The character sheet for the first generation's Pokémon got so big that it had to be split. This page has the tropes for Pokémon numbered 74 to 113 in the Kanto and National Pokédex, as well as their evolutionary relatives.
074: Geodude / Isitsubute (イシツブテ ishitsubute)
075: Graveler / Golone (ゴローン goroon)
076: Golem / Golonya (ゴローニャ goroonya)
Simple in design, Geodude and kin look like your typical rock monsters. Geodude itself is a brown rock with arms. As it evolves, it gets bigger and gains more limbs, like legs. They have high physical attack and defense, but terrible speed and special stats. They're useful in the early game, but fizzle out later on. In order to get a Golem, you need to trade your Graveler to another game.
In the Alola region, the Geodude family are made out of a special magnetic rock, which grants them electrical abilities and a unique Rock/Electric type. Similarly to Probopass, their magnetic properties also attract iron filings to parts of their bodies, giving them what appears to be facial hair.
- Achilles' Heel: The regular line takes quadruple damage from Grass- and Water-type attacks. The Alolan line takes quadruple damage from Ground-type attacks.
- Action Bomb: They learn Self-Destruct and Explosion naturally. Golem is said to use its own explosive power to leap from mountain to mountain. With their Alolan forms' hidden ability Galvanize, Golem has the honor of having the strongest potential Explosion in the game.
- Action Initiative: If you get a specially Move Tutored one from Gen IV, it can have Sucker Punch.
- Badass Beard: Unlike regular Golem, Alolan Golem has a beard made of iron filings. It also sports a Badass Mustache.
- Badass Mustache: Alolan Golem has one to go with the Badass Beard.
- Be the Ball: Aside from naturally being shaped like rolling boulders, Golem is able to withdraw its limbs into its body to become a rolling sphere. This is likely how the line performs their Rollout attack.
- Big Ol' Eyebrows: Alolan Geodude has a pair of thick eyebrows of iron filings due to the amount of magnetic stone it contains.
- Big Ol' Unibrow: As it evolves into Alolan Graveler, the eyebrows it has as a Geodude turns into this.
- Cephalothorax: Or maybe Waddling Heads.
- Com Mons: You can find Geodude in almost any cave, tunnel, or mountain.
- Crutch Character: Early on, Geodude's resistance to Normal, Flying, and Poison attacks coupled with high Defense lets it easily tank hits from most common early route Pokémon, while Rollout and Magnitude are pretty effective. Later on, though, the line's major problems (middling HP, poor Speed, a very mixed bag defensive typing which includes two double weaknesses, inability to evolve Graveler without trading) will seriously drag them down.
- Death from Above: The Pokédex warns that Graveler and Golem have a habit of rolling down mountainsides like boulders in an avalanche.
- Defend Command: Can be bred to have Wide Guard, which protects the user and their allies from Herd Hitting Attacks in Double/Triple Battles.
- Disc-One Nuke: In Gold and Silver and their remakes, you can get one before the first Gym, and they have positive/neutral matchups against most of Johto's Gym Leaders, can easily deal with most of the Pokémon Team Rocket carries, and naturally learn Magnitude at Level 16 (originals) or 15 (remakes).
- Dishing Out Dirt: Most of them are Rock- and Ground-types. The Alolan forms are Rock- and Electric-types.
- Fastball Special: Geodude seem to be used as ammunition by several other Pokémon. Either unwillingly in the case of Rhyperior or willingly by Alolan Golem.
- In a Single Bound: Golem's above-mentioned ability to travel from mountain to mountain.
- In Name Only: Golem is not related to the Golems of Hebrew legend (or for that matter, the Legendary Golem Pokémon Regirock, Regice, Registeel, and Regigigas).
- Kryptonite Is Everywhere: The standard Geodude line has a nasty double weakness to Water- and Grass-type attacks, which is less than ideal, seeing as two-thirds of all Starter Pokémon use either of those two types. The Alolan Geodude line, which ditches the Ground-typing for Electric, takes on a double weakness to Ground, but has just a regular weakness to Water and Grass moves and is damaged normally by Steel and Ice moves.
- Last Chance Hit Point: Come Gen V, its Sturdy Ability allows it to survive any attack with 1 HP remaining, so long as it was at full health when it took that hit. A handy trick, considering its unfortunate and easily exploitable weaknesses.
- Magically Inept Fighter: Decently powerful on the physical side, but will keel over if a special attacker so much as sneezes at them, also making their Water- and Grass-type weaknesses even more troubling.
- Magnetic Weapons: Alolan Golem's back protrusions essentially work like a railgun.
- Mighty Glacier: Slow, but can tank most physical hits. It can become more of one by being bred with Curse, which boosts its Attack and Defense even further, at the cost of sacrificing what little Speed it has.
- Multi-Armed and Dangerous: Graveler has four arms. It reverts back to two upon evolution.
- Non-Indicative Name:
- Despite having the word "dude" in its English name, Geodude can be female.
- Golem doesn't look very golem-like compared to Golett, Golurk, and the Regis.
- Off-Model: Geodude is textured very differently in Red, Blue, and Green versions to the point of looking like a rubber ball with rounded bumps instead of a rock head with rocky arms.
- Piñata Enemy: There is a section in the Team Rocket HQ in Pokémon Gold and Silver and their remakes where you can very easily grind a large number of Geodude, Voltorb, and Koffing, all of which know (and will usually use) Self-Destruct, which is a Normal-type move. Take them on with any Ghost-type Pokémon (immune to Normal-type moves) and watch as it gains free experience from No Selling their explosions.
- Playing with Fire: Oddly, it can actually learn several Fire attack TMs, though the only Fire attack it gets that it can use well (in other words, the only physical one) is the Move Tutored Fire Punch.
- Rail Gun: The protrusions on the backs of Alolan Golem allow them to fire boulders at high speed.
- Rock Monster: The Geodude family is probably the most famous examples in the Pokémon franchise.
- Rolling Attack: In addition to the obvious Rollout, it's also the only Pokémon outside of the Scolipede line to learn Steamroller. Its good against Grass-types, assuming that Golem actually gets the chance to use it.
- Secret Art: The Alolan variants have Galvanize as their Hidden Ability, turning Normal-type moves into Electric attacks as well as boosting those attacks by 20%.
- Shock and Awe: Unlike most of the world's Geodude, instead of Ground types, Alolan Geodude, Graveler, and Golem are Rock/Electric Pokémon with power over magnetism. This line's Hidden Ability, Galvanize, converts Normal-type attacks to Electric-types as well.
- Silicon-Based Life: They're all living rocks.
- Sir Not-Appearing-in-This-Trailer: Alolan Geodude and its evolutions were the only Alolan Forms not revealed before Sun and Moon's release.
- Socialization Bonus: Graveler will evolve into Golem if traded to another game cartridge.
- Status Buff: Naturally learn Defense Curl and Rock Polish, and can be bred to have Curse and Autotomize.
- Suicide Attack: Naturally learn Explosion and Self-Destruct.
- Too Dumb to Live: During a Horde Battle in X and Y, they might decide to use Magnitude and potentially knock out their allies (unless they have Sturdy or the Random Number God decides to make Magnitude weak).
- Underground Monkey: Alolan Geodude and their relatives are magnetically-charged Rock/Electric types.
- Useless Useful Spell: Their Rock Head ability. The only recoil-inducing move it learns is Double-Edge, which is pointless to let Golem learn, as it can do more damage with a STAB-boosted Earthquake or Stone Edge. The Alolan forms could have gotten more use out of it with STAB Wild Charge, but they don't have access to the ability they get Magnet Pull instead.
077: Ponyta (ポニータ poniita)
078: Rapidash / Gallop (ギャロップ gyaroppu)
These equine Fire-types didn't really get much use when they were first introduced back in the Gen I games; they could only be encountered once the player got to Cinnabar Island (they were found in the Pokémon Mansion in Gen I, but relocated to the Sevii Islands in the remakes), and by then, most players had a better Fire-type. The trend continued for the Gen II and III games, but it changed with Diamond and Pearl, when it was literally the only other Fire-type for those who didn't pick Chimchar. Later on, Platinum introduced the Magmar, Houndour, and Flareon lines to the region, but Ponyta is still the first Fire-type you can catch in Sinnoh.
- Badass Adorable: Ponyta is an adorable little foal... with one of the highest base stat totals of any Pokémon that's still capable of evolving.
- Cast from Hit Points: Naturally learn Flare Blitz and can be bred to have Double-Edge, which deal recoil damage whenever used.
- Character Select Forcing: Didn't choose Chimchar in Diamond and Pearl and need a Fire-type? Too bad. These guys are all you'll get before the credits roll.
- Cool Horse: They're horses that are on fire.
- Feed It with Fire: If they have Flash Fire, trying to hit it with Fire attacks just makes their own Fire attacks stronger.
- Flaming Hair: Ponyta and Rapidash will only allow those they trust to ride with them. Anyone else will get burned by their mane (as seen in the early seasons of the anime). (And, yes, this means that they have enough control over their flames to be able to consciously choose not to burn people who touch them.)
- Foil: Ponyta and Rapidash are frequently compared and contrasted to Blitzle and Zebstrika from Unova. Both are fast and hard-hitting, but frail equine Pokémon, with the main difference being that the Ponyta line are Fire-types while the Blitzle line are Electric-types (though Rapidash can learn a few Electric-type moves and Zebstrika can learn a few Fire-type moves).
- Fragile Speedster: Pretty fast, but not completely durable.
- Heal Thyself: Can be bred with Morning Sun.
- Horn Attack: Though it oddly doesn't learn Horn Attack itself, Rapidash learns Fury Attack naturally and can get Poison Jab and Megahorn from the Move Relearner.
- In a Single Bound: Ponyta is said to be so fast, it can jump over France's Eiffel Tower and Australia's Ayers' Rock in one leap or so their 'dex entries say. This explains why they learn the move Bounce in the later Generations.
- Informed Ability: Despite being said to have extremely hard hooves, a stomp attack from them is still as ineffective against rock-types as when used by any other Pokémon.
- Know When to Fold 'Em: One of their Abilities is Run Away, letting them escape from higher-level and/or faster wild Pokémon easily.
- Playing with Fire: Fire-types.
- Poisonous Person: Rapidash can be taught Poison Jab if taken to the Move Relearner.
- Psychic Powers: Oddly, they can be bred to have Hypnosis and Ally Switch.
- Rearing Horse: Ponyta's Platinum sprite.
- Retcon: In the original Red and Blue, the only place to find Ponyta is in the Pokémon Mansion. There's not the slightest explanation of why fire horses would be making their home among the ruins of Pokémon Mansion (besides it being the dumping ground for miscellaneous Fire-types). In Yellow, they were relocated to the open plains of Cycling Road, but in Generation III, they were re-associated with volcanoes and moved to Kindle Road and Mt. Ember in the Sevii Islands.
- Similar Squad: In Diamond, Pearl, and Platinum, this is The Rival's answer to the Chimchar line if he doesn't have one. It also helps seeing how in Diamond and Pearl, it's the only other Fire-type available in the Sinnoh region pre-National Dex.
- Technicolor Fire: Shiny Ponyta's flames are blue, while shiny Rapidash's flames are gray.
- This Is a Drill: Can be bred to have Horn Drill, while Move Tutors gave them Drill Run.
- Unicorn: Rapidash, though it's not immediately obvious since its horn is the same color as its skin/fur and blends in.
- Wreathed in Flames: Their manes are made of fire. Also, their Hidden Ability is Flame Body, which can inflict burns onto foes that physically strike them.
079: Slowpoke / Yadon (ヤドン yadon)
080: Slowbro / Yadoran (ヤドラン yadoran)
199: Slowking / Yadoking (ヤドキング yadokingu)
It's kinda hard to pinpoint the exact inspiration behind this family of Pokémon; Slowpoke look vaguely like hippos, but they have a number of bizarre attributes, the most distinguishing one being their extreme stupidity. Slowpoke spend their days dipping their inexplicably sweet (and regenerative) tails in the riverside in a lazy attempt to fish. They only seem to get Shellder to bite their tails, and apparently this triggers its evolution into Slowbro, who walks on two legs, but is still as dim as ever. Slowking, by contrast, is said to possess intellect on par with human geniuses as a direct result of having Shellder bite its head instead of its tail. Slowbro gets a Mega Evolution for Omega Ruby and Alpha Sapphire where its shell ends up engulfing most of its body, granting it defensive boosts and the ability Shell Armor.
- Adorkable: Mainly Slowpoke, but Slowbro and Slowking have their charming qualities too.
- The Artifact: Although Generation IV introduced Mantyke, which evolves by having a Remoraid in the party, Slowpoke still evolves at a specific level with no party requirements. However, said generation had Remoraid disappear from Mantine's sprite, likely due to the Fridge Logic of having Remoraid not disappear from the party when Mantyke evolves. Slowbro's Shellder tail, on the other hand, is far too iconic to disappear from its sprite, and doing so would cause it to look too similar to Slowpoke.
- Artifact Title: Slowpoke used to have the lowest base speed of any Pokémon. It isn't the absolute slowest anymore, but it's still relatively close.
- Awesome Moment of Crowning: Like getting Poliwhirl to evolve into Politoed, the player needs the King's Rock to evolve Slowpoke into Slowking.
- Cartoon Creature: At first glance, it's difficult to figure out what the heck these Pokémon are based on. Are they giant river otters? Hippopotami? Salamanders? And then there's the Shellder added on and you might as well give up on trying to figure it out.
- Confusion Fu: The family has a great movepool, able to learn Ghost, Flying, Ground, Poison, Rock, Fighting, and even Fire-type moves on top of their STAB Water and Psychic.
- Crouching Moron, Hidden Badass: Slowpoke and Slowbro are incredibly stupid, but that doesn't mean they can't fight.
- Delayed Reaction: It takes Slowpoke five seconds to feel pain when under attack, and in a few of the 3D games, a Slowbro merely stands there after losing all of its health, only fainting when the Shellder indicates that it should.
- Disability Immunity: Slowpoke's low intelligence gives it Own Tempo, which makes Slowpoke immune to confusion, and Oblivious, which makes them immune to taunts and infatuation.
- Disability Superpower: Both Slowbro and Slowking owe their power to the toxins of a Shellder. They numb Slowbro's ability to feel pain and somehow improve Slowking's intellect (because apparently Slowpoke are so incredibly stupid that pumping their brain full of poison is an improvement).
- The Ditz: The characterization for Slowpoke. Slowbro isn't known for its intellect, either.
- The Dividual: Slowbro and Slowking are technically a Slowpoke and a Shellder, but their relationship is so symbiotic that they act as one individual Pokémon.
- Dumbass No More: Thanks to Shellder toxins in its brain, Slowking is far more intelligent than its evolutionary relatives.
- Easy Amnesia: Slowking forgets everything it has learned if the Shellder on its head comes off.
- Friendly Rivalry: In Alola, Slowking get into matches of wits with Oranguru, another Psychic-type known for extreme intelligence.
- Heal Thyself: With Rest and Slack Off.
- Healing Factor: They can have Regenerator as a hidden ability from Generation V and on.
- Heavy Sleeper: As "The Slowpoke Song" puts it: "Each morning you're the one who dreams of waking with the sun, but you sleep in till noon".
- Improvised Armor: The spiral shell that Slowbro has on its tail has now taken up Mega Slowbro's body.
- Informed Flaw: Supposedly, pulling the Shellder off Slowbro and Slowking reverts them back to Slowpoke, but there's no way to do that in-game.
- I Love Nuclear Power: With toxins instead of radiation, but the gist is the same.
- Lazy Bum: Slowpoke is so lazy that it even evolves lazily!
- Let's Get Dangerous!: Slowbro drops his air-headed expression in exchange for a much angrier-looking one when performing a Z-Move.
- Lighter and Softer: Mega Slowbro is this compared to other Mega Evolutions. Most Mega Evolved Pokémon have Pokédex entries that describe the harmful and outright painful effects the transformation is causing their minds and bodies, but Mega Slowbro doesn't seem to mind Shellder taking over its entire body during Mega Evolution. Its Ultra Moon Pokédex entry says that it actually feels quite comfortable in there.
- Making a Splash: Water-types.
- Mighty Glacier: Slowbro has good Defense while Slowking has good Special Defense, and they both have respectable Special Attack and HP. Of course, they're some of the slowest Pokémon in the game, though they can use Trick Room to lessen that problem. Slowbro's Mega Evolution ramps up its Defense (it's on par with Cloyster) while also giving good boosts to Special Attack.
- Oblivious to Love: Can have Oblivious as their ability, which makes them immune to infatuation. Not because they're strong-willed, mind you, but because they're just that dumb.
- Only a Flesh Wound: While Gen II establishes that Slowpoke tails do grow back eventually, Gen VII Pokédex entries indicate Slowpoke lose their tails painlessly and with some frequency.
- Perpetual Smiler: They're almost always seen smiling.
- Perpetual Frowner: Mega Slowbro, on the other hand, is always seen frowning.
- Playing with Fire: For some reason, and against logic, they can be taught Flamethrower and Fire Blast. Given one of their possible inspirations is the giant salamander, a creature associated with the element, it makes more sense.
- Psychic Powers: Psychic-types, but, unlike most, Slowpoke and Slowbro are incredibly dumb.
- Regal Ruff: Slowking gains one upon evolving. No explanation is given as to how it got there, though.
- Reset Button: Removing the Shellder on Slowbro (supposedly) causes it to devolve. Removing it on Slowking causes it to lose its memory of what it has learned.
- Ridiculously Cute Critter: There's something incredibly endearing about Slowpoke, being a pink, pudgy, not too bright something-or-other who's always wearing an airheaded smile.
- Socialization Bonus: Slowpoke needs to be traded while holding a King's Rock in order to evolve into Slowking.
- Super Intelligence: Slowking is said to have intelligence comparable to that of award-winning scientists.
- Super Mode: Slowbro gains the capacity to Mega Evolve from Omega Ruby and Alpha Sapphire onward. It gains a large boost to its already good Defense stat, a smaller boost to Special Attack, and its new Shell Armor ability grants it immunity to critical hits.
- Surrounded by Idiots: Slowking tends to lead Slowpoke and Slowbro groups. Contrast their intellects.
- The Symbiote: With Shellder after Slowpoke evolves. The former gets a tasty tail snack while the latter gains intelligence.
- If the trailer for Alpha Sapphire and Omega Ruby is to be believed, Mega Slowbro's Shellder effectively becomes an extra set of eyes for it, too it's shown warning its host of an oncoming attack in the trailer.
- In Pokémon Amie/Refresh, you can feed a Slowbro through the Shellder on its tail.
- If the trailer for Alpha Sapphire and Omega Ruby is to be believed, Mega Slowbro's Shellder effectively becomes an extra set of eyes for it, too it's shown warning its host of an oncoming attack in the trailer.
- Too Dumb to Fool: With their Oblivious ability, they will never fall for taunts.
- Uplifted Animal: Slowking, thanks to being bitten on the head instead of the tail.
- Youkai: They may be inspired by the sazae-oni, a turban snail youkai with a shell on its head (represented by Slowking) and lower body (represented by Slowbro).
081: Magnemite / Coil (コイル koiru)
082: Magneton / Rarecoil (レアコイル reakoiru)
462: Magnezone / Jibacoil (ジバコイル jibakoiru)
Magnemite and its kin are robotic lifeforms that use electromagnetism to float through the air. In the Gen I games, they were pure Electric-types, but later generations made them part Steel-types as well. A Magnemite evolves by simply forming a cluster of three to make a Magneton. In Gen IV and later games, it evolves further by being exposed to a special magnetic wave that's given off in certain locations. But don't try to evolve Magnezone further by forming clusters of other Magnezones. It doesn't work. With the addition of genders for all Pokémon starting in Gen II, they are also the first Pokémon to be genderless in National Dex order, and can therefore only breed via a Ditto.
- Achilles' Heel: The line takes quadruple damage from Ground-type attacks.
- Adorkable: There is something about the entire line's big googly eyes and the way they spin their magnets that make them unusually cute in Pokémon-Amie.
- Animate Inanimate Object: Living magnets.
- Boring, but Practical: Once Generation IV gave the line another evolution stage and more tools to play with, they can handle most of the game's enemies with their sheer amount of resistances and advantages. Later games would make them easily available early on, too.
- Boss Battle: Magneton is Wattson's signature in Ruby, Sapphire, and their remakes.
- Competitive Balance: Magnezone's double weakness to Ground-type moves and its limited moveset makes it a risky choice in battles, but its sheer offensive capability and bulk allows it to pretty much power through everything it goes up against.
- Counter Attack: Magnezone can learn Mirror Coat to reflect Special moves. This can be pretty handy, as it can have Sturdy as its ability.
- The Cracker: In the Trading Card Game canon, Dark Magneton is famous for being used to hack computer systems.
- Cyber Cyclops: Magnemite only has one eye.
- Disc-One Nuke: In Pokémon Black 2 and White 2, they are very common encounters, available in the third town,* and have great Special Attack even for being unevolved. Once you catch one, congrats! You have a Mon that can carry you through just about every Gym and Elite Four member (except Clay and Marshall) thanks to Electric/Steel giving 13 resistances and the buff to Sturdy letting them always survive at least one hit.
- The Dividual: Magneton is made up of three separate Magnemite, as seen in some of its attack animations. When evolving, they fuse together to form Magnezone.
- Extra-ore-dinary: Retroactively, they are the first Steel-type Pokémon in the series (although not pure Steel). However, they couldn't learn any offensive Steel-type moves until Generation IV, as none of the Steel-type attacking moves introduced before that generation that weren't Secret Arts note matched their physical bodies.
- Faceless Eye: Magnemite and Magneton are basically steel eyeballs with magnets. Magnezone has more proportionate eyes, but still no face.
- Fire, Ice, Lightning: Magneton can learn Tri Attack, which is one of the line's best options for supplementing their STAB moves.
- Flying Saucer: Magnezone is modeled after one.
- Fusion Dance: The three Magnemite that form Magnezone are fused together.
- Last Chance Hit Point: Can have Sturdy as their ability, which will let them survive any hit if they are at full HP from Pokémon Black and White onwards.
- Lethal Joke Character: A level 1 Sturdy Magnemite holding Berry Juice with the moves Recycle, Toxic, and Protect can be this if against an unprepared opponent.note
- Magnet Hands: They literally have magnets for hands. They only function if Magnemite or its evolutions have the Magnet Pull ability, which increases the chance that a Random Encounter will be a Steel-type and prevents opposing Steel-types from switching out of combat.
- Mechanical Lifeforms: They're robotic creatures that have magnets for appendages and No Biological Sex.
- Mighty Glacier: Magneton has a good Special Attack stat and decent Defense, but its Speed is nothing to write home about. Magnezone is even stronger with higher Defense and decent Special Defense, but it's also slower.
- No Biological Sex: They're genderless due to their mechanical nature, though this doesn't stop them from being able to breed with a Ditto.
- Poor, Predictable Rock: The only moves they learn are STAB attacks, Normal, and Bugnote .
- Retcon: These were the first Pokémon to have their typing changed between generations, from Electric in Gen I, to Electric/Steel in Gen II.
- Shock and Awe: Electric-types. With their high Special Attack, they are able to fire off powerful electric-based attacks said to be powered by magnetism.
- Stealth Pun: Trying to pet Magnezone's left (the negative side of its magnets) will prompt it to get angry, whereas petting its right side (the positive) will make it happier. In other words, it wants you to pet its good side.
- Unreliable Expositor: Magneton is said to be created whenever three different Magnemite fuse together, yet, in the games, it simply evolves from Magnemite once it hits level 30, and catching three of them won't get you jack. Even in the anime, the other two spawn from nowhere. In fact, Pokémon Snap is the only time in the entire franchise that they evolve this way.
- Walking Techbane: According to their Pokédex entries, Magneton have a tendency to fry any electrical equipment they come near, what with being living magnets and all.
- You Will Not Evade Me: Their Magnet Pull ability prevents Steel-type Pokémon from switching out.
083: Farfetch'd / Kamonegi (カモネギ kamonegi)
Farfetch'd is essentially a duck that carries a leek stalk wherever it goes. It is a dual-type Normal- and Flying-type Pokémon that appears to be inspired by a Japanese proverb lampshading Contrived Coincidences. As far as its base stats go, they are all pretty mediocre better than most baby and basic Pokémon, but considerably worse than most fully-evolved Pokémon making Farfetch'd a Crutch Character for the most part.
- Action Initiative: Pokémon Ultra Sun and Ultra Moon give it the ability to learn First Impression, the strongest increased priority move (although it only works in the first turn the user is in the battle), as an egg move... in rather unusual circumstances, as the only other Pokémon to naturally learn the move (Golisopod) cannot breed with it. Farfetch'd instead has to breed with a Smeargle that Sketched the move to get it.
- Balance Buff: In addition to the changes in Gen VI to make it more of a Critical Hit Class, Gen VII boosted its attack stat to a decent base 90.
- Big Ol' Unibrow: Farfetch'd has a black marking on its forehead that resembles a unibrow.
- Boring, but Practical: Its not good at battles, but it's an excellent HM user and can use False Swipe to help you catch other Pokémon more easily. Additionally, if you're going for 100% Completion in your Pokédex, you're required to obtain it in some way or another (or at the very least see it).
- Call a Rabbit a "Smeerp": Later generation games describe the stalk it wields as a "plant stalk" or, at best, "the stalk of an unidentified plant" or "a stalk from a plant of some sort". It is only directly referred to in-game as a "sprig of green onions" in its Pokémon Red and Blue Pokédex entry.
- Confusion Fu: Farfetch'd's moveset is quite varied compared other Flying-type Pokémon based on birds. Through various means, it is possible for Farfetch'd to obtain moves that other common bird-based Pokémon cannot have legitimately, such as Leaf Blade, Revenge, Poison Jab, and Knock Off.
- Contrived Coincidence: In the early-game of Pokémon X and Y, a Farfetch'd is available for trade from an NPC residing in a city that has a Bug-type gym. It's level 10, so it just happens to have already learned Aerial Ace, which just so happens to be super effective against Bug-type Pokémon. The Pokémon that this NPC is asking for in return? A Com Mon that you would have most definitely have encountered (and maybe even caught) in the route just before entering the city for the first time. Still not good enough? You can find wild Farfetch'd in the grass patches on the route just east of the city, which just happen to be the only areas where you can naturally encounter Farfetch'd. There is no in-universe justification for any of this. In fact, this is the other meaning of Farfetch'd's Japanese name (which gets preserved somewhat in the English translation) an unlikely but fortunate coincidence, just like finding a duck walking through a forest with a green onion would be.
- Critical Hit Class: A Farfetch'd holding a Stick has its Critical Hit ratio increased by two stages. The boost given by the Stick stacks with moves that have an increased critical hit ratio, and changes to the critical hit mechanic from Generation VI onwards means that Farfetch'd will always land critical hits using said moves while holding a Stick. It also learns three moves with an increased critical hit ratio just by leveling up, and it can have a fourth such move via breeding. Getting its affection high enough through Pokémon-Amie/Refresh also increases critical hit ratio outside multiplayer and battle facilities, which, combined with the Stick, ensures that every attack is a critical hit, essentially multiplying its attack by 1.5 and letting it completely ignore boosts to the target's defense.
- Crutch Character: Its base stats are pretty good as far as the early-game goes and still somewhat serviceable in the mid-game, both of which are usually the only parts of the games where the player will encounter it. In Red and Blue, it's also obtained through a trade, meaning its EXP gain is boosted enough for it to overlevel its opponents and pick up useful moves like Swords Dance. Farfetch'd being a Critical Hit Class from Generation VI onwards also extends its usefulness in battle somewhat. Against most fully-evolved Pokémon, however, all of Farfetch'd's base stats are well within the bottom end of the average range, and because Farfetch'd doesn't evolve, it is stuck with the same base stats throughout the entire game, whereas other bird-like Com Mons that the player encounters throughout the entire course of the games will usually get better base stats from evolving. These factors more or less rob Farfetch'd of any usefulness near the end-game except as an HM slave or tool to capture other wild Pokémon.
- Determinator: Its Hidden Ability, Defiant, makes Farfetch'd's Attack raise sharply the more you make it weaker by lowering its stats.
- Edible Bludgeon: It beats its opponents with a leek stalk.
- Endangered Species: In Red and Blue, it's stated to be exceptionally rare... though the player promptly learns that "rare" is not synonymous with "powerful". The Yellow Pokédex entry states that the population of Farfetch'd is decreasing, while the Crystal Pokédex entry states that people are breeding Farfetch'd to prevent them from going extinct. And the first anime Pokédex entry gives a reason why Farfetch'd is endangered in the first place: People found it to make a delicious meal, especially when cooked with leek, and Farfetch'd was subsequently overhunted.
- Feather Fingers: Its wings resemble really big hands and it can easily hold its stalk with either wing.
- Flight: A Flying-type Pokémon and can learn Fly to ferry the player between towns and routes.
- Improbable Weapon User: Uses an edible, cylindrical plant stalk like a sword to cut things and somehow manages to pull this off.
- Joke Character: Though a Crutch Character in some games, in other games, it shows up way later. Its entire name and concept being based on the idea of Schmuck Bait seems to confirm this further.
- Master of None:
- Prior to the release of Sun and Moon, its base stats were a mere 13 points apart from each other at the most, but they were all very low compared to the average base stats for fully-evolved Pokémon — its highest base stat, Attack, was 65, 10 lower than the global average among all Pokémon. Other Pokémon with a similar base stat total generally have one or two base stats that are noticeably higher than Farfetch'd's.
- Generation VII creates a double subversion of this trope with Farfetch'd's base Attack stat increased to 90. This gives it the same base Attack as the global average for all fully evolved Pokémon prior to Generation VII, but it is only slightly higher than the base Attack of most Pokémon that are in the middle of their evolutionary chain, and none of Farfetch'd's other stats are increased, so it's still ultimately a master of none.
- Meaningful Name: Its Japanese name is very likely based on a shortened version of a proverb about a duck that appears holding a green onion, which itself means an unexpected and convenient event. Unfortunately for Farfetch'd, that also means that people initially value it as food (as green onion is good seasoning for a duck meal), nearly driving the Pokémon to extinction.
- Mundane Utility: Not only is Farfetch'd, like nearly all bird Pokémon, capable of learning Fly, it is also capable of using Cut and False Swipe, making it not only a good HM user but also an excellent catching Pokémon. In-universe, Farfetch'd will sometimes use its leek as nesting material or an emergency food source when not using it as a weapon, though it will seek a new one the minute it uses it up.
- Non-Elemental: Normal-type.
- Oral Fixation: Prior to Generation IV, its in-game sprite usually shows it holding its stalk between its beak.
- Pig In A Poke: It was a one-of-a-kind Pokémon in its debut game, only being able to be obtained by trading a Spearow, a Com Mon. What you get instead is a Joke Character that is weaker than the evolution of the Pokémon you traded to get Farfetch'd.
- Pūnct'uatìon Sh'akër: Still unique for being the only Pokémon with an apostrophe in its name.
- Razor Wind: Learns some Flying-type moves relevant to the trope, such as Air Cutter and Air Slash.
- Roar Before Beating: Mixed with some acrobatics. In the console games, when Farfetch'd emerges, it'll flip its leek into the air, catch it with its tail, and quack at the opponent.
- Schmuck Bait: Farfetch'd is based on a proverb with a Double Meaning, one of said meanings being more or less "a fool and his money are soon parted." Just like how a duck walking through a forest with duck soup ingredients is just begging to be eaten by someone, anyone who believes that such a ridiculously favorable-sounding trade has no strings attached is kind of just begging to be swindled.
- Status Buff:
- Its Hidden Ability is Defiant, which causes its Attack to double when one of its stats is lowered.
- Through a slightly convoluted process, a Farfetch'd from Generation VI onwards can be taught the move Simple Beam. In battle, using this move causes Farfetch'd to change the ability of the Pokémon it targeted to Simple, causing status buffs and debuffs to have double the effect on the target Pokémon.
- Throw the Dog a Bone: Pokémon X and Y took its Pig In A Poke gimmick and turned it on its head in that game, being traded a Farfetch'd is an extremely lucky occurrence, as you're basically being handed a Pokémon that can sweep the first gym with minimal effort.
- Gen VII increased its base attack from a paltry 65 to a respectable 90. It's probably not going to be sweeping any teams, and its other stats are still well below average, but it can finally put its decent movepool and Critical Hit Class tendencies to some use.
- Weapon of Choice: The Stick, which boosts its holder's critical hit ratio by two stages only when it is held by Farfetch'd. In-universe, Pokédex descriptions for Farfetch'd also consistently mention the stalk (or, in earlier generations, stick) that it always has with it.
084: Doduo / Dodo (ドードー doodoo)
085: Dodrio / Dodorio (ドードリオ doodorio)
Doduo and Dodrio are an intriguing species. Their most famous attribute are their multiple heads. Otherwise, they mostly resemble ratitesnote . Like ostriches, they excel at running rather than flying... although, they can somehow fly without visible wings.
- Abnormal Limb Rotation Range: Whereas other bird Pokémon spin their whole bodies when using Drill Peck, Doduo and Dodrio spin only their beaks. Of course, given their anatomy, it would be... difficult for Doduo and Dodrio to spin their bodies.
- Armless Biped: No arms, unless they using the extra head(s) for the same thing. Granted, if they're anything like their real-world inspiration, they may have very small, underdeveloped wings underneath their fuzzy feathers.
- The Artifact: The only reason these flightless birds are considered Flying-types is because the Generation I games invoked All Flyers Are Birds and labeled any Pokémon even remotely birdlike as a Flying-type (this is also why Psyduck and Golduck are not considered bird Pokémon). While Delibird (based on a penguin) and Archen (which is also flightless) also have the Flying-type, the typing is justified with them as Delibird can fly while Archen gains the ability to fly once it evolves. Since then, flightless bird Pokémon have not been given the Flying-type, including Torchic (pure Fire-type, later Fire/Fighting, based on chickens) and Piplup (pure Water-type, later Water/Steel, based on penguins), but Doduo and Dodrio retained it and it hasn't changed since.
- Balance Buff: In Gen VII, they received a small increase in their speed. They also gained a strong move in Jump Kick and Swords Dance.
- Blow You Away: One of the weirdest ways to pull this one off, since they have no wings. They can still be taught Air Cutter by one of the Move Tutors in HeartGold and SoulSilver.
- Body Horror: Where did Dodrio get that third head? According to the Pokédex, one of Doduo's heads actually splits in two when it evolves.
- Characterization Marches On: Early games repeatedly made mention in the Pokédex that Doduo can't fly very well and makes up for it by running fast. This is despite the fact it's been able to learn Fly since day one, allowing it to fly trainers across the world. The developers seemingly took notice, and later games have their Pokédex entries focus more on the Multiple Head Case and fast running speed aspects, with little mention of their weak flying abilities.
- Drunken Master: Their Hidden Ability is Tangled Feet, which makes it more evasive if it's confused. Dodrio can even activate the Ability on its own using a STAB-boosted Thrash attack.
- Dumb Dodo Bird: In-name only they're named after dodo birds, but visibly they look more like ostriches mixed with kiwis.
- Fire, Ice, Lightning: One of the few Pokémon that can have Tri Attack.
- Flight: They can learn Fly, despite having no wings to fly with. Some of the 3D games portray them as running in midair in order to achieve this.
- Flying Flightless Bird: They are based off of ostriches which are known to be unable to fly, yet they can learn Fly as stated above.
- Fragile Speedster: Good Speed and Attack, but any decently strong move will faint it in short order.
- Gameplay and Story Segregation: Both have the Flying-type immunity to Ground-type moves, despite being unable to actually fly.
- Glass Cannon: Again, Dodrio is decently strong but can't take too many hits.
- In a Single Bound: Apparently, they both "fly" this way. Remember that these guys can take you from Lavender to Cinnabar if needed. The anime takes this interpretation (to Ash's dismay, Falkner's Dodrio is trained to do this), but not remotely as exaggerated as the implications of the Fly mechanic.
- Know When to Fold 'Em: One of their Abilities is Run Away, letting them easily escape from Random Encounters.
- Multiple Head Case: Two as a Doduo. Three as a Dodrio. As a Dodrio, they think and sleep separately.
- Non-Elemental: Normal-types.
- Non-Indicative Name: Despite being named after dodos, they look more like ostriches or kiwis.
- Not Quite Flight: They don't have any obvious way of flying, so they probably just jump really far and high when using Fly.
- Pale Females, Dark Males: Slightly. Males have black necks, females have brown necks. Interestingly enough, before the introduction of gender differences, all Doduo had black necks and all Dodrio had brown ones. This also makes Dodrio one of a handful of Pokémon to have their female variant the default representation of the species even today.
- Single-Minded Twins: Played straight with Doduo; averted with Dodrio, as they have three heads and three distinct minds and personalities, despite sharing a body.
- This Is a Drill: Both Doduo & Dodrio have access to the move Drill Peck.
086: Seel / Pawou (パウワウ pauwau)
087: Dewgong / Jugon (ジュゴン jugon)
These pinniped Pokémon kinda resemble harp seal pups. They seem to prefer frigid marine environments best. Dewgong is named after a real sea mammal called a dugong (which isn't a seal, but a kind of sea cow). Seel is probably notable for being the only Pokémon whose name can be spelled on a calculator. Like the Spheal line, they are also capable of having the highest possible resistance to an attack type, taking only one-eighths damage from Ice-type attacks if they have the Thick Fat ability.
- Action Initiative: Learns Ice Shard and Aqua Jet naturally, and can be bred with Fake Out.
- Exactly What It Says on the Tin: Seel is a seal.
- Healing Factor:
- An Ice Person: Dewgong, though Seel is also strongly associated with cold areas and naturally learns some Ice moves.
- Kevlard: Can have the Thick Fat ability, giving it additional resistances to Fire and Ice attacks.
- Making a Splash: Water-types.
- Master of None: All-around average stats with nothing that stands out.
- My Nayme Is: Seel (seal) and Dewgong (dugong)
- One-Hit KO: Can be bred with Horn Drill and naturally learn Sheer Cold.
- Scratch Damage: Thanks to its Ice-Type, Water-Type, and Thick Fat ability, Dewgong is one of the few Pokémon that takes only one-eighth damage from an attack type, namely, Ice.
- Sweet Seal: Seel and Dewgong resemble harp seals with little tusks!
088: Grimer / Betbeter (ベトベター betobetaa)
089: Muk / Betbeton (ベトベトン betobeton)
Poisonous blobs that seem to appear wherever pollution is. They were born from toxic sludge that were exposed to either X-rays or moonbeams and are now living. Despite being hazardous to Pokémon and human health, these creatures may in fact be useful by absorbing poisonous material from the environment and putting it into their own bodies.
As the population of Alola grew, waste disposal became a big problem. The solution was to import Grimer from other regions to deal with the garbage. They've since changed to Alolan Grimer and Muk. What appears to be teeth are in fact, a toxic material that crystallized. Alolan Muk has these same toxic crystals not only in its mouth, but all over its body. Waves of color constantly move down Alolan Muk's body. They are also not as smelly as Grimer and Muk from elsewhere, as unlike them they store their toxins within their bodies.
- Action Initiative: They can be bred to have Shadow Sneak to get around their low Speed. Especially useful since one of its abilities, Stench (which can cause opponents to flinch), requires it to attack first to get any mileage out of it.
- Anti-Magic: In the early Trading Card Game, its Fossil card had the Pokémon Power Toxic Gas, which allowed it to ignore all Pokémon Powers. In later releases, this was renamed the Poké-Body Stench, like its in-game ability.
- Bequeathed Power: Alolan Grimer and Alolan Muk have the Power of Alchemy as a hidden ability. In double battles, if an ally faints, they'll take on the ability of the defeated ally.
- Beware the Nice Ones: Alolan Muk's Moon entry states that while it's unexpectedly friendly and quiet, it will smash up their Trainer's furnishings and eat the fragments if they aren't fed any trash for a while.
- Big Eater: The appetites of Alolan Grimer are enough to drive them to eat other objects that aren't garbage. Alolan Muk go berserk when hungry and won't calm down until it eats something within reach. They even have Gluttony as an ability.
- Blob Monster: Made of toxic sludge.
- Body to Jewel: Although "Jewel" isn't an accurate descriptor to describe the toxic crystals that form on Alolan Grimer and Muk's bodies.
- Bright Is Not Good: Their Alolan brethren are a lot more colorful, but a lot more dangerous and poisonous.
- Combat Pragmatist: Unlike Grimer in other regions, the Alolan Grimer is a part Dark-type.
- Cute Little Fangs: Alolan Grimer sports a pair of tooth-like crystals.
- Dark Is Not Evil: Despite being even more poisonous than their vanilla brethren along with being Dark-type Pokémon, Alolan Grimer and Muk are helpful to the environment due to eating large amounts of garbage. That said, they're still dangerous due to how toxic they are.
- Dishing Out Dirt: Non-Alolan specimens naturally learn Mud Slap and Mud Bomb, but neither are very useful since they work off their lower Special Attack stat.
- Endangered Species: On the giving and receiving end in Alola. Grimer and Muk were imported to Alola to handle garbage. Problem is, the Trubbish and Garbodor were already doing so, and the Grimer and Muk began to muscle them out. Then the Alolan forms developed and the originals went on the decline.
- Fire, Ice, Lightning: Can learn the three elemental punches via move tutor.
- Foil: The liquid sludge Grimer and Muk and their high HP and mediocre defenses contrasted with the gaseous Koffing and Weezing, who had higher defenses and special stats at the cost of comparatively terrible HP. Generation II contrasted them further by giving Muk a high Special Defense to contrast Weezing's high physical defense. Generation 5 introduced the solid waste Trubbish and Garbodor, who were average in HP and both defenses.
- Informed Ability: Despite their alleged toxicity, you can send them out in the middle of tall grass and nothing happens to the grass, you can send them out underwater and nothing happens to the water, and you can pet them freely in Pokémon-Amie and nothing happens to your character. Their Stench ability will drive Pokémon away, however.
- Lunacy: Certain Pokédex entries states that Grimer are sludges brought to life by x-rays from the moon.
- Mage Killer: Muk, with its high attack and special defense, seems well-suited to dealing with Squishy Wizard Pokémon (as long as theyre not Psychic-types in regular Muks case).
- Man Bites Man: Alolan Grimer and Muk gain Poison Fang and Crunch to go along with their tooth-like projections.
- Mighty Glacier: Takes hits well with high HP, but it's slow. Taken even further if it knows Focus Punch via Gen IV TMs or Payback. The former always hits last anyway, and the latter actually gains power if it attacks last.
- Muck Monster: They smell so bad that it's dangerous to get close to them. Plants don't grow after they leave behind their germs. Their smell is so bad that it's their actual Ability: Stench repels wild Pokémon in Generation 3 and 4, and in 5 and on, it adds a potential Flinch factor in combat. The Alolan forms don't produce a nasty smell, but they do produce crystals of pure toxins that are extremely dangerous.
- Palette Swap: Regular Grimer and Muk are purple while their shiny forms are green. Alolan Grimer and Muk are mainly green, but shiny Alolan Grimer and Muk are purple.
- Poisonous Person:
- While other Poison-types just produce a poisonous material or are merely venomous, these Pokémon are actually made of hazardous waste. If a Grimer slides along some grass, expect the soil to be so contaminated that not even weeds will grow there for anywhere between three years and forever. Muk's toxicity is more extreme than that; one drop of its essence can turn a pristine lake into a stagnant cesspool in minutes, and touching it causes immediate illness (and, in some cases, death). Both variants can have the ability Poison Touch, which gives all of their contact moves a chance of poisoning the target.
- Alolan Grimer and Muk are even more poisonous than anywhere else, as they eat even more toxic waste than their brethren. The excess toxins form crystals all over their bodies; said crystals are extremely dangerous if knocked loose. Still, they don't smell as bad.
- Recurring Element: Although not until Generation V; Grimer forms a Poison-typed parody of the Land, Sea, Sky triumvirate with Koffing and Trubbish, in that they represent three distinctive forms of pollution. Grimers, specifically, are the Water Pollution Pokémon, representing the fouling of oceans and rivers with chemical run-off.
- The Rival: To the Trubbish Line, whose population they lowered upon being introduced to Alola via competition.
- Secret Art: Alolan Grimers and Muk get the unique ability Power of Alchemy, which lets them receive the ability of a fallen ally in a double battle.
- Shout-Out: Their Alolan forms, Muk's especially, bear some resemblance to the Goop from Super Mario Sunshine.
- Status Buff: One of the rare Pokémon to learn Acid Armor naturally, which helps patch up their iffy physical Defense. They can be bred with Curse, which only gives one stage to Defense, but also boosts its Attack, at the cost of reducing its Speed.
- Status-Buff Dispel: Can be bred with Haze, which eliminates any Status Buffs that are on any Pokémon in play.
- Stone Wall: If a player isn't using it as a strong glacier, Muk can be used in this way. It has a very high special defense stat, and while its defense stat might not be as good as its special defense, it naturally learns Acid Armor, which greatly increases its defensive stat in battle.
- Super Spit: Via breeding, they can learn the Stockpile/Swallow/Spit Up trio, as well as Acid Spray.
- Technicolor Toxin: Normal Muk and Grimer are dark purple, while their colorful Alolan counterparts emphasize the "Technicolor" aspect.
- Underground Monkey: In Alola, members of the line are more colorful and have toxic crystals on their bodies.
- Useless Useful Spell:
- The Stench ability has a 10% chance to make the opponent flinch. However, the flinch effect only works if you attack first their subpar Speed prevents them from inflicting a flinch on most opponents unless it uses Shadow Sneak.
- Alolan Grimer and Muk's signature ability, Power of Alchemy, allows them to gain the ability (with a few exceptions) of a fallen ally in a double battle. However, it is completely useless in single battles.
- Walking Wasteland: They are so poisonous that a drop of their essence renders bodies of water rancid and kill plant life just by moving over it. Their Alolan brethren are even more toxic, to the point that the crystals made of pure toxins formed over their bodies are extremely dangerous.
- You Will Not Evade Me: Can learn Mean Look and Block (the former via breeding, the latter via Move Tutor).
090: Shellder (シェルダー sherudaa)
091: Cloyster / Parshen (パルシェン parushen)
Cheeky bivalve Pokémon with extremely sturdy shells. Shellder starts out as a pure Water-type, but exposing it to a Water Stone makes it evolve into the Water/Ice-type Cloyster. Their best stat has always been their Defense, which is ludicrously high for Cloyster (it has to, being a huge clam and all).
- Achilles' Heel: While Cloyster's Defense stat is ridiculously high, its Special Defense happens to be ridiculously low. So don't expect Cloyster to survive from most special attacks, especially with its low HP.
- Action Initiative: Naturally learns Ice Shard.
- Balance Buff: Generation V was very nice to Cloyster. They learn the new move Shell Smash, one of the best buffing moves in the game, and Icicle Spear's Power is buffed from 10 to 25. Combine these with Skill Link, and this particular bivalve will tear almost everything apart.
- Cheshire Cat Grin: Cloyster, like Gengar, has always sported one. It maintains it even if it is annoyed or angry in Pokémon-Amie.
- Clam Trap: Shellder and Cloyster, which look like scallops and oysters respectively, can do this with the Clamp move.
- Cycle of Hurting: A Skill Link Cloyster holding a King's Rock. Since each hit has its own individual chance of flinching, the already monstrous Icicle Spear also receives a significant 41% chance to flinch which means that simply surviving the move (already an impressive feat) is no guarantee that you'll get to fight back against it.
- Foil: To the Staryu line, being sea-dwelling invertebrates that evolve into dual Water-types by use of a Water Stone, having some of the highest stats of the Water type (Defense for Cloyster, Speed for Starmie), and having a chance of holding valuable sellable items. In addition, Shellder is exclusive to FireRed and Y while Staryu is exclusive to LeafGreen and X.
- Healing Factor: Can be bred to know Aqua Ring.
- Informed Ability: Despite what some of its Pokédex entries state, it still takes damage from Explosion.
- An Ice Person: Cloyster is part Ice, while Shellder learns several Ice attacks naturally.
- Making a Splash: Water-type.
- Mighty Glacier: Cloyster has the highest defense of all Gen I Pokémon and has decent offensive stats, but it is relatively slow.
- My Nayme Is: Cloyster's name is a corruption of "cloister", meaning to shelter or seclude oneself (fitting for its massive shell).
- Off-Model: In Red and Blue, Cloyster's shell split horizontally rather than vertically like it should.
- Overly Long Tongue: Shellder. Even with its shell closed, it still sticks out.
- Perplexing Pearl Production: Cloyster has a blackish-purplish pearl for a head.
- Piñata Enemy: Starting in Generation II, they have a chance of holding Pearls and Big Pearls.
- Reality Is Unrealistic:
- Cloyster's Ice-typing might not seem to make sense at first, given that bivalves are normally associated with tropical waters. It's actually based on polar bivalves, which are "the most numerous group of mollusks in the Arctic deep-sea".
- As for that Overly Long Tongue on Shellder? Real life bivalves have these "tongues" as well, which are actually their equivalent to feet.
- Secret Art: Shellder's Icicle Spear, before Generation IV. Also Clamp, before Generation III.
- Spam Attack: Their specialty. The Skill Link Ability ensures that these moves always hit the full five times instead of leaving the number up to the Random Number God, and they can learn Icicle Spear, Rock Blast, and Spike Cannon to take advantage of it.
- Status Buff: One of the few Pokémon to get Shell Smash, which turns it into a Glass Cannon by doubling its offenses and Speed in exchange for lowering its defenses.
- Super Toughness: Shellder's shell can allegedly repel any attack. Not even high explosives can shatter Cloyster's shell.
- The Symbiote: Shellder is required to bite on a Slowpoke's tail/head to allow it to evolve into Slowbro/Slowking. At least, that's what the Pokédex says.
- Trap Master: Cloyster naturally learns Toxic Spikes and Spikes, and they both can have Rapid Spin bred onto them to remove entry hazards.
- You Will Not Evade Me: Naturally learns both Clamp and Whirlpool, Water-type attacks that prevent the target from switching out during the multiple turns that it remains going.
092: Gastly / Ghos (ゴース goosu)
093: Haunter / Ghost (ゴースト goosuto)
094: Gengar / Gangar (ゲンガー gengaa)
The first Ghost-types (who are also part Poison), these gaseous Pokémon have high Special Attack and Speed with sub-par defenses. Though some Pokédex entries describe them as malicious beings that actively hunt to kill, they're just as often portrayed as pranksters who like screwing with people for laughs.
From Pokémon X and Y onward, Gengar became one of the few Pokémon to gain access to Mega Evolution. While Mega Evolved, it boasts even higher Special Attack and Speed stats with a tiny buff to defenses, as well as the Shadow Tag ability to prevent its prey from fleeing battle.
- Action Bomb: They can learn Self-Destruct and Explosion, possibly because they're called the Gas Pokémon.
- Ax-Crazy: Mega Evolving turns Gengar into a bloodthirsty entity that tries to kill everything around it, even its trainer.
- Balance Buff: The Gastly line was decent in Generations I-III, but couldn't take advantage of their STAB, as Ghost- and Poison-type moves were classified as physical moves and their Attack stat is terrible. Generation IV introduced the physical/special split and reclassified several Ghost and Poison moves as Special, letting them cut loose at last.
- Bedsheet Ghost: The shiny form for Mega Gengar is stark white to invoke a traditional ghostly appearance, rather than its default shadow/cloud of noxious gas shape.
- Being Watched: According to the X entry, if you think you are, there's a Haunter nearby.
- Boss Battle: Two times. The first as Elite Four Agatha's signature Mon in Gen I, and the second as the strongest Mon of Morty, the fourth Gym Leader of Johto.
- Casting a Shadow: Ghost types.
- Cheshire Cat Grin: This has always been Gengar's default expression. In fact, Gengar as a whole (and Haunter to a lesser extent) appears to be based on the Cheshire Cat.
- Combat Pragmatist: They learn Dark-type moves naturally, namely Sucker Punch, Payback, and Dark Pulse.
- Confusion Fu: The Gastly line learns several status moves, as well as Ghost-, Dark- and Psychic-type attacking moves via levelling up, but they can also learn a ridiculously wide variety of Normal-, Poison-, Fighting-, Grass-, Electric-, and Fairy-type attacking moves via TM. Through breeding and move tutor, they can even learn a handful of Fire- and Ice-type moves.
- Depending on the Artist: Gengar's shade of purple varies between adaptations and the games. In the anime, it's almost black, while the games tend to switch between different shades of purple, sometimes within the same generation.
- Developers' Foresight: Due to being partially sunken into the ground, Mega Gengar is immune to the move Telekinesis (a move which involves lifting the opponent into the air to bypass accuracy checks and always hit them).
- Discard and Draw:
- In Generation VI, Gengar exchanges its Levitate ability for Shadow Tag when it Mega Evolves. Because of this, Mega Gengar is now vulnerable to Ground-type attacks but can prevent its opponent from switching out.
- In Generation VII, Gengar no longer has Levitate, and instead has Cursed Body as an ability. Although this now makes it very vulnerable to Ground-type attacks, it also allows it to benefit from Terrain effects.
- A Dog Named "Dog": Haunter's Japanese name is "Ghost".
- Doppelgänger: Gengar likes to mimic the shadows of people, and its Meaningful Name is based on the latter half of Doppelganger.
- Evil Is Deathly Cold: Gengar's presence cools the area around it by nearly 10°F. It can also learn Ice Punch and Icy Wind.
- Fire, Ice, Lightning: Can learn the three elemental punches via breeding or tutor. However, it can't make good use of them after Generation III.
- Floating Limbs: Haunter's hands are completely disconnected from its body.
- Foil: To the Abra family. They're Ghost/Poison types to the Abra line's Psychic type, resulting in each of them having a type advantage over the other, and while the Abra family's Pokédex entries emphasize it is intelligent but benign, the Gastly family uses their powers to prey on the weak. Their parallels are referenced throughout the series.
- The anime has Ash recruiting a Haunter to battle Sabrina's Kadabra, and another episode has an ancient Gengar do battle with an ancient Alakazam.
- Their stats are nearly identical, with Gengar trading a few points of Special Attack and Speed for (slightly) less horrible HP and physical stats compared to Alakazam.
- Their original cards in the Pokémon TCG Alakazam's Pokémon Power lets it move damage counters around on the player's Pokémon, Gengar's Pokémon Power moves around damage counters on the opponent's Pokémon. Both had one attack requiring three Psychic energy, which did 30 damage with an additional effect, and they both had 80 HP.
- In Generation VI, they both got a Mega Evolution, retain their similar stat distribution through them, and Alakazam had its Special Defense increased to match Gengar's Base Stat total of 500. However, Mega Alakazam only got a 90 stat increase as opposed to every other Mega Evolution's 100 due to an oversight. This was rectified in Generation VII, where Mega Alakazam got a slight buff to its Special Defense to match Mega Gengar's 600 Base Stat total.
- Fragile Speedster: They're pretty fast and have great Special Attack, letting them hit hard, but their defenses aren't very good.
- Ghostly Chill: Gengar cools the area around it. Noticing this chill means that it's close and probably wants to put a curse on you.
- I Just Want to Have Friends: One of Gengar's Pokédex entries says it wants a traveling companion, and since it once was human, it tries to take other humans' lives to create said companion.
- It Amused Me: Even at its most benevolent, Gengar loves scaring the ever-loving daylights out of people just for some giggles.
- Larynx Dissonance: In the games, Haunter and Gengar have very deep cries, yet have a 50/50 chance of being female. Gastly only faces this trope in the anime.
- Living Shadow: Gengar likes to pretend to be people's shadows. Appropriately, it is known as the Shadow Pokémon.
- Magikarp Power: The entire line's high base Special Attack and Speed are hampered by their natural learnset, preventing them from being true Disc One Nukes if the player trades in a low-level Gastly or Haunter/Gengar from another game. They learn their first proper offensive move, Shadow Ball, near Level 30, which in most games is approximately mid-game prior to that, their other offensive moves have below average base damage and work off their abysmal base Attack stat. The TMs that would patch up their initially poor learnset are only found from the mid-game onwards. These factors limit their offensive capability and prevent them from sweeping through the early game.
- Maniac Tongue: The line is frequently characterized as mischievous or even murderous, and each of them sport an Overly Long Tongue that sucks the life out of those that they lick.
- Master of Illusion: All three do this at least once in the anime.
- Must Make Her Laugh: How Haunter single-handedly foils Team Rocket in the anime episode "Haunter vs. Kadabra," by making funny faces at Jessie so that she laughs and lets go of the ledge she is hanging on to, sending her, James, and Meowth crashing to the ground.
- Nerf: In Generation VII, Gengar has its ability changed from Levitate to Cursed Body, meaning it's now vulnerable to Ground-type attacks, and it's too squishy to use Cursed Body effectively.
- Off-Model: In Red, Green, and Blue, Gastly looks more like a literal ball of gas instead of being a dark orb surrounded by haze.
- Our Ghosts Are Different: Gastly is really more like a sentient cloud of noxious gas. Haunter also has traits of this, being described in some of its Pokédex entries as having a gaseous tongue and hands. Appropriately, they are known as Gas Pokémon. In Pokémon Moon's Pokédex, Gengar is stated to have once been human, which would make it (and Haunter and Gastly by extension) a ghost in truth.
- Overly Long Tongue: Haunter's licks are said to cause paralysis, convulsions, and death. The other forms in the evolutionary line are quite well-endowed in that department, too. In the case of Gastly, its tongue is sometimes depicted to be larger than its body.
- Perpetual Smiler: The entire line in their sprites. In other adaptations, they are occasionally shown frowning.
- Poisonous Person: They are Poison-types and essentially ghosts made of toxic fumes, but they don't learn any Poison attacks naturally (only through TMs or breeding).
- Let's Go Pikachu/Eevee finally fixes this by allowing Gastly to learn moves like Poison Gas and Toxic naturally.
- The Prankster: Almost always characterized as practical jokers across Pokémon media, and their Confusion Fu movepool allows them to bring plenty of surprises into battle. They don't actually have the Prankster ability, though.
- Red Eyes, Take Warning: Mega Gengar's eyes are blood red.
- Retcon: In Pokémon Sun and Moon, Gengar's Levitate ability has been replaced by Cursed Body. This doesn't apply to Gastly and Haunter, however.
- Shock and Awe: For some reason, the line can learn Thunderbolt and Thunder by TM and Thunder Punch through breeding or tutors.
- Shout-Out: With its pointed ears, goofy smile, purple color, trickster-like personality, and ability to turn invisible, Gengar was clearly inspired by the Cheshire Cat from the Disney version of Alice in Wonderland.
- Slasher Smile: All of them, and they almost never stop smiling.
- Socialization Bonus: Haunter needs to be traded to evolve into Gengar.
- Soul Power: The only Ghost-types until Misdreavus came along.
- Squishy Wizard: Gengar has a high Special Attack stat, but its low defenses mean it gets knocked out quickly.
- Super Mode: Gengar gets a Mega Evolution in Pokémon X and Y. Its Special Attack and Speed get substantial boosts and it has its Levitate/Cursed Body ability replaced with Shadow Tag, preventing non-Ghost-type opponents from switching out.
- Supernatural Gold Eyes: Mega Gengar's unblinking third eye allows it to see into other dimensions.
- Supernatural Is Purple: They all are predominately purple, even when Shiny.
- Third Eye: Mega Gengar has a yellow eye on its forehead. This may be the source of its new ability, as it resembles the animation of the move Mean Look.
- Top-Heavy Guy: Usually, Mega Gengar's legs are phased into the ground. When its legs are visible, they're tiny compared to the rest of Mega Gengar's body.
- Uniqueness Decay: In Generation I, they were the only Ghost-types in the game. While Ghost types are still rather rare, there are now other options.
- Waddling Head: Unlike its pre-evolutions, Gengar has fully-attached arms and legs and spends most of its time on the ground.
- Was Once a Man: The Sun and Moon dex entries confirm that Gengar were once human. By extension, this would apply to Gastly and Haunter as well.
- Weakened by the Light: According to Moon's Pokédex, Haunter fears the light and revels in the dark, and may be on the verge of extinction in cities that are kept brightly lit at night.
- You Are Already Dead: Mega Gengar is the only Pokémon with the combination of Perish Song and Shadow Tag, fainting the opponent in 3 turns while preventing them from switching out and removing the effect. Any Pokémon that falls victim to this combo is doomed unless it can take Gengar down and switch out before those three turns are up.
- You Have Researched Breathing: Gastly cannot learn Poison Gas in Generation 1, despite literally being a cloud of poison gas. Let's Go Pikachu/Eevee subverts this by letting Gastly learn gas moves at early levels.
- You Taste Delicious: The Lick technique's paralysis effect is usually implied to be a result of it being simply that repulsive, but Haunter's Pokédex entries indicate it's part of Haunter's soul-stealing procedure.
- You Will Not Evade Me: They naturally learn the move Mean Look to prevent their target from switching out or fleeing battle, while Mega Gengar has the ability Shadow Tag that does the same thing to non-Ghost-type Pokémon.
095: Onix / Iwark (イワーク iwaaku)
208: Steelix / Haganeil (ハガネール haganeeru)
Onix is a massive snake made entirely out of boulders. Unfortunately, its only good stat was defense and its typing left it with a ton of weaknesses. It evolves into Steelix, a massive snake made entirely out of steel. Steelix isn't super-amazing, but it's still a huge improvement over Onix. In Omega Ruby and Alpha Sapphire, Steelix gained a Mega Evolution with Sand Force.
- Achilles' Heel: Onix takes quadruple damage from Grass- and Water-type attacks.
- Body to Jewel: Mega Steelix has had parts of its body crystallize. Given that lore states Onix becomes Steelix as a result of pressurization, it would seem that Mega Steelix has undergone further compression to become part diamond.
- Boss Battle: Both Onix and Steelix. Onix is the first gym boss of Gen I (and by extension, the first boss of the entire series), being Brock's signature Mon. Steelix is Jasmine's signature, she being the sixth gym leader of Johto/Gen II.
- Dishing Out Dirt: Onix is a Rock and Ground-type. Steelix loses Rock, but keeps Ground.
- The Giant: The Onix evolution group is among the largest Pokémon in the franchise so far, or at least among the longest.
- Extra-ore-dinary: Steelix drops the Rock-typing to become part Steel.
- Fake Ultimate Mook: Onix was the former trope namer as "Level 5 Onix". Despite being a 28-foot snake made of solid rock, its only notable stats are 160 base Defense and a subpar 70 Speed; everything else is pathetic. Your unevolved starter Pokémon can hit harder than it and has more HP; once it evolves, it'll surpass Onix in likely every way except Defense. For a direct comparison, Rattata, the definitive Com Mon, both hits harder than Onix and moves faster than it, and has almost as much HP.
- Fire, Ice, Lightning: Steelix learns Fire Fang, Ice Fang, and Thunder Fang naturally (though you need the Move Relearner to get at them).
- Fragile Speedster: Onix's Hidden Ability is Weak Armor, which causes physical attacks against it to reduce its Defense while increasing its Speed (though its terrible HP makes this strategy questionable). Their naturally-learned Rock Polish can also help with this.
- Last Chance Hit Point: Their Sturdy Ability, which lets them survive any attack from full health with 1 HP remaining.
- Mighty Glacier: Upgrades to this upon evolving into Steelix. It gains better defensive abilities (notably HP) and decent attacking power, and in the process trades in the Speed it had as Onix. It even learns Curse naturally to make it even more of one, trading in more Speed for even more Attack and Defense. Mega Steelix amps this up by boosting its Defense to the same level as Mega Aggron, increasing its Attack and Special Defense as well.
- Mutagenic Food: Onix feeds on the earth it tunnels through, making it something more like a rock-worm rather than a rock-snake. Steelix is theorized to have evolved from Onix accumulating iron ore from the dirt it eats over the course of 100 years.
- Orbiting Particle Shield: Mega Steelix has thin shards of crystal orbit its head.
- Our Dragons Are Different: They may draw inspiration from the wyrm, since they naturally learn Dragonbreath.
- Segmented Serpent: Both of their bodies look like they're made out of individual boulders.
- Silicon-Based Life: Onix is a living rock snake while Steelix is a living steel snake.
- Socialization Bonus: Needs to be traded to evolve. However, in some games, Steelix can be a rare wild encounter and even an in-game trade.
- Stone Wall: Onix's only decent stats are Defense and Speed. Everything else approaches Sunkern-level bad.
- Standard Status Effects: Potentially defied by Steelix's Sheer Force Ability. Any attack it uses that can induce one of these will forgo that chance in favor of dealing additional damage instead. Even better, it learns all three elemental fang attacks, all of which fall in this category.
- Super Mode: Steelix gains a Mega Evolution in Omega Ruby and Alpha Sapphire. It gets a decent boost to its Attack, Defense, and Special Defense stats to become a more effective Mighty Glacier and the ability Sand Force to increase the damage of its Ground, Rock, and Steel attacks during Sandstorms.
- Useless Useful Spell:
- Their Rock Head Ability. The only recoil-inducing move they learn is Double-Edge, which is pointless since STAB-boosted moves hit just as hard or harder.
- The family gets Rototiller as an egg move. Considering the amount of chain-breeding needed to get an Onix with the move (Lopunny to Cacnea to Paras to Dwebble to Onix), all it does is raise the attack stats of all Grass-types on the field, which can be lethal to Onix itself.
- Weather Manipulation: Both learn Sandstorm naturally, which is helpful for patching up Onix's iffy Special Defense.
096: Drowzee / Sleepe (スリープ suriipu)
097: Hypno / Sleeper (スリーパー suriipaa)
Those who didn't have the luck or patience to capture Abra would have to settle for this Pokémon instead. These Pokémon love eating dreams and are willing to put anyone to sleep just to sample their dreams. Unfortunately, this habit made them earn a seedy reputation, especially since most of their targets for dream-eating and hypnotizing are children.
- Adult Fear: It's known that Hypno likes to kidnap children and brainwash them with hypnosis so they can eat their dreams; the Fire Red and X Pokédex entries mention that one individual did exactly this. What isn't helping is that Drowzee prior, according to the Silver/Soul Silver entries, specifically has more fondness for children's dreams than adults. In Fire Red/Leaf Green's post-game story, a Hypno outright attacks Lostelle (a little girl) in a forest on the Sevii Islands. This leads to a lot of tasteless yet arguably hilarious pedophilia jokes within the fandom. In fact, the aforementioned attack on one of the Sevii Islands is a sidequest where the player intervenes to rescue the Hypno's target, and it was mentioned on an episode of the original Pokémon series.
- Combat Pragmatist: They aren't hesitant at all to use their prowess in hypnosis against opponents.
- Gag Nose: Both of them have rather large noses Drowzee in particular has one resembling a tapir's trunk, and Hypno's is that of a proboscis monkey's honker.
- Hypno Pendulum: Hypno uses one.
- Mighty Glacier: Unlike many other Psychic-types, they're slow, but have decent defenses. Subverted as their Attack and, starting with Gen II, Special Attack are just as average as their physical Defense stat.
- Psychic Powers: Psychic-type.
- Reluctant Monster: It's clear from some of their entries that they don't really intend any harm in their search for desirable dreams to eat, but that doesn't detract from how much of a ruckus they can cause, their disturbing powers and the way they use them, or how some trained individuals are used for villainous purposes.
- Signature Attack: Dream Eater, despite not learning the move naturally. Hypnosis, which they do learn naturally, qualifies as well.
- Standard Status Effects: Apart from the obvious hypnosis, they learn Poison Gas naturally for some unexplained reason.
- Status Buff: Its ability to learn Nasty Plot gives it at least one offensive advantage over Alakazam.
- Stone Wall: They become this after Generation I, where their Special was pretty solid, but in Generation II, their Special Attack got a considerable drop thanks to the Special split.
- You Have Researched Breathing: Their diet is made up of the dreams of other beings. The only way they can learn Dream Eater is by TM, and that is arguably the reason behind said move being a TM consistently across generations.
- Youkai: They're based on the baku, spirits who devour dreams.
098: Krabby / Crab (クラブ kurabu)
099: Kingler (キングラー kinguraa)
Crab Pokémon that are bright red in color, these guys boast a respectable Attack stat, although it couldn't really be utilized well by their typing until Gen IV. Other talents include slicing and walking sideways.
- Balance Buff:
- Gen IV gave them the ability to learn Agility, which patches up their poor speed.
- Gen V gave them access to the Sheer Force ability, but they sadly have very few moves that can actually benefit from it.
- Critical Hit:
- Its Shell Armor Ability allows it to avoid these.
- On the other side, its Secret Art of Crabhammer has an increased chance to inflict one.
- Dishing Out Dirt:
- An indirect example in its naturally-learned Mud Sport, which reduces the damage it takes from Electric attacks to one-third, thus reducing its weaknesses to one.
- Does less well in regards to attacks; Mud Shot runs off of its poor Special Attack, and Dig is often too predictable to bother with. On the other hand, it has access to Rock Tomb and Rock Slide, useful attacks that both benefit from Sheer Force.
- Divergent Character Evolution: Unlike most copycat species, Kingler and Crawdaunt have steadily been made more dissimilar playwise, but still maintain a Foil relationship and are each perfectly viable. Kingler has Agility while Crawdaunt has Dragon Dance (and both get Swords Dance); Kingler has the Sheer Force ability while Crawdaunt has Adaptability; Kingler is primarily physically focused with higher base speed, while Crawdaunt is a bit slower and more fragile in exchange for enough Special Attack to run mixed movepools.
- Exactly What It Says on the Tin: Krabby's Japanese name, as seen above.
- Giant Enemy Crab: Kingler weighs 132 lbs/60 kg.
- Lightning Bruiser: It's actually not that slow, so one good use of Agility (which it can be bred with) will give it very respectable Speed.
- Making a Splash: Water-type.
- Mighty Glacier: Not speedy, but hits hard and can take a beating itself. Of course, it learns a number of moves that can reduce its opponent's Speed, including Bubble, Bubblebeam, Mud Shot, Icy Wind, and Rock Tomb.
- Off-Model: Kingler's front sprite in Red and Blue showed it with two equally-oversized pincers, and all of its Generation I back sprites had the right claw as the bigger one.
- One-Hit KO: Naturally learns Guillotine.
- Powerful, but Inaccurate: Kingler's large pincer has massive crushing power, but is so heavy that it's difficult to aim. According to the Pokédex, at least; Kingler's accuracy is no worse than that of any other Pokémon in-game.
- Power Pincers: Kingler's left claw in particular is massive.
- Right Hand of Doom: Its left claw is an exaggeration of the real-life fiddler crab's oversized claw.
- Secret Art: Crabhammer, albeit no longer exclusive since Gen III. Fittingly, it has only been shared with other crustacean-based Pokémon.
- Standard Status Effects: Defied by its Hidden Ability of Sheer Force. Any attacks that would have a chance of inflicting one of these forgoes that chance in favor of boosted power (and the potential to boost them even further with the Life Orb item without suffering recoil damage).
- Status Buff: Gets a lot of these, actually. Swords Dance, Iron Defense, Agility, Amnesia, Double Team, Hone Claws... just about the only stat it can't boost is Special Attack.
- Status-Buff Dispel: It can be bred with Haze, allowing it to negate all active Status Buffs.
- Useless Useful Spell: Crabhammer was this prior to Generation IV due to being a Special attack, which made it very weak coming from Kingler's less-than-impressive Special Attack stat.
100: Voltorb / Biriridama (ビリリダマ biriridama)
101: Electrode / Marumine (マルマイン marumain)
Electric-type Pokémon that look like Poké Balls. They probably have the simplest design in the series. Since their game sprites resemble item sprites, unsuspecting adventurers will get a nasty shock when they find that what they thought was an item is actually an angry Pokémon that's prone to exploding. It was once known as the fastest Pokémon in the game, and is still only surpassed by Speed Forme Deoxys, Ninjask, and Pheromosa.
- Action Bomb: They tend to explode at the slightest provocation. This comes into play in-game by it naturally learning Self Destruct and Explosion, as well as having Aftermath as an ability.
- Balance Buff: Gen VII made the line even faster.
- Cheshire Cat Grin: Probably because it's always itching to ruin your day with Explosion.
- Chest Monster: Look like Poké Balls on the overworld, which contain items. Checking them leads to a battle.
- Eye Pop: Electrode's fainting animation in the console games.
- Fixed Damage Attack: A rare user of Sonicboom.
- Fragile Speedster: Electrode is the fastest Electric-type Pokémon, but its offensive and defensive stats are rather sub-par.
- Glass Cannon: With Electro Ball in play, and even moreso with boosts from Charge Beam and Charge.
- It Amused Me: According to the Pokédex, one of the reasons Electrode tend to blow themselves up is just to amuse themselves when they're bored.
- Mechanical Lifeforms: Said to have first appeared near a factory that made Pokéballs, and are one of the few mons that qualify as this trope that aren't Steel-type.
- No Biological Sex: Both Voltorb and Electrode are genderless.
- No Mouth: Voltorb lacks a mouth, but gets one upon evolution.
- Off-Model: Their coloring in Gen I is different from future installments, being yellownote rather than red.
- Perpetual Smiler: Electrode in all of its game sprites.
- Piñata Enemy: Not normally, but there is a section in the Team Rocket HQ in Gold/Silver and their remakes where you can very easily grind a large number of Geodude, Voltorb, and Koffing, which will usually Self-Destruct. Bring a Ghost-type you've been meaning to train and... free levels, yay!
- Poor, Predictable Rock: Well-known for having a terrible movepool, especially among Gen I Pokémon. Even worse, most of the different-typed moves it gets (Gyro Ball, Sucker Punch, Rollout) run off of its shabby Physical attack stat, in addition to being poorly suited to Electrode's playstyle (as mentioned below).
- Shock and Awe: Electric-type.
- Signature Move: The most well-known users of Selfdestruct and Explosion, thanks to the anime; if only they had the attack power to back it up...
- Standard Status Effects: Its Static Ability can inflict paralysis on opponents that physically strike it. In addition, its high Speed but poor attacking stats lead most players to have it cripple opponents with Thunder Waves before they can react.
- Units Not to Scale: Voltorb are four times the size of a regular Poké Ball, and Electrode are even larger, yet they appear as regular Poké Balls on the world map.
- Useless Useful Spell: A lot of the attacks it can use are pointless on it, even when ignoring its poor physical Attack. Gyro Ball requires the user to be slower than its opponent to do much, which isn't likely to happen with Electrode. Sucker Punch is similarly pointless, given how Electrode is likely to outrun just about everything anyway. Rollout requires several consecutive hits to build its power to destructive levels, which isn't likely to happen with a Fragile Speedster like Electrode. As for Explosion, it's surprisingly easy to survive given Electrode's poor Attack.
- Wild Mass Guessing: In-universe, their Pokédex entries and NPCs speculate on where they came from. Are they experiments gone wrong? Mutated Pokéballs? Poké Balls mutated by an experiment gone wrong? No one seems to know.
102: Exeggcute / Tamatama (タマタマ tamatama)
103: Exeggutor / Nassy (ナッシー nasshii)
Exeggcute is a clutch of what appears to be six cracked/broken eggs with faces on them (actually plant seeds), each with distinctive expressions. Despite this, they all constitute a single Pokémon, linked together by telepathy. They evolve together to form Exeggutor, a coconut tree with legs and 3 coconut heads, courtesy of the Leaf Stone.
In the Alola region, a unique form of Exeggutor are found. Due to the year-long tropical sun, they grow incredibly tall, up to 35 ft, making them the second-tallest Pokémon known. Alolan Exeggutor also have a fourth head on its tail, which is useful for protecting itself from threats close to the ground. Alolan Exeggutor are Grass/Dragon instead of Grass/Psychic.
- A Head at Each End: Alolan Exeggutor sport an additional head on their tails.
- Achilles' Heel: Regular Exeggutor takes quadruple damage from Bug-type attacks. Alolan Exeggutor takes quadruple damage from Ice-type attacks.
- Balance Buff: Generation VII gave Exeggutor a small buff to its Special Defense.
- Crouching Moron, Hidden Badass: Despite looking rather clumsy, Exeggutor is very efficient in terms of stats, with a base stat total that rivals Aegislash, Chandelure, Flygon, and Starmie, among others.
- Continuity Nod: It's stated in Generation III Pokédex entries that Exeggutor originally hails from the tropics; four generations later, it's stated that Alolan Exeggutor is believed to be the true form of Exeggutor. Long-necked Exeggutor have been sparsely depicted in other Pokémon media; most prominently in the Pocket Monsters manga where Red's Clefairy had angered one after mistaking it for an actual coconut tree and hurting one of its heads trying to remove it.
- The Dividual: The individual eggs all act as a single Pokémon. It isn't easy to tell the eggs apart, but at least one has an exposed yolk and another has a face with a glum expression instead of an angry one.
- Early Installment Character-Design Difference: Exeggcute's first sprite had one of its eggs much larger than the other five. In later sprites, all six eggs are the same size.
- Fighting Clown: Alolan Exeggutor are very goofy-looking in appearance, and are ridiculously tall, so much so that their heads cannot be seen during battle, but make no mistake, they are part Dragon.
- Gold Makes Everything Shiny: Exeggcute's shiny look. Justified as it's a visual pun on the story of the goose that laid the golden egg.
- Green Thumb: Grass-type, despite being a group of eggs in its base form.
- Hive Mind: Six distinct seeds form an individual Exeggcute, though Pokédex data suggests that individual members of an Exeggcute can and do exist, usually looking for a group.
- Kryptonite Is Everywhere:
- The family has 7 weaknesses in total, giving it the most weaknesses out of all Pokémon, though it's also tied with Rock/Dark (as of Generation VI), Rock/Fighting (as of Generation VI), Grass/Dark (as of Generation VI), and Ice/Grass.
- Alolan Exeggutor loses weaknesses to Fire, Dark, and Ghost, but gains weaknesses to Dragon and Fairy in return, for a total of 6 weaknesses, including a double weakness to Ice-type moves.
- Lightning Bruiser: Exeggutor can become one if it uses Sunny Day to activate Chlorophyll.
- Logical Weakness: Alolan Exeggutor have a double weakness to Ice, which is fitting for a Pokémon variety found in a tropical area. And while not applicable to gameplay, their lore notes that their long necks (while making a good weapon to swing at foes) are vulnerable targets for opponents.
- Long Neck: Alola region Exeggutor are incredibly tall. 35 ft. Most of it is a long neck trunk.
- Magic Knight: Alolan Exeggutor have a better physical attack stat than normal Exeggutor and a wider physical movepool to work with, including strong coverage moves like Earthquake, Dragon Hammer, and Brick Break. However, they're still weighted towards the special end of the spectrum.
- Magikarp Power: Exeggcute has very low stats overall, with its only decent one being its Defense. Exeggutor, on the other hand, is very strong to decent in every way but Speed.
- Mighty Glacier: Exeggutor has a monstrous Special Attack stat (among Grass types, only Roserade matches it), rather good HP, and decent defenses, but it's rather slow. Its Attack stat is pretty good too, and can have Curse bred onto it to boost both that and its Defense, making it even more of a Mighty Glacier (its physical movepool isn't great, though). Alolan Exeggutor are even slower than their mainland cousins, although they receive a slight boost to their physical attack stats to compensate.
- Multiple Head Case: Exeggutor grow coconut heads that eventually fall off and find other fallen heads to form an Exeggcute. Alolan Exeggutor take this even further by growing heads on their tails.
- Nerf: Generation II's Special stat split resulted in Exeggutor's high special being relegated to its Special Attack, leaving it with a rather meager 65 Special Defense in return. However, Generation VII would later buff it to a slightly stronger 75.
- Off-Model: Both of them in the original Gen I games (barring Yellow which fixed their sprites):
- Exeggcute's "heads" are all different sizes when in official artwork and future games, they're all more or less the same size.
- Exeggutor's body was very short and wide, while its coconut heads were large enough to cover most of its torso.
- Our Dragons Are Different: Alola region Exeggutor are Dragon-types, despite not resembling traditional dragons of any sort. This may be a reference to the Dracaena plant, also known as the "dragon tree", which Alolan Exeggutor resemble.
- Our Monsters Are Weird: Six egg-shaped seeds with random bruises, cracks, and holes in them (plus faces on all six of them) which can turn into a giant pineapple-tree hybrid with three coconut heads and both of these forms have psychic powers. How it makes sense is beyond anyone's understanding. The Alola region's Exeggutor are even weirder in that instead of Psychic types, they're Dragon types and have exceptionally long necks and tails with a fourth head at the tip of the tail, similar to Girafarig.
- Perpetual Smiler: Exeggutor is almost never seen without a smile on each of its three heads.
- Playing with Fire: In keeping with its draconic heritage, Alolan Exeggutor can learn Flamethrower useful for getting the drop on those pesky Ice-types.
- Psychic Powers: Exeggcute and non-Alolan Exeggutor are Psychic-type.
- Secret Art: Barrage. This move involves throwing small objects at the opponent. Alolan Exeggutor can also learn Dragon Hammer upon evolution.
- Similar Squad: The Rival's answer to the Bulbasaur line in the Gen I games and their remakes if he doesn't have one. It's appropriately the strongest Grass-type of Gen I by base stat total, and has an advantage over most others that are part Poison.
- Stealth Pun: Exeggcute is an egg plant.
- Alolan Exeggutor gets a Dragon typing. Dragonfruit.
- Standard Status Effects: Exeggcute learns the Poison Powder/Stun Spore/Sleep Powder trio. Exeggutor learns Hypnosis, though Sleep Powder is inherently better due to its greater reliability and better accuracy (Sleep Powder has always been 75% while Hypnosis was 70% in Diamond/Pearl, and 60% everywhere else). The only saving grace for Hypnosis is that, as of Gen VI, Sleep Powder is no longer able to put Grass-types to sleep while Hypnosis can.
- Status Buff: Their Hidden Ability "Harvest" effectively gives unlimited berries.
- Stuff Blowing Up: Learns Egg Bomb, Seed Bomb, and Explosion.
- When Trees Attack: Standard Exeggutor somewhat resembles a coconut tree, but Alolan Exeggutor is very clearly based on one with its long, trunk-like neck.
- Wolverine Publicity: Its Alolan form was heavily promoted after its reveal in Sun/Moon, but in the game itself, it doesn't really get much screentime, being available at the very last island and is not used by any opposing trainers.
- Use Your Head: Dragon Hammer has Exeggutor swing its entire upper body onto the foe. When you're a good 35 feet tall, that's gotta hurt.
- Underground Monkey: The exceedingly tropical climate of Alola produced an Exeggutor of titanic proportions.
- When All You Have Is a Hammer...: Dragon Hammer is the only Dragon-type move that Alolan Exeggutor learns through level-up, and is appropriately named to boot.
104: Cubone / Karakara (カラカラ karakara)
105: Marowak / Garagara (ガラガラ garagara)
These Pokémon resemble dinosaurs that wear skulls as helmets. In Cubone's case, the skull it wears is that of its dead mother, and the stains on it are the poor creature's tears as it cries for its long-gone mommy. This made sense back in Gen I when breeding didn't exist. Starting with Gen II and the introduction of breeding, the story has been called into question, since Cubone can be bred complete with the skull and with no ill effects on the mother, so it might be an urban legend. Either way, Marowak is still a badass. Especially when holding a Thick Club.
In the Alola region, due to pressures from Grass-type predators, the Marowak have learned to harness fire by lighting their bones with their skulls like matches, and they've developed a sixth sense to sense the presence of danger, becoming Fire/Ghost-types. They have darker skin and appear to be a bit lankier as well. They also have a vendetta against Mandibuzz, who prey on young Cubone.
- Astonishingly Appropriate Appearance: Alolan Marowak have light green flames on either side of their bone clubs, giving them the appearance of a Hawaiian fire dancer.
- Bad with the Bone: Their weapon of choice is a femur bone, which Sun and Moon reveals comes from their deceased mothers. They have a few attacks that take advantage of this and most of them are moves that only this family can learn.
- Combat Pragmatist: Marowak is addressed as such (despite not being a Dark-type, as Dark-types didn't come until later and it wasn't retconned like Magnemite and Magneton were), being weak but using bones as weapons.
- Continuity Nod: Alolan Marowak's Ghost typing is likely a reference to Marowak's role in the story of the Generation I games, especially considering the flavor text referencing their mother's vengeful protecting spirit.
- Cool Helmet: Cubone wears the skull of its deceased mother as a helmet. The skull fuses to its face when it evolves into Marowak.
- Damn You, Muscle Memory!: Alolan Marowak has the Rock Head ability just like Cubone and other Marowak do, but it's programmed into a different slot, being its hidden ability instead. This can cause players quite a surprise as Rock Head Cubone evolves into Cursed Body Alolan Marowak, and Battle Armor Cubone evolves into Rock Head Alolan Marowak.
- Dem Bones: The stock skeleton monster to go along with Gastly as the stock ghost monster in the Big Boo's Haunt Lavender Tower stage. Instead of literally being skeletons, however, the family wears skulls to give themselves a menacing appearance, and Alolan Marowak even has matching skeleton markings on its back. They're also very good at wielding bones as weaponry and even have an item that only they can use called the Thick Club, which doubles their attack stat.
- Discard and Draw: Upon evolving into Alolan Marowak, Cubone ditches its Ground-type completely in favor of Fire/Ghost, giving it a completely different set of resistances and weaknesses.
- Dishing Out Dirt: Cubone and most Marowak are Ground-types. Ironically, the moves which involve them throwing their bone (Bone Club, Bonemerang, and Bone Rush) are also Ground-type and thus can't hit Flying-type Pokémon, no matter what the 'dex wants you to believe.
- Due to the Dead: Alolan Marowak mourn and bury their dead as a custom.
- Early Installment Weirdness: The Marowak that shows up in the Pokémon Tower is an actual ghost of a deceased being, not a Ghost-like creature like the various Ghost-types. Nothing like it shows up in later games.
- Forever War: Sun and Moon reveals that Cubone are the preferred prey of Mandibuzz, which are attracted to the sound of their crying. Marowak spend their time hunting Mandibuzz to take revenge.
- From Nobody to Nightmare: Possible overlap with Who's Laughing Now?. Historically, the species was known for being weak and preyed upon until they figured out they could use bones as weapons. Then there's the whole "Cubone's mother dies and goes from crying over it to becoming a Roaring Rampage of Revenge" story...
- Game-Breaking Bug: Victim of one in Generation II, where a max attack Marowak with a Thick Club that used Swords Dance would hit the Attack cap and wrap around to very low Attack.
- Guardian Entity: In Gen I, the literal ghost of a Marowak is a vengeful spirit protecting her baby Cubone. For Alolan Marowak, it is said the spirit of their mothers empower their bones to defend them even in death.
- Homing Projectile: The fireballs Alolan Marowak conjure pursue their targets until they strike.
- An Ice Person: The line can inexplicably learn Ice Beam and Blizzard though TMs (making Alolan Marowak one of the very few Fire-types capable of using Ice-type moves), though they can't use them well due to their poor Special Attack.
- Informed Ability: The Sun and Moon Pokédex entries mention Alolan Marowak using their Bonemerang attack to knock Mandibuzz out of the sky. As a Ground-type attack, Bonemerang has no effect on the Flying-type Mandibuzz under normal circumstances.
- King Mook: A Totem Alolan Marowak appears in the trial of Wela Volcano Park in Pokémon Ultra Sun and Ultra Moon, replacing Salazzle.
- Lean and Mean: Alolan Marowak are thinner than the stocky Ground-type Marowak and have a more sinister appearance as well. To be precise, regular Marowak weigh about 99.2 lbs, while Alolan Marowak average at 74.9 lbs.
- Lighter and Softer: At least one anime special rewrote Cubone's "Lonely" moniker as down to it having an aloof, selfish attitude, ignoring its game's dex entry entirely.
- Mighty Glacier: Marowak's not too fast, but with a Thick Club, it can hit like a Mack truck, essentially having Huge Power as an item giving it roughly 210 base attack and has 110 base defense. Alolan Marowak plays up the defensive portion of this trope, with its typing plus Lightning Rod giving it a whopping 10 resistances and immunities more than half the types in the game and the most of any non-Steel-type 'mon.
- Not Completely Useless: While Lightning Rod sounds useless for a Pokémon that has low Special Attack and being outright immune to Electric attacks in the regular form's case, Lightning Rod does redirect Electric-type moves in Double and Triple battles, allowing Marowak to redirect said attacks away from any teammates who might be weak to it. Alolan Marowak also appreciates it much more than normal Marowak, as it is otherwise neutral to Electric, and Lightning Rod adds to its already impressive list of resistances and immunities.
- Off-Model: Marowak has white spikes on its back in its Gen I backsprite, which are absent in its other depictions.
- Playing with Fire: Unlike the majority of the world's Marowak, Alolan Marowak are part Fire type. All Marowak are capable of using Fire-type moves like Flamethrower or Fire Punch.
- The Power of Love: Alolan Marowak gained their sixth sense through their great care for their partners.
- Punny Name: Marowak = Marrow + Whack. It whacks enemies with a marrow-filled bone.
- Revenge: One of their Pokédex entries mention that once Cubone strengthens its resolve, it evolves into Marowak in order to get revenge on those who killed its mother. The Sun and Moon entries also state that after evolving, they hunt Mandibuzz out of revenge since Mandibuzz prey on Cubones.
- Secret Art: Bone Club and Bonemerang are ground-type moves that only Cubone and Marowak can learn. Both of them take advantage of the bones that they wield as weapons. Bone Rush was another bone-based move that was also exclusive to them until Gen IV, when Lucario can also learn it. Alolan Marowak gain the Ghost-type Shadow Bone which may debuff a target's Defense.
- Shock and Awe: Alolan Marowak is capable of learning Thunderbolt and Thunder.
- Skeletons in the Coat Closet: Cubone wears the skull of its dead mother.
- Soul Power: Alolan Marowak are part Ghost-type.
- Stock Femur Bone: The one they're holding.
- Technicolor Fire: Alolan Marowak have bone clubs whose ends are covered in light green flames.
- Underground Monkey: Alolan Marowak are different from Marowak elsewhere by being Fire/Ghost types. They evolve from seemingly ordinary Ground-typed Cubone.
- Weapon of Choice: The Thick Club, which doubles the Attack of any Cubone or Marowak that holds it.
- You Killed My Father: Mother variant. Saddened by the death of its mother according to the Pokédex, regular Marowak in desert terrains specifically direct their rage at the Mandibuzz who prey on them.
236: Tyrogue / Balkie (バルキー barukii)
106: Hitmonlee / Sawamular (サワムラー sawamuraa)
107: Hitmonchan / Ebiwalar (エビワラー ebiwaraa)
237: Hitmontop / Kapoerer (カポエラー kapoeraa)
In Gen I, when you defeated the Karate King in the Fighting Dojo, you were given a choice between two fighting Pokémon: Hitmonlee, who specializes in kicking attacks and Hitmonchan, who specializes in punching attacks. Both these Pokémon seemed to be related but didn't evolve into one another. That changed with Gen II when they introduced Tyrogue, a fighting type that didn't seem to specialize in anything yet. They need to be trained in a certain stat to evolve into Hitmonlee (higher attack), Hitmonchan (higher defense), or the new third member, Hitmontop, who specializes in spinning on his head (their attack and defense stats are even).
- Action Initiative: All of them can learn Mach Punch, Bullet Punch, Fake Out, and Vacuum Wave (though they're much less effective with that last one). Hitmontop is even one of the rare few with both the Technician ability and a priority move they can get STAB with. Additionally, Hitmonlee and Hitmontop can get Sucker Punch from Gen IV Move Tutors, though Hitmonchan can't learn it.
- All Your Powers Combined: Being an all-male line with three possible evolutions, this group has the distinction of having breedable moves, but only from the line's other forms. This leads to any one of these Pokémon being able to learn and combine the moves of all three of them on one moveset.
- Awesome, but Impractical: Hitmonchan couldn't make good use of the elemental punches until Diamond and Pearl, since they were tied to the wrong attack stat for Hitmonchan to use them well.
- Balance Buff: Gen IV brought the Physical/Special split. Now all of Hitmonchan's Elemental Punches run off its Attack and not Special Attack, making them considerably better. The same generation gave them the Iron Fist ability, pumping up their punching attacks even more, and Drain Punch to heal themselves.
- Bare-Fisted Monk: Hitmonchan, being a punching specialist, is the most notable example, though all of them qualify.
- Boxing Battler: Hitmonchan, with his Red Boxing Gloves and boxing techniques.
- Capoeira: Hitmontop is based on a Capoeirista note . Their signature move, Triple Kick, is likely based on the Meia Lua de Compasso, or "Half Moon Compass," a strong but impractical spinning kick often repeated indefinitely for show. Unlike in real life, said move has very low damage, with 60 Power. note (STAB and Technician boost it up to more respectable heights, but that doesn't really help.) Starting in Pokémon X and Y, Hitmontop's default stance is changed from upside-down to the standard Capoeira movement (Ginga).
- Confusion Fu: Hitmonchan, Hitmonlee, and Hitmontop have very diverse movepools, with access to boosting moves like Bulk Up and Agility, utility like Rapid Spin and Fake Out, and all three of the elemental punches. Hitmontop and Hitmonlee also both have multiple very useful abilities, with Intimidate and Technician in the former case and Unburden and Reckless in the latter.
- Death-or-Glory Attack: Hitmonlee's High Jump Kick. With the boost from Reckless, Hitmonlee has one of the hardest-hitting High Jump Kicks in the game. Of course, if Hitmonlee misses, he crashes, taking half of the damage he would've dealt himself.
- Determinator: Tyrogue's Guts ability activates if they're burdened with a status ailment.
- Disability Superpower:
- Tyrogue can have the Guts ability, which boosts Attack if they're afflicted by a Standard Status Effect.
- Both Tyrogue and Hitmontop can have Steadfast, which increases their Speed if they flinch.
- Early Installment Character-Design Difference: In early games and medias, Hitmonlee had Tsurime Eyes to match the outline of the body's eye holes. In most later appearances, they are just small round ones.
- Elemental Punch:
- Hitmonchan can learn all of the Elemental Punch attacks in the games.
- Hitmonlee can also learn Blaze Kick.
- Everything's Better with Spinning: Hitmontop revolves around this. Additionally, both Hitmontop and Hitmonlee have access to the move Rolling Kick.
- Extremity Extremist: Hitmonchan mainly attacks with punches, Hitmonlee mainly attacks with kicks. Hitmonchan takes it further, though, as the Iron Fist ability specifically boosts punching attacks.
- Fragile Speedster: Hitmonlee is the fastest of the three and has the lowest Defense stat, although 87 Speed isn't that impressive compare to other Fragile Speedsters. Their Hidden Ability, Unburden, helps somewhat, as it doubles speed after losing or using a held item. One strategy is to give Hitmonlee a Normal Gem and use Fake Out, using up the Normal Gem and activating Unburden.
- Glass Cannon:
- Hitmonlee has the highest Attack, but the worst Defense of the three.
- All of them could be this somewhat, as their HP stat is horribly low. They do share the same Special Defense total, which is quite high for a Fighting-type at 110note ... but not in the first generation, where Hitmonlee's and Hitmonchan's Special was his modern Special Attack really, really low. As in, 30. It didn't take very much to KO those two guys.
- Hurricane Kick: Hitmonlee and Hitmontop both learn their own spinning kicks (Rolling Kick for Hitmonlee, Triple Kick for Hitmontop), though the former is more of a roundhouse.
- Jack-of-All-Stats: Hitmonchan qualifies for this, having a stat distribution that's more offensive than Hitmontop but more defensive than Hitmonlee.
- Magikarp Power: Tyrogue is a contender for being one of the weakest Pokémon, with all stats at 35 and a limited level-up movepool of essentially Tackle, Fake Out, Foresight, and Helping Hand (outside of breeding). Once they evolve into any of the three, they become very useful.
- Master of None: Tyrogue has a rather low value of 35 in all his stats.
- Mighty Glacier: Hitmontop has a decent Attack stat, a reasonable Defense and the usual high Special Defense, but is the slowest of the three evolutions.
- Minidress of Power: The fact that they're all male doesn't stop Hitmonchan from wearing one.
- Named After Somebody Famous: Hitmonlee and Hitmonchan are named after Bruce Lee and Jackie Chan. Their Japanese names Ebiwalar and Sawamular are named after Japanese martial arts stars. Hitmonchan's French name is Tygnon, after Mike Tyson.
- No Mouth: Hitmonlee.
- Odd Name Out: Unlike Hitmonlee and Hitmonchan, who are named after famous martial artists, Hitmontop is... capoeira/a top. Nintendo and Game Freak probably didn't want to take chances with celebrity names after what happened with Uri Geller.
- Hitmonlee's Diamond and Pearl sprite◊ has their eyes spaced way too far apart, giving them a really weird appearance.
- Hitmonchan's Red/Green sprites had both their fists covering most of his body◊. It might be a perspective thing.
- Hitmontop's Gold and Silver sprites give them a pink-and-blue color scheme instead of the regular brown-and-blue (which was fixed in Crystal).
- One-Gender Race: All of them are always male.
- Rapid-Fire Fisticuffs: Hitmonchan's Pokédex entries claim that they deliver volleys of punches too fast for humans to see. They start off with Comet Punch so that it comes into play in-game.
- Red Boxing Gloves: Hitmonchan (or blue, if shiny).
- Rubber Man: Hitmonlee has springy legs that allow it to run faster and kick from farther away.
- Sarashi: Tyrogue have markings on their bodies that look like they are wrapped with white cloth.
- Secret Art:
- Hitmonlee was the only Pokémon able to learn Mega Kick via level up until Gen VII, and was the only Pokémon able to learn High Jump Kick until Gen III and Jump Kick until Gen IV. Hitmonchan remains associated with Mega Punch (one of 3 Pokémon to learn it via level up), the elemental punches (only Pokémon able to learn all 3 in Gen I, and one out of 2 to learn each one), and Mach Punch (only one to be able to learn it in Gen II). Hitmontop gets Triple Kick. The line as a whole had Rolling Kick until Gen VII, which was exclusive to Hitmonlee in Gen I grew to include Hitmonlee and Hitmontop in Gen II.
- Mega Kick, Mega Punch, and the Elemental Punches, however, were TMs or tutor moves, with a large number of Pokémon able to learn them.
- Shout-Out Theme Naming: In both the original and English, in fact. Hitmonlee is Tadashi Sawamura/Bruce Lee while Hitmonchan is Hiroyuki Ebihara/Jackie Chan.
- Spin to Deflect Stuff: Thanks to breeding, all of them are capable of learning Rapid Spin, which gets rid of entry hazards on the user's side.
- Stealth Pun: Tyrogue evolves into Hitmontop when he has a balance of attack and defense. Hitmontop balances on his head.
- Useless Useful Skill: Hitmonchan's elemental punches. While versatile, they were nearly useless in Gen I because of Hitmonchan's horrible Special stat. This was fixed slightly in Gen II when Special was split into two stats, and was completely fixed in Gen IV when the attacks all became physical.
108: Lickitung / Beroringa (ベロリンガ beroringa)
463: Lickilicky / Berobelt (ベロベルト beroberuto)
Lickitung is a weird lizard-like Pokémon known for having a very long and sticky tongue, reminiscent of a chameleon or a skink. It had a pretty wide movepool, but it wasn't spectacular. It was never common (it was only available via an in-game trade back in Gen I) and it was largely ignored. However, in Gen IV, it gained a new evolution that had the stats to utilize its impressive movepool. It can learn Explosion, made more powerful via STAB.
- Action Bomb: Lickilicky is occasionally used for its absurdly strong Explosion. It can destroy anything that isn't a Rock, Steel, or Ghost type (and a few things that are), but it makes Lickilicky faint.
- Big Eater: Uses its 6 foot tongue to eat.
- Confusion Fu: Like several Normal-types, it has quite an arsenal of various elemental attacks, and its Attack and Special Attack are close enough that it could work with either with equal effectiveness (though it does have fewer options for boosting its Special Attack).
- Crouching Moron, Hidden Badass: The line has surprisingly good stats and a reasonable movepool, in spite of its outright weird appearance.
- Early Installment Weirdness: Lickitung was not able to learn Lick in the original games; indeed, the only moves it learned by level-up that could be seen as remotely tongue-related were Wrap and Slam.
- Mighty Glacier: Great HP, good defenses, and reasonably usable offensive stats on both sides. Speed? Not so much. Possibly lampshaded in that wild Lickitung have a chance of holding a Lagging Tail, an item that forces its holder to move last.
- Non-Elemental: Normal-type.
- Overly Long Tongue: Nearly 7 feet long for Lickitung. With Lickilicky, the record for the longest tongue on one is more than 82 feet roughly fifteen times the size of Lickilicky itself.
- Our Monsters Are Weird: Look at them!
- Retcon: Lickitung became able to evolve into Lickilicky by leveling up while knowing Rollout, a move it could already learn in earlier generations.
- Status Buff: Quite a few good ones, actually. It's among the rare few to get Belly Drum and Amnesia, can be bred with Curse to bolster its Mighty Glacier status, or can get either Swords Dance or Work Up to just boost its offense.
- Useless Useful Spell: Naturally learns Me First, which is a move that requires the user to move before the opponent to do anything. Look at its stats and guess why it's a not very useful move.
- Weather Manipulation: Its Hidden Ability is Cloud Nine, which negates all effects of weather while its out.
- Whip It Good: Naturally learns Power Whip. Naturally learning Wring Out could also count.
- You Have Researched Breathing: Lickitung could not learn Lick until Gen II. Averted in later generations, where Lickitung does actually start out with the move.
- Youkai: Both have similar characteristics to the Akaname, possessing a very long tongue and in most depictions being able to produce an almost endless amount of saliva and having a single clawed foot. Their pink coloration also brings to mind and contrasts somewhat with the primarily red coloration that the Akaname is famous for, the name literally translating to red filth.
109: Koffing / Dogars (ドガース; dogaasu)
110: Weezing / Matadogas (マタドガス; matadogasu)
Koffing and Weezing are strange Pokémon with origins that are hard to pinpoint. It might be the living manifestation of smog, or it might be a levitating Sea Mine. Either way, it's a very good defensive wall, with only a single weakness (once abilities came about in Gen III) and a high defense.
- Action Bomb: Learns Selfdestruct and Explosion.
- Ambidextrous Sprite: Weezing's big and small heads would switch sides in the sprite based games.
- Boss Battle: Weezing is the fifth (or sixth) gym boss, being Koga's signature in Gen I.
- Crouching Moron, Hidden Badass: Though not exactly a "moron" unless you consider its role in the anime, you probably wouldn't guess at first that Weezing has a base stat total of 490, the same as Electabuzz and Kangaskhan, among other heavy hitters. It also has a larger movepool than you might expect, too, including Shadow Ball, Flamethrower, and Thunderbolt.
- Deadly Gas: Emits this with Poison Gas and Smog.
- Emo: Weezing looks forever depressed, and you can give it a complete moveset of attacks which either only activate when Weezing is knocked out, or cause it to faint outright.
- Living Gasbag: It might be this. In the anime, it's depicted as being a solid rock full of gas, but the games suggest that it's more flexible than that perhaps too flexible, seeing as it sometimes "overinflates its round body and explodes".
- Mighty Glacier: Fair offensive stats, great Defense, and has only one weakness thanks to Levitate, but pitiful Speed and HP.
- Muck Monster: Like the Grimer family, they are animated waste, but not such a literal example.
- Multiple Head Case: Weezing, although the two heads are conjoined. According to a few Pokédex profiles, there are occasionally three-headed Weezings.
- Off-Model: In the Japanese Blue/international Red and Blue, Koffing's skull-and-crossbones marking is above its eyes. In every single other official depiction, it's below the mouth.
- Perpetual Frowner: Weezing looks like it's never in a good mood.
- Perpetual Smiler: Koffing looks like it's always in a good mood.
- Piñata Enemy: Not normally, but there is a section in the Team Rocket HQ in Gold/Silver and their remakes where you can very easily grind a large number of Geodude, Voltorb, and Koffing, which will usually Self-Destruct. Bring a Ghost-type you've been meaning to train and... free levels, yay!
- Poisonous Person: Poison-type.
- Recurring Element: Although not until Generation V; Koffing forms a Poison-typed parody of the Land, Sea, Sky triumvirate with Grimer and Trubbish, in that they represent three distinctive forms of pollution. Koffings, specifically, are the Air Pollution Pokémon, representing toxic fumes, industrial air pollutants, smog, and other airborne chemical nastiness.
- Secret Art: Smog, pre-Generation IV (although Flareon was able to learn it in Gen I as well).
- Signature Move: Most commonly associated with Smog.
- Spell My Name with an "S": Since Koffing's Japanese name uses the same katakana as the second half of Weezing's name, it's been spelled as either "Dogas" or "Dogars". "Dogars" appears to be the correct spelling, as evidenced by Roxie's song in the Japanese Pokémon Black 2 and White 2 version of Virbank Gym (which merely spells Koffing's Japanese name over and over) including an "R" in the lyrics.
- Suicide Attack: Can learn Selfdestruct, Explosion, and Memento (the latter doesn't deal damage but instead reduces the target's attacking stats).
- Take That!: Their beta English names were NY and LA. New York and Los Angeles are two cities infamous for their pollution problems.
- Taking You with Me: Learns Destiny Bond, which takes down any enemy that knocks Weezing out.
- Walking Wasteland: It stores several toxic gases in its body.
- You Have Researched Breathing: Couldn't learn Poison Gas until Gen 2, despite being the Poison Gas Pokémon.
111: Rhyhorn / Sihorn (サイホーン saihoon)
112: Rhydon / Sidon (サイドン saidon)
464: Rhyperior / Dosidon (ドサイドン dosaidon)
Rhyhorn and Rhydon vaguely resemble rhinoceros or ceratopian dinosaurs. It's a great physical Pokémon, but its special stats and speed are rather lacking. Its nose horn may draw electrical attacks to it, but luckily, it's immune to the damage due to being a Ground-type (except for in the anime). Rhydon has the distinction of being the first Pokémon ever designed and coded into the game. Rhyperior is basically Rhydon on steroids; it's even chunkier than before, and it's now gained some armor in the form of orange rocks which reduce super-effective damage by a quarter.
- Achilles' Heel: The line takes quadruple damage from Grass- and Water-type attacks.
- Arm Cannon: Rhyperior has gaps in its palms that function as these.
- Ascended Meme: Rhydon having the Lightning Rod ability, after the infamous moment in the anime where Pikachu defeated a Rhydon by aiming electricity at its horn.
- Boss Battle: The three of them, believe it or not.
- Rhyhorn is Giovanni's strongest Mon in his gym battle during the remakes of the Generation I games.
- Rhydon, on the other hand, is Giovanni's strongest in his gym battle of Gen I.
- Rhyperior is Bertha's signature in her Elite Four Battle in Platinum.
- Clingy Costume: Rhypherior's orange belt-looking ornament highly resembles the Protector it must hold when trading in order to evolve.
- The Computer Is a Cheating Bastard: For some reason, Brock's Rhyhorn in Pokemon Heart Gold And Soul Silver has Sturdy as an ability, despite the fact that the line never had the ability before or since.
- Confusion Fu: While not as varied, due to its poor Special Attack stat, Rhyhorn and its evolutions have an incredibly diverse movepool, and can use every element but Psychic and Fairy in one form or another.
- Dishing Out Dirt: Ground and Rock-type. Notably, this line is the only line with this type combo to have Ground as the primary type.
- The Ditz: Rhyhorn is said to be so dumb that it has rocks for brains and can charge into a brick wall and not feel any pain until the next day. Rhydon is said to be smarter, though still forgetful.
- Dumb Muscle: Rhyhorn comes off as this, being really strong but not very intelligent.
- Four Legs Good, Two Legs Better: Rhyhorn is stated to not be very bright. Rhydon is said to be smarter due to standing on two legs.
- Magically Inept Fighter: While the line has a surprisingly large variety of special moves they can learn, they can't use any of them effectively due to the line's poor Special Attack. Their Special Defense is also rather horrible, ensuring that any special Water or Grass attack is almost guaranteed to knock them out instantly.
- Mighty Glacier: Slow, but high Attack and Defense, though their Special Defense is terrible. Taken even further for Rhyhorn and Rhydon when given Eviolite, which increases their extremely high Defense to a level very close to the literal Mighty Glacier, Avalugg, and boosts their Special Defense to merely below-average.
- Not Completely Useless: The Lightning Rod ability might come into play if Soak is used, but every Pokémon that can learn that move also learn moves that are super-effective against the Rhyhorn line's natural dual-typing. However, Lightning Rod also has the effect of drawing away Electric-type attacks from allies in Double and Triple Battles, so they can be paired with a Pokémon that is vulnerable to Electric-type attacks (like Gyarados) to keep those attacks from utterly destroying them.
- Off-Model: Rhyhorn and Rhydon are colored dark purple in Gen II instead of grey.
- Powerup Mount: In Pokémon X and Y, a Rhyhorn can be ridden on in Route 9. It can also break boulders. The Rhyhorn outside of the player's home can also be ridden on, but it won't go any further than your doorstep.
- Rhino Rampage: Rhyhorn will charge straight ahead (no matter what — or who — is in its path) and only stop when it either hits a wall or forgets why it's charging in the first place.
- Secret Art: Rock Wrecker for Rhyperior, although no longer exclusive as of Gen V.
- Socialization Bonus: Rhydon needs to be traded while holding a Protector in order to evolve.
- Super Toughness: It has very high HP and Defense, excellent Special Defense under a sandstorm, and super-effective damage is reduced thanks to Solid Rock.
- This Is a Drill: Rhydon and Rhyperior are the Drill Pokémon, and have drill nose horns.
- Useless Useful Spell:
- The Rhyhorn line has a low Special Attack stat, so even though they can learn moves such as Flamethrower, Ice Beam, and Thunder (and, in the case of Rhydon and Rhyperior, Surf), these moves do very little damage coming from them.
- Rhyhorn and Rhydon have the Rock Head ability, which prevents recoil damage. However, they only learn two moves that deal recoil damage (Take Down and Double-Edge through tutor) and they are all Normal-type attacks. Upon evolving to Rhyperior, that ability is replaced by the more useful Solid Rock.
440: Happiny / Pinpuku (ピンプク pinpuku)
113: Chansey / Lucky (ラッキー rakkii)
242: Blissey / Happinas (ハピナス hapinasu)
Chansey is a much sought-after Pokémon. Catching them is literally all up to chance, as they're normally only found in the Safari Zone; an area of the game where you don't battle the Pokémon (thus making them very hard to capture) and the Pokémon can run away from you at any time. Once caught, though, they can prove to be one of the best special walls in the game. With access to a number of healing moves and the highest HP stat (and a fantastic special defense) of any Pokémon, they can last for quite a while... unless they have to deal with a Pokémon with strong physical attacks, at which point they're screwed eight ways to Sunday. Unlike Chansey or Blissey, Happiny are too young to lay their own eggs, so instead they carry an egg-shaped rock in their pouch in imitation of their evolved forms.
- The Artifact: The whole "catching one is up to chance" thing. Even back in Red/Blue, they were also available in Cerulean Cave, making true Safari Zone exclusives like Kangaskhan and Tauros harder to obtain, and since Generation IV, they're relatively easier to obtain in games where they appear. Though they're still hard to actually get due to low encounter and catch rates, at least they don't run away from battle.
- Badass Adorable: Blissey has a cute appearance, and it is able to learn moves from various types of Pokemon.
- Cartoon Creature: The best description one can give of these mons is "Pink Egg Thing".
- Combat Medic: In addition to their healing moves (see The Medic below), Blissey has a usable Special Attack stat, and they all get Seismic Toss, so they aren't totally helpless.
- Confusion Fu: Like other Normal-Types, they have a really good movepool, with gems like Fire Blast, Blizzard, and Thunder!
- Counter Attack: They can be bred to have Counter, which takes the damage from a physical attack and returns it to the sender twofold. Their sky-high HP and abysmal Defense means they will take a lot of damage, so if they survive the hit, their assailant will be quickly steamrolled, provided they aren't dealing Scratch Damage or are a Ghost-type.
- Crippling Overspecialization: They are designed for one purpose: to be a damage sponge of the ultimate degree against special attacks. Everything else ranges from "average at best" to "the worst in the series," although tricky players can get around this.
- Damage-Sponge Boss: Chansey and Blissey have absolutely absurd HP. Blissey's base HP is 255, which is the highest number a base stat can legitimately be, and Chansey's base HP is just 5 points off from that. At level 100, Blissey's minimum HP is a staggering 620. Maximum HP? 714. This actually patches up their horrible Defense, letting them survive anything that isn't boosted by status buffs or a Fighting-type attack that isn't boosted by STAB.
- Divergent Character Evolution: Gen V introduced Eviolite, an item that boosts the defenses of the Pokémon holding it by 50% as long as they have the ability to evolve. A Chansey holding it is significantly bulkier than the already-bulky Blissey, and becomes the ultimate Stone Wall against Special Attacks. However, holding it means you have to forgo other items and become dependent on Eviolite, so moves like Knock Off, Trick, and Magic Room will cripple her far more than Blissey. Chansey's bad offenses force her to use Seismic Toss if she wants to damage something, while Blissey's Special Attack is high enough that she isn't a complete sitting duck against opponents she can hit super-effectively with the line's movepool.
- Dump Stat: Their Attack and Defense stats, which are among the lowest in the game. Blissey's are both 10 while Happiny's and Chansey's are both 5.
- Fight Off the Kryptonite: Despite their extremely low Defense, Chansey and Blissey's HP is so ridiculously high that they can work through it. A Min-Maxed Chansey holding Eviolite can prevent OHKOs from all but STAB Close Combat/High Jump Kick levels of power.
- Fixed Damage Attack: Can learn Seismic Toss to deal damage equal to the user's level, which is very helpful considering the line's non-existent Attack stat and mediocre Special Attack stat. Once a move tutor move from Gen III, it was made actually breedable onto Chansey in Gen VI, though not onto Happiny for some reason.
- Friend to All Living Things: Abhors seeing or sensing sadness, and will do whatever they can to make the person or Pokémon who's upset be happy.
- Heal Thyself: Naturally learns Soft-Boiled to restore half of their HP. They can also learn Wish through an event.
- Healing Factor: One of their abilities is Natural Cure, which removes Standard Status Effects upon switching out.
- I Am Not Pretty: According to the Pokédex, Happiny doesn't like its curly hair.
- Kryptonite Is Everywhere: A large number of Pokémon favor overpowering physical attacks, and roughly half of them are Fighting-type or use Fighting-type moves. Needless to say, the Egg Pokémon, with its terrible Defense stat, does not appreciate this.
- Magikarp Power: Happiny is an awful Pokémon, but Chansey with Eviolite and Blissey are the two bulkiest Special Walls in the game.
- Mama Bear: In Sun and Moon, if a Pokemon in the "baby" egg group calls for help in a battle, there's a chance a Happiny or a Chansey will show up to protect it. In fact, this is the only way to encounter these Pokémon in the wild in these games.
- The Medic:
- In the anime, Chansey (in Kanto through Sinnoh) and Blissey (in Alola) are used as nursing assistants in Pokémon Centers.
- In-game, they all get a ton of support moves like Heal Pulse, which heals a target for half of its Max HP, and Aromatherapy, which heals all conditions teammates have. One possible ability is "Healer", which has a chance to heal any Pokémon on your side in Double or Triple battles. Special mention goes to an event Chansey that has Wish, which heals whatever Pokémon switches out with it next turn, or itself if it doesn't switch. Since Wish restores HP equal to half the user's max HP, most Pokémon will be fully healed by their Wishes thanks to their extremely high HP stat. Outside of battle, they can use Softboiled to transfer one quarter of their Max HP to another Pokémon.
- Metal Slime: In Red and Blue, Chansey are insanely rare in all locations they can be found in and hard to catch due to being prone to flee in Safari Zone. Later games make it and its evolutionary relatives easier to find.
- Mighty Glacier: Since Special Attack and Special Defense are one single stat in Red and Blue, Chansey has above-average offensive power in those games.
- Nice Girl: Incredibly so. They will share their eggs with injured people and Pokémon they come across, and are said to bring happiness to others.
- Nerf: The Special split that occurred in Generation II greatly reduced Chansey's offensive potential, as it now had to work with a Special Attack stat of 35 rather than its previous Special stat of 105. The introduction of Blissey made up for this, however.
- Non-Elemental: Normal-types.
- One-Gender Race: Always female.
- Our Fairies Are Different: While not actually Fairy-type, Chansey and Blissey can learn Dazzling Gleam via TM and belong in the Fairy Egg Group.
- Perpetual Smiler: All three of them.
- Piñata Enemy: While not as famous as its fellow pink medic Audino in this department, the Chansey family gives out an absurd amount of Experience Points once defeated in battle. They're even associated with an item known as the Lucky Egg, which doubles experience points when held.
- Pink Is Feminine: This One-Gender Race line is female-only, and all three forms are pink.
- Pokémon Speak: The Chansey from Copycat's house in Saffron City says "Chann! Sii" in her NPC dialogue.
- Ridiculously Cute Critter: The whole family are considered to be quite cute.
- Scratch Damage: The Confusion status and Foul Play attack do next to nothing to the line; it uses the target's own Attack stat for the move, while all three have no real Attack stat to speak of (Blissey's Attack stat is 10, the prior evolutions have 5).
- Secret Art: Softboiled, outside of Generation III and Mew in Generation I.
- Stone Wall: Indisputably the best special wall in the game, laughing at any special attackers that aren't swimming in Status Buffs. While they don't like physical hits very much, a maximum Defense investment makes them surprisingly capable of taking them.
- Squishy Wizard: In the Gen 1 games the Special stat was used for both offense and defense, so Chansey could actually hit things back.
- Taking You with Me: Since recoil moves subtract the user's HP based on how much the victim loses to the attack, putting a full-HP Chansey or Blissey in the way of it is a nice way to horribly damage or even knock out anything that uses a powerful recoil move.
- Useless Useful Spell: All of the damaging moves they learn via level-up are physical attacks. Which work off the lowest Attack stats in the game. No amount of Min-Maxing or status buffs can salvage it; they're that weak.
- Weapon of Choice: The Lucky Punch item increases Chansey's chance to land a Critical Hit. Again, their Attack stat is so awful that even the mighty Critical Hit can't bump physical attack damage up much farther than Scratch Damage, and its Special Attack stat is dismal enough (on par with the likes of Pidgey) that special moves won't do much either.