Follow TV Tropes


Darth Wiki / Pokémon Infinite and Zero

Go To

Pokémon Infinite and Zero is a Pokémon game idea created by Sunflorazumarill that was started in late 2013 (when Pokémon X and Y was released) and completed in early/mid 2014. It's a successor to Pokémon Flora, Azure, and Solar and a main series game. Like Flora/Azure/Solar, it takes characters and locations from various anime, manga, and visual novels and gives them the roles of important NP characters such as Gym Leaders, Elite Four members, villainous team members, and more. Also like Flora/Azure/Solar, it offers a number of new features and of course some new Pokémon as well.


The game takes place in the region of Halkeginia, a place borrowed from The Familiar of Zero and using a number of characters and elements from there combined with ones from Pokémon and other works. The games follow the typical formula of Pokémon games, with these involving a new Trainer from Jointiven Town starting on his or her journey through Halkeginia. Along the way, he or she will battle Gym Leaders, eventually the Elite Four and Champion, and also fight against Team Zodiac, the villainous team in Infinite and Zero, while learning the mysteries of the Legendary Pokémon of infinity and zero.

You can find all information on Pokémon Infinite and Zero here.

In November/December 2014, ideas pertaining to Pokémon Infinite and Zero's sequels, Pokémon Vari-Infi and Vari-Zero, began. These two games follow the pattern of Pokémon Black 2 and White 2, being actual sequels with a new story, new Gym Leaders and Elite Four members, and being able to go visit Nostrum, where Pokémon Flora, Azure, and Solar took place. Introductory information on Vari-Infi and Vari-Zero is located here.


    open/close all folders 

     Pokémon Infinite and Zero 

Pokémon Infinite and Zero provides examples of:

  • Amusement Park: Vocadia Park is such a place that's located on the east side of Vocadia City.
  • Ancient Tomb: There are two such ones in Halkeginia, with Maze Pyramid in Nephys Desert being the resting place of Founder Brimir, and the Forever Tomb making up the very top of Mt. Germania where Variruin was imprisoned.
  • Beneath the Earth: Undetopia is found far beneath Halkeginia.
  • Blackout Basement: The Shade Tower in Undetopia is a place bathed in strange darkness where it acts as if it's always night and using Flash to light up the place actually makes things inside the tower invisible.
  • Bubblegloop Swamp: The Toxic Swamp in Undetopia is a poisonous place filled with muck similar to toxic waste.
  • Circle of Standing Stones: Gallia has a place called the Stone Circle where an event allows you to summon the Mythical Pokémon Crisalia.
  • Clock Tower: The Grand Clock Tower in Lutece City is one, where the ghost of the architect's Tockety Tick is battled at the top.
  • Crystal Landscape: The Crystal Maze in Undetopia is a large crystal cavern where you can come across Crystite of every color.
  • Death Mountain: Mt. Germania is an icy variation of one, being the tallest mountain in the Pokémon world while Under Mountain in Undetopia is a traditional one.
  • Eternal Engine: Halkeginia has two of these.
    • The Chemical Plant in Gallia is one.
    • The Frozen Power Plant in Germania is a power plant that mixes this trope with Slippy-Slidey Ice World.
  • Fantasy Counterpart Culture: Like in The Familiar of Zero, each of Halkeginia's kingdoms happens to be a miniature Expy of a European country.
    • Tristain: Belgium, with part of the Netherlands.
    • Germania: Germany, with parts of Eastern Europe and Western Russia.
    • Gallia: France, also including Iberia.
    • Romalia: Italy
    • Albion: England
  • Floating Continent: Albion happens to be such a place.
  • Hailfire Peaks: There's a couple found in Halkeginia.
  • Lethal Lava Land: Flamaze Tunnel is a route heading through the interior of volcanoes. It's split into two halves, with Misaki City located between the two. There's also two in Undetopia, Magma Lake, a lake of lava, and Frozen Volcano, which combines this trope with Slippy-Slidey Ice World. In Pokémon Vari-Infi, there's also Polarized Cave.
  • Lost City: The Ruined City in Undetopia is an ancient city that was destroyed millennia prior. It's implied that it was the Elves' capital until it was destroyed in Founder Brimir's campaign.
  • Lost Woods: Alden Forest is a forest bordering Tristain that you explore early in the game.
  • Lost World: Undetopia is a vast underground world located beneath Halkeginia that you explore at various points in the game, accessing it by what are called Under Gaps. It turns out to have been the original home of the Elves.
  • Medieval Stasis: Halkeginia has this from an architectural standpoint, with the majority of its towns and cities having an Isekai-like feeling to them and also many castles and other such structures found throughout, although these coexist alongside modern technology and cities.
  • Mile-Long Ship: The Zuikaku, which is docked on the edge of Gallia, is a supermassive ship that actually has a whole city where the second Gym is and a Route on its deck!
  • Palmtree Panic: Palmtran City west of Gallia is a tropical island resort where the seventh Gym is located.
  • Shifting Sand Land: The Nephys Desert is a sprawling desert in the southeast corner of Halkeginia.
  • Slippy-Slidey Ice World: Halkeginia has a number of these in its northern areas; such as the Mt. Germania area, Frozen Power Plant, and the Subzero Maze. Undetopia has Frost Lake and Frozen Volcano, the latter of which is combined with Lethal Lava Land. In Pokémon Vari-Zero, there's also Polarized Cave.
  • Temple of Doom: The Halkeginia Temple is a large temple that was constructed by Brimir, but had sunk into Undetopia. Found inside happens to be the Infinity and Zero Orbs.

     Pokémon Vari-Infi and Vari-Zero 

Pokémon Vari-Infi and Vari-Zero provides examples of:

  • Computer Is a Cheating Bastard: While it already tends to be a problem in battle facilities, in this game's Battle Frontier, if you defeat each Frontier Brain at least two times and clock in HUNDREDS of hours, then this trope is taken Up to Eleven. Not only are there things such as your opponent's held items activating each turn, getting critical hits at just the right time, becoming unhittable after just one Double Team, etc., their attacks will start ignoring your held items, moves such as Fly or Protect, abilities, and even type-immunities, they'll start getting moves and abilities they can't even have, and get infinite PP for all their moves. Even worse, your opponents will start using Pokémon not even allowed in the Battle Frontier such as Latias or Latios with the Soul Dew, Mewtwo, Rayquaza, Darkrai, Arceus, Genesect, Primal Groudon, etc., while you're still not allowed to use such Pokémon.
  • Happy Ending Override: Pokémon Vari-Infi and Vari-Zero ends up doing this to the stories of two sets of games.
    • For Pokémon Infinite and Zero, where Team Zodiac's plans were stopped and their leadership gone, they end up returning in this game under Graves' leadership with them resuming their attacks on Halkeginia, this time also attacking various institutions in the kingdoms, such as the Pokémon Gyms, Halkeginia University, Romalia's church, Tristain's monarchy, and even the Pokémon League. Their attacks also extend into Nostrum come the post-game.
    • This game also pulls one on Pokémon X and Y, where Team Flare's plans were stopped, the Ultimate Weapon of Kalos destroyed, and AZ reunited with his Floette. In this game, Team Zodiac has captured AZ, kidnapped his Floette, and are rebuilding the Ultimate Weapon with the intent of having Variruin power it.


Like Pokémon Flora and Azure, Infinite and Zero contains new Pokémon that add onto the ones we already have, amounting to 80 this time around (a bit more than Gen VI). This time there are Starter lines and a lesser Legendary trio in addition to all the other trappings of a Pokédex, as well as more Light and Chemical-types and also several Fairy-type Pokémon.


     Saureaf, Raptant, and Folicator 

The Grass-type starter line in Pokémon Infinite and Zero, Saureaf and the others happen to be raptors that also carry the Dragon-type.

  • Achilles' Heel: They're 4x weak to Ice-type moves.
  • Action Initiative: The line's hidden ability Hasty allows for their attacks to have a 25% chance of going before anything else, including such things as Prankster, Gale Wings, Protect, and even Mega form activation and switching out! Even better, it's stackable with the Quick Claw!
  • Confusion Fu: Folicator can know damaging attacks of the Grass, Dragon, Fighting, Dark, Ghost, Flying, Steel, Poison, Bug, Ground, Rock, Chemical, and Normal types.
  • Dinosaurs Are Dragons: The line is based off of various bipedal dinosaurs, yet they get the Dragon-type.
  • Everything's Better with Dinosaurs: Folicator is a friggin' velociraptor! It also keeps up the tradition of badass Grass-type starter final stages.
  • Fixed Damage Attack: They learn the 40 HP inflicting Dragon Rage early on.
  • Glass Cannon: Have great Special Attack and Speed, as well as useable Attack, but their HP and defensive stats are nothing to write home about.
  • Green Thumb: Grass-type
  • Life Drain: The line learns Absorb super early, get Mega Drain via breeding, and can know Giga Drain via Move Tutor.
  • Playing with Fire: They happen to learn Solar Flare, a Grass-type attack that acts like a Fire-type attack when it comes to weakness and resistance, meaning that Folicator basically has a STAB Fire-type attack in its arsenal!
  • Secret Art: Flora Cannon and Frenzy Plant for Folicator, as well as Grass Pledge for the whole line.
  • Starter Mon: The Halkeginian Grass-type starter.
  • Tiger Versus Dragon: The Dragon (although actually a dinosaur) to Heatiger's Tiger. Played straight if you chose Saureaf (and thus your rival chose Heatiger).
  • Turns Red: They get the Overgrow ability.

     Heatiger, Hotwiger, and Plasmiger 

The Fire-type starter line in Pokémon Infinite and Zero, Heatiger, Hotwiger, and Plasmiger are predatory tigers that also happen to be part Electric.

  • Achilles' Heel: They're 4x weak to Ground-type moves.
  • Confusion Fu: Plasmiger can know damaging Fire, Electric, Dark, Ground, Rock, Steel, Flying, Bug, Grass, Fighting, and Normal moves.
  • Death-or-Glory Attack: The line learns Flare Blitz. They also get Wild Charge to a lesser extent.
  • Elemental Absorption: They get Motor Drive as their Hidden Ability, which makes them immune to Electric-types attacks, which instead up their Speed.
  • Frickin' Laser Beams: Heatiger and the rest of the line learns the move Laser Pin.
  • Glass Cannon: Have awesome Speed and Attack stats, but below-average defensive stats.
  • Light 'em Up: The line learns Dazzle Burst, a physical Fire-type attack that Light-type Pokémon also get STAB for, although since these three are not Light-type, it's just another Fire-type attack to them.
  • Man Bites Man: The line learns Bite and Crunch and gets Fire Fang and Thunder Fang as Egg moves.
  • Panthera Awesome: The line happens to be based off of tigers.
  • Playing with Fire: Fire-type
  • Secret Art: Wildfire Crash and Blast Burn for Plasmiger, as well as Fire Pledge for the whole line.
  • Shock and Awe: Electric-type. Interestingly, this is the first time where a typical starter is also Electric.
  • Starter Mon: The Halkeginian Fire-type starter.
  • Tiger Versus Dragon: The Tiger to Saureaf's Dragon (although actually a dinosaur). Played straight if you chose Saureaf (and thus your rival chose Heatiger).
  • Turns Red: They get the Blaze ability.

     Cryscale, Tidystal, and Crystora 

The Water-type starter line in Pokémon Infinite and Zero, Cryscale and its family are bipedal fish monsters coated in crystal and also Ice-type.

     Avijet and Wingejet 

     Starifly, Twilifly, and Beamifly 

A line of Bug/Flying-type butterflies based off of the Blue Morpho that only come out when day turns to night and whose wings glow a bright blue under the starry night.

In Pokémon Spirit and Shadow PLUS, Delta Species of Starifly and Twilifly are found in Azuchaen, which are Light/Dark-type with reflective translucent wings and light bulbs making up their abdomens, which give up bright flashes. Delta Twilifly goes on to become Beamifly, who has a large spiral bulb that it can fire large lasers from.

  • Achilles' Heel: They're 4x weak to Rock-type attacks.
  • Barrier Warrior: Delta Starifly, Twilifly, and Beamifly get Light Screen by Level Up and can know Reflect, Magic Shield, and Safeguard by TM.
  • Beam Spam: Delta Starifly, Twilifly, and Beamifly are mainly about this, being able to know most non-signature beam moves and Beamifly getting a signature one of its own in Burst Laser. In addition, Beamifly is known for firing a large laser from its bulb-like bottom and smaller ones from its antennae.
  • Big Creepy-Crawlies: Bug-type Pokémon.
  • Blow You Away: Flying-type Pokémon.
  • Bug Buzz: They learn the Bug-type move of this name.
  • Casting a Shadow: Delta Starifly, Twilifly, and Beamifly are Dark-type.
  • Confusion Fu: They can know damaging Bug-, Flying-, Psychic-, Grass-, Poison-, Ghost-, Dark-, Light-, Fairy-, Steel-, Chemical-, and Normal-type moves.
    • Their Delta counterparts can know damaging Light-, Dark-, Psychic-, Bug-, Electric-, Ghost-, Grass-, Fire-, Ice-, Flying-, Fairy-, Steel-, and Normal-type moves.
  • Foil: Twilifly is this to Floredi Venomoth, both of them associated with the night, but Twilifly is a butterfly while Floredi Venomoth is a moth with Twilifly's blue colors contrasting Floredi Venomoth's magenta colors. Twilifly is exclusive to Pokémon ChillFlame while Floredi Venomoth is exclusive to Pokémon BlazeFrost.
  • Life Drain: Starifly and Twilifly start off with Absorb and can know Giga Drain by TM.
  • Lightem Up: Their Delta variants and Beamifly are Light-type.
  • Power Nullifier: Both of Delta Starifly and Twilifly's abilities negate certain attacks done to them, with Beam Defense making them immune to beam and light based moves while Levitate (which they share with Beamifly) makes them immune to Ground-type moves.
  • Pretty Butterflies: The line happens to be based off of butterflies and do happen to look gorgeous with their beautiful colors.
  • Psychic Powers: Starifly and Twilifly learn Hypnosis and Extrasensory in addition to being able to get Psychic via TM, Synchronoise via Move Tutor, and Psybeam via breeding.
  • Razor Wind: Starifly and Twilifly learn both Air Cutter and Air Slash.
  • Secret Art: Beamifly is the only Pokémon that gets Burst Laser, which acts like a Light-type Overheat, and Beam Amplifier, an ability that increases the power of its light and beam-based moves (including Burst Laser) by 33.3% and reduced damage done to it by such moves by 50%.
  • Squishy Wizard: Twilifly has great Speed and even greater Special Attack alongside good Special Defense, but poor HP, Attack, and Defense. Beamifly has even greater Special Attack, Special Defense, and Speed.
  • Standard Status Effects: They get the three powder moves; Poisonpowder (Poison), Stun Spore (Paralysis), and Sleep Powder (Sleep). Their Delta variants happen to learn Confuse Ray (Confusion, obviously)
  • Status Buff: They learn Tail Glow, which drastically increases their Special Attack, and Quiver Dance, which increases their Special Attack, Special Defense, and Speed.
  • Underground Monkey: Starifly and Twilifly have Delta Species that appear in Azuchaen, with Delta Twilifly able to become Beamifly.
  • Weather Manipulation: Delta Starifly, Twilifly, and Beamifly get Bright Sky, which brings in bright light-based weather for five turns, by Level Up.

     Anacid and Cloriconda 

A Chemical/Ground chain of needle snakes, Anacid and Cloriconda burrow underground to grow, but attack by wrapping their bodies around prey, driving their needles into the victim's body.

  • Achilles' Heel: The line has a quadruple weakness to Grass attacks.
  • Action Initiative: Learns Chemical Jet.
  • Awesome, but Impractical: Using Lighter Fluid on the opponent, then following up with Flamethrower, Fire Blast, or Flame Charge on the next turn to do double damage. Your opponent might switch out before the second attack happens.
  • Beware My Stinger Tail: They have tails akin to this; they start off with Poison Sting.
  • Chemistry Can Do Anything: Chemical-type
  • Collision Damage: Anacid and Cloriconda get Needle Point, an ability that works like Rough Skin or Iron Barbs, in that it takes away 1/16 of the opponent's HP, but has a 25% chance of taking ¼ instead!
  • Confusion Fu: Anacid and Cloriconda can know damaging Chemical, Ground, Poison, Bug, Rock, Steel, Dark, Grass, Fire, Water, Ice, Dragon, and Normal moves.
  • Critical Hit: They learn Chemical Tail, an attack which is a guaranteed critical hit.
  • Dishing Out Dirt: Ground-type
  • Glass Cannon: They have great Attack and useful Speed, but below-average HP and defenses.
  • Man Bites Man: They learn Bite and Crunch and get Poison Fang via breeding.
  • Snakes Are Sinister: Anacid and Cloriconda are far from nice, given that they take pleasure in squeezing their prey, including impaling them with the needles over their body. In addition, they're commonplace amongst Team Zodiac.
  • Spikes of Doom: More like Needles of Doom. They're covered with long needles that make using attacks that make physical contact against them hazardous.
  • Spike Shooter: Anacid and Cloriconda learn the moves Pin Missile and Bio Spikes.
  • Trap Master: They start off with Wrap, a basic such move.

     Sprigail and Sprigunia 

A pair of Fairy/Grass flowers with pixie-esque features that are the heralds of spring and said to cause warm weather by mere presence.

  • Achilles' Heel: They have a 4x weakness to Poison moves.
  • Attack Reflector: Sprigail learns Mirror Glass, which does this to special attacks.
  • Barrier Warrior: Sprigail and Sprigunia both get Leaf Shield and Flower Shield.
  • Confusion Fu: Sprigunia can know damaging Grass, Fairy, Light, Psychic, Water, Electric, Fighting, Chemical, Bug, Flying, Ghost, Steel, and Normal-type moves.
  • Expy: Sprigail is the Pokémon equivalent of the groundhog, it being said that when a Sprigail emerges, spring begins.
  • Foil: Sprigail and Sprigunia are ones to Chillaser and Chillspark, another two-stage Pokémon line with a weather changing ability for a weather condition introduced in Infinite and Zero. In addition, both reach their final stages using the Leaf (Sprigail) and Thunder (Chillaser) Stones and both get a powerful move from specific TM's via level up.
  • Green Thumb: Grass-type
  • Heal Thyself: Sprigail learns Synthesis early on.
  • Kamehame Hadouken: Sprigunia happens to get Aura Sphere, which doubles as an Always Accurate Attack.
  • Life Drain: They start off with Absorb and can be taught Giga Drain.
  • Lunacy: Sprigail learns Moonblast quite late, so you have to wait a bit for Sprigunia to know it, too.
  • Nature Spirit: Sprigunia is definitely this.
  • Our Fairies Are Different: These are more flowers than fairies, although they're still nature spirits.
  • Petal Power: Sprigail is a flower sprite and learns Petal Dance.
  • Pintsized Powerhouse: Despite its light weight of 19.0 lbs, Sprigunia has a Special Attack stat of 145 (equal to that of Chandelure), the highest of all Fairy-type Pokémon barring Mega Diancie and Mega Gardevoir!
  • Power of the Sun: Sprigail gets Solarbeam by level up late in the game.
  • Power-Up Letdown: Sprigail learns Aqua Flower, a damaging Water-type attack, but acts like a Grass-type attack when calculating damage, and since Sprigail doesn't get STAB with it, it's essentially useless. Also while Thunderbolt is tempting, the springtime weather brought in by their ability halves the power of Electric-type attacks.
  • Squishy Wizard: Sprigunia has a massive Special Attack stat and very good Special Defense, but its Defense is poor and its Attack stat is downright awful.
  • Weather-Control Machine: Their Spring Breeze ability brings in springtime weather for five turns upon entering battle.

     Stabitle, Turitle, and Volatoise 


A prehistoric Rock/Water Pokémon resurrected from the Fin Fossil based off of the dinoshark, Megalang was the strongest predator of the sea during its era.

  • Achilles' Heel: It has a quadruple weakness to Grass-type moves.
  • Action Initiative: Starts off with Aqua Jet.
  • Collision Damage: Megalang has the Rough Skin ability, which causes the opponent to lose 1/16 of their maximum HP if they make physical contact with it.
  • Death-or-Glory Attack: Megalang learns Aqua Crush and gets Head Smash via breeding. The recoil for both attacks can be negated by its Hidden Ability of Rock Head.
  • Dishing Out Dirt: Rock-type
  • Expy: Megalang is a prehistoric one of Sharpedo and Garchomp.
  • Foil: Is this to Dinomper, as both are based off of prehistoric predators, both are Rock/Water-type, and both were considered to be the best hunters of their respective territories.
  • Glass Cannon: Megalang has very great Attack and also great Speed, but while its HP and defenses aren't necessarily bad, they're definitely not its strong point.
  • Making a Splash: Water-type
  • Man Bites Man: Megalang learns Bite, Ice Fang, and Crunch.
  • Recurring Element: It's another Fossil Pokémon.
  • Shout-Out: Megalang can get the move Twister from a Move Tutor. This is meant to be a reference to the movie Sharknado.
  • Threatening Shark: Coming in at 15'1 and weighing 556.0 lbs, it happens to be a megalodon that preyed on weaker oceanic Pokémon. It's just as dangerous today as it was back then.
  • Use Your Head: It learns Skull Bash, can get Head Smash as an Egg Move, and can know Iron Head via Move Tutor.


An ancient Rock- and Water-type Pokémon based off of the dinocroc and resurrected from the Scale Fossil, Dinomper was a powerful hunter during its time.

  • Achilles' Heel: It happens to be 4x weak to Grass attacks.
  • Confusion Fu: It can know damaging Water, Rock, Ice, Ground, Dark, Dragon, Fighting, Bug, Poison, Ghost, Flying, Steel, and Normal-type moves.
  • Death-or-Glory Attack: Dinomper learns Aqua Crush.
  • Defeating the Undefeatable: During its time, groups of Dinomper were capable of taking down a Tyrantrum, who was considered to be invincible, with little difficulty.
  • Dishing Out Dirt: Rock-type
  • Expy: Dinomper is a prehistoric one of Feraligatr and Krookodile.
  • Foil: Is this to Megalang, as both are based off of prehistoric predators, both are Rock/Water-type, and both were considered to be the best hunters of their respective territories.
  • Making a Splash: Water-type
  • Mighty Glacier: Dinomper has awesome Attack (as high as Rhyperior) and good HP and defenses, but its Speed is below average.
  • Man Bites Man: It learns Bite, Ice Fang, Crunch, and surprisingly Quake Crunch. On top of that, it gets Poison Fang as an Egg Move and can know Super Fang via Move Tutor. To make things even better, its ability is Strong Jaw, upping the power of those moves by 50%!
  • Never Smile at a Crocodile: At 13'1 and weighing 712.0 lbs, it's a Pokémon based off of the supergator, and was feared by the many prehistoric Pokémon it preyed upon.
  • Recurring Element: Happens to be a Fossil Pokémon.

     Orilaght and Lanternal 

A group of Ghost/Light Pokémon consisting of paper lanterns brought to life by spirits. They like to attack humans while spitting ghostly fire.

  • Action Initiative: The Prankster ability allows for their support moves, which include Light Guard, Confuse Ray, Hypnosis, Will-o-Wisp, Taunt, Embargo, and Curse, to go first.
  • Animate Inanimate Object: They're ghostly paper lanterns.
  • Cast from Hit Points: Given that it's a Ghost-type Pokémon, the move Curse causes Orilaught to lose half on its HP at the cost of making the opponent lose a quarter of theirs at the end of each turn.
  • Cyclops: Orilaght has only one eye. However, when it becomes Lanternal, it gains a second one.
  • Fixed Damage Attack: Orilaught learns Night Shade.
  • Light 'em Up: Light-type
  • Light Is Not Good: When said light is emanating from a possessed paper lantern.
  • Mighty Glacier: Lanternal has average HP and defense and awesome Special Defense along with a more support-based moveset, but its Special Attack is higher than its HP and Defense.
  • Soul Power: Ghost-type
  • Standard Status Effects: They get Confuse Ray (confusion), Hypnosis (sleep), and Will-o-Wisp (burn) by level up.
  • Youkai: Orilaght and Lanternal are based on the chōchin-obake.

     Seasite, Summite, and Wintrite 


     Ribaza and Hazadrog 

     Eleprey, Stormawk, and Thundetross 

A family of Electric and Flying birds of prey that gained their electric-type capabilities from a diet of small Electric-types. They are well revered in Germania.

  • Action Initiative: Their Hidden Ability happens to be Gale Wings, the same as the Talonflame line!
  • Blow You Away: Flying-type
  • Death-or-Glory Attack: The line learns both Wild Charge and Brave Bird.
  • Elemental Absorption: If they have the Motor Drive ability, Electric attacks don't damage them and instead raise their speed.
  • Expy: Thundetross is basically an Electric-type Talonflame.
  • Glass Cannon: They have awesome Attack and even better Speed, but low defensive stats.
  • Irony: Despite being part Electric, due to their Flying-type, they take damage from thunderstorm conditions each turn (unless they have Thunder Cloak).
  • Noble Bird of Prey: Thundetross is based on an albatross, and it happens to be a majestic electrical bird.
  • Razor Wind: They learn the move of the same name.
  • Shock and Awe: Electric-type
  • Shout-Out: Stormawk's description of getting electrical powers from eating certain Electric-types such as Tynamo references how Blanka from Street Fighter got his powers.
  • Trap Master: The line learns Tornado Hold, which is a Flying-type one.

     Milliglow and Millight 

     Shakroach and Darkroach 

     Muticle and Muticlub 



     Refrather, Pearism, and Crisalock 

     Chillaser and Chillspark 

A line of snow rabbits that are Electric- and Ice-type. They discharge cold particles that seed clouds and are used in cold fusion reactors.

  • Always Accurate Attack: Learns Blizzattack, which is an Ice-type Swift.
  • An Ice Person: Ice-type
  • Attack Reflector: Chillaser learns Magic Coat, which sends moves like Leech Seed, Will-o-Wisp, Thunder Wave, and Taunt back to the attacker.
  • Barrier Warrior: Chillaser gets Reflect via Level Up while Chillspark starts off with Ice Wall.
  • Beam Spam: Chillaser gets four beam-based moves by level; Aurora Beam, Charge Beam, Ice Beam, and Light Beam while Chillspark gets Laser Blast through the same method.
  • Bunnies for Cuteness: Chillaser is an adorable bunny Pokémon not unlike Sunflorazumarill.
  • Death-or-Glory Attack: They get Ice Burst through breeding.
  • Foil: Chillaser and Chillspark are ones to Sprigail and Sprigunia, another two-stage Pokémon line with a weather changing ability for a weather condition introduced in Infinite and Zero. In addition, both reach their final stages using the Thunder (Chillaser) and Leaf (Sprigail) Stones and both get a powerful move from specific TM's via level up.
  • Glass Cannon: Chillspark has great Special Attack and Speed, but only so-so (but not bad) defenses.
  • Herd-Hitting Attack: Chillaser learns Discharge, an Electric-type attack that hits all adjacent Pokémon.
  • Killer Rabbit: Since it's actually a rabbit and can do some serious damage with Freezing Bolt…
  • Shock and Awe: Electric-type
  • Shout-Out: Chillspark's Chillflame Pokédex entry says that with a cold fusion reactor, it can power a major city for several years, a nod to the theory or what one could do with a glass of water and such a reactor.
  • Weather-Control Machine: Its ability of Storm Surge brings in thunderstorm weather for five turns upon entering battle.

     Elvajo and Nymphist 

A Fairy/Fighting family of primarily female forest elves (the serene LOTR variety), they are immortal and will defend their home from invaders.

  • Action Initiative: They learn Mach Punch and get Bullet Punch as an Egg move.
  • Always Accurate Attack: Elvajo and Nymphist learn Disarming Voice and also surprisingly Shadow Punch.
  • Bare-Fisted Monk: Fighting-type
  • Confusion Fu: Nymphist can know damaging Fairy, Fighting, Fire, Grass, Ice, Electric, Ghost, Dark, Psychic, Rock, Flying, Poison, Steel, and Normal attacks.
  • Elemental Punch: The line gets the quartet of Fire Punch, Thunderpunch, Ice Punch, and Flowerpunch.
  • Extremity Extremist: Elvajo and Nymphist are known for punching and learn a plethora of punch-based attacks. One of their abilities is Iron Fist, boosting the power of such moves.
  • Fire, Ice, Lightning: Plus Green Thumb. Nymphist learns Fire Punch, Ice Punch, Thunderpunch, and Flowerpunch naturally while Elvajo gets all four via breeding.
  • Foil: Are ones to Flasan and Flasera. Both are version exclusives, both are found in similar locations, and both have Pokédex entries that state that they served opposing nations during the Halkeginia Unification War.
  • Glass Cannon: They have awesome Attack and great Speed, but below-average defenses.
  • Immortality: Nymphist are stated to be immortal. Not sure if this also applies to Elvajo.
  • Kamehame Hadouken: They learn Aura Sphere.
  • Our Elves Are Better: When they're part Fighting-type and capable of punching through trees of any size. Not to mention they're also immortal.
  • Our Fairies Are Different: They happen to be serene elves.
  • Really 700 Years Old: Nymphist's Zero Pokédex entry states that since it lives forever, it's impossible to tell how old one is just by looking at it and that it could by any age.

     Flasan and Flasera 

A group of vaguely human-like Psychic/Light Pokémon with reflective tassels on their bodies that are able to manipulate and control light.

  • Barrier Warrior: They learn Reflect, Light Screen, and Safeguard via level up while Flasera also gets Magic Shield.
  • Beam Spam: In addition to having an ability that blocks beam-based attacks, this line also gets a number of such attacks themselves, such as Psybeam, Flash Beam, Ice Beam, Signal Beam, Solarbeam, Light Beam, and also get Hyper Beam via level up.
  • Confusion Fu: They can know damaging Psychic, Light, Electric, Grass, Ice, Fire, Ghost, Fairy, Bug, Steel, and Normal attacks.
  • Foil: Are ones to Elvajo and Nymphist. Both are version exclusives, both are found in similar locations, and both have Pokédex entries that state that they served opposing nations during the Halkeginia Unification War.
  • Light 'em Up: Light-type
  • Power Nullifier: Their Beam Defense ability makes them immune to beam and light-based moves (such as Solarbeam, Ice Beam, Dazzling Gleam, and Light Pulse).
  • Psychic Powers: Psychic-type
  • Squishy Wizard: They happen to have amazing Special Attack and great Special Defense, but their Attack and Defense are lackluster and their Speed is only average.

     Burigon, Flamigon, and Ifrigon 

A family of Dragon and Fire Pokémon known to burn everything in their vicinity.

  • Confusion Fu: The line can know damaging Dragon-, Fire-, Fighting-, Rock-, Ground-, Steel-, Dark-, Ghost-, Grass-, Electric-, and Normal-type moves.
  • Death-or-Glory Attack: Burigon and Flamigon learn Flare Blitz pretty late. Since Ifrigon doesn't get the move by level up, you may have to wait a while for your Flamigon to learn it before using a Fire Stone on it.
  • Fixed Damage Attack: Burigon and Flamigon get Dragon Rage early on.
  • Just Add Dragons: Dragon-type
  • Kill It with Fire: This is how Ifrigon is known to operate, by shooting massive plumes of fire at its opponents. Said flames are powerful enough to melt mountains and if Ifrigon was to go into a frenzy, it could reduce an entire city to ashes!
  • Mighty Glacier: They have great Attack and above average HP, Defense, and Special Defense, but their Speed while not bad is their lowest stat.
  • Omnicidal Maniac: Ifrigon is known to destroy all that it possibly can.
  • Playing with Fire: Fire-type
  • Pyromaniac: Ifrigon breathes incinerating flames, which are said to burn down anything, at everything within its vicinity.
  • Shout-Out: Ifrigon's shape resembles that of the Mechadragon from Mega Man 2 while its head is similar to the Ifrit's from Sonic Rivals 2.
  • You Will Not Evade Me: Burigon and Flamigon learn Block, which prevents the opponent from escaping.

     Seridal, Oceatine, and Drageel 

A Dragon/Water chain of eel-like Pokémon with large backs that can be used to ferry Pokémon across the ocean.

     Posixie and Negamp 

     Petaton and Solaraze 

A group of Grass/Fire flowers that absorb immense amounts of sunlight, to the point that they tend to set the flower fields they reside in ablaze.

  • Barrier Warrior: Petaton and Solaraze learn Light Screen and can also know Leaf Shield via TM.
  • Cast from Hit Points: Like with other Pokémon with the ability, Solar Power increases their Special Attack at the cost of HP. Solaraze also the move learns Solar Energy, which does less damage the less HP it has.
  • Confusion Fu: Solaraze can know damaging moves of the Grass, Fire, Light, Electric, Fairy, Fighting, Steel, Bug, Chemical, and Normal types.
  • Elemental Absorption: Solar Growth makes Grass-type attacks used against them do no damage and instead raise their Defense and Special Defense.
  • Green Thumb: Grass-type
  • Heal Thyself: The line learns the move Synthesis.
  • Irony: Despite its Pokédex entry stating that it sets fields on fire, Petaton is found within flower fields.
    • However, one of its moves happens to be Fire Field.
  • Life Drain: They learn Leech Seed, which saps the opponent's health each turn.
  • Light 'em Up: Solaraze has an affinity for Light-type attacks, seeing as it naturally gets Flash Burn and Bright Blast, can know Light Pulse and Flash Stopper via TM, and gets Light Wave via breeding.
  • Mighty Glacier: Solaraze has excellent Special Attack and Special Defense, but it's as slow as Gloom.
  • Playing with Fire: Fire-type
  • Power of the Sun: This is pretty much Petaton and Solaraze's shtick. Their abilities happen to be Solar Power and Solar Growth.
  • Secret Art: Solar Cannon, which switches its type between Grass and Fire each time you use it.
  • Trap Master: Petaton and Solaraze learn the move Fire Spin.

     Jokelit and Schizojest 

A pair of Light/Dark jester Pokémon known for switching around personalities and executing cruel jokes on others. The Joker, Kefka, Dimentio, and Yuga's favorite Pokémon.

  • Action Initiative: They learn Fake Out. One of their abilities is Prankster, making all non-damaging moves this.
  • Barrier Warrior: Jokelit and Schizojest get Magic Shield via Level Up and can know Reflect and Light Screen through TM.
  • Combat Pragmatist: Dark-type
  • Confusion Fu: They can know damaging Light, Dark, Psychic, Ghost, Fighting, Fairy, Electric, Fire, Grass, Water, Ice, Flying, Steel, Bug, and Normal moves.
  • Fragile Speedster: While its HP and Defenses are average, Schizojest's best stat is its Speed.
  • Hoist by His Own Petard: They learn Foul Play, which utilizes the foe's Attack stat. High Attack Pokémon better watch themselves.
  • Light 'em Up: Light-type
  • Light Is Not Good: This line of Light-types is definitely not good natured and is in fact pretty spiteful.
  • Monster Clown: Pretty much Pokémon's answer to this trope.
  • Power Copying: Schizojest learns Role Play, which does this with the target's ability.
  • Power Nullifier: The line's ability of Magic Guard prevents all forms of indirect damage done to them.
  • Secret Art: Persona Switch, which switches the opponent's ability to whatever their other one is (if possible).

     Helmasaur and Gemesaurus 

A line of thick-masked Rock-type lizards who charge at everything they see. Gemesaurus is part Ghost-type and covered in Crystite.

  • Action Initiative: Gemesaurus gets Shadow Sneak.
  • Always Accurate Attack: The line learns the Dark-type move Faint Attack.
  • Captain Ersatz: Of Helmasaurs and the Gemesaur King from The Legend of Zelda: A Link to the Past and A Link Between Worlds.
  • Casting a Shadow: Although Gemesaurus is Ghost-type, it's more associated with this trope.
  • Confusion Fu: Gemesaurus can know damaging Rock-, Ghost-, Ground-, Dark-, Psychic-, Dragon-, Water-, Electric-, Grass-, Fighting-, Steel-, Ice-, and Normal-type moves. It can also know a Fire-type attack in Will-o-Wisp.
  • Counter-Attack: Learns Mirror Coat and gets Counter via breeding.
  • Dishing Out Dirt: Rock-type
  • Gem-Encrusted: There are large red, yellow, green, and blue crystals growing all over Gemesaurus's back.
  • Gemstone Assault: Gemesaurus gets Crystal Power.
  • HP to 1: One of Helmasaur's abilities is Sturdy, which causes this to happen if an attack would one-shot it. It also prevents it from being hit by one-hit K.O. attacks.
  • Kryptonite Is Everywhere: Gemesaurus has seven weaknesses; Grass, Water, Ground, Steel, Ghost, Dark, and Light.
  • Mighty Glacier: Gemesaurus has great Attack, Defense, and even better Special Defense, but as you might expect is slow.
  • No, I Am Behind You: Gemesaurus learns Phantom Force.
  • Shed Armor, Gain Speed: One of Gemesaurus's abilities is Weak Armor, causing its Defense to drop, but its Speed to sharply rise each time an attack makes contact with it.
  • Super Toughness: One of the line's abilities is Solid Rock, which reduces super-effective damage done to them by 25%.
  • Use Your Head: They learn Headbutt and can get Iron Head through breeding. Gemesaurus can also know Zen Headbutt via Move Tutor.

     Radioard and Hazazard 

A family of Chemical-type reptiles that were said to have come to be thanks to nuclear radiation. Upon Radioard becoming Hazazard, it gains the Dragon-type as well.

  • Armor-Piercing Attack: Learns Nitro Blast, which negates moves like Reflect and Protect and also deals double damage to those using them.
  • Chemistry Can Do Anything: Chemical-type
  • Confusion Fu: Hazazard can know damaging attacks of every type except Psychic, Light, and Fairy (but can know Rest).
  • Glass Cannon: Hazazard has great Attack and Special Attack and very good Speed, but average HP and low defenses.
  • Just Add Dragons: Hazazard is part Dragon-type. This trope is played even straighter as Radioard only becomes Hazazard starting at Level 38 provided it knows a Dragon-type attack (and Radioard eventually learns Dragon Pulse).
  • Make Me Wanna Shout: They get the move Screech early on.
  • Nuclear Nasty: The line is said to have been born from nuclear radiation and happens to expel it themselves.
  • Playing with Fire: Hazazard gets Dragon Fire, which is a Fire-type attack that Dragon-type Pokémon get STAB with. In addition, it can also know Fire Blast, Flamethrower, Overheat, and Incinerate via TM and Fire Punch and Burning Spin via Move Tutor. In addition, both of them learn Lighter Fluid, which makes Fire-type attacks more damaging to the target.
  • Recurring Element: Radioard and Hazazard are this to Lightiz and Draflect, as both are lines whose highest stages are part Dragon-type, both have high base stat totals and are obtainable late in their respective games, both come right before their respective Gen's pseudo-Legendary lines, and both have a primary type consisting of either Light (Lightiz and Draflect) or Chemical (Radioard and Hazazard), both types that were introduced in Flora and Azure.
  • Secret Art: Their Reactive Skin ability, which upon the opponent making physical contact with them, has a 50% chance of lowering the opponent's Defense and Special Defense. It's a bit unfortunate that Radioard and Hazazard themselves have low defenses (although the ability can take effect even if they're knocked out).
  • Trap Master: Radioard and Hazazard get CMCL Cyclone by level up.
  • Walking Wasteland: Due to them giving off nuclear radiation (even through they can control it), Radioard and Hazazard end up being this. Up to Eleven with Hazazard being able to expel as much as a nuclear meltdown!

     Prismaeye, Opticlipse, and Auroracle 

Thought up by Ninetales, a strange group of Psychic- and Ice-type Pokémon that makes up the SFA-Dex 2's Pseudo-Legendary line. From a crystal robot eye to a strange telescope with a fish tail to finally a MASSIVE levitating serpent that can see absolutely anywhere!

  • An Ice Person: Ice-type
  • Beam Spam: The line is well-known for beam moves, being able to know every single one except for Thunder Beam and any that are signature moves.
  • Casting a Shadow: Starting in Pokémon Frost and Flame, Auroracle learns Cosmic Beam, a Dark-type move.
  • Confusion Fu: Auroracle can know damaging attacks of every type except Fire and Poison, but can know Sunny Day and Toxic.
  • Death-or-Glory Attack: Auroracle gets Ice Burst, which hits all adjacent opponents, but does recoil not only to Auroracle, but also adjacent allies.
  • Gemstone Assault: They learn Crystal Power and Crystal Wave.
  • The Giant: At 105'2, Auroracle is more than double the length of Wailord, whose record hasn't been broken since Generation III!
    • However, Auroracle's length is due to its serpentine shape, while Wailord's width and height far exceed that of Auroracle, still making Wailord the largest Pokémon.
      • Skibison may have around as much girth as Auroracle (and is heavier, too).
  • Gravity Master: Auroracle learns Gravity Hold.
  • Guest-Star Party Member: Prismaeye, Opticlipse, and Auroracle were created by Ninetales (the person, not the Pokémon).
  • Human Snowball: The line happens to learn Ice Ball.
  • Infinity -1 Sword: Auroracle happens to be Infinite and Zero's pseudo-Legendary line, and its appearance shows.
  • Lightning Bruiser: During a hailstorm, Auroracle becomes a borderline example of this.
  • Mighty Glacier: Auroracle has awesome Special Attack, great HP and Special Defense, good Attack, and average Defense and Speed.
  • Olympus Mons: A rare non-legendary example similar to Volcarona. Auroracle was almost classified as a Legendary Pokémon due to its power and rarity.
  • Power Floats: Auroracle floats in air, reflected in its ability of Levitate.
  • Psychic Powers: Psychic-type
  • Seer: Auroracle can not only see anywhere in the universe, but can even see into the future or past! It's even said that it can gaze into other dimensions!
  • Shock and Awe: The line happens to have an affinity for Electric-type attacks, learning Light Beam (and Opticlipse and Auroracle learning Zap Cannon as well as Auroracle learning Freezing Bolt) and getting Shock Wave, Charge Beam, and Thunder Wave via TM, plus being able to know Magnet Rise via Move Tutor.
  • Super Senses: Opticlipse can see all the way into outer space!
  • The Last of These Is Not Like the Others: Or in this case, each member of the line is different than the others. Prismaeye is a crystal/robotic eye with feet and a cyber-like ring, Opticlipse is a telescope with eyes and a fish-like tail, and Auroracle is a majestic all-seeing serpent.
  • X-Ray Vision: Auroracle has this as well.

     Paras, Parasect, and Paradyne 

(This is for Paradyne) Thought up by GinnyLyn2, Paradyne is a Bug/Grass Pokémon that Parasect can become. It's also known to be the cause of its whole line's mushrooms.

  • Achilles' Heel: Paradyne has a quadruple weakness to both Fire and Flying moves.
  • Big Creepy-Crawlies: Bug-type
  • Confusion Fu: Paradyne can know damaging Bug, Grass, Poison, Chemical, Dark, Ground, Rock, Fighting, Steel, Flying, Ghost, and Normal moves.
  • Elemental Absorption: Dry Skin causes Paradyne to instead be healed by Water-type moves rather than damaged by them.
  • Festering Fungus: In addition to mushrooms making up the majority of Paradyne's body, it controls a vast underground fungal network that allows it to grow mushrooms on anything within the area it resides in, including living beings.
  • Fungus Humongous: Paradyne has a giant mountain-shaped mushroom on its back with smaller mushrooms growing on the larger one.
  • Green Thumb: Grass-type
  • Guest-Star Party Member: Paradyne was created GinnyLyn2.
  • Healing Factor: If it has the Dry Skin ability, it gets healed each turn during rain.
  • Kill It with Fire: If it has Dry Skin, Paradyne takes 5x damage from Fire-type attacks (10x damage if it's hit by Cold Flame).
  • King Mook: Paradyne is responsible for Paras and Parasect's mushrooms. This is played differently in Pokémon Frost and Flame, where a Totem-like Paradyne appears during Chiyo Sakura's mini-quest.
  • Kryptonite Is Everywhere: Like the rest of its line, Paradyne has six weaknesses to worry about; Poison, Ice, Rock, and Bug, with 4x weaknesses to Fire and Flying.
  • Life Drain: Paradyne learns Leech Life, Giga Drain, and Parasitic Drain, a Bug-type variation of Horn Leech.
  • Man Bites Man: Paradyne learns Crunch and Flower Fang.
  • Mighty Glacier: Paradyne has an Attack stat on par with Pinsir and Heracross as well as good Defense and Special Defense, but is still slow.
  • Secret Art: Fungi Bomb, which only Paradyne gets. In addition to damage, the move sharply lowers the foe's Speed.
  • Socialization Bonus: Parasect needs to be traded while holding the Bizarre Mushroom to become Paradyne.
  • Standard Status Effects: It learns Stun Spore (paralysis), Poisonpowder (poison), and Spore (sleep). Effect Spore can cause one of these effects if an attack makes contact with it.

     Dratini, Dragonair, Dragonite, and Dragonigh 

(This is for Dragonigh) Thought up by YUMAWARU, Dragonigh is an alternative to Dragonite that keeps its line's serpentine characteristics. It's said to have governed groups of Dragonite in the ancient past and was also the Pokémon of Founder Brimir in Halkeginian history.

In Pokémon Spirit and Shadow PLUS, a Delta Species of Dragonigh has been found in Azuchaen. An Electric/Water-type sea snake with massive fins in the shape of wing-like seashells, it flaps its fins in order to send water into the sky, resulting in thunderclouds being seeded and causing thunderstorms.

  • Achilles' Heel: Dragonigh is 4x weak to Ice-type attacks.
  • Action Initiative: When combined with its Hidden Ability of Dragonize, Dragonigh gets a Dragon-type Extremespeed that hits harder than Dragon Rush and is effectively the strongest increased priority attack there is!
  • Blow You Away: Flying-type
  • Confusion Fu: Dragonigh is capable of knowing damaging moves of every type other than Poison and Chemical. Its Delta variant can know damaging moves of every type but Poison, Chemical, and Fire.
  • Counter-Attack: Dragonigh starts off with Mirror Coat.
  • Death-or-Glory Attack: Starting in Pokémon Frost and Flame, Dragonigh gets Brave Bird.
  • Elemental Absorption: Delta Dragonigh gets Motor Drive, which makes it immune to Electric-type moves, which instead increase its Speed. Its hidden ability of Storm Drain likewise makes it immune to Water-type attacks, which up its Special Attack.
  • Fixed Damage Attack: Like the rest of its family, it learns Dragon Rage.
  • Gemstone Assault: It learns the move Power Gem.
  • Guest-Star Party Member: Dragonigh was created by YUMAWARU.
  • Infinity -1 Sword: Dragonigh is a pseudo-Legendary Pokémon just like Dragonite.
  • Just Add Dragons: Dragon-type
  • Kamehame Hadouken: Dragonigh happens to learn Aura Sphere.
  • King Mook: In Pokémon Frost and Flame, a Totem-like Dragonigh appears during Elizabeth Liones' mini-quest.
  • Magic Knight: Dragonigh's Special Attack is as high as its Attack (both at 135), meaning it can wield very powerful physical and special attacks. Its Draco Meteors are not to be taken lightly.
  • Make Me Wanna Shout: Dragonigh learns Hyper Voice, great for using with Dragonize.
  • Making a Splash: Delta Dragonigh is Water-type.
  • Our Dragons Are Different: Dragonigh's shape happens to have a couple similarities to that of a swan.
  • Razor Wind: It learns the Flying-type move Air Slash.
  • Secret Art:
    • Dragonigh's Hidden Ability is Dragonize, which like Pixilate and Refrigerate, boosts the power of Normal-type moves by 1/3, but this one makes them Dragon-type, and with this ability, Dragonigh can know a STAB Dragon-type Extremespeed!
    • Delta Dragonigh is the only Pokémon to get the move Aqua Beam, a Water-type move that is both physical and special, calculating damage by combining Dragonigh's Attack and Special Attack and the opponent's Defense and Special Defense.
  • Shock and Awe: Delta Dragonigh is Electric-type.
  • Trap Master: Just like the rest of its line, Dragonigh gets the move Wrap.
  • Underground Monkey: Delta variants of Dragonigh have appeared in Azuchaen, although far rarer than the rest of its family.

     Incinaos, Paralaos, and Frozaos 

The lesser Legendary trio of Halkeginia known as the Dark Interlopers, they serve as an antithesis to Sinnoh's Lake Guardians and are responsible for the negative traits of humanity; anger (Incinaos), greed (Paralaos), and fear (Frozaos).

  • Achilles' Heel: Frozaos has a quadruple weakness to Fighting moves.
  • Action Initiative: All three of them learn Sucker Punch. In addition, all of them also have Prankster as their normal ability.
  • An Ice Person: Frozaos is Ice-type.
  • Cast from Hit Points: Incinaos's Solar Power and Paralaos's Storm Charge increase the respective Pokémon's Special Attack in sunlight (Incinaos) or thunderstorm (Paralaos) conditions, but at the cost of HP each turn.
  • Combat Pragmatist: All three are Dark-type.
  • Death-or-Glory Attack: Incinaos gets Flare Blitz as its last move.
  • Evil Counterpart: They happen to be ones to Uxie, Mesprit, and Azelf, respectively.
    • Specifically, Incinaos' Anger counters Uxie's Knowledge, Paralaos' Greed counters Mesprit's Emotion, and Frozaos' Fear counters Azelf's Willpower.
    • Also, the Dark Interlopers happen to have a type advantage against the Lake Guardians. Think about that for a secondinvoked.
  • Fire, Ice, Lightning: They are another trio of Legendaries consisting of this.
  • Greed: Paralaos is supposed to be the embodiment of this and is said to bestowed humanity with it.
  • Lightning Bruiser:
    • Incinaos leans towards this, with awesome Attack, great Speed and Special Defense, and manageable HP and Defense.
    • Paralaos has good HP, great Defense, and even better Special Attack, not to mention a good Speed stat.
  • Making a Splash: Paralaos learns Hydro Charge, a physical Water-type attack that Electric-types get STAB for while Frozaos learns Ice Splash, a special Water-type attack that Ice-types get STAB for (and can also know Water Pulse and Ice Water).
  • Olympus Mons: They're a trio of chaotic imps that are said to have bestowed anger, greed, and fear in the world.
  • One-Hit Kill: Frozaos learns Sheer Cold as its final move.
  • Playing with Fire: Incinaos is Fire-type.
  • Powerful, but Inaccurate: Paralaos learns Zap Cannon, which while powerful, only has 50% accuracy.
  • Power of the Sun: Incinaos learns Solar Flare, a Grass-type attack that calculates damage as if it were a Fire-type attack. Not really useful given that Incinaos doesn't get STAB for it.
  • Recurring Element: They happen to continue the elemental trend with Articuno/Zapdos/Moltres, Icolet/Electraisy/Flarose, and Reshiram/Zekrom/Kyurem.
  • Sealed Evil in a Can: The Dark Interlopers were locked within three caves located throughout Halkeginia and Undetopia until the Zodiac Trinity released them in order to use them to spread chaos throughout the region.
  • Shock and Awe: Paralaos is Electric-type.
  • Stone Wall: Frozaos is one. Becomes even moreso when Ice Barrier is active.
  • Weather Manipulation: Incinaos learns Sunny Day, Paralaos learns Storm Cloud, and Frozaos learns Hail.

     Infiran, Zerion, and Variruin 

The Legendary Pokémon of Halkeginia known as the Variant Trio, Infiran governs all things that are infinite, Zerion governs all things that are nonexistence, and Variruin is a True Neutral Pokémon that was sealed away long ago. Legends say that Founder Brimir used Infiran and Zerion thousands of years ago in order to win a war and nearly wiped out a race that came from Undetopia, but what if these Pokémon were to awaken in this world today?

  • Achilles' Heel: Dark/Psychic Variruin has a 4x weakness to Bug-type moves.
  • Always Accurate Attack: All three of them learn Aura Sphere.
  • Attack Reflector: Infiran and Variruin (Infinite only for Variruin) learn Mirror Glass and Counter Guard, which actually reflects attacks (special for Mirror Glass, physical for Counter Guard) back to the attacker.
  • Badass in Distress: Depending on the game, either Infiran or Zerion is captured by Team Zodiac and being used by Kuroi to transform the world into a perdition of torment and suffering. In Vari-Infi and Vari-Zero, Variruin happens to be captured by Team Zodiac with the intent of having it power the rebuilt Ultimate Weapon of Kalos.
  • Blow You Away: Zerion
  • Boss Battle: At the end of Infinite and Zero, Kuroi awakens Variruin and you're forced to fight it, where it can't be captured. In Vari-Infi and Vari-Zero, the same thing happens at the Altar of Origin, where it must be caught after taking damage.
  • Confusion Fu:
    • Infiran can know damaging attacks of every type but Dark, Poison, and Chemical (but can know, Toxic, Embargo, and Snatch).
    • Zerion can know damaging attacks of every type but Light, Poison, and Chemical (but can know Toxic and Magic Shield).
    • Variruin can know damaging attacks of every type but Dragon, Poison, and Chemical (although it can know Toxic).
  • Casting a Shadow: Zerion, also Variruin under Zerion's influence.
  • Dark Is Evil: Zerion is this when being controlled by Kuroi. Also Dark/Psychic Variruin when used by someone evil, such as once again, Kuroi.
  • Dark Is Not Evil: Although Zerion is a Dark-type, it's supposed to be the personification of nothingness, or a void. Also Dark/Psychic Variruin when used by someone benevolently.
  • Death-or-Glory Attack: Zerion learns Brave Bird. Zero Variruin gets Shadow Burst while Infinite Variruin gets Shining Burst.
  • Dinosaurs Are Dragons: Infiran has dinosaurian traits, but is a Dragon-type.
  • Gameplay and Story Segregation: Infiran's Zero Pokédex entry states that its mass is said to be infinite, yet it has a set weight of 749.0 lbs. Likewise, Zerion's Infinite Pokédex entry states that its mass is said to be zero, yet it weighs 453.0 lbs.
  • Gemstone Assault: Variruin starts off with Crystal Power.
  • Giant Flyer: Zerion comes in at a height/length of 14'9.
  • Golem: Variruin happens to have aspects of a mighty golem in its design.
  • Green Thumb: Zerion starts off with Gale Plant, a Grass-type attack that Flying-types get STAB for.
  • Healing Factor: Infinite Variruin's ability of Regenerator heals it a bit when switched out of battle.
  • Infinite: Infiran is the personification of infinity, shown in its ability of Endless Power, which gives its attacks infinite PP, and its signature move of Infini Multi, where it crushes the foe with an infinitely expanding force.
  • Jack-of-All-Stats: With all its stats made as equal as possible, Variruin excels at everything (not taking into consideration its Unbalance ability, though).
  • Light 'em Up: Infiran, also Variruin under Infiran's influence.
  • Light Is Good: Infiran represents infinity and endlessness. Also Light/Psychic Variruin is this when used by someone with a good heart.
  • Light Is Not Good: Infiran is this when Kuroi is controlling it. Light/Psychic Variruin can also be this when used by someone evil, like Kuroi.
  • Lightning Bruiser:
    • With great HP, Defense, and Special Defense, in addition to good Attack, Special Attack, and Speed, Infiran is this.
    • With amazing Attack, Special Attack, and Speed, as well as good HP, Defense, and Special Defense, Zerion is this.
    • Variruin can also become one if Unbalance gives it an Attack, Special Attack, or Speed boost. Zero Variruin is this with its immense Attack and Defense.
  • Lunacy: Zerion surprisingly learns Moonblast by level up. Variruin also does so in Zero.
  • Make Me Wanna Shout: Zerion happens to learn Boomburst while Variruin does so in Zero only. Variruin also learns Hyper Voice.
  • Master of All: All of Variruin's stats are either 110 or 115, and since Unbalance ups one of its stats (at the cost of lowering another) depending on the opponent's stats, which can build up as more opponents are sent out, it's capable of filling any niche stat wise.
  • Mighty Glacier:
    • Infiran can become one if you get an Attack, Special Attack, or Evasion boost on Infini Multi.
    • Variruin may also become one if Unbalance gives it a Defense or Special Defense boost.
  • Non-Elemental: Variruin when not under Infiran's or Zerion's influence.
  • Olympus Mons: They're beings that are the embodiments of infinity, zero, and variables, respectively.
  • Playing with Fire: Infiran starts off with Dragon Fire, a Fire-type attack that Dragon-types get STAB for.
  • Power of the Void: Zerion is the embodiment of this trope. Its signature move of Zero Divide actually involves splitting matter itself with a void!
  • Psychic Powers: Variruin
  • Quirky Bard: Variruin has two forms of this.
    • First, while its typing is normally Normal/Psychic, having either Infiran or Zerion in your party as well changes its typing to either Dark/Psychic (Zerion) or Light/Psychic (Infiran). As of Vari-Infi and Vari-Zero, it can attain these typings by holding either the Infinity Orb, which makes it Light/Psychic-type and increases its Special Attack and Special Defense but lowers Attack and Defense, or the Zero Orb, which makes it Dark/Psychic-type and increases its Attack and Defense but lowers Special Attack and Special Defense.
    • The other form is through its Unbalance ability, which raises the corresponding stat of Variruin of whatever the opponent's highest stat is, then lowers the corresponding stat of Variruin of whatever the opponent's lowest stat is. (ex: If the opponent's Special Attack is their highest stat and Speed is their lowest, Variruin's Special Attack will go up and its Speed will go down.)
  • Recurring Element: Once again, they're version mascots with a role in the story and the scheme of the evil organization.
    • Variruin continues the tradition set by Rayquaza, Giratina, Kyurem, Zygarde, and Solares, being the third in its trio and only obtainable during the post-game.
    • Variruin also shares similarities with Kyurem, in that it's influenced by the other Legendaries in its trio. In Variruin's case, one of its two types is changed if Infiran or Zerion is also in your party (or artifacts pertaining to them).
  • Secret Art: Infini Multi for Infiran, Zero Divide for Zerion, and Equalization for Variruin. Their abilities of Endless Power (Infiran), Zero Reduction (Zerion), and Unbalance (Variruin) are this. Infinite Variruin also has Shining Burst while Zero Variruin also has Shadow Burst.
    • Status Buff: In addition to damage, Infini Multi also may act like Acupressure, greatly increasing one of the user's stats at random, including Accuracy and Evasion.
    • Status Debuff: In addition to damage, Zero Divide may also act like a reverse Ancientpower, lowering all of the opponent's main stats.
  • Shout-Out: Zerion's design is supposed to be based off of Falzer from Mega Man Battle Network 6. Variruin's design is supposed to be inspired by Golden Silver from Gunstar Super Heroes.
    • In addition, Zerion could be seen as a Shout Out to The Familiar of Zero, as it's referred to as the Zero Pokémon and is supposed to be reminiscent of a void.
    • Also, Infinite and Zero take place in a region based off of the location for that anime and among the characters in it are ones from The Familiar of Zero.
  • Single Specimen Species: The legends involving them state this, and given that there's only one of each in the game…
  • Squishy Wizard: Infinite Variruin is this with its immense Special Attack and Special Defense stats, but poor Attack and Defense stats.
  • Sword of Plot Advancement: Like with Reshiram and Zekrom, Xerneas and Yveltal, and Terrias and Hydrios, you're required to capture them. Defeating them doesn't give you any experience.
  • Yin-Yang Bomb: Through its Zero and Infinite typings, Variruin uses both Dark (Zerion or Zero Orb) and Light (Infiran or Infinity Orb).


A Fire/Ice-type bat/imp-like Legendary Pokémon that is able to manipulate temperatures, Frazilova is said to reside in the underground world of Undetopia. It has two forms, the offensive Flame Form and the defensive Frost Form.

  • Achilles' Heel: Is 4x weak to Rock-type moves.
  • Always Accurate Attack: Frazilova learns Faint Attack.
  • An Ice Person: Ice-type
  • Badass in Distress: During the post-game, Graves of Team Zodiac captures it and uses it to go on a Roaring Rampage of Revenge.
  • Bat Out of Hell: It has characteristics of a bat-like imp.
  • Cast from Hit Points: Frazilova learns Eruption as one of its final moves.
  • Confusion Fu: In addition to its unique mix of Fire and Ice, Frazilova can also know damaging Water, Grass, Electric, Dark, Psychic, Ghost, Light, Fighting, Flying, and Normal moves.
  • Counter-Attack: Frazilova gets Mirror Coat.
  • Expy: Happens to be a bit of one of Fraaz from The Legend of Zelda: Spirit Tracks.
  • Glass Cannon: With awesome Attack and Special Attack as well as great Speed, Flame Form Frazilova is this at the cost of average defenses.
  • Hailfire Peaks: Frazilova is this in Pokémon form! Where it's located, the Frozen Volcano, is also this trope.
  • Magma Man: It's one half lava creature. One of the moves that it learns is Eruption.
  • Mighty Glacier: Frost Form Frazilova exchanges some from its offensive stats and Speed for very nice Defense and Special Defense.
  • Olympus Mons: It's a Legendary Pokémon encountered in the post-game.
  • One-Hit Kill: Fraziolva gets Sheer Cold as a final move.
  • Playing with Fire: Fire-type
  • Secret Art: Frazilova comes with three; one move and two abilities.
    • Cold Flame, which is both an Ice-type and Fire-type attack, and as a result will wreck Grass-types. Starting in Pokémon Frost and Flame, its base power is upped and it has a 10% chance of burning or freezing the opponent.
    • Hot Ice, which Flame Form Frazilova gets, gives its Ice-type attacks a 10% chance of burning targets in addition to other effects.
    • Icy Fire, which Frost Form Frazilova gets, gives its Fire-type attacks a 10% chance of freezing targets as well as other effects.
  • Yin-Yang Bomb: It uses both Fire and Ice.


A small Dragon and Flying Legendary Pokémon that is the guardian of the fabled Atledegrila, a paradise of long extinct Pokémon that only opens every 500 years and only to those who are worthy of seeing it. It comes with two forms; a Day Form and a Night Form.

  • Achilles' Heel: It has a quadruple weakness to Ice attacks.
  • Blow You Away: Flying-type
  • Confusion Fu: Paradistan is able to know damaging attacks of every type except Poison and Chemical.
  • Damage-Sponge Boss: Its HP is immense (at 180, only outdone by Wobbuffet, Chansey, and Blissey), so it can take a lot of damage regardless of its form. Made even better given that it learns Recover quite early.
  • Fixed Damage Attack: It learns Dragon Rage early on.
  • Glacier Waif: Despite its small appearance, Paradistan has enormous HP in addition to depending on form, great offense or great defense.
  • Gotta Catch 'Em All: In order to be able to enter Atledegrila and encounter Paradistan, you'll need to have acquired every Pokémon from both SFA-Dex's (barring Auright and Crisalia, due to their event status) and Infinite/Zero's Mewtwo. That's at least 138 different Pokémon (and you may need as many as 145 given some like Mystiloom and Dragonigh)! To accomplish this, you'll need to not only trade Pokémon between Infinite and Zero, but also transfer Pokémon from Flora, Azure, and Solar (such as the Legendaries), meaning you will use at least four games in order to accomplish thisinvoked!
  • Heal Thyself: If its gigantic HP wasn't enough, Paradistan also learns Recover to get back half of it!
  • Just Add Dragons: Dragon-type
  • Mighty Glacier: Its Night Form is this with its massive HP, great Attack and Special Attack, and average Defense, Special Defense, and Speed.
  • Olympus Mons: It's a Legendary Pokémon that oversees the Pokémon world equivalent of Shangri-La.
  • Pintsized Powerhouse: Despite its small size, Paradistan fits the role of a Legendary Pokémon stat wise, not to mention it has the fourth highest HP of all Pokémon.
  • Psychic Powers: Paradistan learns Extrasensory and Stored Power in addition to being able to know Psychic and Dream Eater via TM.
  • Razor Wind: One of the moves it gets is Air Slash.
  • Secret Art: Ultra Force, a base 200 Dragon-type attack, which allows Day Form Paradistan to hit just as hard as say White Kyurem does with Draco Meteor! The drawback is that the move deducts 2 PP rather than 1. As of Pokemon Spirit And Shadow, it's no longer the only Pokémon to learn it.
    • Its ability of Mystic Change, which allows it to switch forms when going from day to night or night to day, is also exclusive to it.
  • Stone Wall: Is this in its Day Form, with its huge HP and great defenses.
  • Trap Master: Learns Tornado Hold, a flying-type trapping move.


A Mythical Fairy-type Pokémon that is able to manipulate, control, and create crystal in all its forms, Crisalia is an event Pokémon and Mew expy that is said to reside in a place known as the Crystal Dimension and had a role in Gallia's history.

  • Action Initiative: Crisalia is the only non-Light-type Pokémon to learn Light Shard.
  • Attack Reflector: Crisalia learns the move Mirror Glass.
  • Barrier Warrior: It learns Light Screen, Magic Shield, and its signature move of Crystal Shell.
  • Confusion Fu: Can know damaging attacks of every type but Poison, Ground, Dragon, and Chemical.
  • Counter-Attack: It learns Mirror Coat.
  • Gemstone Assault: Crisalia's powers revolve around crystals. It learns Light Shard, Power Gem, Crystal Power, Crystal Break, and Crystal Flash.
  • Healing Factor: Crystal Shell heals Crisalia by half of the damage the opponent's attack would have done.
  • Hoist by His Own Petard: Its signature move of Crystal Shell causes Crisalia to be healed rather than damaged by the opponent's attack.
  • Jack-of-All-Stats: Like the Mew expies before it, all of Crisalia's base stats are at 100.
  • Light 'em Up: Crisalia learns both Light Shard and Magic Shield, can know Light Pulse and Flash Stopper from TM's, and can get Bright Blast and Light Guard from Move Tutors. Also, a special giveaway Crisalia knows Infini Multi, Infiran's signature move.
  • Lunacy: Learns Moonblast as its final level-up move.
  • Midas Touch: Crisalia has a variation. It can turn anything it touches into crystal (and can turn it back if needed).
  • Olympus Mons: It's a Fairy-type mythical Pokémon of crystals.
  • Power of the Void: A giveaway Crisalia comes with Zero Divide, which is normally Zerion's signature move.
  • Secret Art: Crystal Shell, which works like Protect, except that in addition to blocking all damage the attack would have done, it heals Crisalia by half that amount. However, it doesn't block status moves.
    • Its ability of Crystal Shield raises either its Defense or Special Defense depending on the foe's higher Attack or Special Attack stat (raises Defense if the foe's Attack is higher and Special Defense if the foe's Special Attack is higher).
  • Secret Character: Like Auright, Crisalia can only be obtained through a special event.
  • Taken for Granite: It can turn living things to crystal. In Gallia's tale of the Crystal King, the king of Gallia at the time did this to one of his twin sons in order to spare the son from being killed as Gallian decree mandated.
  • The Fair Folk: Fairy-type


Elite Four and Champion

     Miku Hatsune 

Supporting Cast

     Takao Kuroi 

Adapted from The iDOLM@STER franchise, Takao Kuroi is a dishonest and hateful man and is known to have a large ego. He's the President of 961 Production, with a hatred of his two biggest competitors, 765 Production (from Pokémon Flora and Azure) and Vocaloid Corp. He has it out for those two agencies and will do whatever it takes to bring them down. Kuroi is a rich bastard who uses his money and influence in order to obtain whatever he wants, persuading people with money to side with him and also lies to the other party and spreads rumors. As you encounter him throughout the game, you get to know him as a downright jerkass that you would wish you could just punch in the face. However, just when you thought that he couldn't get any worse, Kuroi turns out to be the leader of the villainous Team Zodiac, with a plan that involves him creating hell on earth and making everyone suffer for all eternity!

Tropes that apply to Takao Kuroi:

  • Adaptational Villainy: While he's already the closest thing the Idolmaster series has to a villain, in Pokémon Infinite and Zero, he's eventually revealed to be Zodiac's leader and goes from jerkass to monster!
  • Ax-Crazy: Kuroi calls himself a man that likes carnage and seeing people suffer. Played even straighter when he attacks your friends and his followers during the endgame.
  • Bad Boss: He has Infiran or Zerion attack his underlings and Project Jupiter during the climax of Team Zodiac's plot.
  • Big Bad: Of Pokémon Infinite and Zero.
  • Corrupt Corporate Executive: Happens to be this. Taken further once he's revealed to be Zodiac's leader.
  • Crazy-Prepared: Having captured Infiran or Zerion is bad enough, but as it turns out, for some reason, Kuroi has also captured Variruin, and decides to have it destroy the world.
  • Dark Is Evil: Half of his team consists of Dark- and Ghost-types.
  • Diabolical Mastermind: Kuroi turns out to be the leader of Team Zodiac.
  • Dystopia Justifies the Means: We've gotten a few villainous team leaders with a Take Over the World plot, and several with a Well-Intentioned Extremist/Utopia Justifies the Means plot, but never have we gotten one who intends to transform the world into his own personal hell!
  • Evil All Along: Who'd ever thought that the president of an idol agency would turn out to be such a twisted villain bent on creating a world of darkness and torment! He could give Chihaya and Del Donna a run for their money!
  • Eviler Than Thou: In Pokémon BlazeFrost and ChillFlame, Weiss flat out says that Kuroi is worse than her father.
  • Expy: Kuroi comes off as having shades of Junko Enoshima from Danganronpa with his talk of wanting to turn the world into one of despair.
  • Fate Worse than Death: See Laser-Guided Karma below.
    • On another note, when it comes to Kuroi's plot, he states that this will be the fate of everyone that survives the world's transformation.
  • Foil: It may not be obvious, but Kuroi can be considered one to Lysandre, with Kuroi's ambitions and desires actually contrasting Lysandre's.
    • To compare, Lysandre wishes to create a beautiful new world; Kuroi wishes to create a hellish new world. Lysandre considers the world to be ugly and wishes to make it beautiful. Kuroi considers the world to be prosperous and wishes to make it awful.
  • Foreshadowing: Miku Hatsune reveals that there are two sides to Mega forms, and the dark side is that if both the person and their Pokémon share an evil nature, a Mega form can occur there as well. This comes into play with Kuroi's Mega Ring and his Tyranitar.
  • Greater-Scope Villain: Attains this in Infinite and Zero's sequels due to Graves, Zodiac's new leader and Dragon Ascendant, having acts of terror carried out in his name, although due to his fate in Infinite and Zero, Kuroi doesn't show up in person.
  • Hate Sink: Kuroi's Jerkass personality and actions make him a very unlikable character. The reveal of him as Team Zodiac's leader and his true sadistic personality makes him even more of this.
  • Jerkass: Oh boy, Kuroi is obviously the biggest one in the game, as there isn't one moment in the game where Kuroi is nice to anyone, especially you.
  • Knight of Cerebus: He's already quite a jerkass, but once he's revealed to be Zodiac's leader, Kuroi also ends up also being quite a threatening and scary villain. This puts him within the same realm as villains like Ghetsis and PMD Darkrai.
  • Laser-Guided Karma: When Kuroi decides to awaken Variruin and have it destroy the world, it traps him in a sphere of light or vortex of darkness, and he disappears entirely.
  • Omnicidal Maniac: Becomes this after his plan involving Infiran and Zerion is ruined.
  • Pokémon Types:
  • Poison Is Evil: In addition to his Dark-types, Kuroi also happens to have a Poison-type in his lineup, Volatoise.
  • Rich Bastard: Kuroi is a wealthy, dishonest, hateful, and also torment loving man.
  • Sadist: Reveals himself to be this upon being discovered as Zodiac's leader.
  • The Bus Came Back: Kuroi makes a return in Pokémon BlazeFrost and ChillFlame's Team RR Episode, where he comes from a world where he succeeded in plunging the world into despair and torment and seeks to do the same to the one he's entered.
  • The Unseen: He's always only seen as a silhouette. Handwaved with the fact that he always resides in shady areas whenever he's seen.
  • Ungrateful Bastard: After clearing Team Zodiac out of 961 Pro's building late in the game, instead of thanking you, Kuroi berates you and tells you to get out of his sight. The fact that he's Team Zodiac's leader ends up casting new light on this incident.
  • Vile Villain, Saccharine Show: Given his actions in a semi-kid friendly game, he's definitely this.
  • Villain with Good Publicity: To an extent. Kuroi is a very successful and wealthy man, and 961 is more well-known than 765.
  • Walking Spoiler: There's a good reason that most of Kuroi's entries are marked as spoilers.
  • Weapon of Choice: Tyranitar (more specifically, Mega Tyranitar)
  • Would Hurt a Child: When having Infiran/Zerion attack both his followers and your allies, Kuroi has no qualms about one of them being Lili/Kim.
  • You Have Outlived Your Usefulness: When his plans involving Infiran/Zerion start coming to fruition, Kuroi has said Pokémon blast Graves and the Zodiac Trinity (along with Project Jupiter, who he was eventually going to mold into a new Zodiac Trinity) with light or dark energy!

(Team) Zodiac

     As a Whole 

The villainous team in Pokémon Infinite and Zero, Team Zodiac is a group of people who only like one thing, and that is to strike terror and fear into the hearts of Halkeginia and spread chaos throughout. Without any care for others or even themselves, Zodiac sets out to cause acts of terror and destruction that will create disorder in the world and what they do and where they strike has no pattern. However, their leader does have a grand scheme that he doesn't share with the rest of the group, and that is to use Infiran and Zerion's powers to bring forth a dystopia of chaos and torment for all!

Tropes that apply to (Team) Zodiac as a whole:

  • Ax-Crazy: A number of Zodiac Grunts come off as this due to their Joker-like personalities.
  • Bat Out of Hell: Like with all other villainous teams, Team Zodiac is very fond of using Zubat and Golbatinvoked.
  • Card-Carrying Villain: Team Zodiac makes it very clear that they're psychopaths and are out to cause terrible things.
  • Dark Is Evil: Zodiac is fond of using Dark-type Pokémon.
  • Do Not Adjust Your Set: At the very beginning of the game, a Team Zodiac member makes a pirated broadcast about how they are going to make Halkeginia tremble in fear of them and show them what terror really means.
  • Establishing Character Moment: When you first encounter Team Zodiac, it's in Alden Forest, where the two Grunts there are planning to set the forest on fire!
  • Expy: Word of God invoked has stated that Zodiac is supposed to come off as a villainous team version of The Joker.
  • For the Evulz: It's explicitly stated ingame that Team Zodiac does what they do not for money or power, but to cause chaos and terror throughout Halkeginia.
  • Knight of Cerebus: Rather than things such as taking Pokémon, Zodiac would rather kill them for pleasure and they attempt to burn down a whole forest for kicks, destroy Tristain Academy, blow up a clock tower, annihilate an entire city, bring down a huge corporation, and bomb another clock tower, plus more, because they're bored!
  • Psychic Powers: In addition to the aforementioned Dark-types, Zodiac is also known to use Psychic-type Pokémon often, too.
  • Sinister Shades: Team Zodiac Grunts and Admins wear dark-color visors similar to Cipher Peons.
  • Soul Power: Zodiac also likes to use Ghost-type Pokémon.
  • Straw Nihilist: Team Zodiac believes in nothing and would rather have there be nothing. Most of them joined because they don't care for anything at all.
  • Terrorists Without a Cause: Most of Zodiac has no rhyme or reason for the acts of terror that they cause.
  • The Kingslayer: There are rumors that the death of Tristain's King Henry was actually Team Zodiac's doing.
  • Would Hurt a Child: More like they would kill a child that's been messing with their plans, or even one that hasn't been.


Zodiac Trinity

     As a Whole 





     Fridge Horror 

  • Kuroi conditioned idols into partaking in suicide missions in order to further his plans. Given how one of his Pokémon, Malamar, is known to hypnotize its prey, it's likely he used that to control said idols.

     That One Boss 

  • Tsukiko Tsutsukakushi, who's only the first Gym Leader, specializes in Grass-types, and can be a Wake-Up Call Boss if you didn't choose Heatiger as your starter. For starters, all three of her Pokémon know Leaf Shield, which in addition to doing damage, also provides the effects of both Reflect and Light Screen for five turns, effectively halving all damage done to her lineup! Even worse, her first Pokémon, Sprigail, brings in the new springtime weather through Spring Breeze, which ups the power of Grass-type attacks and makes Leaf Shield as powerful as Giga Drain! On top of that, it knows Absorb to heal itself while sapping HP from your Pokémon and can use Growth to increase its Special Attack by two stages while in springtime conditions! Oddish knows Acid, which can decrease your Special Defense, and Poisonpowder, which does exactly what you expect it to. Tsukiko's best Pokémon, Maractus, has the highest stats of any Pokémon at this point in the game, knows Pin Missile, which if it hits five times is a little stronger than Megahorn, and also knows Growth to increase its Attack and Special Attack two stages under springtime conditions! The icing on the cake, both Oddish and Maractus have the Chlorophyll ability, making them twice as fast thanks to Sprigail's springtime weather! Hopefully you didn't choose Cryscale as your starter, as this would make the above much worse.
  • Saori Takebe might very well be considered Whitney's successor when it comes to her Ground-type Pokémon, the most imposing by far being Steelix, and the thing is, she's only the second Gym Leader! Steelix in question has eight resistances and two immunities, enormous Defense, manageable Attack, and carries a good moveset for the standards of this early in the game. It'll use Bulldoze to both deal damage and slow down your Pokémon, Smack Down to bring Flying-types to the ground (not that they're able to do much to Steelix anyway), Bind to keep you trapped while you succumb to Bulldoze, and Autotomize to make itself much faster! There are very few Pokémon you can obtain at this point in the game that are able to stand up to Steelix, and while it's tempting to use Heatiger or Charmander (Heatiger would likely be Hotwiger at this point), Bulldoze will end their run quickly. Cryscale (would be Tidystal at this point) is also viable, but happens to be weak to Smack Down. Your best bets would be Saureaf (should be Raptant at this point) or Squirtle (better to be Wartortle). The former can two-shot (maybe three-shot) Steelix with Dragon Rage. However, there's also the problem of Steelix's Sitrus Berry, which it'll eat to regain health. Although they're pushovers compared to Steelix, Geodude and Anacid both know Bulldoze as well, the former will utilize a Defense Curl/Rollout tactic, and the latter knows Bite to cause flinching, Pin Missile, which can do some major damage if it hits enough times, and Chemical Jet for increased priority. Arceus help you in this battle.
  • Unitye, the first member of the Zodiac Trinity can be troublesome if you didn't choose Heatiger as your starter or get Charmander later on. This is due to Florantom, which is a strong Pokémon for so early in the game. First off, you can't hurt it with Normal or Fighting-type attacks; second, it has a high Special Attack and knows Psybeam, which can confuse, and Magical Leaf, which never misses. Third, it knows Shadow Fence, which it can set up so that if you try using certain status moves on any of her Pokémon, then they'll be sent right back to them. If you don't bring Carvanha down in one hit, it'll likely use Scary Face to halve your Speed, then hit you with Bite, Waterfall, and Ice Fang, all of which do good damage and have a change of causing flinch!
    • In the final battle with Unitye, most of her Pokémon are at between Levels 47 and 50 and have powerful movesets. Florantom now carries Leaf Storm, which does a ton of damage while Sharpedo knows Earthquake, which is hugely damaging, Aqua Jet, which has increased priority, and Ice Smash in case you try using barriers like Reflect and Light Screen. She now has Jynx, which has great Special Attack and good Special Defense and Speed in addition to knowing a good Water-type move in Ice Water, which has a 20% chance of freezing the opponent! No other move in the game has a chance of freezing higher than 10%, and given that freeze is the most hindering status condition, that's not good. Unitye also uses Mikombat, who has a priority move in Mach Punch and the always accurate Faint Attack, and the power of both moves is increased by Technician! However, your greatest adversary in this battle comes from Crobat, who's not only fast, but will use Confuse Ray to confuse your Pokémon and follow up with Dark Pulse. It also knows Chemical Missile, a hugely damaging Poison-type attack that bypasses Steel's immunity to Poison, and will pull of the dreaded Acrobatics/Flying Gem combo!
  • Takao Kuroi makes his mark as a very difficult villainous team leader to take down due to his Tyranitar, or more specifically, Mega Tyranitar, who has immense Attack, huge defenses, and worst of all, Sand Stream! It also has insane type coverage with its moveset being able to cover 55% of all types. If you don't have a strong Fighting-type in your lineup, then Mega Tyranitar might just tear your team apart. Even with Infiran or Zerion in your lineup, the Pokémon in question is several levels below that of Tyranitar, who knows Outrage for Infiran and Stone Edge for Zerion (Zerion will go down in one hit to Stone Edge). It also knows Crunch for STAB and Earthquake to deal powerful damage to your lineup. If that wasn't enough, 2/3 of Kuroi's lineup can kick your ass! Glacimpact has high HP, Defense, and Special Defense, Ice Pack reducing super-effective damage done to it, Ice Wall to reduce damage even further not just for it, but also the rest of Kuroi's team, and carries powerful moves in Hydro Pump, Ice Burst, and Earthquake. Ifrigon is also a threat as not only does it carry powerful moves such as Flare Blitz and Dragon Rush (none of its moves have a base power lower than 100), but is also holding the Life Orb to increase the damage even further! Volatoise, on the other hand, is Kuroi's most dangerous Pokémon next to Tyranitar, since it has high defenses, allowing it to withstand a hit, use Shell Smash to greatly up its Attack, Special Attack, and Speed, then hit you with Chemical Burst, Head Smash, and Reactive Crush, which are all hugely damaging moves with recoil. The only problem is that Volatoise's ability is Rock Head, which negates the recoil damage! Trevenant and Malamar are the weakest in Kuroi's lineup and not much of a problem, but the former will burn your Pokémon using Will-o-Wisp while restoring its own health with Horn Leech while the latter will turn your high Attack Pokémon's power against them with Foul Play, use Superpower to not only do huge damage but up its own Attack and Defense thanks to Contrary and use Topsy-Turvy to invert the stage changes for your lineup. Also, after beating Kuroi, you still have to fight Variruin, and if you lose to either of them, then everything's reset to before the Zodiac Jet, which means fighting Graves, catching Infiran/Zerion, fighting Kuroi, and battling Variruin all over again!


How well does it match the trope?

Example of:


Media sources: