of Gigantamax (but only Butterfree has a Bug-type G-Max Move).
* SwitchOutMove: The move U-turn inflicts damage before forcing the user to switch out. Many Flying-types and naturally fast Pokémon tend to get this move from TM.
* TooDumbToFool: One possible reason why they're strong against Dark-types and Psychic-types — insects are just too simple-minded to fall for the trickery of a Dark-type or be bested by a Psychic-type's mental attacks.
* TurnsRed: The Ability Swarm boosts the power of Bug-type moves by 30% when the user is at low health. Unusually enough, this ability is the only one of its kind that isn't a starter type-exclusive.
* WeakButSkilled: On the offensive department, Bug-types seem rather lackluster. However, they have many tricks up their sleeve. [[SwitchOutMove U-turn]] and Sticky Web are great for utility purpose, with Tail Glow and Quiver Dance being among the best StatusBuff moves in the game. Additionally, most Pokémon based on butterflies or moths can learn Stun Spore or Sleep Powder, and a few of those have access to the powerful Quiver Dance.
* WeakToFire: Bug/Steel and Bug/Grass are some of the most common Bug type combinations, and they take ''quadruple'' damage from Fire attacks. The former combo is especially noteworthy because this double weakness is their ''only'' weakness, while the latter combo is an extreme sufferer of KryptoniteIsEverywhere.
* WhyDidItHaveToBeSnakes: Insects are one of the most common phobias, which is likely why the type deals double damage to Psychic types.
* XMakesAnythingCool: The move X-Scissor has the user attack by doing a scissors motion with their claws (or whatever is being used to slash), creating an X-shaped slash.
* YouWillNotEvadeMe: The move Spider Web traps the target in the arena so long as it's not a Ghost-type.

to:

* ActionInitiative: First Impression is a powerful attack with increased priority, but [[ItOnlyWorksOnce it only works on the first turn in battle]], like Fake Out.
* AllWebbedUp: String Shot, Spider Web, and Sticky Web are Bug-type moves with ensnaring effects. Savage Spin-Out also uses webbing to attack.
* AwesomeButImpractical: Silver Wind has a rare chance to raise ''all of the user's stats'' (except Evasion, Accuracy, and critical hit rate) ''by one stage at the same time''. However, it's only a mere 10% chance, and the attack's power of 60 and maximum PP count of 8 means it can't be relied on that much.
* BalanceBuff: The type used to be one of the worst ones overall, then Generation IV introduced several Bug-type moves that can be accessed at the appropriate levels, such as Bug Bite, X-Scissor, and Bug Buzz. Generation V gave them some immense buffs and introduced powerhouses such as Scolipede, Galvantula, Volcarona, and [[OlympusMons Genesect]]. Generation VII also introduced Vikavolt, Araquanid, Golisopod, and Buzzwole, all four of which are incredibly useful {{Mighty Glacier}}s, Ribombee is a very fast SupportPartyMember has Pollen Puff, which functions both as a powerful Bug-type attack and a healing move when it's used on a partner, and Pheromosa is an [[FragileSpeedster extremely fast]] and powerful GlassCannon. [[DownplayedTrope However, the type is still plagued by a massive array of weaknesses on both the offensive and defensive sides.]]
* BigCreepyCrawlies: Despite being based on insects, a lot of them are just as large as
AttackAttackAttack: Shadow Pokémon of other types. The largest is Scolipede, which is around 8 feet (either height tend to lack defensive or length) and the heaviest is Buzzwole, weighing 735.5 Ibs (333.6 kg). The smallest is Joltik, which is reasonable in size for healing moves.
* AxCrazy: In Hyper Mode,
a bug. It's only 4 inches long, about the size of a tarantula. (However, it's based on a ''tick'', which is generally ''much'' smaller.)
* BugBuzz: The TropeNamer. It attacks the enemy with the sound wave of rapidly buzzing insect wings, even if the
Shadow Pokémon in question doesn't even have wings (presumably by vibrating other parts of may attack its body). Because this is a sound-based move, it can [[ArmorPiercingAttack bypass substitutes]], but it is blocked by teammate, its own Trainer, or the Soundproof ability and is unusable if the user of the move has been hit by Throat Chop.opposing Trainer.
* ComMons: They tend to be species that are very common in BadPowersGoodPeople: In the beginning-game, but not that useful beyond the early levels.
* ColorCodedElements: The Bug-type icon is lime green, as are many Bugs themselves.
* CrutchCharacter: After the beginning-game, the first few bugs tend to be overshadowed ''very'' quickly.
* ElementalRockPaperScissors
** Offense
*** Strong: Dark, Grass, Poison (Gen I Only), Psychic
*** Weak: Fairy, Fighting, Fire, Flying, Ghost, Poison (Gen II-Forward), Steel
** Defense
*** Strong: Fighting, Grass, Ground
*** Weak: Fire, Flying, Poison (Gen I Only), Rock
* FourLeggedInsect: Setting aside the bipedal insects like Pinsir and Scyther, there are some four-legged ones like Ariados, Surskit, Nincada, and Joltik.
* FragileSpeedster: Typical for insectoid fighters, with emphasis on the fragile in a lot of cases.
* HealThyself: Heal Order, one
hands of the {{Secret Art}}s of Vespiquen, restores HP.
* HealingShiv: Pollen Puff, the SecretArt of Ribombee, is notable for actually dealing damage if you use it on an opponent. If Pollen Puff targets an ally, it heals their HP instead.
* HornAttack: The mighty Megahorn, the strongest of all Bug-Type attacks, is learned by many
player, these Pokémon with impressively strong horns — especially Heracross, since it's based are still dangerous, but their power is focused on a beetle.
* {{Irony}}: Out of all of
the types, Bug's only second to Normal when it comes to having Flying as a secondary type. There's only a couple forces of Bug-types capable Cipher.
* BlowYouAway: Shadow Blast, the Shadow version
of learning Fly[[labelnote:*]]Volcarona Lugia's Aeroblast and Genesect[[/labelnote]], and neither of them are part-Flying.
* KryptoniteIsEverywhere: Just like Grass, Bug is resisted by ''seven'' types. Thankfully, many Bug-types have surprisingly good movepools, allowing them to work around this.
* LifeDrain: Leech Life allows Bug-types (and Zubat) to heal themselves for half of the damage inflicted to the enemy. However, it was ''the'' most mediocre LifeDrain attack up until Gen VII's major buff to its base power, bringing it up from 20 to ''80''.
* LightEmUp: The move Signal Beam is described as a "sinister beam of light". Psychic-, Water-, and Electric-types tend to learn the move through tutors.
* LimitBreak:
** The Bug-type Z-Move is Savage Spin-Out, in which the user binds the target with threads of silk, throws and drags the resulting cocoon around violently, and then cuts the cocoon (and the target) with a slash.
** The Bug-type Max Move is Max Flutterby, in which the user sends at its opponent a swarm of butterfly-shaped projections that explode and lower the special attack of the target and its allies.
** Gigantamax Butterfree's
Shadow Lugia's signature G-Max Move is G-Max Befuddle. This move causes Butterfree to cover the target in highly toxic powder from its wings, randomly causing paralysis, poison, or sleep.
move.
* MasterOfNone: Most of the early generation Bug-type BrainwashedAndCrazy: Pokémon tend to have rather poor stats, usually because they're [[CrutchCharacter the early-game bugs]]. This trait has since been mostly dropped out from Generation V onwards.
* MutualDisadvantage:
** They
are mutually resistant to Fighting-types.
** In Gen I, they are mutually weak against Poison-types. Not anymore from Gen II onwards,
normally friendly creatures who enjoy spending time with their Trainers as Poison-types resist Bug attacks, while Bug-types take neutral damage from Poison attacks.
* PestController: Several moves, such
well as Infestation and Attack Order, function by siccing a swarm of smaller bugs against the opponent.
* PowerGivesYouWings: The animation of the Bug-type Spectacular Talent involves the
good fight. Shadow Pokémon spinning a silk cocoon around itself, which glows in multiple colors before bursting have become artificially corrupted into mindless attack drones whose only purpose is to reveal do nothing ''but'' fight.
* CantCatchUp: When caught,
a pair of butterfly wings made of bright orange and yellow light.
* ProjectileWebbing: Several Bug-type moves are themed around a
Shadow Pokémon shooting cannot level up, evolve, or spitting strands of silk learn new moves until it's purified, at its opponent.
** The old staple String Shot is typically themed as a
which point it'll automatically gain the experience back. Try training one early in the game, and the Shadow Pokémon shooting strands of silk you caught in the last town will stop being useful quickly and become dead weight in a major battle until you gain the ability to fully purify them.
* CastFromHitPoints: Shadow Rush (''Colosseum'' only) and Shadow End cause recoil damage to the user. Rush has 1/4 recoil while End has 1/2.
* TheCorruption: They are created by robbing emotions
from its mouth to bind its opponent. It's most often learned by Pokémon resembling caterpillars, other insect larvae, or spiders.
** This tends
to be particularly evident in [[Anime/{{Pokemon}} the anime]], where moves such as Spider Web and Sticky Web are often depicted as the user (typically a spider-like 'mon such as Ariados, Galvantula, or Dewpider) tossing fully-formed orb webs at its opponent, or alternatively as sticky globs that turn them into webs on contact with a target. Notably, the moves' descriptions in the games just reference their users spinning or weaving nets around their targets — no active launching is implied.
soulless fighting machines.
* SecretArt:
** The Ability Swarm increases the power of Bug moves [[TurnsRed when the user is at 1/3 or less health]].
** The Ability Compound Eyes gives a 30% accuracy bonus to the user's attacks. The bonus works on a multiplier, so a move with 70% accuracy will hit 91% of the time, not 100%. It also increases the chance that a wild
DarkIsEvil: Shadow Pokémon will hold an item when encountered.
**
are corrupted beings that need to be restored to their true selves.
* DubNameChange: They're called "Dark Pokémon" in the Japanese version, but were changed to "Shadow Pokémon" to avoid confusion with the Dark-type (which is called the Evil-type in Japan).
* EmptyShell:
The Ability Shield Dust protects the user from the secondary effects creation of attacks (such as Shadow Ball's potential Special Defense drop or Scald's chance to burn).
** The BugBuzz move has a 10% chance to lower the target's Special Defense and is a sound-based attack.
** The [[AllWebbedUp Sticky Web]] move sets a trap on the opposing team's side that lowers the speed of grounded
Pokémon that switch into battle.
involves removing their emotions.
* ShownTheirWork: Possibly unintentionally, EvilKnockoff: Shadow Chill, Shadow Bolt, Shadow Fire, and Shadow Blast are corrupted versions of Ice Beam, Thunderbolt, Flamethrower, and Aeroblast, respectively.
** Many Shadow moves are knockoffs of some other move. Shadow Blitz is an evil Tackle, Shadow Down is basically just a more accurate Screech, Shadow End is a PowerfulButInaccurate move CastFromHitPoints reminiscent of Head Smash, Shadow Hold is a worse Mean Look, Shadow Mist is based on Sweet Scent, Shadow Panic is a very slightly better Supersonic, and Shadow Sky is a weather move similar to Hail in the way it damages all
but String Shot Shadow Pokémon.
* FireIceLightning: Shadow Bolt, Shadow Chill,
and its effect (slowing down Shadow Fire. Respectively the opponent) are nigh identical to the [[https://www.youtube.com/watch?v=LY8TgD6-7kg bizarre prey catching method signature moves of the velvet worm]], a small, multi-legged invertebrate that ensnares its prey by squirting a long strand of sticky goo on them, which then hardens corrupted Zapdos, Articuno, and immobilizes the target.
Moltres.
* SpamAttack: Pin Missile hits the target 2-5 times on each use, with each individual hit dealing weak damage.
* StatusBuff:
** One of Vespiquen's {{Secret Art}}s, Defend Order, increases Defense and Special Defense by 1 stage each.
** Quiver Dance increases Special Attack, Special Defense, and Speed by 1 stage each.
** Tail Glow drastically increases Special Attack (3 stages), meaning the user can max out their Special Attack in 2 turns.
* SuperMode: Beedrill, Pinsir, Scizor, and Heracross are capable of Mega Evolution, while Butterfree, Orbeetle, and Centiskorch are capable of Gigantamax (but only Butterfree has a Bug-type G-Max Move).
* SwitchOutMove: The move U-turn inflicts damage before forcing the user to switch out. Many Flying-types and naturally fast
HeelFaceTurn: A Shadow Pokémon tend to get this move from TM.
experiences one after being purified.
* TooDumbToFool: One possible reason why they're strong HerdHittingAttack: Shadow Down, Shadow Hold, Shadow Mist, Shadow Panic, Shadow Rave, Shadow Storm, and Shadow Wave hit all enemies while Shadow Half and Shadow Shed hit everyone on the field.
* InfinityPlusOneElement: In an ElementalRockPaperScissors sense. Shadow is super effective
against Dark-types every other type in ''XD'' and Psychic-types — insects are just too simple-minded to fall for the trickery of a Dark-type or be bested by a Psychic-type's mental attacks.
* TurnsRed: The Ability Swarm boosts the power of Bug-type moves by 30% when the user is at low health. Unusually enough, this ability is the
only one of its kind that isn't resisted by itself.
* InvisibleToNormals: The shadowy aura surrounding
a starter type-exclusive.
* WeakButSkilled: On the offensive department, Bug-types seem rather lackluster. However, they have many tricks up their sleeve. [[SwitchOutMove U-turn]] and Sticky Web are great for utility purpose, with Tail Glow and Quiver Dance being among the best StatusBuff moves in the game. Additionally, most
Shadow Pokémon based on butterflies or moths can only be seen by very few people or those with special technology.
* MindRape: In the words of Ein, Cipher's head scientist, Shadow Pokémon are born by "closing the door to a Pokémon's heart." The fact that they are willing to attack anyone only adds to this.
* NoCureForEvil: There are no "positive support" Shadow moves.
* OlympusMons: Not even legendaries are safe from becoming Shadow Pokémon, as players will eventually encounter Shadow Articuno, Zapdos, Moltres, Raikou, Entei, and Suicune. However, there's one special Shadow legendary Pokémon: Shadow Lugia. Considered the ultimate Shadow Pokémon, Shadow Lugia looks very different compared to normal Lugia with its reversed color scheme and other details. It's also nearly immune to purification, as normal methods of purification don't work on it. Only the Purify Chamber at max power can truly purify Shadow Lugia.
* PermanentlyMissableContent: Averted. If you fail to snag a Shadow Pokémon in a one-time battle, there'll be a trainer somewhere who will still have it. In ''Colosseum'' the trainer can be found somewhere else, while in ''XD'' Miror B. will roam Orre and battle you until you snag all the Shadow Pokémon.
* PowerAtAPrice: Shadow attacks hit everything but other Shadow Pokémon super effectively, but Shadow Pokémon cannot level up, evolve, or
learn Stun Spore or Sleep Powder, new moves.
* ThePowerOfFriendship: Before a Shadow Pokémon can be purified into a normal Pokémon, it must let its heart open towards the trainer.
* PurpleIsTheNewBlack: The aura of darkness that surrounds a Shadow Pokémon is dark purple.
* RammingAlwaysWorks: Shadow Blitz, Shadow Break, Shadow End,
and a few Shadow Rush.
* RedAndBlackAndEvilAllOver: A Shadow Pokémon's aura goes red and black when it enters Hyper[=/=]Reverse Mode.
* RedemptionDemotion: In the hands
of those an NPC trainer in ''Colosseum'', Shadow Pokémon have access to the powerful Quiver Dance.
* WeakToFire: Bug/Steel and Bug/Grass are some of the most common Bug type combinations, and
a normal moveset with Shadow Rush included. When snagged, however, they take ''quadruple'' damage from Fire attacks. only know Shadow Rush.
* RiddleForTheAges:
The former combo is especially noteworthy because this double weakness is exact process of creating Shadow Pokémon, which involves "closing the door to their ''only'' weakness, while the latter combo hearts", is an extreme sufferer of KryptoniteIsEverywhere.
never disclosed.
* WhyDidItHaveToBeSnakes: Insects are SecretArt: Enforced. Shadow attacks can only be used by Shadow Pokémon, and purified ones will immediately forget them.
* ThemeNaming: Every
one of the most common phobias, type's attacks has "Shadow" in its name.
* TheyLookJustLikeEveryoneElse: They are visually indistinct from normal Pokémon to the average human. The only way to identify them is by having an innate ability to sense them like Rui or using special equipment like Michael's Aura Reader. The only exception is Shadow Lugia/[=XD001=],
which is likely why the type deals double damage to Psychic types.
* XMakesAnythingCool: The move X-Scissor
has the user attack by doing a scissors motion with their claws (or whatever is being used to slash), creating an X-shaped slash.
become so thoroughly corrupted that even its outward appearance has been changed.
* YouWillNotEvadeMe: The move Spider Web traps the target in the arena so long as it's not a Ghost-type.Shadow Hold prevents switching.




[[folder:Rock]]
!!Rock-Type (いわタイプ ''iwa taipu'')
[[quoteright:350:[[RockMonster https://static.tvtropes.org/pmwiki/pub/images/rock_types.png]]]]

A type made up of Pokémon with mineral bodies, prehistoric Pokémon brought back to life through FossilRevival[[note]]with the exceptions of [[Characters/PokemonGenerationVMinccinoToGenesect Genesect]], who is Bug/Steel, and the [[Characters/PokemonGenerationVIIIFamilies Galar Region fossils]][[/note]], or those just durable enough to be considered rock-like. Many of them are physically strong in both attack and defense. Rock attacks are particularly effective against a lot of types; hitting Fire, Bug, Ice, and Flying super effectively while being resisted by Ground, Fighting, and Steel (if a hypothetical Pokémon had all 18 types simultaneously, it would still be weak to Rock moves). Defensively, they resist [[PoisonousPerson Poison]], [[PlayingWithFire Fire]], [[BlowYouAway Flying]], and Normal, but they are weak to ''[[KryptoniteIsEverywhere five]]'' different types: [[MakingaSplash Water]], [[GreenThumb Grass]], [[DishingOutDirt Ground]], Fighting, and [[ExtraOreDinary Steel]]. They tend to reside in caves, arid lands, and mountainous regions.

The type is best known for having several moves that can be taught to a large variety of Pokémon via [=TMs=] or Move Tutors like Rock Slide, Stone Edge, and [[TrapMaster Stealth Rock]], as well as a lack of moves that are both powerful and accurate.

When a sandstorm is raging, Rock-type Pokémon are unaffected by the residual damage from the sandstorm, and their Special Defense is boosted by 50%.[[note]]Starting in Generation IV.[[/note]]
%%Offensively: x2 Fire, x2 Bug, x2 Flying, x2 Ice, 1/2x Ground, 1/2x Fighting, 1/2x Steel
%%Defensively: x1/2 Normal, x1/2 Fire, x1/2 Flying, x1/2 Poison, x2 Water, x2 Grass, x2 Ground, x2 Fighting, x2 Steel
%%Known Specialists: Brock in ''Red and Green/Blue'' and ''Yellow''; Roxanne in ''Ruby and Sapphire'' and ''Emerald''; Burgh in ''Diamond and Pearl'' and ''Platinum''; Grant in ''X and Y''; Olivia in ''Sun and Moon''; Gordie in ''Sword''
----
* AchillesHeel: While the rock type does not have any quadruple weaknesses, it is often paired with the Ground Type, and when it is, it has quadruple weaknesses to Water and Grass. Since both of these types are often specially offensive, just one hit from either of them usually means that the Pokémon will faint.
* ActionInitiative: Accelerock has a priority of +1, meaning it goes before most attacks.
* AntiAir: As one of the types super-effective against Flying-types. As a matter of fact, one of its moves, Smack Down, will remove any immunity to Ground-type moves the target may have. It even knocks the target out of the sky if it's in the middle of using Fly, Bounce, or Sky Drop.
* AwesomeButImpractical:
** Ancient Power has a rare chance to raise ''all of the user's stats'' (except Evasion, Accuracy, and critical hit rate) ''by one stage at the same time''. However, it's only a mere 10% chance, and the attack's power of 60 and maximum PP count of 8 means it can't be relied on that much.
** Head Smash inflicts ''enormous'' damage, but it has low PP and accuracy and will deal half the damage it dealt back to the user. On more frail users, that ''really'' hurts. The last part is averted if the user has the Rock Head ability, which nullifies recoil.
** Rock Wrecker is a Rock-type clone of Giga Impact, meaning that your opponent will have 1 turn to [[RunningGag rock]] [[JustForPun your world]] after you use it. Also, you could do more damage by using Rock Slide or Stone Edge repeatedly (assuming that they don't miss).
** The more common[[note]][[LastDiscMagic at least in the late-game]][[/note]] Stone Edge has 100 base attack with a high CriticalHit ratio, but it has a pitiful amount of PP and prone to miss (though not as much as Thunder and Blizzard), making this move a huge liability, especially when travelling long distances in-game. {{NPC}}s are not as affected by this, since [[WeHaveReserves many of them]] are packing this move on at least one of their Pokémon.
* CastFromHitPoints: Head Smash. Notable for damaging the user for 1/2 of the damage dealt to the target compared to the other Recoil moves' 1/4 or 1/3, thanks to having a Power of ''150''.
* CrutchCharacter: Rock-type's defensive role is only relevant early in the game, where most of the Pokémon are either Normal, Bug[[labelnote:*]]actually does neutral damage to Rock, but Bug-type moves are unavailable in the early game[[/labelnote]], or Flying-types. Past that point of the game, they get overshadowed by Steel defensively and [[KryptoniteIsEverywhere the types they are weak to become much more common.]]
* ChunkyUpdraft: Ancient Power is depicted in-game as a rising wave of stones around the opponent. Stone Edge is depicted similarly.
* ColorCodedElements: The Rock-type icon is dark brown, though Rock-types themselves are usually varying shades of grey or black.
* DifficultButAwesome: Rock is a very strong type, but it's not without problems. Offensively, it provides awesome coverage and has powerful attacks, but most Rock-type moves have less than 100% accuracy. The few Rock-type moves that have good accuracy are very weak (Ancient Power and Smack Down) or have limited distribution (Power Gem and Diamond Storm). Defensively, the type's tendencies towards low Special Defense stats and a myriad of weaknesses make them [[GlassCannon far more brittle than expected]]. Using Rock-types holds a lot of risk, but if the odds are in your favor, they ''will'' yield results.
* DishingOutDirt: One of two types to represent this, along with Ground. They attack with stones and boulders. Naturally, they can easily learn Ground-type moves.
* DumbMuscle: Rock-types almost universally have poor Special Attack and favor physical Attacks, compounded by Power Gem and Ancient Power being the only two Special Rock-type attacks, and not many Rock-types learn them anyway.
* EatDirtCheap: Many of them feed on sediment, most notably the Tyranitar and Aggron families.
* ElementalRockPaperScissors
** Offense
*** Strong: Bug, Fire, Flying, Ice
*** Weak: Fighting, Ground, Steel
** Defense
*** Strong: Fire, Flying, Normal, Poison
*** Weak: Fighting, Grass, Ground, Steel, Water
* FossilRevival: All of the fossil Pokémon [[BreakingOldTrends except those from the Galar Region]] are part Rock.
* GemstoneAssault: The moves Power Gem ([[LightEmUp "a ray of light that sparkles as if it were made of gemstones"]]) and Diamond Storm (a storm of sharp diamonds and the SecretArt of Diancie).
* KryptoniteIsEverywhere: The Rock type is tied with the Grass type for the most weaknesses, with ''five''. Of those weaknesses, three of them — Water, Ground, and Fighting — are some of the strongest offensive types in the game, and Steel is the best defensive typing and is likely to have a Steel-type attack even if it's purely defensive. Fortunately, Rock doesn't have ''nearly'' as many resistors as Grass does. The Rock/Dark Tyranitar ties with Grass/Psychic, Grass/Ice, and Grass/Dark for having the most weaknesses of any type combination (seven weaknesses, one of which is a double weakness).
* LastChanceHitPoint: The very useful ability Sturdy, which is mainly associated with the Rock-type, protects the Pokémon from one-hit knockouts by leaving it with one HP if an attack would otherwise take it from full health to zero. It also protects against the OneHitKO moves, and that was what the Ability did prior to Gen V, but the newer feature is more important.
* LastDiscMagic: The TM for Stone Edge is only available late or post-game or can be learned naturally by many Rock-types during the aforementioned time frame. Due to the large amount of Pokémon that can learn it, said TM is harder to find compared to other examples of this trope.
* LightEmUp: The move Power Gem is a barrage of light beams released from gemstones.
* LimitBreak:
** The Rock-type Z-Move is Continental Crush, in which the user forms a gigantic rock by fusing many small rocks and [[DeathFromAbove drops it on the target]].
** The Rock-type Max Move is Max Rockfall. ExactlyWhatItSaysOnTheTin, the move creates a rock similar in height to the average Dynamax transformation and then simply lets it fall over onto the opponent. The rock proceeds to shatter into grain-sized pieces, producing a Sandstorm for five turns.
** Gigantamax Coalossal's signature G-Max Move is G-Max Volcalith. This move creates a volcanic rock similar in height to Coalossal and then simply lets it fall over onto the opponent. The rock proceeds to explode and continuously damage non-Rock types.
* MagicallyIneptFighter: Rock-Types typically lean on the physical side with high Attack and Defense. Their special stats are nowhere near as impressive. To illustrate this further, after eight generations, the grand amount of ''special'' Rock-Type moves can be counted on one hand, and only one of them is viable.
* MightyGlacier: Speed is not the forte of this type, but when it comes to Attack and Defense stats, they shine.
* PoorPredictableRock: Pun aside, when you go up against a Rock-type, you're probably not going to have to worry much about them exploiting a low Special Defense; even after the split, almost all Rock-type moves are physical. Some Rock-types, like Rhydon/Rhyperior and Aggron, have surprisingly large coverage movepools, but they lack the Special Attack to take advantage of them.
* PowerfulButInaccurate: The driving force behind Rock-type attacks is that they have great damage, but their accuracy is poor. In fact, before Generation IV, there was a grand total of one Rock-type attack with 100% accuracy.
* PrehistoricMonster: A group of extinct Pokémon, known as Fossil Pokémon as they're generally revived from various fossils, are all Rock types. They range from invertebrates that lived in the sea to ones that are based on actual dinosaurs and other prehistoric reptiles.
* RockMonster: Most of them are clearly comprised in part of rocks and other minerals, though some, like [[PrehistoricMonster Archeops]], really push the concept in terms of design.
* RollingAttack: Rollout, which increases in strength on each consecutive turn... assuming that it connects.
* SecretArt: Rock Wrecker, a Rock-Type [[AwesomeButImpractical Giga Impact]] (massive damage, but requires a recharge turn afterwards when it hits).
* ShedArmorGainSpeed: Half of all Pokémon with the Weak Armor Ability (which sharply raises the user's Speed but lowers its Defense for every contact attack it takes) are Rock-type, as are over half of the Pokémon that can learn Shell Smash. Minior's Shields Down ability boosts its Speed ''and'' both attack stats at the cost of defense when its health is reduced to half.
* SiliconBasedLife: Many Rock-types are completely made up of [[ShapedLikeItself rocks]], like Geodude and Regirock. Uniquely, Nihilego is a Rock-type that's made of glass (molten sand).
* SpamAttack: Rock Blast hits the target 2-5 times on each use, with each hit dealing weak damage.
* StatusBuff: Rock Polish increases the user's Speed by 2 stages. All Rock-types also get a 50% boost to Special Defense during a Sandstorm.
* StockDinosaurs: Played straight and subverted. Some Fossil Pokémon are based on well-known species (like [[TyrannosaurusRex Tyrantrum]]), while others are definitely more obscure, such as the ''[[http://en.wikipedia.org/wiki/Amargasaurus Amargasaurus]]''-inspired Aurorus. A good number of them also aren't dinosaurs at all, being based instead on extinct invertebrates and primitive reptiles.
* StoneWall: Statistically, though the type's weaknesses don't always bear it out. Shuckle and Carbink (and Diancie) are strong on both defenses, while Regirock, Rhyperior, Golem, and even Onix are top physical defenders (and Regirock's special defense is pretty good, too, being part of a defensively-oriented legendary trio).
* SuperMode: Aerodactyl, Tyranitar, Aggron, and Diancie are capable of Mega Evolution, though Mega Aggron loses its Rock-type. Coalossal and Drednaw are capable of Gigantamax, but only Coalossal has a Rock-type G-Max Move.
* TrapMaster: The move Stealth Rock lays down a hazard on the opponent's side of the field, dealing damage to anything that switches in without Heavy-Duty Boots. The amount of HP lost is dependent on how weak a Pokémon is to Rock in the ElementalRockPaperScissors; it deals 3.125% of the switch-in's total HP on a double resist, 6.25% on a single resist, 12.5% on a neutrality, 25% on a single weakness, and a whopping 50% on a double weakness.
* WeakToMagic: Several Rock-types have very high defence but much lower Special Defence. Their Special Defence buff in a sandstorm mitigates this.
* UseYourHead: The ultra-powerful and dangerous-to-the-user Head Smash works like this.
[[/folder]]

[[folder:Ghost]]
!!Ghost-Type (ゴーストタイプ ''gohsuto taipu'')
[[quoteright:334:[[OurGhostsAreDifferent https://static.tvtropes.org/pmwiki/pub/images/ghost_types.png]]]]

A group of Pokémon based on spirits, ghosts, goblins, and all manner of mischievous and creepy creatures from beyond the grave. They can be found in abandoned buildings and burial grounds. Due to their unusual nature, the Ghost type has the second-least representatives out of all types.

Ghosts are primarily useful due to the fact that they're immune to 2 types, both of which are particularly common. Their resistances, to Bug and Poison, aren't ''quite'' as useful. Combined with other types and abilities, Ghost types usually find a niche in {{No Sell}}ing other attacks. In previous generations, their resistances can overlap with the weaknesses of the Dark type, thus, Pokémon that were both types had no inherent weaknesses (although with the introduction of the Fairy type, this is no longer the case). Ghost types also cannot be trapped and can be freely switched out at any time (they can also run from any wild Pokémon regardless of speed).

%%Offensively: x2 Ghost, x2 Psychic, x1/2 Dark, x1/2 Steel (Gen II-V), x0 Normal
%%Defensively: x1/2 Bug, x1/2 Poison, x0 Normal, x0 Fighting, x2 Ghost, x2 Dark
%%Known Specialists: Agatha in ''Red and Green/Blue'' and ''Yellow''; Morty in ''Gold and Silver'' and ''Crystal''; Phoebe in ''Ruby and Sapphire'' and ''Emerald''; Fantina in ''Diamond and Pearl'' and ''Platinum''; Shauntal in ''Black and White'' and ''Black 2 and White 2''; Acerola in ''Sun and Moon''; Allister in ''Shield''
----
* ActionInitiative: Shadow Sneak has increased priority, letting the user circumvent Speed.
* AnimateInanimateObject:
** Many Ghost-types are based on living objects, some of which are actually normal objects possessed by spirits. Such examples include Rotom, the Honedge line, and the Sandygast line.
** The move Poltergeist, introduced in the Isle of Armor involves taking control of the opposing Pokémon's item and attacking them with it.
* AwesomeButImpractical:
** Ominous Wind has a rare chance to raise ''all of the user's stats'' (except Evasion, Accuracy, and critical hit rate) ''by one stage at the same time''. However, it's only a mere 10% chance, and the attack's power of 60 and PP count of 5 (8 at most with PP Up/Max) means it can't be relied on that much.
** Shadow Force and Phantom Force make you completely invincible for one turn, but said turn is a charge turn that telegraphs what you are doing to your opponent, meaning that they will probably switch in a Normal-type. At least [[ArmorPiercingAttack they ignore Protect, Detect, and other protection moves]].
** Trick-or-Treat adds the Ghost-type to its target, meaning you can spam your now super-effective Ghost STAB at them. However, because it [[ExactWords adds]] the type and doesn't override it, Normal-types will still be immune [[NiceJobBreakingItHero (and will now be immune to Fighting attacks, their only weakness)]]. Or your opponent can just switch out to something that resists Ghost anyway.
** Curse, when used by a Ghost-type, takes away half the user's HP to afflict a DamageOverTime effect that takes away 1/4 of the victim's HP each turn, but can be removed by switching. Guess what a human opponent with even a ''tiny'' shred of competence '''will''' do '''''immediately''''' unless you took the time to prevent it? (And if you ''did'' bother [[YouWillNotEvadeMe to stop your opponent from running away]], you're probably nearly dead and will be finished off with just one more hit, which will allow your opponent to switch out.)
* AlwaysAccurateAttack:
** Shadow Punch bypasses accuracy and evasion checks when it's used.
** Apart from Poltergeist, no Ghost-type move with a given accuracy number has less than 100% accuracy.
* BarrierBustingBlow: The moves Phantom Force and [[SecretArt Shadow Force]] not only bypass Protect and Detect, they also remove the protection for the rest of the turn. They also ignore the negative effects of Spiky Shield, King's Shield, and Baneful Bunker.
* BoringButPractical: Ghost-type moves tend to be more reliable than those from other types, making them well-suited for patient players.
** Every move's (except Poltergeist) accuracy is either 100% or it bypasses miss checks entirely; Phantom Force and Shadow Force also give the user substantial protection while hitting through any DefendCommand in their way.
** Attacks like Shadow Bone and Shadow Ball carry higher chances of their added effect activating, and those two moves in particular have a chance to lower the foe's relevant defense stat. The type also has increased priority in Shadow Sneak, Swift-accuracy in Shadow Punch, and a FixedDamageAttack in Night Shade. None of these attacks are especially powerful, though.
** The Ghost type's unique status effects — Spite, {{Curse}}, Nightmare, Trick-or-Treat, Destiny Bond, and the innate effects in Spirit Shackle and Spectral Thief — aren't as game-changing as the StandardStatusEffects found in, say, Grass or Poison moves, but they're more likely to hit[[note]]all are 100% accurate and unaffected by type matchups, and some can bypass DefendCommand moves[[/note]], harder to get rid of[[note]]Spite can only be fixed with Leppa Berries and Nightmares last until the opponent wakes up, but everything else fixable can only be fixed by switching out[[/note]] and less likely to backfire[[note]]Trick-or-Treat and Spite are the only ones that can be bounced back with Magic Coat or Magic Bounce, and none of them can feed a StatusBuff ability[[/note]].
* BreakingOldTrends: After 8 generations, the move Poltergeist is the very first Ghost-type move that has less than 100% (or {{always accurate|attack}}) accuracy.
* CastingAShadow: They actually fit this better than the Dark-types. Shadow Claw and Shadow Ball take the form of weaponized darkness, while other attacks like Shadow Punch and Shadow Force describe the user manipulating darkness to hide themselves before striking.
* ColorCodedElements: The Ghost icon is a grayish [[SupernaturalIsPurple dark purple]]. Ghost-types are very often purple too.
* ConfusionFu: Not just in movesets, but in fighting style, as Ghosts have been legitimately used as {{Mighty Glacier}}s, {{Stone Wall}}s, {{Fragile Speedster}}s, and as {{Lightning Bruiser}}s.
* {{Curse}}: Ghost-types are fittingly fond of using moves and Abilities that could be considered curses, including Grudge, Destiny Bond, the Abilities Cursed Body and Mummy, and Curse itself. Curse is a SecretArt that was initially a move of unknown type that worked differently for Ghosts based on a pun. [[note]]The move's Japanese name can mean either "curse" or slow", depending on the kanji used.[[/note]] It officially became a Ghost type move in Gen V. CastFromHitPoints to regularly drain the opponent's health for Ghost-types; lowers Speed and raises Attack and Defense for anything else.
* DarkIsNotEvil: They are all rather spooky as expected, but they tend to be more [[ThePrankster mischievous]] than malevolent.
* TheDragAlong: There's a small subset of Pokémon that begin with 35 base friendship rather than 70 when you capture them in the wild — in other words, they're significantly less happy to join up with you than ordinary Pokémon (though you'll still win them over through dedication and care). Ghost- and Dark-types jointly make up a major chunk of this group.
* DyingCurse: Destiny Bond and Grudge will only work if the user is knocked out on the same turn they are successfully used.
* EldritchAbomination: Ghost-types tend to be more otherworldly and bizarre than their contemporaries in the mortal realm, with their very existence often defying scientific explanation — Gengar is a gaseous LivingShadow that's somehow also poisonous, Shedinja is the possessed empty shell left behind by a metamorphosed Ninjask whose back cavity can [[YourSoulIsMine suck your soul out]] if you look at it too long, Spiritomb is a [[MergerOfSouls merger of one hundred and eight evil souls]] held together by negative emotions and [[SealedEvilInACan permanently bound to a keystone]], no one knows ''what'' Mimikyu is because anyone who looks upon its true form will [[BrownNote die of fright]], etc.
* ElementalRockPaperScissors:
** Offense
*** Strong: Ghost, Psychic (Gen II-Forward)
*** Weak: Dark, Steel (Gen II-V)
*** Can't Hit: Normal, Psychic (Gen I Only)
** Defense
*** Strong: Bug, Poison
*** Weak: Dark, Ghost
*** Immune: Fighting, Normal
* EscapeBattleTechnique: All Ghost-types are immune to being trapped and can switch out at will from trapping abilities. Furthermore, they are capable of successfully escaping regardless of speed in a wild battle.
* FauxFlame: Probably an influence as to why the Fire-type move Will-o-Wisp is so widely distributed among Ghost-types and likely the reason it's the only Fire-type move that works when Primal Kyogre's fire-extinguishing rainstorm is in effect. Rest assured, though, the move ''will'' burn the target when it lands.
* FourIsDeath: In a very strange way. As of Generation VII, the Ghost Pokémon Evolutionary Families who don't evolve via level-up are in groups of four. 4[[note]]Gengar, Dusknoir, Trevenant, and Gourgeist[[/note]] need to be traded to reach their final evolution, and 4[[note]]Mismagius, Froslass, Chandelure, and Aegislash[[/note]] need stones to reach their final evolution.
* InfinityPlusOneElement: In the ''Mystery Dungeon'' subseries, Ghost-types are king. The ability to walk through walls is supremely powerful in a roguelike game, allowing you to escape bad situations, hit enemies from where they can't retaliate, and perform a DungeonBypass. It's quite telling that you generally can't recruit them until the post-game.
* {{Intangibility}}: Why the Ghost-type is immune to Normal and Fighting-type moves, as well as trapping effects/abilities — they can vanish and reappear at will and make matter pass through their bodies. It could also be the reason why Ghost-type moves became neutral against Steel-types in Gen VI.
* JackOfAllStats: Type-wise. Ghost is tied with Dragon for the fewest unfavorable attacking matchups; it's weak against Dark and nullified by Normal. Offensively, though, it's only strong against itself and Psychic. As a result, Ghost-type attacks will be hitting foes neutrally more often than not.
* LimitBreak:
** The Ghost-type Z-Move is Never-Ending Nightmare, in which the user summons deep-seated grudges to attack the target, taking the form of huge energy tendrils that pile on the target and explode.
** The Ghost-type Max-Move, Max Phantasm, creates huge spectral furniture and other decor which it proceeds to crash into the opponent. This also lowers the Defense of the opponent and their allies.
** Gigantamax Gengar's exclusive G-Max Move is G-Max Terror, which creates huge spectral furniture and other decor which it proceeds to crash into and absolutely terrify the opponent, preventing them from fleeing or switching out.
* ManaBurn: Two different Ghost-type moves can drain PP (Power Points). Spite knocks 4 PP off the move last used (''all of it'' in the ''Mystery Dungeon'' games), while Grudge causes all of the PP to be drained from the move that [=KOed=] the user.
* MechanicallyUnusualFighter: Ghost-type attacks aren't very effective offensively, but they have many unique status attacks like Spite, Curse, Nightmare, and Destiny Bond, and also have a number of moves that can inflict other status conditions (Confuse Ray, Lick, Astonish).
* MutualDisadvantage: While they enjoy being immune to Normal-type moves, they cannot harm Normal-type Pokémon.
* NocturnalMooks: In the games that base RandomEncounters off the time of day, they will only appear at night or in dark areas like caves.
* NoSell: Ghost-type Pokémon are completely immune to Normal and Fighting Type Attacks. Normal-type Pokémon are also completely immune to their attacks, however.
* OurGhostsAreDifferent:
** Ghost-type Pokémon have many traditional characteristics of ghosts but are not, for the most part, actually spirits of the dead. Some aren't even ghostly at all — Oricorio's Sensu Forme, Alolan Marowak, and Decidueye, for example, are all clearly living and tangible creatures. As shown by "Mimikins" in the anime, they can even die and become actual undead ghosts (key differences including that truly "ghost" Pokémon cannot interact with the living world in any physical way, unlike Ghost types).
** When Ghost type Pokémon have death as part of their origin, they are typically treated not as dead themselves but rather described as becoming Ghost type in order to be able to live again in a different form or state of being. Examples include ones like Yamask and Phantump which are (supposedly) human spirits reborn as Pokémon. Less vague cases are Dreepy and Galarian Corsola, both of which were once non-Ghost types but became extinct in those forms and then were reborn as Ghost types at some point. Becoming Ghost type for them is treated in lore as a form of adaptation so they could live again in their old habitats, and in Corsola's case allowed for it to even evolve where its original form couldn't. An even straighter example of adaptation is Alolan Marowak, who explicitly gained the Ghost/Fire typing in order to protect themselves and the (still Ground type) Cubones from their local enemies, no extinction involved, with the implication that the mother's spirit has returned.
* OurMonstersAreWeird: The type's favoring of AnimateInanimateObject often results in some odd Pokémon like haunted, carnivorous sandcastles and seaweed that use nautical instruments as weapons. Even Ghost-types that aren't directly haunted objects but are based on them can be strange, such as the Litwick line (candles, lamps, and chandeliers), Drifloon and Drifblim (balloons).
* {{Poltergeist}}: The exact name of one Ghost-type attack, which manipulates an opponent's Held Item and hits them with it. It's surprisingly powerful having 110 power, but has only 90% accuracy and fails if the opponent lacks a Held Item.
* PowerNullifier: The Ghost type's defenses are defined by its immunities, not its resistances; it is immune to two other types, Normal and Fighting, something no other type can claim. Twenty-five out of the forty-four Ghost-type Pokémon also have access to a third immunity through an ability or secondary typing, and the Pokémon with the most type immunities, Shedinja[[note]]through Wonder Guard[[/note]], is partially a Ghost-type.
* PsychicPowers: Many Ghost-types are capable of learning Psychic-type moves.
* PurpleIsTheNewBlack: The only Ghost-types in Gen I, the Gastly line ending in Gengar, was based around a living shadow and are all purple. For them, the wires are crossed, being part Poison.
* SecretArt:
** The move Curse will only do its DamageOverTime special effect when used by a Ghost-type.
** The ability Cursed Body has a 30% chance of preventing the opponent from using the last move they used for the next 4 turns.
* SituationalDamageAttack: Hex has a below-average power of 65, but its power doubles to a whopping 130 when used on targets with StandardStatusEffects.
* SoulPower: A lot of the Ghost-Type's abilities are related to the spirit.
* StandardStatusEffects: Many Ghost-types get [[PlayingWithFire Will-O-Wisp]], which inflicts Burn.
** Lick has a high chance of inflicting paralysis, while Confuse Ray is a 100% accurate attack that causes confusion.
** Hex doesn't cause StandardStatusEffects, but it does deal double damage against foes afflicted with them.
* StatusBuff: Curse, when used by a non-Ghost, increases Attack and Defense by 1 stage but also lowers Speed by 1 stage.
* StoneWall: The typing itself falls under this; the Ghost type is only weak to itself and Dark, which means that the most reliable, widespread moves that can hit it super-effectively[[note]]Crunch, Dark Pulse, Throat Chop and Shadow Ball[[/note]] top off at only ''80 base power''. The only super-effective moves stronger than that are Z-Moves, several signature moves, Foul Play[[note]]which runs off of the Attack stat of the ''target'', not the user[[/note]], Fling[[note]]which only works once and requires certain hold items to reach high Base Power[[/note]], Poltergeist[[note]]has 90% accuracy but 110 power, and requires the opponent be holding an item for it to work[[/note]] and the various Dark- and Ghost-type moves that are weak unless certain battle conditions have been met[[note]]such as Hex, Payback, Assurance, Power Trip and Lash Out[[/note]].
* SuperMode: Gengar, Sableye, and Banette are capable of Mega Evolution, with Gengar alone also being capable of Gigantamax.
* SupernaturalIsPurple: The type's [[ColorCodedElements associated color]] is purple, and many Ghost-type Pokémon and attacks have purple color schemes.
* TakesOneToKillOne: Ghost is one of the two types weak to itself, the other being Dragon.
* TakingYouWithMe: Destiny Bond will instantly KO the opponent if their next attack [=KOs=] the user, with a success rate that declines with every consecutive use (Gen VII onwards, as it could be used repeatedly without failing in Gen II-VI).
* UndergroundMonkey: Alolan Marowak and Galarian Corsola are part Ghost-Type.
* UniquenessDecay: It was once only represented by the Gastly family. Now there's a good selection to choose from (though they're still rare, with 46 Pokémon).
* YourSoulIsMine: Ghost-types love stealing the souls of people and Pokémon alike.
* YouWillNotEvadeMe: The move Spirit Shackle prevents the opponent from switching out or running away if it hits.
* WasOnceAMan: A few Ghost-type families are (at least said to be) former humans. We never actually see [[NothingIsScarier exactly how this happens]].
[[/folder]]

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

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

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

[[folder:Dark]]
!!Dark-Type / Evil-Type (あくタイプ ''aku taipu'')
[[quoteright:350:[[CastingAShadow https://static.tvtropes.org/pmwiki/pub/images/dark_types_gen_1_5.png]]]]

One of two types introduced in ''VideoGame/PokemonGoldAndSilver''. In the original Japanese, they are known as the ''Aku'' type, which translates into "Evil" or "Scum", though how true of a descriptor that is varies on the Pokémon. Regardless, they usually have a very intimidating or even a brutal presence or are based on doom, trickery, crime, destruction, and below-the-belt fighting tactics.

They are largely a group of pragmatists, both [[CombatPragmatist tactically]] and otherwise. They can be found almost everywhere, as they are not united by an element of nature, but by the consistent traits of pragmatism and brutality. They are immune to Psychics and will wreck Ghost-types, but are weak against Fighting-types, Bug-types, and Fairy-types. As of Generation VII, they're immune to an opponent's status moves that get ActionInitiative from Prankster.

%%Offensively: x2 Psychic, x2 Ghost, x1/2 Fighting, x1/2 Steel (Gen II-VI), x1/2 Dark, x1/2 Fairy
%%Defensively: x1/2 Ghost, x1/2 Dark, x0 Psychic, x2 Fighting, x2 Bug, x2 Fairy
%%Known Specialists: Karen in ''Gold and Silver'' and ''Crystal''; Sydney in ''Ruby and Sapphire'' and ''Emerald''; Grimsley in ''Black and White'' and ''Black 2 and White 2''; Nanu in ''Sun and Moon''; Piers in ''Sword and Shield''
----
* ActionInitiative:
** Sucker Punch was, until gen 7 (in which its power was reduced to 70), tied with Extreme Speed as the most powerful Priority Attack in the game ([[ElementalRockPaperScissors with Super Effective coverage, to boot!]]), but only works if the opponent uses a damaging move the same turn.
** Pursuit strikes first when the opponent tries to switch, gaining the highest Priority value in the game in this situation.
** Quash causes the target to always go last, but will only succeed if the user goes before the target.
* AlwaysAccurateAttack:
** Feint Attack is described as the user approaching disarmingly, then throwing a sucker punch (not to be confused with another Dark-type move of the same name) when the target doesn't expect it. With no chance to react or dodge, the attack ignores Accuracy and Evasion effects.
** Likewise, False Surrender is described as the user bowing their head in submission to let the opponent's guard down, then using their hair to stab the opponent.
* AlwaysChaoticEvil: Zig-Zagged, despite the Japanese name implying they are a group of {{Card Carrying Villain}}s. It really depends on the species in question. Some, like [[SealedEvilInACan Spiritomb]] and [[TheHypnotoad Malamar]], are just as evil as the typing describes. Others, like [[HeroWithBadPublicity Absol]] and [[BullyHunter Pangoro]], are downright ''noble'' in comparison, while some, like [[{{Ninja}} Greninja]], represent pragmatic tactics and sneakiness more than blatant villainy (and the same can be said of their attacks in general). There are also more aggressive and predatory Dark-types like Mega Gyarados, Tyranitar, Hydreigon, and Krookodile. Even Incineroar, the closest thing to a Pokémon directly based on a villain archetype, [[{{Kayfabe}} plays up its jerkassery]] as part of its {{Heel}} motif.
* AwesomeButImpractical:
** Fling during the story mode of the games. Using Fling consumes the item that the user was holding, and the only items that have above average power are either impossible to get before the post-game or hard/expensive to reacquire due to their rarity (or in some cases, only 1 of that item exists per save file). In PlayerVersusPlayer matches and the battle facilities like the Battle Tower. it's less of an issue, as consumed items are given back after each match, but [[ItOnlyWorksOnce you can still only use it once per match]].
** Using Fling with an Iron Ball gives it a Power of 130 with no accuracy downside. However, holding an Iron Ball cuts the user's Speed in half and negates any Ground immunity they might have (which also makes them susceptible to Spikes, Toxic Spikes, and Sticky Web). All for a move that's [[ItOnlyWorksOnce single-use]], unless the user also knows Recycle.
** Power Trip increases in power the more status buffs the user has, but getting to that point takes a long time, and it starts out with a measly base power of 20.
* BalanceBuff: Most Dark-types have higher Attack than Special Attack, but previously all Dark-type attacks were classified as Special moves. Gen IV's move split gave them physical Dark moves to put their best stats to proper use.
* TheBrute: When they're not {{Combat Pragmatist}}s, they tend to be this, with Tyranitar and Guzzlord being prime examples.
* CardCarryingVillain: Subverted. While they're literally called the Evil-type in Japan, they aren't actually evil for the most part, just [[CombatPragmatist pragmatic]] or {{Jerkass}}es.
* CastingAShadow:
** Downplayed, contrary to their English name. They mostly focus on [[CombatPragmatist pragmatic]] tactics and characterization, with only 3 moves — two of which are {{Secret Art}}s of specific species — involving any sort of darkness-controlling prowess.
** The Dark-type Z-Move also falls into this more than it does pragmatism, as it takes the form of a black hole that consumes the opponent.
* ColorCodedElements: The Dark-type icon is a very dark, grayish brown.
* CombatPragmatist: This is their gimmick, not dark powers; Dark-types rely on trickery, sneakiness, and general dirty fighting to win. Their moves involve taunting the opponent to make them angry or confuse them, using a WoundedGazelleGambit to attack when the opponent isn't ready, literal {{Back Stab}}bing, [[ManBitesMan biting the enemy]], [[ImpromptuTracheotomy chopping them in the throat]] to prevent them from making any noise, [[ISurrenderSuckers feigning surrender to get a cheap shot]], and manipulating the enemy's held item. Generation VI's Greninja is a very good example, in that its Dark typing simply comes from its being a {{Ninja}} and using sneaky techniques rather than using dark powers or having a vicious/cruel nature. Incineroar is based on a heel wrestler and fights dirty in any way possible, but any wickedness is subverted in that it actually is [[{{Kayfabe}} all just the act of a performer]].
* CombinationAttack: Beat Up is an attack where the Pokémon calls on the player's entire team [[note]]K.O.'d and Pokémon with a status ailment sit out.[[/note]] to gang up on the opposing Pokémon. When it was first introduced, the game would roll call the team as they made their attack.
* DarkIsEvil: Zigzagged. It's called the ''Evil''-type in Japanese versions and, in general, Dark-types aren't nice guys (there are exceptions, such as [[BearerOfBadNews Absol]]); however, see below.
* DarkIsNotEvil: The type can be translated as "Evil" in Japanese, but many of them are portrayed as simply being misunderstood, or enjoying harmless mischief; Greninja, one of the most famous Dark-types, is neither, as it's usually depicted as a heroic CombatPragmatist ninja. Incineroar, meanwhile, [[{{Kayfabe}} plays up its jerkassery]] as part of its {{Heel}} motif. This plays into how the type name in Japanese, "Aku", has more nuanced meanings than just plain "evil."
* DoubleTap: Assurance deals double damage if the target has already been hurt during the same turn. Its Japanese name translates to "Make Sure," which, given the Dark-type preference for underhanded tactics, implies that the doubled damage comes from hitting the target exactly where they were hit the first time.
* TheDragAlong: There's a small subset of Pokémon that begin with 35 base friendship rather than 70 when you capture them in the wild — in other words, they're significantly less happy to join up with you than ordinary Pokémon (though you'll still win them over through dedication and care). Dark- and Ghost-types jointly make up a major chunk of this group.
* ElementalRockPaperScissors
** Offense
*** Strong: Ghost, Psychic
*** Weak: Dark, Fairy, Fighting, Steel (Gen II-V)
** Defense
*** Strong: Dark, Ghost
*** Weak: Bug, Fairy, Fighting
*** Immune: Psychic
* EvilMakesYouUgly: In contrast to their Fairy-type foils, Dark-types aren't exactly pretty-looking, perhaps to add to their intimidating appearance. Quite a few Dark-Types in particular possess the [[FaceOfAThug Intimidate]] ability, which lowers the attack of the opponent when they enter battle.
* EvilWearsBlack: Well, they are the Evil-type in Japanese, and most of them are black in color.
* GameBreakingBug:
** In ''Platinum, [=HeartGold, and SoulSilver=]'', if Pursuit [=KOed=] a Pokémon that switched out while certain battle conditions were in effect, a [[http://bulbapedia.bulbagarden.net/wiki/Acid_rain bizarre glitch]] occurred that caused ''all weather to take effect at once.'' This also caused every Pokémon except Swinub, Piloswine, and Mamoswine[[note]]as Ice/Ground dual-types, they were immune to all weather damage, something no other Pokémon could claim in Generation IV[[/note]] to take damage at the end of every turn four times, with the damage apparently caused by their Ability. Bothersome enough, but if Cherrim or Castform was sent into battle, they kept switching between forms indefinitely until the game was turned off.
** Early in the life of ''Sun and Moon'', the moves Parting Shot and Memento could cause crashes on Battle Spot if the Z-Move versions of them were used. These moves were temporarily banned until some time after the issue was fixed.
* GlassCannon: Somewhere between this and {{Fragile Speedster}}s, as they are good at "sweeping" teams, but rarely have good defense, with a few {{Mighty Glacier}}s (most famously Tyranitar) and {{Stone Wall}}s in there.
* HealingShiv: Using Fling with a Mental Herb or White Herb will cure the target of [[DistractedByTheSexy infatuation]] and stat debuffs, respectively. You can also fling Berries to apply their restorative effects. The Z-move variations of Memento and Parting Shot will heal the next Pokémon swapped in.
* HerdHittingAttack: The user of Brutal Swing swings its body violently around the field, hitting all adjacent Pokémon.
* HoistByHisOwnPetard: Foul Play uses the target's attack stat (and any boosts they have) to deal damage, while Punishment does more damage the more {{Status Buff}}s the target has.
* ImpossibleThief: Snatch can steal ''opponents' {{Status Buff}}s and healing'', but only if used on the same turn the opponent buffs/heals themselves.
* ImpromptuTracheotomy: Throat Chop deals pretty heavy damage for a Dark-type move and prevents the opponent from using sound-based attacks for 2 turns.
* ImprovisedWeapon: Fling has the user throw their currently held item at the foe to deal damage (and possibly inflict a secondary effect depending on the item). Flinging an Iron Ball has the highest Power of all Dark-Type attacks (130), but ItOnlyWorksOnce as the item is lost after that, unless you also know the move Recycle (and alternating Fling and Recycle is [[CoolButInefficient about as practical as Hyper Beam]]).
* IShallTauntYou: Almost all moves that could be classified as {{Practical Taunt}}s (i.e. Taunt, Torment, and Flatter) are of the Dark type. (Swagger is the exception — it's a Normal-type move.)
* ISurrenderSuckers: False Surrender is a move where the user pretends to bow its head in surrender, then stabs the enemy with their PrehensileHair.
* {{Jerkass}}: [[DarkIsEvil Evil]] or [[DarkIsNotEvil not]], practically every member of this type is a jerk in some fashion or another.
* JerkWithAHeartOfGold: Some of them fit this too. Umbreon evolves with high friendship, Pangoro [[BullyHunter hunts down and fights bullies]], and Absol goes out of its way to warn people of disasters. Incineroar is based on a [[{{Heel}} Heel Wrestler]] and fights dirty in any way possible in the ring, [[{{Kayfabe}} but it's all part of the act]] and it actually [[FriendToAllChildren enjoys admiration from children]].
* KickThemWhileTheyAreDown: Assurance will do double damage if the target was hurt earlier in the turn. This includes recoil and entry hazard damage.
* KillingIntent: Dark Pulse is described as the user projecting an aura imbued with horrible thoughts at the target that has a chance of making them flinch. Nasty Plot is described as the user stimulating its brain by thinking bad thoughts.
* LimitBreak:
** The Dark-type Z-Move is Black Hole Eclipse, in which the user creates a black hole and sucks the target into it.
** The Dark-type Max Move is Max Darkness, in which the user creates two streams of pure darkness which swirl around the opponent and explode, decreasing the special defense of the opponent.
** Gigantamax Grimmsnarl's exclusive G-Max Move is G-Max Snooze, which causes two streams of Grimmsnarl's hair to appear and swallow the opponent, causing them to become drowzy, and fall asleep the next turn.
* LikeCannotCutLike: Dark-type Pokémon resist Dark attacks.
* LostInTranslation:
** The type's name itself is originally called the "Evil"-type, hence why they mostly lack [[CastingAShadow darkness-related powers]] outside a few like Dark Pulse and Dark Void.
** The move "Sucker Punch" is not buffed by the ability Iron Fist (buffs punch-based moves) because its original Japanese name means "Surprise Attack" (which is what a sucker punch is in American slang: an unexpected, often underhanded move[[note]]not necessarily someone punching you in the face or stomach when you don't expect it, but some people do take that literally[[/note]]).
** Somewhat of an example with Night Slash; its Japanese name, Tsujigiri (sometimes translated as "crossroad killing"), refers to an old samurai practice of testing out a new weapon or fighting style by hiding at a crossroads at night and attacking the first defenseless passerby they saw. While its English name and description are still true to the spirit of the original, the reference to feudal Japan was removed, and most international players would probably interpret it as "Sucker Punch with a blade" or a "[[SpellBlade dark energy-infused Slash]]" (which could be interpreted as such in certain animations).
* MagicallyIneptFighter: Not to the same extent as the Fighting type, and certain offensively-inclined Dark-types like Hydreigon and Zoroark, as well as Dark [[OlympusMons Legendaries]], are just as effective on the special side if not more so. However, most Dark-types tend to favor Attack over Special Attack. The list of Dark-type attacks supports this, as only three are Special attacks, with one being Zoroark's [[SecretArt Night Daze.]]
* MakeMeWannaShout: The move Snarl deals damage by having the user "[yell] as if it is ranting about something."
* ManBitesMan: Bite and Crunch are both Dark-type attacks. The former was a Normal-type move until it was {{retcon}}ned into the Dark-type.
* ManipulativeBastard: The more cunning Dark-types are good at using psychological warfare, incorporating it into their fighting style, with such attacks as Flatter, Torment, Taunt, and Fake Tears. As of Generation VII, they're immune to Prankster-boosted priority, most probably because they're used to such trickery.
* MechanicallyUnusualClass: Many of their attacks have unique effects, often fitting their pragmatic nature. Sucker Punch is an attack that moves first, but only if the opponent uses an attacking move; Parting Shot lowers the opponent's Attack and Special Attack then switches your Pokémon; Foul Play deals damage calculating the opponent's Attack stat instead of the user's, and so forth.
* MechanicallyUnusualFighter: Dark-type attacks don't do much damage offensively due to low power. However, they have a ton of status attacks, including Parting Shot, Torment, Snatch, and Quash. Even their damaging attacks tend to work oddly; Sucker Punch only hits if the opponent is using a damaging attack, Foul Play calculates damage using the opponent's Attack instead of the user's, Payback doubles in power if the user moves second, and so forth.
* {{Mooks}}: Alongside the Poison-type, they're the favored {{Mons}} of low-level henchmen for the various villainous teams, essentially making them the [[UpToEleven Mooks' Mooks.]]
* NatureIsNotNice: One of the many facets to the Dark Type, and in this case, is about feralness and rambunctious, if not violent behaviors creatures of the wild can exhibit. While in terms of ecology and zoology, many of the Dark Type have come to be to fulfill their instincts and niche in nature as part of the ecosystem in their way with their behavior, bringing them to human society might be harder, as what they may do as normal may not be looked upon kindly within human eyes and mores; bringing home a wild animal home hoping to tame it in real life definitely is evocative of this. Taming their type and getting through to them as trained Pokemon definitely curbs this, but they still retain this type if only for their ingrained nature and behavior that suited them when in the wilderness.
* NocturnalMooks: In Gen II, most Dark-types could only be obtained at night, never appearing in the wild in the day.
* NoItemUseForYou: The Dark type is known for having a number of moves that interfere with an opponent's Held Item usage.
** Thief steals the opponent's Held Item if the user doesn't have one.
** Knock Off disables the opponent's Held Item for the rest of the battle.
** Switcheroo swaps the user's Held Item with the opponent's, meaning that a user without a Held Item will effectively steal their opponent's when used.
** Embargo prevents the opponent from using Held Items for five turns.
* ObviousRulePatch:
** They were introduced in ''Gold and Silver'' as a direct response to the then-powerful Psychic-type.
** The Physical/Special split made almost every Dark-type move Physical so that the type (which predominately consists of Physical Attackers) could actually use their own [=STAB=].
* PowerUpLetdown: The above ObviousRulePatch ended up not working as well as intended because this trope also came into effect. On their introduction, Dark-type attacks were all classified as Special Attacks, which meant Dark-types wanted to run physical moves, but their STAB moves were Special Attacks, which they weren't so good in. It didn't help that many Psychic-types take special attacks better than physical ones. Gen IV's split reclassified all previously existing Dark-type moves as Physical, further suggesting that Dark should have been considered a Physical type in the first place.
* PredatorsAreMean: [[DownplayedTrope Kind of.]] Despite being the EVIL type in the original language, Dark-types can be just as heroic as any other type the trainer chooses. However, many Dark-types are [[JerkAss jerks]], or at least more aggressive than other types, to varying degrees, and the majority of them are predators. The exceptions are scavengers (Honchkrow and Mandibuzz lines), herbivores (Pangoro line), and the Dark/Ghost dual-types (Sableye eats gemstones, and Spiritomb doesn't technically need food to begin with).
* ReformedButNotTamed: As said before, though they are classified as "Dark" or "Evil" for exhibiting behaviors that are malevolent and destructive, Dark Types can be tamed through to be obedient and civil, while their instinctual and ingrained behavior can be accepted as neccistated behavior developed in their environment to adapt and survive. It also helps that even before the coming of Dark Types, cruelty by wild Pokemon was not mutually exclusive to types, especially in Generation I, and despite their massive ownership within the Team syndicates and criminals, it is all up to the trainer and their behavior that influences how their Pokemon acts.
* {{Retcon}}:
** The move Bite was retconned from a Normal-type move into a Dark-type move in Generation II.
** When the Physical/Special split happened, every Dark-type attack that existed beforehand were changed to be Physical attacks.
* RougeAnglesOfSatin: Feint Attack is named F'''a'''int Attack prior to Gen VI, which doesn't make sense since the latter implies a WoundedGazelleGambit, an "I'm TakingYouWithMe" attack, or a OneHitKill (since Pokémon that are unable to battle are said to have fainted). It's none of those things. Or just an attack that's indistinct and hard to see.
* ScavengersAreScum: Several Pokémon based off real life scavengers are Dark-typed. At this moment we have the vultures Vullaby and Mandibuzz and the crows Murkrow and Honchkrow.
* SituationalDamageAttack: Attacks that are relatively weak but increase in power under certain situations tend to be one of the Dark-type's gimmicks:
** Pursuit is normally weak with a Power of 40, but it deals double damage if the target tries to switch out manually or is using the moves U-turn, Volt Switch, or Parting Shot (the latter only if the user of Pursuit moves after the user of those moves, however).
** Payback's Power of 50 will double if the user goes after the target. In the Generation IV games, switching out counted as going first for this purpose.
** Assurance is mediocre with a Power of 60, but that will double if the target has already taken damage that turn.
** The Power of Punishment starts off at 60, but increases by 20 for every stage of StatusBuff the target has, reaching a max power of 200.
** From ''X and Y'' onward, Knock Off's Power of 65 increases by 50% if the target was holding an item that can be removed.
** Power Trip's Base Power starts off at a measly 20, but its power is increased by 20 the more positive stat increases the user has. With everything at the maximum (six stat increases for all seven stats that can be increased), the move's base power becomes '''860''', the highest of all physical moves.
** Lash Out has 75 power, but doubles if any of the user's stats have been lowered that turn.
* SituationalSword: Many of their attacks will fail completely or do weak damage unless certain conditions are met. For example, Sucker Punch will only deal damage if the target uses a damaging attack on the same turn and doesn't go before the user.
* SneakAttack: Sucker Punch is called "Surprise Attack" in Japan. Feint Attack, Night Slash and [[ISurrenderSuckers False Surrender]] are described as hitting the opponent when their guard is down.
* StandardStatusEffects: Using Fling with certain items can inflict status aliments with a 100% success rate, with the status inflicted being dependent on what item is thrown. A Flame Orb will inflict Burn, a Poison Barb will inflict normal Poison, a Toxic Orb will inflict Toxic Poison, a Light Ball will inflict Paralysis, and a King's Rock or Razor Fang will cause the target to flinch.
* StatusBuff:
** Nasty Plot boosts the user's Special Attack by two stages.
** Hone Claws increases the user's Attack and Accuracy by one stage.
* SuperMode: Houndoom, Tyranitar, Sableye, Sharpedo, and Absol are capable of Mega Evolution, and the Water/Flying-type Gyarados becomes Water/Dark-type when it Mega Evolves. Greninja can also transform into Ash-Greninja if it has the Battle Bond ability. Grimmsnarl and Urshifu (in its Fighting/Dark single strike style) are also capable of Gigantamax.
* SwitchOutMove: Parting Shot gives a parting threat, lowering the target's Attack and Special Attack before the user switches out.
* ToxicFriendInfluence: If a Pancham is in a team with a Dark-type when it levels up, then the latter's bad behavior will rub off on it and it'll evolve into Pangoro, who is a Dark-type itself.
* UndergroundMonkey: Alolan Rattata, Alolan Grimer, Galarian Zigzagoon and their evolved forms are part Dark-Types, while Alolan Meowth and Alolan Persian are pure Dark-Types.
* UselessUsefulSpell: Prior to the Physical/Special split in ''Diamond and Pearl'', all Dark-type moves were Special while almost every Dark-type was a Physical attacker.
* VideoGameStealing:
** Thief deals damage and steals any item an opponent is holding if the user is not holding one.
** Knock Off removes items that can be removed and (as of ''X and Y'') gets a 50% damage boost when the item is successfully removed. It will not gain a power boost if the item cannot be removed (such as a Pokémon holding a Mega Stone, Z-Crystal, or an Arceus/Silvally holding a Plate/Memory).
** Snatch steals and uses any Status moves the opponent tried to use that turn and prevents them from using it.
** Switcheroo is exactly like Trick, swapping the target's and user's items.
* WeakButSkilled:
** In terms of damaging moves, the Dark type's strongest attacks (barring signature moves) are Darkest Lariat and Night Daze, which rest at 85 base power and, while no longer restricted to one Pokémon each as they were originally, can only be learned by a relative few. For most Dark-types, the strongest Dark-type moves available to them are Dark Pulse and Crunch, both at 80 base power. Regular moves that go above that mark are invariably [[SituationalDamageAttack situational damage attacks]] when used to their full CombatPragmatist potential, so as a result, the Dark type's hardest-hitting moves are ones that seem initially weak but provide increased power when used smartly.
** Even its status moves fall under this category, as many of them don't seem immediately helpful, but can turn a match around when used skillfully. Most Dark-type status moves are geared toward shutting down specific tactics (for example, Torment prevents repeated use of the same move, while Taunt, Snatch, and Topsy-Turvy address an opponent's use of non-damaging moves), but those mechanics also tend to make them ineffective when used without strategy.
** Hone Claws boosts Attack by one stage, making it a poor choice for aggressive play, but it also provides a hard-to-find boost to Accuracy, which can allow users to reliably incorporate inaccurate moves into their strategy, such as Stone Edge. It's also a good choice for any Pokémon with the ability Hustle, which decreases the accuracy of their physical moves by 20%.
* YouWillNotEvadeMe: Pursuit deals double damage to opponents attempting to switch out and hits them before they can switch. Handy for punishing fragile Psychic- and Ghost-Types that may try to get away.
* ZergRush: Beat Up has the user attack once for each conscious party member that is not afflicted by a status condition, up to 6 times.
[[/folder]]

[[folder:Steel]]
!!Steel-Type (はがねタイプ ''hagane taipu'')
[[quoteright:350:[[ExtraOreDinary https://static.tvtropes.org/pmwiki/pub/images/steel_types.png]]]]

The second of two types added with ''VideoGame/PokemonGoldAndSilver'', they are the most defensive type in the game. The strong metal that covers the bodies of Steel-type Pokémon grants them high defenses and a great number of resistances. While weak to Fighting, Fire, and Ground, they resist ''everything else'' (except Water and Electric and [[{{Nerf}} Ghost and Dark as of Gen VI]]) and are immune to one type (Poison). Offensively, they hit Ice-, Rock-, and Fairy-Types hard but are resisted by other Steel-, Water-, Electric-, and Fire-Types. Most Pokémon of this type have the theme of armoring or being a creature of living metal, though there are some that don't really fit the bill beyond possessing thick hides. Steel-types can be found in caves, mountain regions, and urban areas.

When a sandstorm is in effect, Steel-type Pokémon do not take residual damage from it.
%%Offensively: x2 Ice, x2 Rock, x2 Fairy, x1/2 Fire, x1/2 Water, x1/2 Electric, x1/2 Steel
%%Defensively: x2 Fire, x2 Fighting, x2 Ground, x0 Poison, resists everything else except for Water, Electric, Ghost (Gen VI onwards), and Dark (Gen VI onwards)
%%Known Specialists: Jasmine in ''Gold and Silver'' and ''Crystal''; Steven in ''Ruby and Sapphire'' and ''Emerald''; Byron in ''Diamond and Pearl'' and ''Platinum''; Wikstrom in ''X and Y''; Molayne in ''Sun and Moon''
----
* ActionInitiative: Bullet Punch has increased priority. Notably, more Fighting-types learn this move than Steel-types.
* AlwaysAccurateAttack:
** Magnet Bomb, an attack that uses homing metal chunks, never misses regardless of accuracy or evasion. Magnet-based Pokémon like the Magnemite line and Probopass get this move.
** Smart Strike, a TM where the user stabs the opponent with an accurate horn.
* AnchorsAway: The move Anchor Shot, exclusive to Dhelmise, deals Steel-type damage and traps the foe under an anchor.
* AnimateInanimateObject: Quite a few Steel-types are based on objects, such as the Magnemite, Beldum, Bronzor, Klink, and Honedge lines.
* ArmoredButFrail: Several Steel-types have high defenses, but have below-average health to balance it out.
* ArmorPiercingAttack: Doom Desire ignores the moves Protect, Detect, and Endure, and it hits through the Ability Wonder Guard.
* AwesomeButImpractical:
** Doom Desire takes two turns before the attack actually hits, which is more than enough time to switch out to something that can tank the hit.
** Iron Tail has great power (100, which is on par with Earthquake), can be taught to a wide variety of Pokémon, and can lower the opponent's Defense as a bonus. It has a less than perfect accuracy of 75% and many of the Pokémon that learn it have other moves with better coverage and accuracy.
** Steel Beam is the most powerful Steel-type attack at 140 power, but the user loses a massive half of their maximum health upon usage. Several Steel-types also lack the Special Attack needed to utilize this move.
* BalanceBuff: Steel-types weren't very useful for attacking prior to Gen VI; they only did super-effective damage to Ice and Rock, which had plenty of other type weaknesses to exploit (including both being weak to Fighting). Gen VI added Fairies to give Steel-types more use.
* CastFromHitPoints: The very powerful Steel Beam deals incredible damage but also causes the user to lose half their hit points thanks to using their own body's metal in the attack.
* ChromeChampion: Steel-types often look like they're covered in gleaming silver metal or are actually made of it. Several physical Steel-type moves, such as Metal Claw and Iron Head, cause the user to glow silver metallic for a brief second regardless of their actual type and/or appearance.
* ColdIron: Likely the reason they are super-effective against Fairies is to invoke the idea.
* ColorCodedElements: The Steel-type color is silver, as is the metal armor of many of its members.
* CombiningMecha: The basic principle of the robot-like Magnemite, Beldum, Klink, and Meltan lines; the basic concept of their evolutions is "the starter form, but there's more of them together". There's also the non-evolving Stakataka which is constructed by hundreds of individual lifeforms, and Doublade, which is a subversion (the Honedge it evolves from divides into two instead).
* CounterAttack: Metal Burst will deal damage to the opponent equal to 1.5 times the amount the user took that turn, regardless of whether the foe's move is physical or special. Unlike Counter and Mirror Coat, it doesn't have negative priority, so make sure that the user is slower than the opponent before using it.
* DangerousForbiddenTechnique: Steel Beam is almost as strong as Hyper Beam and doesn't have the recharge turn, but it causes the user to lose half of its health each time it's used.
* DiscardAndDraw: In Generation VI, they became super-effective against Fairy-types and resist their moves, but lost their resistances to Dark- and Ghost-type attacks.
* DubInducedPlotHole: Meteor Mash is boosted by Iron Fist (which boosts the power of 'punch' moves by 20%, though no Pokémon with Iron Fist can learn Meteor Mash) because its Japanese name is "Comet Punch" (not to be confused with the move called [[RapidFireFisticuffs "Comet Punch"]] in the English versions, which is named "Consecutive Punch" in Japanese).
* ElementalRockPaperScissors
** Offense
*** Strong: Fairy, Ice, Rock
*** Weak: Electric, Fire, Steel, Water
** Defense
*** Strong: Bug, Dark (Gen II-V), Dragon, Fairy, Flying, Ghost (Gen II-V), Grass, Ice, Normal, Psychic, Rock, Steel
*** Weak: Fighting, Fire, Ground
*** Immune: Poison
* EverythingsBetterWithSpinning:
** Gyro Ball, a move where the user spins into the enemy. It gets stronger the slower the user is compared to the opponent.
** During the Steel-type Spectacular Talent, the Pokémon spins so fast it turns into a silver tornado, while smashing into various spherical objects like a pinball.
* ExtraOreDinary: The type isn't much in the way of ferrokinesis so much as it is "hit the target with a protrusion covered in metal". They tend to prefer relying on their defenses, as until the [[OurFairiesAreDifferent Fairy-type]] was introduced, the [[AnIcePerson only]] [[DishingOutDirt types]] they were good against had easier-to-exploit weaknesses.
* GoombaStomp: Heavy Slam deals Steel-type damage depending on how heavy the target is compared to the user; the heavier the user is, the more damage dealt. Considering that most Pokémon who get this are on the heavy side, it tends to hurt a lot.
* HeavilyArmoredMook: Quite a number of Pokémon that gain the Steel-type on evolving also gain a good increase in defenses. Steelix is a notable example.
* HornAttack: Smart Strike, an AlwaysAccurateAttack where the user stabs its opponent with a sharp horn. It's a TM that can appropriately be taught to most Pokémon with horns.
* InfinityPlusOneElement: While not as well-known as the Dragon type in that regard, Steel is — on the defensive side at least — one of the best types in the game with a whopping '''10''' resistances and 1 immunity to only 3 weaknesses (though all of these weaknesses are pretty common and crippling).
* KillItWithFire: One of their weaknesses is to the Fire-type, representing metal softening and melting at high temperatures.
* LightEmUp: Three of the four Special Steel-type moves (Doom Desire, Flash Cannon, and Mirror Shot) involve firing out light energy.
* LikeCannotCutLike: One of the many types Steel is resistant to is itself.
* LimitBreak:
** The Steel-type Z-Move is Corkscrew Crash, in which the user spins really fast like a steel drill and rams into the target.
** The Steel-type Max Move, Max Steelspike, causes huge metal projections to burst from the ground and skewer the opponent. The Steel type energy flowing from this metal also raises the Defense of the user and their allies.
** Gigantamax Copperajah's exclusive G-Max Move is G-Max Steelsurge, in which Copperajah causes huge green spikes of copper to emerge from the ground and tear into the opponent. this move also sets a unique kind of Spikes on the field, who's damage increases depending on the opponent's resilience to steel
** Gigantamax Melmetal's exclusive G-Max Move is G-Max Meltdown, in which Melmetal sends spikes of its body material at the opponent, preventing the target and its allies from using the same move twice in a row.
* MechanicalLifeforms: While most Steel-types simply resemble regular animals with metallic growths or plating, those that put the extra emphasis on Steel, like Magnemite, Metagross, and Klinklang, edge fully into this trope. Magearna embraces it to the point that only its core, the Soul Heart, is not completely mechanical.
* MightyGlacier:
** If a Steel-type is not purely defensive, it will often be slow and quite strong.
** The move Gyro Ball exploits this; the slower the user is than the foe, the more damage it will do. The [[EldritchAbomination Ultra Beast]] Stakataka — with its Rock/Steel-typing, high Attack, and painfully slow Speed — can dish out some very devastating Gyro Balls. And Trick Room (which inverts Speed) doesn't cut into the move's power, either.
* {{Nerf}}: In ''VideoGame/PokemonXAndY'', they lost their resistances to [[CombatPragmatist Dark]] and [[SoulPower Ghost]].
* {{Retcon}}: Magnemite and Magneton were given a secondary Steel-type in Generation II.
* SecretArt:
** Doom Desire, a move only known by Jirachi.
** Steel Beam, a special attack with an incredibly high power of 140, but deals half the user's health on use. It can only be taught by a special tutor to Steel-types (and Silvally).
** The abilities Light Metal and Heavy Metal halves and doubles the user's weight, respectively.
** Magnet Pull increases the encounter rate of Steel-types in the wild and prevents them from switching or fleeing.
** Despite not being used by a Steel-type, the ability Steelworker essentially provides a STAB bonus to Steel-type attacks.
* ShedArmorGainSpeed: Autotomize causes the user to shed part of their armored body in order to lighten themselves and sharply increase speed.
* SiliconBasedLife: Quite a number of Steel-types fall into this category, especially the ones who are part Rock or Ground.
* SituationalDamageAttack:
** Gyro Ball's damage depends on how slow the user is compared to the opponent, going up to a massive 150 power if the opponent is at least 6x as fast as the user.
** Heavy Slam's power depends on the user's weight compared to the target's weight. It's a paltry 40 power if the target is over 50% of the user's weight, but a whopping 120 if the target is below 20% of the user's weight.
* SituationalSword: Steel Roller has a huge 130 base power and removes any terrain on the battlefield, but can only be used if there is a terrain in effect.
* StatusBuff:
** Iron Defense raises the user's defense by two stages.
** Autotomize raises the user's speed by 2 stages while reducing their weight by 100 kg.
** Shift Gear raises the user's speed by two levels while raising attack by one.
** Metal Claw, Steel Wing, and Meteor Mash all have a chance of raising the user's stats in addition to dealing damage. This is notable because outside of the Jirachi-exclusive Doom Desire, these three moves constituted 75% of the type's attacking moves as of Generation III.
* StoneWall: There are outliers, like [[LightningBruiser Excadrill]], but the Steel-type's many resistances and few uses as an attacking type compliment this strategy. To counteract the type's high defenses and resistances, Steel-type Pokémon tend to have average or below-average HP.
* StrongFleshWeakSteel: The inorganic and sometimes mechanical Steel-types are weak to the mostly organic physical-brawling Fighting-types.
* SuperMode: Steelix, Scizor, Mawile, Aggron, Metagross, and Lucario are capable of Mega Evolution, with Aggron notably becoming a pure Steel-type upon doing so, while Melmetal, Corviknight, Copperajah, and Duraludon are capable of Gigantamax (but only Melmetal and Copperajah have Steel-type G-Max Moves).
* SuperToughness: Steel-types resist over half the types in the game and have strong enough defenses to easily shrug them off.
* ThisIsADrill: The Steel-type Z-move, Corkscrew Crash, involves the user slamming into the target while spinning like a drill.
* ThunderboltIron: Some Steel-types such as Registeel and Jirachi are heavily implied to be made out of metal that's not of this world.
* UndergroundMonkey: The Alolan Diglett, Alolan Sandshrew, Galarian Meowth and Galarian Stunfisk families are part Steel-Type.
* UseYourHead: How Iron Head works.
* WaveMotionGun: The powerful but self-damaging Steel Beam is a huge laser made of the user's steel, causing half the user's health in recoil damage.
* WeakToFire: One of Steel's three weaknesses is Fire. This allowed a lot of Dragons to use Fire-type moves to burn through Steels. This was a contributing factor in the creation of the last type, Fairy.
* WeakToMagic: Steel-types tend to have very high Defence but poorer Special Defence.
* YouWillNotEvadeMe:
** The Ability Magnet Pull can trap Pokémon and prevent them from fleeing or switching, but only if they're Steel-type. The Steel/Ghost-type Honedge line is immune to this due to Ghosts being immune to trapping effects.
** The move Anchor Shot prevents the target it hits from switching.
[[/folder]]

[[folder:Fairy]]
!!Fairy-Type (フェアリータイプ ''fearii taipu'')
[[quoteright:350:[[OurFairiesAreDifferent https://static.tvtropes.org/pmwiki/pub/images/fairy_types.png]]]]

The newest type, introduced in ''VideoGame/PokemonXAndY''. Introduced to combat the growing power of the Dragon-type and to boost the offensively-weak Poison- and Steel-types, Fairy-type Pokémon represent practically every culture's interpretation of TheFairFolk (whether it's the cute, harmless, benevolent sprites or the more mischievous, often meaner tricksters). Sprites, cute critters, and mystical otherworldly beings often represent the type. Despite their adorable appearances, they're effective against the more "hardcore" Pokémon.

Fairy is a highly effective type, both offensively and defensively. It resists Dark, Fighting, and Bug and is immune to Dragon, and is only weak to Steel and Poison. Offensively it's just as good, hitting Fighting-, Dragon-, and Dark-Types super-effectively while being resisted by Poison, Steel, and Fire. The things holding them back are their relative scarcity, lack of heavy hitters compared to other types, lack of physical moves[[note]]Play Rough and Spirit Break are the only physical Fairy-type moves that aren't Z-Moves, and the latter is a SecretArt[[/note]] and the fact that they are commonly slow and can't take physical hits very well.
%%Offensively: x2 Fighting, x2 Dark, x2 Dragon, x1/2 Fire, x1/2 Poison, x1/2 Steel
%%Defensively: x1/2 Bug, x1/2 Fighting, x1/2 Dark, x0 Dragon, x2 Poison, x2 Steel
%%Known Specialists: Valerie in ''X and Y''; Mina in ''Sun and Moon'', Lillie in ''Ultra Sun and Ultra Moon''; Opal in ''Sword and Shield''
----
* ActionBomb: The move Misty Explosion knocks out the user in exchange for inflicting high damage on the opponent, and its power is doubled on Misty Terrain.
* AlwaysAccurateAttack: Disarming Voice bypasses accuracy and evasion modifiers when used.
* BadassAdorable: Their proclivity for cute designs only belies their true power as fighters, particularly against Dragon-types.
* BeautyEqualsGoodness: Fairy-Types are generally very charming and [[CuteMonsterGirl attractive]], like Gardevoir, Florges, and Primarina, and they have the appropriate benevolence to associate with their beauty/cuteness. That said, there's a spectrum of good and malicious Fairy-types. Some of the [[LightIsNotGood Not-Good]] Fairy-types include Mimikyu (a borderline EldritchAbomination who [[IJustWantToHaveFriends just wants to be loved]]) Hatterene (who are cute but dangerous, violent, and very easily angered), Shiinotic (freakish and alien-looking mushrooms that sap the vitality of their slumbering prey), and the Dark/Fairy Grimmsnarl, (hideous and intimidating imp-ogre beings that thrive on negative energy).
* BeautyIsBad: Conversely, some cutesy Fairy-types are actually quite dangerous. The Hatenna line, for example, is notoriously violent, contrary to their pastel colors and appearance. While Hatenna flees from emotions, Hattrem will ''beat the living daylights'' out of strongly emotional beings, and Hatterene will rip into anyone being "too loud" near it.
* BigBallOfViolence: Play Rough is depicted as this, with hearts and stars coming out of a cloud obscuring the beatdown. It's also the only widely distributed Physical Fairy-type move.[[note]]The only other Physical Fairy-type move, Spirit Break, is Grimmsnarl's SecretArt.[[/note]]
* BlowYouAway: The move Fairy Wind deals damage by hitting the target with [[ShapedLikeItself a fairy wind]].
* CastFromHitPoints: The DummiedOut Light of Ruin deals damage to the user equal to 1/2 of the damage dealt to the target.
* ColdIron: They are weak to Steel-type attacks, reflecting mythical fairies' aversion to iron.
* ColorCodedElements: The Fairy-type coloring is light pink, and several Fairies are also pink.
* ComedicSociopathy:
** Invoked by the standard Fairy-type Z-Move, Twinkle Tackle. The user doesn't even care about the target being kicked away, let alone them exploding.
** Mimikyu's exclusive Z-Move, "Let's Snuggle Forever" took this UpToEleven as Mimikyu ''packs and crushes the target before throwing them away''. Even the user's trainer gives a thumbs up and smiles.
* TheDragonslayer: Every single one of them, owing to their tremendous advantage over the Dragon-type.
* DummiedOut: A powerful Fairy-type move called Light of Ruin can be called by Metronome and its name appears in the Hotel Richissime room service minigame, but can't be learned by anything currently officially available in the games. In terms of brute force, it's the strongest Fairy-type attack and it also happens to be the only special attack with recoil. It's actually the SecretArt of AZ's Floette, which has been unreleased in any game but has existed in the game code ever since ''VideoGame/PokemonXAndY''.
* ElementalRockPaperScissors:
** Offense
*** Strong: Dark, Dragon, Fighting
*** Weak: Fire, Poison, Steel
** Defense
*** Strong: Bug, Dark, Fighting
*** Weak: Poison, Steel
*** Immune: Dragon
* TheFairFolk: While the overall lean is towards the modern, more positive interpretation of fairies as benevolent nature spirits or harmless pranksters (such as Mawile and the mischievous Klefki), there are some particularly amoral Fairy-types trainers should be wary of.
** The Tapus (island guardians) of Alola are depicted as tiki-like guardian deities, but have morality that [[BlueAndOrangeMorality doesn't fall within human standards]].
** [[LightIsNotGood Shiinotic]] lure travelers into the woods with its glowing lights so it can put them to sleep and feed on their energy.
** The Dark/Fairy type Impidimp line from ''Sword and Shield'' are vile creatures who literally feed on the negative emotions of their unfortunate targets. The line culminates in the monstrous [[AllTrollsAreDifferent troll]]-like Grimmsnarl, whose signature Fairy-type move shatters the target's spirit (lowering its Special Attack). From the same game, Hatterene is equally disturbing, as it will violently react to strong emotions, creates crippling headaches around itself and will tear a person apart for being "too loud" around it.
* FieldPowerEffect: They learn several moves meant to manipulate the environment, including Misty Terrain, Flower Shield, and Xerneas's signature Geomancy.
* HealingShiv: Floral Healing, which becomes even more effective at healing in Grassy Terrain.
* HeartBeatDown: Some of the moves, most notably Sweet Kiss and Disarming Voice.
* KillerRabbit: Most Fairy-Types are both very cute-looking and surprisingly powerful battlers. Azumarill is a literal example, being a deceptively powerful rabbit thanks to [[SuperStrength Huge Power]].
* KissOfDeath: Draining Kiss involves the user kissing the target, causing damage and [[LifeDrain stealing some HP]].
* LifeDrain: Draining Kiss heals the user for 75% of the damage it dealt.
* LightEmUp: The Fairy-type is as close to a Light-type as the Pokémon series gets — along with being associated with bright pink, their moves tend to have a light motif, especially Dazzling Gleam, Fleur Cannon, Moonblast, Moonlight, and the [[DummiedOut aforementioned]] Light of Ruin.
* LightIsGood: Most Fairy-types are almost universally bright and colorful in design, and on the whole are quite benevolent with few exceptions. They also oppose the Dark-Type, being both super-effective and resistant to Dark-Type attacks.
* LightIsNotGood: However, Fairy-type includes Shiinotic and the Tapus, who are more malicious and have morality beyond human and Pokémon understanding, respectively. The Hatenna line also play this straight, being brightly colored but dangerous Pokémon. The Impidimp line subvert this by also being half Dark-Type, to match their [[DarkIsEvil malicious nature]].
* LimitBreak:
** The Fairy-type Z-Move is Twinkle Tackle, in which the user creates a charming space and toys with the target.
** The Fairy-type Max Move is Max Starfall, in which the user drops stars on the opponent, creating a Misty Terrain for five turns.
** Gigantamax Alcremie's exclusive G-Max Move is G-Max Finale, in which Alcremie drops gigantic drops of cream on th opponent, healing itself and its allies bu a sixth of their max HP.
** Gigantamax Hatterene's exclusive G-Max Move is G-Max Smite, in which Hatterene drops stars on the opponent, confusing all opponents on the field.
* LogicalWeakness: Fairy-types are weak to Steel-types because, in traditional mythology involving TheFairFolk, they were vulnerable to iron and steel.
* {{Lunacy}}: They have a lunar motif in their moves Moonblast and Moonlight, the latter of which was {{Retcon}}ned in as a Fairy-type move. The lunar motif may have been influenced by the Clefable line, an evolutionary line that was the original fairy-themed Pokémon and had a strong association with the moon. The line became Fairy-type upon the new type's introduction.
* MakeMeWannaShout:
** Disarming Voice is a sound-based attack, though its damage-dealing ability is more due to inflicting "emotional damage" than the power of the sound itself.
** Every Pokémon that can have the Pixilate Ability is capable of learning Hyper Voice, which can deal serious damage thanks to Pixilate's power boost and the STAB bonus from it.
* MightyGlacier: Most Fairy-Types are slow, but can usually take a hit and hit back hard.
* ObviousRulePatch: They were introduced to curb the Dragon-type, as Creator/GameFreak thought they had made it too powerful. They also give Poison and Steel more offensive uses, as both of them were pretty much only used for their defensive capabilities beforehand.
* OurFairiesAreDifferent: The basis for Fairy-types can include all kinds of spirits, sprites, deities, and cute critters alike.
* PercentDamageAttack: Nature's Madness cuts the target's current HP in half, like Super Fang. The Z-move Guardian of Alola cuts the target's current HP by 75%.
* PinkMeansFeminine: Fairy's elemental color is light pink, and has a lot of cute and feminine Pokémon in its ranks, many of whom have Pink in their color schemes. Quite a few of them are female-only or have gender ratios that favor females. There are also a lot of Fairy-Types who are also Psychic-Type, another element associated with pink, and further emphasizing their femininity.
* PuppyDogEyes: The Baby-Doll Eyes move, which lowers the opponent's Attack and is a first-strike move.
* RealMenWearPink: The Impidimp line stands out among Fairy-types for being male-only, and the final evolution, Grimmsnarl, is an intimidating ogre-like monster. Doesn't stop them from using the SuperCuteSuperpowers used by other Pokémon of the type.
* {{Retcon}}: When the type was introduced, a fair number of older Pokémon were changed to be at least part Fairy. In the case of the Togepi, Clefairy, and Snubbull families, they're now pure Fairy-Types (they were Normal-Types before). Compared to the Dark- and Steel-types, no Pokémon gained the Dark-type and only two (Magnemite and Magneton) gained a Steel-type in Generation II. The moves Charm, [[StandardStatusEffects Sweet Kiss]], and [[HealThyself Moonlight]] were also retconned to be Fairy, but none of these are affected by ElementalRockPaperScissors.
* RidiculouslyCuteCritter: A lot of Pokémon of this type fit this trope, especially if unevolved.
* SecretArt:
** Pixilate turns Normal-type moves into Fairy-type and boosts them by 20% (30% in Gen VI).
** Misty Terrain protects all Pokémon on the ground from StandardStatusEffects. It also reduces damage taken from Dragon-type attacks by 50%.
* StatusBuff:
** The move Geomancy sharply raises the user's Special Attack, Special Defense, and Speed, but takes two turns to activate.
** The move Aromatic Mist raises the Special Defense of an ally by 1 stage.
** The ability Flower Shield raises the Defense of all Grass-type Pokémon in the battle.
* SuperCuteSuperPowers: Quite a few Fairy-type moves are based on cuteness, such as Charm, Sweet Kiss, [[PuppyDogEyes Baby-doll Eyes]], and Disarming Voice.
* SuperMode: Gardevoir, Mawile, and Diancie are capable of Mega Evolution while Altaria and Audino become part Fairy-type when they Mega Evolve. Alcremie, Hatterene, and Grimmsnarl are capable of Gigantamax, but only Alcremie and Hatterene have Fairy-type G-Max Moves.
* TakingYouWithMe: Misty Explosion deals damage to all targets around the user but faints the user, and its base power is increased on Misty Terrain.
* ATwinkleInTheSky: The Fairy-type Z-Move Twinkle Tackle rams the opponent into the sky, wherein it disappears leaving only an audible twinkle behind.
* UglyCute: Snubull, Granbull, and, arguably, Mawlie stand out as the only non-cute or pretty Fairy-types.
* UndergroundMonkey: Alolan Ninetales, Galarian Weezing and Galarian Rapidash are part Fairy-Type.
* WeaksauceWeakness: Being a type that {{No Sell}}s Dragon attacks and has a lot of other resistances, Fairy-type Pokémon are weak against Poison and Steel, known for having weak offensive presence; the former being the weakest Pokémon type since Gen I.
* WhiteMage: Over half of all Fairy-type moves are status moves. Buff one's own stats? Debuff an opponent? Buff an ally's stats? Heal oneself? Heal an ally? Block all status moves used against your team? Block ''all'' StandardStatusEffects from the entire field? Fairies can do all of this.
[[/folder]]

!!'''Spin-Off Exclusive Types'''

[[folder:Shadow]]
!!Shadow-Type / Dark-Type (ダークタイプ ''daaku taipu'')
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shadow_lugia_4.png]]
Exclusive to spin-off titles ''VideoGame/PokemonColosseum'' and ''VideoGame/PokemonXDGaleOfDarkness'', Shadow Pokémon are the end product of a scientific and magical process that's created by the top scientists of Cipher to remove all emotions from Pokémon. These Pokémon have no compunction about attacking Pokémon and people, which makes them the perfect weapons for Cipher's crimes. Much to the displeasure of the denizens of Orre, Shadow Pokémon became popular among the criminal underground. Some trainers who own Shadow Pokémon don't even know they have them. Only people with certain tools and psychic abilities can identify a Shadow Pokémon by its shadowy aura. Shadow Pokémon can be reverted back into normal Pokémon by bonding with its trainer, which is one of the main objectives of the ''Colosseum'' series. Cipher and the threat of Shadow Pokémon were stopped thanks to the protagonists of the two games, but it's hinted that Cipher is planning a comeback.

In ''Colosseum'', Shadow isn't so much a type as it is a classification. It doesn't change a Pokémon's strengths or weaknesses in the ElementalRockPaperScissors, and its only move at the time (Shadow Rush) is a physical move that [[NonElemental deals neutral damage to everything]].

''XD: Gale of Darkness'' revamps Shadow to be an actual type and provides it with more moves, though it is unique in that it acts as a third type (or second if a Shadow Pokémon only has one type normally) and doesn't provide a Same-Type Attack Bonus to its attacks. [[InfinityPlusOneElement All Shadow-type attacks are also now super-effective on all normal Pokémon]], but they are resisted by other Shadow Pokémon.

Unlike other types at the time, whose moves were fixed as Physical or Special, Shadow-type moves in ''XD: Gale of Darkness'' can be either. This predates the Physical/Special split of moves introduced into the main series games in ''VideoGame/PokemonDiamondAndPearl''.
%%Offensively: x2 normal Pokémon, x1/2 Shadow
%%Defensively: x1/2 Shadow
----
* AttackAttackAttack: Shadow Pokémon tend to lack defensive or healing moves.
* AxCrazy: In Hyper Mode, a Shadow Pokémon may attack its teammate, its own Trainer, or the opposing Trainer.
* BadPowersGoodPeople: In the hands of the player, these Pokémon are still dangerous, but their power is focused on the forces of Cipher.
* BlowYouAway: Shadow Blast, the Shadow version of Lugia's Aeroblast and Shadow Lugia's signature move.
* BrainwashedAndCrazy: Pokémon are normally friendly creatures who enjoy spending time with their Trainers as well as a good fight. Shadow Pokémon have become artificially corrupted into mindless attack drones whose only purpose is to do nothing ''but'' fight.
* CantCatchUp: When caught, a Shadow Pokémon cannot level up, evolve, or learn new moves until it's purified, at which point it'll automatically gain the experience back. Try training one early in the game, and the Shadow Pokémon you caught in the last town will stop being useful quickly and become dead weight in a major battle until you gain the ability to fully purify them.
* CastFromHitPoints: Shadow Rush (''Colosseum'' only) and Shadow End cause recoil damage to the user. Rush has 1/4 recoil while End has 1/2.
* TheCorruption: They are created by robbing emotions from Pokémon to turn them into soulless fighting machines.
* DarkIsEvil: Shadow Pokémon are corrupted beings that need to be restored to their true selves.
* DubNameChange: They're called "Dark Pokémon" in the Japanese version, but were changed to "Shadow Pokémon" to avoid confusion with the Dark-type (which is called the Evil-type in Japan).
* EmptyShell: The creation of Shadow Pokémon involves removing their emotions.
* EvilKnockoff: Shadow Chill, Shadow Bolt, Shadow Fire, and Shadow Blast are corrupted versions of Ice Beam, Thunderbolt, Flamethrower, and Aeroblast, respectively.
** Many Shadow moves are knockoffs of some other move. Shadow Blitz is an evil Tackle, Shadow Down is basically just a more accurate Screech, Shadow End is a PowerfulButInaccurate move CastFromHitPoints reminiscent of Head Smash, Shadow Hold is a worse Mean Look, Shadow Mist is based on Sweet Scent, Shadow Panic is a very slightly better Supersonic, and Shadow Sky is a weather move similar to Hail in the way it damages all but Shadow Pokémon.
* FireIceLightning: Shadow Bolt, Shadow Chill, and Shadow Fire. Respectively the signature moves of the corrupted Zapdos, Articuno, and Moltres.
* HeelFaceTurn: A Shadow Pokémon experiences one after being purified.
* HerdHittingAttack: Shadow Down, Shadow Hold, Shadow Mist, Shadow Panic, Shadow Rave, Shadow Storm, and Shadow Wave hit all enemies while Shadow Half and Shadow Shed hit everyone on the field.
* InfinityPlusOneElement: In an ElementalRockPaperScissors sense. Shadow is super effective against every other type in ''XD'' and only resisted by itself.
* InvisibleToNormals: The shadowy aura surrounding a Shadow Pokémon can only be seen by very few people or those with special technology.
* MindRape: In the words of Ein, Cipher's head scientist, Shadow Pokémon are born by "closing the door to a Pokémon's heart." The fact that they are willing to attack anyone only adds to this.
* NoCureForEvil: There are no "positive support" Shadow moves.
* OlympusMons: Not even legendaries are safe from becoming Shadow Pokémon, as players will eventually encounter Shadow Articuno, Zapdos, Moltres, Raikou, Entei, and Suicune. However, there's one special Shadow legendary Pokémon: Shadow Lugia. Considered the ultimate Shadow Pokémon, Shadow Lugia looks very different compared to normal Lugia with its reversed color scheme and other details. It's also nearly immune to purification, as normal methods of purification don't work on it. Only the Purify Chamber at max power can truly purify Shadow Lugia.
* PermanentlyMissableContent: Averted. If you fail to snag a Shadow Pokémon in a one-time battle, there'll be a trainer somewhere who will still have it. In ''Colosseum'' the trainer can be found somewhere else, while in ''XD'' Miror B. will roam Orre and battle you until you snag all the Shadow Pokémon.
* PowerAtAPrice: Shadow attacks hit everything but other Shadow Pokémon super effectively, but Shadow Pokémon cannot level up, evolve, or learn new moves.
* ThePowerOfFriendship: Before a Shadow Pokémon can be purified into a normal Pokémon, it must let its heart open towards the trainer.
* PurpleIsTheNewBlack: The aura of darkness that surrounds a Shadow Pokémon is dark purple.
* RammingAlwaysWorks: Shadow Blitz, Shadow Break, Shadow End, and Shadow Rush.
* RedAndBlackAndEvilAllOver: A Shadow Pokémon's aura goes red and black when it enters Hyper[=/=]Reverse Mode.
* RedemptionDemotion: In the hands of an NPC trainer in ''Colosseum'', Shadow Pokémon have a normal moveset with Shadow Rush included. When snagged, however, they only know Shadow Rush.
* RiddleForTheAges: The exact process of creating Shadow Pokémon, which involves "closing the door to their hearts", is never disclosed.
* SecretArt: Enforced. Shadow attacks can only be used by Shadow Pokémon, and purified ones will immediately forget them.
* ThemeNaming: Every one of the type's attacks has "Shadow" in its name.
* TheyLookJustLikeEveryoneElse: They are visually indistinct from normal Pokémon to the average human. The only way to identify them is by having an innate ability to sense them like Rui or using special equipment like Michael's Aura Reader. The only exception is Shadow Lugia/[=XD001=], which has become so thoroughly corrupted that even its outward appearance has been changed.
* YouWillNotEvadeMe: Shadow Hold prevents switching.
[[/folder]]
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* OurDragonsAreDifferent: Among the few Pokémon based on dragons that lack the actual Dragon type, most of them instead have Flying as their secondary typing. Charizard is based on Western dragons, Aerodactyl[[note]]a pterosaur[[/note]] and Lugia[[note]]a birdlike CartoonCreature[[/note]] resemble wyverns and are made out to be draconic, Thundurus' Therian Forme is more serpentine, and Gyarados is clearly based on an Eastern dragon - though unlike the other four, it isn't capable of free flight, making its Flying typing a bit baffling. Sceptile[[note]]a gecko[[/note]] and Ampharos[[note]]a sheep[[/note]] are notable exceptions, though they're based on real-world animals. There are also many Dragon/Flying dual types, with flight being part of the dragon mythos all over the world.

to:

* OurDragonsAreDifferent: Among the few Pokémon based on dragons that lack the actual Dragon type, most of them instead have Flying as their secondary typing. Charizard is based on Western dragons, Aerodactyl[[note]]a pterosaur[[/note]] and Lugia[[note]]a birdlike CartoonCreature[[/note]] resemble wyverns and are made out to be draconic, Thundurus' Therian Forme is more serpentine, and Gyarados is clearly based on an Eastern dragon - though unlike the other four, it isn't capable of free flight, making its Flying typing a bit baffling. Sceptile[[note]]a gecko[[/note]] and gecko[[/note]], Ampharos[[note]]a sheep[[/note]] and Tyranitar[[note]]a [[DinosaursAreDragons dinosaur]][[/note]] are notable exceptions, though they're based on real-world animals. There are also many Dragon/Flying dual types, with flight being part of the dragon mythos all over the world.
Is there an issue? Send a MessageReason:
None


* OurDragonsAreDifferent: Among the few Pokémon based on dragons that lack the actual Dragon type, most of them instead have Flying as their secondary typing. Charizard is based on Western dragons, Aerodactyl[[note]]a pterosaur[[/note]] and Lugia[[note]]a birdlike CartoonCreature[[/note]] resemble wyverns and are made out to be draconic, Thundurus' Therian Forme is more serpentine, and Gyarados is clearly based on an Eastern dragon - though unlike the other four, it isn't capable of free flight, making its Flying typing a bit baffling. There are also many Dragon/Flying dual types, with flight being part of the dragon mythos all over the world.

to:

* OurDragonsAreDifferent: Among the few Pokémon based on dragons that lack the actual Dragon type, most of them instead have Flying as their secondary typing. Charizard is based on Western dragons, Aerodactyl[[note]]a pterosaur[[/note]] and Lugia[[note]]a birdlike CartoonCreature[[/note]] resemble wyverns and are made out to be draconic, Thundurus' Therian Forme is more serpentine, and Gyarados is clearly based on an Eastern dragon - though unlike the other four, it isn't capable of free flight, making its Flying typing a bit baffling. Sceptile[[note]]a gecko[[/note]] and Ampharos[[note]]a sheep[[/note]] are notable exceptions, though they're based on real-world animals. There are also many Dragon/Flying dual types, with flight being part of the dragon mythos all over the world.
Is there an issue? Send a MessageReason:
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* OurDragonsAreDifferent: Among the few Pokémon based on dragons that lack the actual Dragon type, most of them instead have Flying as their secondary typing. Charizard, Aerodactyl and Lugia resemble Western winged dragons or wyverns, Thundurus' Therian Forme is more serpentine, and Gyarados is clearly based on an Eastern dragon - though unlike the other four, it isn't capable of free flight, making its Flying typing a bit baffling. There are also many Dragon/Flying dual types, with flight being part of the dragon mythos all over the world.

to:

* OurDragonsAreDifferent: Among the few Pokémon based on dragons that lack the actual Dragon type, most of them instead have Flying as their secondary typing. Charizard, Aerodactyl Charizard is based on Western dragons, Aerodactyl[[note]]a pterosaur[[/note]] and Lugia Lugia[[note]]a birdlike CartoonCreature[[/note]] resemble Western winged dragons or wyverns, wyverns and are made out to be draconic, Thundurus' Therian Forme is more serpentine, and Gyarados is clearly based on an Eastern dragon - though unlike the other four, it isn't capable of free flight, making its Flying typing a bit baffling. There are also many Dragon/Flying dual types, with flight being part of the dragon mythos all over the world.
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Added DiffLines:

** Gigantamax Copperajah's exclusive G-Max Move is G-Max Steelsurge, in which Copperajah causes huge green spikes of copper to emerge from the ground and tear into the opponent. this move also sets a unique kind of Spikes on the field, who's damage increases depending on the opponent's resilience to steel

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Changed: 109

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** Gigantamax Melmetal's exclusive G-Max Move is G-Max Meltdown, in which Melmetal sends spikes of its body material at the opponent, preventing the target and its allies from using the same move twice in a row.



* LimitBreak: The Fairy-type Z-Move is Twinkle Tackle, in which the user creates a charming space and toys with the target.

to:

* LimitBreak: LimitBreak:
**
The Fairy-type Z-Move is Twinkle Tackle, in which the user creates a charming space and toys with the target.target.
** The Fairy-type Max Move is Max Starfall, in which the user drops stars on the opponent, creating a Misty Terrain for five turns.
** Gigantamax Alcremie's exclusive G-Max Move is G-Max Finale, in which Alcremie drops gigantic drops of cream on th opponent, healing itself and its allies bu a sixth of their max HP.
** Gigantamax Hatterene's exclusive G-Max Move is G-Max Smite, in which Hatterene drops stars on the opponent, confusing all opponents on the field.

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