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Pokémon Seasons and Ages is a Pokémon game idea created by Sunflorazumarill with ideas pertaining to it dating back to around 2006, long predating Pokemon Flora And Azure. It happens to be a Pokémon take on The Legend of Zelda: Oracle Games; Oracle of Seasons & Oracle of Ages, and thus has a number of features and similarities with those two games. What helps to make these two games more unique than other Pokémon entries (including later ones done by this creator) is that these games take place in separate regions, with their own locations, story, Gym Leaders, Elite Four, villain team, and more.

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Pokémon Seasons takes place in Holodrum, a region that revolves around the four seasons. Here, you play as a new Trainer from Horon Town. As you progress through your Pokémon journey, you'll discover the Rod of Seasons, which allows the wielder to change the seasons. In addition to battling Gym Leaders and the Elite Four & Champion, you'll encounter Team Flora, who have kidnapped the dancer Din, the Oracle of Seasons, and sunk the Temple of Seasons, which has thrown the seasons of the world into chaos. You'll also learn about the Legendary Pokémon Mythica, who is said to manage the world's weather and seasons.

Pokémon Ages takes place in Labrynna, a region that revolves around the flow of time. Here, you play as a new Trainer from Lynna Town. As you progress through your Pokémon journey, you'll discover the Harp of Ages, which allows who holds it to travel through time. In addition to battling Gym Leaders and the Elite Four & Champion, you'll encounter Team Plasma note , who've kidnapped the singer Nayru, the Oracle of Ages, and through their actions in the past, screwed up time. You'll also learn about the Legendary Pokémon Aquatica, who is said to manage the world's water and ocean currents.

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The full story of the games however, is revealed via a "linked game" — the player finishes one game, they receive a password they can input when they begin a new game in the other game. This password triggers new plot developments and storylines to be introduced, revealing that there may be more to what's going on than just Team Flora and Team Plasma and that the player character will continue their adventure in the other region, as well as eventually battle a powerful Trainer...

At the end of 2015, remake ideas for Pokémon Seasons and Ages called Pokémon SpatialSeasons and TemporalAges would begin. These follow the trend set by remakes such as Pokémon FireRed and LeafGreen, Pokémon HeartGold and SoulSilver, and especially Pokémon OmegaRuby and AlphaSapphire, and implement a number of things introduced up to that generation, such as the Light and Chemical types, the Fairy type, and Mega Evolution, as well as revamping the story a bit.

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You can find preview information on Pokémon SpatialSeasons and TemporalAges here. Do note that it's far from complete, something the creator hopes to finish one day.

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     Both Games 

Both Games provide examples of:

  • Airborne Aircraft Carrier: Team Draco has one in the form of the Draco Fortress, which you explore at two different points.
  • Bonus Dungeon: In whatever game you play second, you get access to a place called Champion's Cave, a difficult gauntlet of rooms containing tough wild Pokémon of increasing levels and puzzles which require every HM. At the end of the cave you come across Rainbow Lake (Seasons) or Aurora Lake (Ages), where Mythica (Seasons) or Aquatica (Ages) can be found as well as the Power Ring L3 (Seasons) or Armor Ring L3 (Ages).
  • Make Way for the New Villains: When starting a linked game, instead of whichever out of Team Flora and Team Plasma is who appears, instead it's Team Draco that shows up and triggers the plot of the second game.
  • Mother Nature, Father Science: Inverted. Team Flora (the nature side)'s leader, Farlie, is male, while Team Plasma (the science side)'s leader, Plasmae, is female.
  • New Game+: A variation. Upon clearing the first game, you're given a password that can be used upon starting the second game to turn it into a sequel of the first game, with various changes to the story and other differences, plus the option to use passwords to transfer Pokémon and items between games. Upon defeating Red, you're given a Champion's Secret that allows you to play the second game without the linked game features while being able to transfer Pokémon and items over.
  • One Game for the Price of Two: While this isn't anything new with Pokémon, Pokémon Seasons and Ages is unique in that each game actually contains their own region, Gym Leaders, Elite Four, and villain team in addition to Pokémon. In addition, the password system allows you to link the two games together into one big adventure.
  • Star Scraper: Team Draco's base in terms of structure initially appears akin to Team Flora's and Team Plasma's bases, but then upon taking one of the warp tiles you find out that the base extends into outer space, where you discover that the gravity here is reversed.
  • True Final Boss: Red, who can only be fought after becoming Champion in both games, happens to be the final opponent you face in a linked game.
  • Weird Weather: During the climax of Team Draco's plans, the world's weather is thrown into chaos, and when in battle, the weather shifts from sunlight to rain to hail to sandstorm (the remakes add in spring and storm) in that order each turn. In Seasons (and its remake), this even extends into Subrosia.
  • Whole Plot Reference: Given that Pokémon Seasons and Ages are based off of The Legend of Zelda: Oracle Games, both games basically follow the same plot of that Zelda duology.

     Pokémon Seasons 

Pokémon Seasons provides examples of:

  • Bubblegloop Swamp: Spool Swamp is a large swamp usually locked in Autumn that borders Mothison City.
  • Hailfire Peaks: The Sword and Shield Maze is an area where the top floor is ice and the bottom floor is lava. The Sworield Gym also embodies both tropes and the Temple Remains, where the default season in Winter, becomes this after lava floods the place.
  • Jungle Japes: Subrosia Jungle is a molten jungle found within Subrosia.
  • Lethal Lava Land: The subterranean world of Subrosia is mainly a hot place with lava pools and volcanoes found all over. After defeating Team Flora or Team Draco in the Subrosian Core, a volcanic eruption covers much of the Temple Remains in lava.
  • Lost Woods: Both the Woods of Winter and the Lost Woods are obviously this trope.
  • Ruins for Ruins' Sake: Both Tarm Ruins and the Temple Remains are ruined areas you explore.
  • Seasonal Baggage: Team Flora ( or Team Draco) sinking the Temple of Seasons causes the world's seasons to be thrown into chaos, with each area of Holodrum having a different default season. Upon obtaining the Rod of Seasons, you're able to change the seasons for an area yourself.
  • Shifting Sand Land: Samasa Desert is an aptly named area where the season is always Summer and a sandstorm occurs when in battle.
  • Slippy-Slidey Ice World: Goron Mountain, the Sword and Shield Maze, and the Sworield Gym (the latter two merge this with lava) are the standout examples. Any area where the season is Winter is also this.
  • Temple of Doom: The Ancient Tower at the edge of Tarm Ruins is a multi-story ruin you'll ascend. The Palace of Space, accessible after clearing a linked game, is a strange variant where Palkia can be summoned.

     Pokémon Ages 

Pokémon Ages provides examples of:

  • Death Mountain: Talus Peaks and Rolling Ridge are mountainous areas.
  • Eternal Engine: The Plasma Plant is a highly reactive power plant belonging to Team Plasma.
  • Evil Tower of Ominousness: The Time Tower (formerly named Ambi's Tower) is a tall structure being built in the Past in order to be used in Team Plasma's ( or Team Draco's) plans. The final confrontation with Team Plasma or Team Draco occurs at the top of the completed tower.
  • Lethal Lava Land: Symmetry City is unfortunately this in the Past due to the nearby volcano being unstable, with the city in a destroyed state in the Present. After fixing the Tuni Nut, the volcano calms down, with it becoming dormant by the Present. Some rooms in the Ancient Tomb and Champion's Cave contain lava pools.
  • Lost Woods: The Forest of Time and Gloom Forest (which is the Past version of Sunflora Woods) are forests.
  • Ruins for Ruins' Sake: The Sea of No Return consists of an area of ruins that you make your way through to reach the Ancient Tomb.
  • Slippy-Slidey Ice World: Frozen Plateau, the Past version of Nuun Highlands, is a frigid place where you can come across the Ice Rock which allows Eevee to become Glaceon when leveled up there. Some rooms in the Ancient Tomb contain ice floors.
  • Temple of Doom: The Palace of Time, accessible after clearing a linked game, is a tower-like structure where Dialga can be summoned.
  • Time Travel: The main mechanic of the game is traveling between the Present and 400 years in the Past using the Harp of Ages, with various locations different between the two time periods. Team Plasma's ( or Team Draco's) plans also involve time travel, with them at one point sending the Plasma Base (or Draco Base) into the Past.
  • Under the Sea: Much of the exploration of the Zora Seas involves using Dive to head underwater.

     Pokémon SP Seasons and TM Ages 

SFA-DEX "0" FAMILIES

Unlike what would be the later SFA-Dex's, Pokémon Seasons and Ages utilizes what can be considered a prototypical Pokédex consisting of a multitude of Pokémon thought up by the creator throughout the first four generations. As a result, the Pokémon below lack a number of necessary mainstays, such as starters, fossils, or pseudo-Legendaries. As you'll also notice, a number of the Pokémon below are lifted from various other franchises, such as Blue's Clues, The Legend of Zelda, and Bomberman. Another drawback is the overabundance of Electric, Fire, Water, and especially Grass-type Pokémon. Despite this, these Pokémon would later on integrate into and become mainstays in the SFA-Verse. For the Pokémon that are listed below, information on them are found Here and Here. Also note that the Pokémon below have been reordered a little to make it look more like a regional Pokédex.

     Miusto, Pommy, and Miugon 

     Flowertrio and Flowersixtet 

Flowertrio is a trio of Grass/Poison flowers residing in a flowerbox that are linked to one another. When it becomes Flowersixtet, the number increases to half a dozen.

In Pokémon Frost and Flame, Flowertrio and Flowersixtet have regional variants in Floredisa where they're Grass/Normal-type and resemble the hibiscus. They are known for their wonderful singing voices, which attract people and Pokémon alike and are even said to make flowers grow.


  • Action Initiative: Flowertrio gets Leaf Rush, a special Grass-type Quick Attack, via breeding.
  • Barrier Warrior: Prior to Gen V, Flowertrio could get Light Screen via breeding, but can still get it through TM as well.
  • Combat Pragmatist: You wouldn't expect a group of flowers to get Pursuit or Faint Attack through breeding, right?
  • Confusion Fu: Flowersixtet can know damaging Grass, Poison, Bug, Psychic, Dark, Ground, Rock, Steel, Normal, Light, Chemical, and Fairy moves. Floredi Flowersixtet can also know damaging Water and Ghost moves.
  • Damage-Sponge Boss: Flowersixtet has enormous HP (which can reach upwards of 474) and can use Synthesis to heal itself, but poor Defense. Its Special Defense on the other hand is massive (able to go as high as 372).
  • Elemental Absorption: Solar Growth makes Grass-type attacks that hit them instead increase their Defense and Special Defense by 50%.
  • Expy: Of the Flowers from Pee-wee's Playhouse.
  • Fire, Ice, Lightning: Being a Pokémon consisting of three, Flowertrio learns Tri Attack, which can inflict one of the status conditions associated with those types.
  • Foil: To Exeggcute and Exeggutor. Both Flowertrio and Exeggcute reach their final stages by using a Leaf Stone and both of their final stages have a BST of 520 (530 as of Gen VII). They both also get regional variants.
  • Green Thumb: Grass-type
  • Lightning Bruiser: If it has Chlorophyll and you got some strong sunlight going on, Flowersixtet can become this.
  • Make Me Wanna Shout: Floredi Flowertrio and Flowersixtet learn several sound-based moves like Sing, Hyper Voice, and Boomburst (Floredi Flowersixtet only). Floredi Flowersixtet's singing can be heard over a mile away.
  • Mighty Glacier: Of the special variety, thanks to its colossal HP and Special Defense as well as manageable Attack and Special Attack. It's not winning any awards in Speed, however.
  • Non-Elemental: Floredi Flowertrio and Flowersixtet happen to be Normal-type.
  • Petal Power: Flowertrio learns both Petal Dance and Petal Blizzard.
  • Poisonous Person: Poison-type
  • Psychic Powers: Flowertrio gets both Psybeam and Extrasensory through breeding.
  • Secret Art: Needle Cannon, a multi-hit Grass-type attack that also has a 20% chance of poisoning the opponent, can only be known by Flowersixtet.
  • Shock and Awe: For a group of flowers, they surprisingly can know Thunder, Thunderbolt, Shock Wave, and Charge Beam.
  • Spike Shooter: Flowertrio learns Pin Missile while Flowersixtet learns its signature move of Needle Cannon.
  • Standard Status Effects: Flowertrio gets Stun Spore (paralysis), Poisonpowder (poison), and Sleep Powder (sleep) through breeding. It also learns Tri Attack, which can cause burning, freezing, or paralysis.
  • Status Buff: Acid Armor greatly increases their Defense, Chlorophyll doubles their Speed during strong sunlight, and Solar Growth increases their Defense and Special Defense upon getting hit by a Grass-type attack.
  • Stone Wall: In Pokemon Infinite And Zero onward, they get Petal Shield, which halves all damage done to them during springtime weather. Combine that with the effects of Leaf Shield, which does the same thing for five turns (effectively quartering damage done to them) and their massive HP, and they may very well be impervious to damage.
  • Underground Monkey: Flowertio and Flowersixtet in Floredisa adapted to a more tropical setting, losing their Poison type in favor of the Normal type and developing beautiful voices.

     Dodongo and Dodonking 

A pair of and Rock and Ground rock hard lizard Pokémon known for residing in hot caverns. They are carnivorous, feasting on a number of smaller Pokémon. In Vari-Infi and Vari-Zero, Dodonking has gained a Rock/Dragon-type Mega form.

In Pokémon Frost and Flame, Dodongo and Dodonking in Floredisa ended up having to reside in volcanic caves after the Floredisan Calamity. The heat of the volcanoes caused them to become Fire/Ground-type, where they can now swim through and submerge themselves in lava.


  • Action Bomb: They can be taught Selfdestruct and Explosion.
  • Barrier Warrior: Dodongo used to get Light Screen as an Egg Move before Gen V, but now it can just get it through a TM instead.
  • Captain Ersatz: Meant to be ones of Dodongo and King Dodongo from The Legend of Zelda games.
  • Confusion Fu: Dodonking has a move repertoire consisting of damaging moves of every type besides Flying, Fairy, Light, and Chemical.
  • Death-or-Glory Attack: Dodonking learns Head Smash, which while powerful also deals major recoil damage. Floredi Dodonking happens to learn Flare Blitz instead.
  • Dishing Out Dirt: Rock and Ground-type.
  • Green Thumb: Starting in Infinite and Zero, Dodongo and Dodonking learn Quake Vine, a physical Grass-type attack that Ground-type Pokémon also get STAB for.
  • HP to 1: Floredi Dodongo and Dodonking have Heat Pressure, which prevents them from being knocked out by Water or Ground-type attacks.
  • Just Add Dragons: Mega Dodonking trades in its secondary typing of Ground for Dragon.
  • King Mook: Dodonking is this to Dodongo.
  • Kryptonite Is Everywhere: With weaknesses to Grass, Water, Ice, Fighting, Ground, and Steel, things can be a problem for them. Mega Dodonking has it a bit better losing its Grass and Water weaknesses, but gains ones to Dragon and Fairy. This isn't a problem with Floredi Dodongo and Dodonking, though.
  • Magma Man: Floredi Dodongo and Dodonking are known to reside in lava. Floredi Dodonking takes it a bit further, actually drinking it!
  • Man Bites Man: They can know the elemental fangs, Bite, and Crunch while Dodonking also gets Quake Crunch.
  • Mighty Glacier: They have great HP, greater Attack, and even greater Defense in addition to average Special Defense, but are as you may expect slow.
  • Playing with Fire: As of Gen IV, Dodonking learns Flame Wheel and also Fire Fang, and can know Flamethrower, Fire Blast, and Lava Surf (Flora/Azure onward) through TM. Floredi Dodongo and Dodonking take it even further, as they're part Fire-type and also learn Fire Lash and Flare Blitz.
  • Status Buff: Dodongo gets Dragon Dance through breeding, which can turn it or Dodonking into a Lightning Bruiser. Mega Dodonking's newfound Dragon-typing makes this even better.
  • Super Mode: In Vari-Infi and Vari-Zero, Dodonking has received a Mega form. This doesn't extend to Floredi Dodonking, however.
  • Super Toughness: Mega Dodonking has the Solid Rock ability, which reduces damage done to it by super-effective attacks. Floredi Dodongo and Dodonking have Heat Pressure, which halves all damage done to them by Water and Ground attacks, un-coincidentally their only two weaknesses.
  • Underground Monkey: In Floredisa, Dodongo and Dodonking reside in volcanic environments, causing their bodies to adapt to the heat more and gain the Fire type. A legend states that Anchetis gave them their Fire type.
  • Use Your Head: They can know Headbutt, Zen Headbutt, and Iron Head, while Dodonking gets Head Smash.
  • Whip It Good: Floredi Dodonking learns Fire Lash.

     Tickety Tock and Tockety Tick 

A group of Electric-type alarm clocks that are sometimes used to wake people up in the morning and alert them to other things. Tockety Tick also has the Psychic-type.


  • Animate Inanimate Object: They're alarm clocks with faces.
  • Barrier Warrior: Tickety Tock learns Light Screen and Safeguard and prior to Gen V could get Reflect via breeding.
  • Beam Spam: They can know a number of beam moves, such as Light Beam, Charge Beam, Signal Beam, Ice Beam, Solarbeam, and Thunder Beam.
  • Captain Ersatz: Tickety Tock is obviously borrowed from Blue's Clues.
  • Confusion Fu: Surprisingly for Electric-types, they can know damaging Electric, Psychic, Water, Ice, Grass, Fire, Fighting, Ghost, Dark, Bug, Steel, Rock, Ground, Fairy, Normal, and Light-type moves.
  • Elemental Absorption: The Volt Absorb ability causes Electric-type attacks to instead heal them by up to ¼ of their maximum HP.
  • Everything's Better with Spinning: Tickety Tock gets the move Gyro Ball by Level Up.
  • Glass Cannon: Tockety Tick has awesome Special Attack and great Speed, but it only carries average HP and defenses.
  • Healing Factor: The line's Volt Absorb ability causes them to be healed by Electric-type moves instead of damaged.
  • Hoist by His Own Petard: If they have Synchronize and become afflicted by poison, burn, or paralysis by the opponent, so will the opponent.
  • Make Me Wanna Shout: Tickety Tock learns moves such as Sonicboom, Alarm Bell, Hypno Bell, and Heal Bell while also getting Supersonic through breeding,
  • Multi-Armed and Dangerous: Although they're more like clock hands, Tockety Tick has three of them, the new one counting the seconds.
  • Power Nullifier: The family gets Soundproof, which makes them immune to sound-based moves, as their hidden ability.
  • Psychic Powers: Tockety Tick is part Psychic-type.
  • Shock and Awe: Electric-type
  • Secret Art: They're the only Pokémon to get Alarm Bell, which lowers the opponent's Attack and wakes up sleeping Pokémon, and Hypno Bell, which puts the opponent to sleep.
  • Time Master: Tockety Tick's Pearl Pokédex entry says that in addition to telling time more accurately than anything, it's been rumored than it can also make itself slightly fast-forward or reverse time.
  • Time Travel: Tockety Tick's Diamond Pokédex entry states that it's said that it has the power to travel through time by several seconds.

     Slippery Soap and Octosud 

     Shovel and Craner 

     Pail and Bucketin 

     Putleadon 

     Seadran 

     Cacteur 

     Hedgerine 

     Steelemine and Metanilant 

     Shell and Clammur 

     Sea Balloon and Seablimp 

     Treerunt and Forestop 

     Iron Squid 

     Panther Fang 

     Unicornos 

     Darksy and Nightinpale 

A duo of Dark- and Grass-type shadowy flowers, Darksy and Nightinpale are awakened by the moonlight and become active during the night. In Pokémon Vari-Infi and Vari-Zero, Nightinpale has gained a Mega form.


  • Always Accurate Attack: They get Faint Attack by Level Up with Nightinpale also getting Shadow Punch.
  • Barrier Warrior: They get Safeguard by Level Up, (prior to Gen V) Light Screen as an Egg Move, and Reflect and Magic Shield through TM.
  • Casting a Shadow: Dark-type Pokémon.
  • Confusion Fu: Nightinpale can know damaging Dark-, Grass-, Ghost-, Bug-, Psychic-, Poison-, Electric-, Steel-, Ground-, Fighting-, Fairy-, Normal-, and Chemical-type moves. It can also know Fire-type and Light-type moves in Will-o-Wisp and Magic Shield.
  • Counter Attack: Darksy gets Counter as an Egg Move.
  • Dummied Out: At the start of Gen III, there was no way for Darksy to get Imprison as an Egg Move as it was the only Pokémon in the Grass Egg Group that got it. It wouldn't be until Pokémon XD where you could get a Shadow Darksy that came with the move. Starting in Gen VI, it can get Imprison through Phantump.
  • Fixed Damage Attack: Darksy and Nightinpale learn Night Shade early on.
  • Foil: Darksy and Nightinpale are this to Sunkern and Sunflora, the latter being active during the day and going to sleep at night, and the former becoming active during the night and not appearing during the day.
  • Green Thumb: They're Grass-types.
  • Heal Thyself: The line learns the healing move Moonlight.
  • The Insomniac: One of their abilities is Insomnia.
  • Irony: Despite being Pokémon associated with the night, Darksy and Nightinpale can know Sunny Day and Solarbeam, moves associated with the day, by TM.
  • Kryptonite Is Everywhere: With seven weaknesses, one which is a 4x one, Darksy and Nightinpale have to be careful at times.
  • Life Drain: They both get Absorb and Mega by level up, can know Giga Drain by TM or Move Tutor, and can know Leech Life through breeding or TM.
  • Lunacy: Starting in Pokémon Ultra Sun and Ultra Moon, Nightinpale gets Moonblast by Level Up.
  • Petal Power: Darksy and Nightinpale are flowers and happen to get Petal Dance and Petal Blizzard by level.
  • Status Buff: Starting in Gen IV, Darksy and Nightinpale get the ability Night Power, which increases each of their stats by 25% whenever it is nighttime.
  • Squishy Wizard: Nightinpale has great Special Attack and very good Special Defense, but its other stats are either only average or below average.
  • Super Mode: In Pokémon Vari-Infi and Vari-Zero, Nightinpale gets a Mega.
  • You Will Not Evade Me: One of Darksy's Egg Moves is Pursuit. Starting in Gen V, Darksy and Nightinpale get Shadow Tag, which prevents the opponent from switching, as their hidden ability.

     Whipersnap, Snapspark, and Plantplug 

A line of Electric/Grass Pokémon originally created by Carrington388, Whipersnap, Snapspark, and Plantplug are flowers that shock to the touch due to absorbing electricity.


  • Beam Spam: The family gets Light Beam and Signal Beam by Level Up, can be taught Solarbeam, Charge Beam, and Thunder Beam by TM, and get Psybeam as an egg move.
  • Cast from Hit Points: Starting in Pokemon Infinite And Zero, the line gets Storm Charge, which during a thunderstorm ups their Special Attack at the cost of HP each turn, in place of Lightningrod.
  • Confusion Fu: Plantplug can know damaging Grass-, Electric-, Bug-, Psychic-, Poison-, Ground-, Fighting-, Steel-, Dark-, Normal-, Fairy-, Light-, and Chemical-type moves.
  • Elemental Absorption: This family of flowers is known to absorb electricity from the air or lightning storms. Their Lightningrod ability makes them immune to Electric-type attacks, instead increasing their Special Attack.
  • Green Thumb: Grass-types.
  • Guest-Star Party Member: Whipersnap, Snapspark, and Plantplug were created by Carrington388.
  • Improvised Lightning Rod: During a thunderstorm, Plantplug uses its plug-like hands to draw in lightning, which it then absorbs.
  • Informed Attribute: They learn Spore early on, despite the move consisting of mushroom spores.
  • Life Drain: Whipersnap gets Leech Seed as an egg move and like virtually every Grass-type can know Giga Drain via TM or Move Tutor.
  • Mighty Glacier: Plantplug has great Special Attack, good Special Defense, and average HP and Speed.
  • Petal Power: They're flowers, with Whipersnap being akin to a tulip and its higher stages being daffodils. They happen to get Petal Dance by Level Up.
  • Powerful, but Inaccurate: Whipersnap and Snapspark learn Zap Cannon, which while powerful and paralyzing the opponent, only hits half the time.
  • Power Nullifier: The line gets the Lightningrod ability, which starting in Gen V, makes them immune to Electric-type moves in addition to drawing them in.
  • Shock and Awe: Electric-type Pokémon.
  • Standard Status Effects: The line starts off with Thunder Wave (paralysis) and early on learns Spore (sleep) and Poisonpowder (poison).
  • Static Stun Gun: Plantplug learns the move Taser, which works like an Electric-type Bite.
  • Trap Master: The family learns Laser Pin, which hits multiple times each turn it lasts, and gets Thunder Spin by breeding.
  • Weather Manipulation: Starting in Pokemon Infinite And Zero, they get the move Storm Charge by level up.
  • Whip It Good: The line starts off with Vine Whip and Plantplug's hands can shoot out vines that are electrified. From Pokémon Frost and Flame onward, the line also learns Electric Whip.

     Dorako and Dorakhan 

     Marine Eel and Marinipent 

A Water-type sea serpent, Marine Eel uses its body to constrict its foe and start biting them with its teeth, known to sometimes enter channels and rivers reaching the ocean. In Gen IV, by leveling up while knowing Dragonbreath, it can become Marinipent, which moves through the ocean fast enough to create whirlpools in its wake.

In Pokémon Frost and Flame, due to living in trenches found in Floredisa's ocean floor, Marinipent there have become more vicious, with their fins becoming sharp and saw-like, and gaining the Dragon-type. It uses its sharp fins to slice prey and spins its body at high speeds to create underwater vortexes.


     Deku Scrub and Scrubrawl 

     Octorok and Bigocto 

     Wolfos and Wolfen 

     Stegodon 

     Ligon 

     Treeagle 

     Andlar and Angluminate 

A family of Water-type angler fish Pokémon residing in coral reefs, Andlar and Angluminate emit blue-colored beams of light from their antennas in order to light up dark places in the ocean. The light beams from Angluminate can breach the ocean's surface and shoot up into the sky.

In Pokémon Frost and Flame, Andlar in Floredisa sank into deep trenches after the Floredisan Calamity, where they adapted to the dark depths, gaining the Light-type and emitting teal-colored light beams that can dent undersea rock. Floredi Angluminate trade in the Water-type for the Psychic-type and use flashes of light to blind Floredi Marinipent that prey on them.


  • Action Initiative: Andlar gets both Aqua Jet and Ice Shard through breeding. Floredi Andlar and Angluminate learn Light Shard.
  • Alluring Anglerfish: Both Andlar and Angluminate happen to be anglerfish.
  • Always Accurate Attack: Andlar gets Swift as an Egg Move and can also know the move via Move Tutor.
  • Beam Spam: The line learns Bubblebeam, Light Beam, Psybeam, and Signal Beam and can also know Ice Beam and Charge Beam. Their Floredi counterparts also learn Flash Beam.
  • Captain Ersatz: Andlar is based off of the Charabom/Karabon from the Bomberman games.
  • Confusion Fu: Floredi Angluminate can know damaging Water, Light, Psychic, Electric, Bug, Ice, Steel, Grass, Ghost, Fairy, and Normal moves.
  • Elemental Absorption: Andlar and Angluminate get the Water Absorb ability, which makes them immune to Water-type moves and instead healed by them. This ability is even more useful on Floredi Angluminate.
  • Light 'em Up: Floredi Andlar and Angluminate are Light-types. An interesting aspect of Floredi Angluminate is that it can slow down light particles emitted by it so that areas lighted up by it remain so ever after it leaves the area.
  • Making a Splash: Water-type Pokémon with the exception of Floredi Angluminate.
  • Power Floats: Rather than swim, Floredi Angluminate moves underwater using some sort of levitation.
  • Power of the Sun: Their Floredi variants get the Light-type Bright Blast by level up.
  • Psychic Powers: Floredi Angluminate is Psychic-type.
  • Randomized Damage Attack: Floredi Angluminate learns the move Psywave.
  • Shock and Awe: They happen to get Light Beam, an Electric-type move, by level up. They can also know Shock Wave, Charge Beam, and Thunder Wave via TM.
  • Squishy Wizard: Angluminate has good HP and Special Attack, average Special Defense, and starting in Frost and Flame, good Speed, but low Attack and Defense. Floredi Angluminate trades in 10 of its Special Defense for 10 more Special Attack.
  • Underground Monkey: Andlar and Angluminate in Floredisa adapted to darker ocean depths, gaining the Light-type (and Floredi Angluminate being Psychic-type).

     Jaguaro and Jaguaron 

     Sparkoil and Electring 

     Pyrina and Flarancer 

A Fire/Psychic Pokémon resembling a basic human-like figure, Pyrina is known to spin around without stopping, creating swirling fire around it. It eventually becomes Flarancer, where it's covered in bright flames that shape its body and can manipulate and control fire in any form. In Pokémon Vari-Infi and Vari-Zero, Flarancer has gained a Mega where it's able to make the fire forming its figure grow to massive size in order to incinerate its opponents by touching them.

In Pokemon Spirit And Shadow, a Delta Species of Pyrina was discovered in Azuchaen. Ice/Light-type, when it spins around, it causes the air around it to become super cold. It eventually becomes Delta Flarancer, where it's able to control and manipulate ice and causes the temperature to plummet when it appears. Delta Flarancer has a Mega where the light inside its body is refracted by the ice making up its body, causing it to light up its vicinity very brightly.


  • An Ice Person: Delta Pyrina and Flarancer are Ice-type.
  • Barrier Warrior: Flarancer gets Barrier the moment Pyrina becomes it. Delta Flarancer gets Magic Shield the same way.
  • Confusion Fu:
    • Pyrina and Flarancer can know damaging Fire-, Psychic-, Ghost-, Dark-, Grass-, Electric-, Steel-, Flying-, Bug-, Normal-, Fairy-, and Light-type moves.
    • Their Delta counterparts can know damaging Ice-, Light-, Water-, Fairy-, Psychic-, Grass-, Electric-, Dark-, Ghost-, Steel-, Flying-, Bug-, Rock-, and Normal-type moves.
  • Death-or-Glory Attack: Pyrina gets Flare Blitz as an egg move.
  • Dummied Out: While Pyrina has gotten Psywave since its introduction, it was the only Pokémon in the Human-like Egg Group to get the move, thus preventing it from having the move passed down to it. This was rectified with a Pyrina from the Dream World coming with Psywave and Mr. Mime getting the move starting in Pokémon Black 2 and White 2 has given Pyrina a normal way to get the move.
  • Elemental Absorption: One of Pyrina and Flarancer's abilities is Flash Fire, which makes them immune to Fire-type moves, which instead makes its own ones more powerful.
  • Holy Hand Grenade: Delta Pyrina and Flarancer learn the move Solar Bomb.
  • Light 'em Up: Their Delta variants are Light-type.
  • Playing with Fire: They're Fire-type Pokémon.
  • Power Floats: One of their abilities is Levitate, which makes them immune to Ground-type moves.
  • Power of the Sun: The normal variants get Solar Burst through breeding and can know Solarbeam via TM while the Delta variants get Solar Bomb by leveling. Both versions can know Bright Blast via Move Tutor.
  • Psychic Powers: Psychic-type Pokémon.
  • Randomized Damage Attack: Pyrina gets Psywave through breeding.
  • Russian Reversal: Delta Pyrina and Flarancer get Arctic Frost, an Ice-type attack that's super-effective against Fire-type Pokémon, by Level Up.
  • Shock and Awe: While both variants of the line can know Electric-type moves in Shock Wave, Thunder Wave, and Zap Cannon, Delta Flarancer gets Freezing Bolt, a move which Ice-type Pokémon also get STAB for.
  • Squishy Wizard: Flarancer has great Special Attack alongside good Special Defense and Speed, but bad Attack and Defense. Mega Flarancer is more of a special-based Lightning Bruiser with incredible Special Attack with awesome Special Defense and Speed.
  • Teleportation: Flarancer starts off with the move Teleport.
  • Trap Master: Pyrina and Flarancer learn Fire Spin early on.
  • Underground Monkey: Pyrina and Flarancer are among the dozens of Pokémon that happen to have Delta variants, these ones being Ice-and Light-type.
  • Weather-Control Machine: Mega Delta Flarancer's ability is Light Field, which brings in Bright Sky when it's in battle.
  • Wreathed in Flames: Flarancer's body consists of mostly fire itself.
  • You Will Not Evade Me: Delta Pyrina and Flarancer get Snow Trap, which prevents the foe from escaping when it's hailing, as their hidden ability.

     Chemiket and Mothical 

     Darkion and Nightasma 

     Spiritio, Florantom, Fieryite, and Marinecter 

     Chimazap and Thundekong 

     Glacishell 

     Knukuwing 

     Twirlight 

     Vovalvo and Vovalgia 

     Vicious, Aggresious, and Enragious 

     Scislur 

     Shardra 

     Icolet, Electraisy, and Flarose 

A group of Pokémon known as the Legendary Flowers, Icolet, Electraisy, and Flarose are said to be the heralds for snowstorms, thunderstorms, and firestorms, as whenever one of them appears, it causes its respective storm to occur. It's when these storms unexpectedly occur that one of them appears, but disappears once the storm is over. It's said that if all three of them appear in the same area, their elemental storms will also converge.


  • An Ice Person: Icolet is Ice-type. It's said to appear when the temperatures are at their absolute lowest.
  • Barrier Warrior: Icolet gets Reflect, Electraisy gets Light Screen, and Flarose gets Safeguard by level. All three of them can know all three moves by TM. Electraisy also learns the move Electro Wall.
  • Confusion Fu:
    • Icolet can know damaging Grass, Ice, Psychic, Water, Bug, Poison, Dark, Steel, Rock, Normal, Light, and Chemical moves.
    • Electraisy can know damaging Grass, Electric, Psychic, Steel, Poison, Bug, Dark, Rock, Normal, Light, and Chemical moves.
    • Flarose can know damaging Grass, Fire, Psychic, Rock, Steel, Bug, Poison, Dark, Normal, Light, and Chemical moves.
  • Counter Attack: Icolet learns the special-oriented Mirror Coat.
  • Elemental Absorption: Electraisy gets Volt Absorb, which causes Electric-type attacks to heal it instead of damage it, as its hidden ability.
  • Energy Ball: The Legendary Flowers all learn the Grass-type move of the same name by Level Up.
  • Expy: These three Pokémon are pretty much the Legendary Birds as flowers, with their similar types, stats, and moves, although some things about them are still different than the other Legendary trio.
  • Fire, Ice, Lightning: The Legendary Flowers are a trio consisting of this triad of elements.
  • Green Thumb: All three of them are Grass-type Pokémon.
  • Healing Factor: Icolet gets Ice Body, which heals it a bit each during hail, as its hidden ability.
  • Heal Thyself: All three of them learn the Grass-type variant Synthesis.
  • Human Snowball: Icolet learns the move Ice Ball.
  • Kill It with Fire: Given that Icolet has a 4x weakness to Fire-type moves, they happen to be the most effective moves against it.
  • Kryptonite Is Everywhere: Icolet has seven weaknesses, one of which is a double weakness to Fire.
  • Lightning Bruiser: Electraisy is best considered this on the Special side with its very high Special Attack, high Speed, and average HP, Attack, and defenses.
  • Magma Man: Flaroise has aspects of this, as it's said it only appears deep within erupting volcanoes.
  • Mighty Glacier: Flarose is a bit above this with its high Attack, very high Special Attack, and average HP, defenses, and Speed.
  • Olympus Mons: They are another trio of Legendary Pokémon.
  • Petal Power: The trio happens to be an elemental take on this trope. In addition, Flarose learns Petal Dance.
  • Playing with Fire: Flarose is Fire-type. It's said to be able to withstand heat and fire of any temperature.
  • Power of the Sun: Flarose gets Solarbeam and Sunny Day (which all three can know by TM) by level. It's said their Solarbeams can melt a large building.
  • Psychic Powers: The trio happens to all learn the Psychic-type move Extrasensory.
  • Recurring Element: Icolet, Electraisy, and Flarose are a Fire, Ice, Lightning trio of Pokémon akin to Articuno, Zapdos, and Moltres.
  • Shock and Awe: Electraisy is Electric-type. It's said to be able to freely control electricity.
  • Standard Status Effects: Each member of the trio learns a powder move associated with Grass-types. Icolet learns Sleep Powder, Electraisy learns Poisonpowder, and Flarose learns Stun Spore. Electraisy also learns Thunder Wave.
  • Stone Wall: Icolet is a combination of this and Mighty Glacier with its high Defense, very high Special Defense, and good Special Attack alongside average HP, Attack, and Speed.
  • Trap Master: Electraisy learns Thunder Spin and Flarose learns Fire Spin.
  • Weather Manipulation: The Legendary Flowers are known to change the weather to whatever element they embody. Befitting this, Icolet gets Hail, Electraisy gets Rain Dance and Flarose gets Sunny Day.
  • Wreathed in Flames: Flarose is basically a flaming flower. It gets Flame Body, which has a 30% chance of burning Pokémon that make physical contact with it, as its hidden ability.
  • Whip It Good: All three of them start off with Vine Whip.

     Aquatica and Mythica 

A pair of Legendary Pokémon known as the Climate Duo, Aquatica and Mythica are said to manage and maintain the world's climate. Aquatica is the master of water and perpetuates the climate through the world's ocean currents, able to create immense tsunamis, gigantic oceanic storms, enormous cyclones, city-sized whirlpools, and more. Mythica is the master of weather and perpetuates the world's climate and seasonal patterns, able to create chains of varying storms, change the weather, manipulate climates, alter temperatures, and more.


  • An Ice Person: Aquatica gets Aurora Beam, Ice Beam, and Ice Burst by Level Up and can know almost every Ice-type TM, HM, and Move Tutor move. Mythica can also know several Ice-type moves by TM, HM, and Move Tutor.
  • Barrier Warrior: Both Pokémon get Safeguard by Level Up and can know Light Screen, Reflect, and (Flora and Azure onward) Magic Shield through TM's.
  • Bragging Rights Reward: In Pokémon Seasons and Ages (and their remakes), Aquatica and Mythica are found at the end of Champion's Cave, locations that can be only accessed in a linked game and only completed when you've gone through all of one game and most of the other. Also, because only one Champion's Cave is ever accessible in a linked game, if you want to get both, you'll need to unlock a Champion's Game and play through both games a second time.
  • Cast from Hit Points: Starting in HeartGold and SoulSilver, Aquatica gets Water Spout while Mythica gets Solar Energy.
  • Confusion Fu: Mythica can know damaging moves of every single type. Aquatica can know moves of every type and damaging moves of every type but Fire.
  • Death-or-Glory Attack: Starting in HeartGold and SoulSilver, Aquatica starts off with Ice Burst, which while powerful causes recoil damage.
  • Fixed Damage Attack: Mythica learns Dragon Rage, a Dragon-type attack which always inflicts 40 damage.
  • Floating Water: Aquatica is able to freely manipulate water and can alter its gravity. When it appears nearby, bizarre phenomenon such as massive bubbles and even bodies of water are said to appear in the sky.
  • Green Thumb: They're both Grass-type Pokémon.
  • Heal Thyself: Aquatica and Mythica both learn Recover and can know Synthesis via Move Tutor.
  • Hoist by His Own Petard: They both learn Punishment, a Dark-type move which does more damage the more stat boosts the opponent has.
  • Kill It with Ice: Due to its typing, Mythica is 4x weak to Ice-type attacks.
  • Lightning Bruiser: Both Aquatica and Mythica are close to this, with Aquatica having great Special Attack and awesome defenses, Mythica having great Special Defense and awesome offenses, and both of them having great HP and a Speed stat only a little under 100.
  • Magic Knight: Mythica's Attack and Special Attack stats are both at 135, allowing it to operate on either side of the physical/special spectrum or both.
  • Making a Splash: Aquatica is Water-type.
  • Mascot: Unusually, Aquatica and Mythica only get this role in Pokémon Seasons and Ages (and their remakes), with Mythica being the mascot for Seasons and Aquatica being the mascot for Ages.
  • The Master: Mythica is considered to be the master of the Legendary Flowers note . Aquatica is sometimes considered to be the master of them as well.
  • Olympus Mons: They're a pair of powerful Legendary Pokémon.
  • Our Dragons Are Different: Mythica is Dragon-type, but is based on a dragon flower.
  • Petal Power: Both Pokémon are massive and majestic flowers.
  • Playing with Fire: Mythica can know several Fire-type moves, such as Fire Blast, Flamethrower, and Overheat by TM. Starting in Infinite and Zero, it gets Dragon Fire, which is a Fire-type attack that Dragon-type Pokémon also get STAB for.
  • Power of the Sun: Mythica gets Solarbeam, Sunny Day, and Solar Energy by level.
  • Psychic Powers: Both of them learn Extrasensory, Future Sight, and Calm Mind.
  • Rainbow Motif: Mythica's petals and leaves come in all the colors of the rainbow. It's said to create rainbow-color light wherever it appears and vibrant rainbows in the sky.
  • Recurring Element: They're a pair of Legendary Pokémon in the same vein as Lugia and Ho-oh.
  • Secret Art:
    • Starting in Gen V, Aquatica and Mythica finally get signature moves, with Aquatica getting Ultra Tsunami, a powerful Water-type attack that hits multiple opponents, but prevents it from using any Water-type moves the next turn, while Mythica gets Ultra Cyclone, a powerful Dragon-type attack that sadly lowers its Special Attack and Special Defense.
    • Also starting in Gen V, they both get signature hidden abilities, with Aquatica getting Aurora Wall, which reduces all STAB damage done to it by one-third, while Mythica gets Multi Facet, which reduces damage done to any type of attack that it's been already hit with by half.
  • Stone Wall: With great HP and awesome Defense and Special Defense, Aquatica comes off as this, even moreso if it has Aurora Wall as its ability.
  • Super Toughness: Both Pokémon's hidden abilities reduce damage done to them, with Aurora Wall (Aquatica) effectively removing STAB from the opponent's attacks and Multi Facet (Mythica) halving all damage done to it from types that it's already been hit by.
  • Time-Delayed Damage: Both Aquatica and Mythica learn Future Sight, a move where the attack's damage doesn't happen until two turns later.
  • Weather Manipulation: Mythica is the Pokémon said to control the world's weather. Befitting this, it (and Aquatica) can know every weather summoning move and Weather Ball. Mythica gets Sunny Day note  and Aquatica gets Rain Dance by Level Up.

     Megoliath 

A Grass-type Legendary Pokémon, Megoliath is a powerful primordial dinosaurian creature that was said to have emerged after the formation of the land and sea and brought forth all the flowers, trees, and other plant life that cover the world. It's said that when it awakens, with a loud roar, it causes plants of all kinds to instantly burst from the ground and cover everything in flora. Megoliath is told in legends to have entered a giant tree in order to go into eternal slumber once its task of creating plant life was completed.


  • Cast from Hit Points: Megoliath learns Solar Energy, a Grass-type variant of Eruption and Water Spout.
  • Confusion Fu: Megoliath can know damaging Grass, Poison, Dark, Rock, Bug, Electric, Steel, Ground, Fighting, Dragon, Normal, Chemical, and Light moves.
  • Death-or-Glory Attack: Starting in HeartGold and SoulSilver, it gets Chemical Burst, which is a move that hits multiple opponents in Double and Triple Battles, but causes recoil damage to itself and any adjacent allies.
  • Deep Sleep: Megoliath went into a deep sleep after it had created the world's plants and trees. Befitting this, it gets Rest by Level Up.
  • Green Thumb: A Grass-type Pokémon. This is taken Up to Eleven with that Megoliath is told in legends to have created the world's plant life and has the power to grow forests and huge trees in an instant even in arid places. It also has the ability to greatly manipulate plant life.
  • Heal Thyself: Megoliath gets Rest by level, which heals it completely at the cost of having it sleep for two turns.
  • Life Drain: Megoliath starts off with Giga Drain.
  • Man Bites Man: Megoliath learns both Crunch and Poison Fang.
  • Mighty Glacier: It comes off as this with good Attack, Special Attack, and HP in addition to massive Defense and Special Defense.
  • Olympus Mons: It's a powerful Legendary Pokémon.
  • Planimal: It happens to be an ancient dinosaur-like being with a large tree and thick grass on its back.
  • Playing with Fire: Starting in Pokemon Infinite And Zero, it learns Solar Flare, a Grass-type attack that calculates damage as if it were a Fire-type attack.
  • Poisonous Person: It gets Poison Fang, Sludge Bomb, and Chemical Burst by Level Up and can know several other Poison-type moves by TM.
  • Power of the Sun: It gets Solarbeam, Solar Energy, and Solar Flare by level.
  • Rail Gun: Its signature move of Railgun Shoot is a plant-based variant, where it sends a corkscrewing lance-shaped plant at the opponent at high speeds.
  • Sailor Earth: Megoliath's appearance and legends make it come off as being related to Kyogre, Groudon, and Rayquaza, including saying that it maintains the balance between land and sea. However, it's not actually related to the Weather Trio.
  • Secret Art:
    • Megoliath's signature move is Railgun Shoot, a powerful Grass-type attack that halves the opponent's Special Defense when calculating damage, but misses 30% of the time.
    • Its signature ability is Canopy Shield, which makes it immune to damage from weather effects and prevents its moves from being hindered by the weather.
  • Status Buff: It learns Cosmic Power, which increases its Defense and Special Defense by one level each.
  • Stone Wall: Megoliath has incredible Defense and Special Defense in addition to great HP. It also has manageable Attack, Special Attack, and Speed. With Cosmic Power, it can increase its defenses even further.
  • Time Abyss: Megoliath is said to have covered the world in plants once the land and the sea were formed by Groudon and Kyogre, making it around as old as them.

     Fiamlora and Torrenyl 

A pair of Legendary Pokémon known as the Crystal Guardians, Fiamlora and Torrenyl are said to have separated from a powerful crystal being known as Crystaris. Fiamlora is a Grass/Fire reptilian-like creature that is the guardian of fire and sunlight, while Torrenyl is a Water/Electric whale-like entity that is the guardian of water and storms. If they're exposed to the Sunfire Crystal and Rainstorm Crystal, the two's power will increase drastically while causing the two of them to go out of control, eventually enveloping the world in fire and water. If the two were to merge back to Crystaris, it's said it would bring about the world's end.


  • Armor-Piercing Attack: Fiamlora's signature move of Crystal Break can take down barriers like Reflect.
  • Barrier Warrior: Torrenyl gets the move Barrier by level.
  • Cast from Hit Points: Fiamlora gets Eruption as its final learned move while Torrenyl gets Water Spout.
  • Charles Atlas Superpower: Fiamlora learns the Fighting-type move Superpower.
  • Combat Pragmatist: Fiamlora learns the Dark-type move Punishment.
  • Confusion Fu:
    • Fiamlora can know damaging Grass, Fire, Steel, Dark, Psychic, Electric, Fighting, Rock, Ground, Flying, Dragon, Bug, Normal, Light, Chemical, and Ice moves.
    • Torrenyl can know damaging Water, Electric, Psychic, Fighting, Steel, Ice, Ground, Rock, Dragon, Bug, Normal, Fairy, and Light moves.
  • Counter Attack: Torrenyl learns both Counter and Mirror Coat.
  • Gemstone Assault: The duo's signature moves of Crystal Break and Crystal Flash are both this. Starting in HeartGold and SoulSilver, they both learn Power Gem, and starting in Vari-Infi and Vari-Zero, they learn Crystal Power. They can also know Crystal Wave, Crystal Bomb, Diamond Burst, and Crystal Crush by TM.
  • Glass Cannon: Fiamlora has awesome Attack and Special Attack and above average Speed at the cost of average HP, Defense, and Special Defense.
  • Green Thumb: Fiamlora is Grass-type.
  • Healing Factor: Torrenyl learns the Water-type move Aqua Ring.
  • Irony: One of the moves Fiamlora gets by Level Up is Zap Cannon, a strong Electric-type move, which is something that would more fit its counterpart Torrenyl.
  • Light 'em Up: Torrenyl's signature move of Crystal Flash is a crystalline variant of this trope.
  • Literal Split Personality: Fiamlora and Torrenyl were once a single Pokémon called Crystaris, who was split into two at some point in the distant past. However, if they ever remerged back, it would mean the end of the world.
  • Magma Man: Fiamlora is this as major volcanic activity occurs where it's sighted and it learns Eruption.
  • Making a Splash: Torrenyl is mainly Water-type.
  • Missing Secret: Given Fiamlora's and Torrenyl's lore of having once been Crystaris, you'd expect to be able to combine the two of them back into it. Unfortunately, there's no way to do this yourself in any of the games.
  • Olympus Mons: They're another pair of Legendary Pokémon.
  • Physical God: They're both said to have once been part of a deity-like being called Crystaris, who is said to be the creator of everything crystal and crystalline in the world. If they reformed back into Crystaris, however
  • Power Crystal: Fiamlora and Torrenyl have ones in the form of the Sunfire Crystal and Rainstorm Crystal, which took form after the two separated from Crystaris. These crystals cause them to become more powerful and also results in firestorms or thunderstorms occurring. If the two crystals' power were combined, then Fiamlora and Torrenyl would reform back into Crystaris.
  • Power Floats: Fiamlora is shown to float in the air. Befitting this, its ability is Levitate.
  • Powerful, but Inaccurate: Fiamlora learns Zap Cannon, which while strong and always causing paralysis, has only 50% accuracy.
  • Playing with Fire: Fiamlora is mainly Fire-type.
  • Psychic Powers: Fiamlora learns the Psychic-type move Extrasensory.
  • Secret Art: Fiamlora and Torrenyl each get two:
    • Fiamlora gets Crystal Break, a Grass-type move that in addition to damage may also lower the opponent's Special Defense and break barriers like Reflect and Light Screen. It also gets Firestorm, a Fire-type move that damages each Pokémon but the user for five turns, the damage based on the type effectiveness of Fire-type moves and doubled in power during strong sunlight.
    • Torrenyl gets Crystal Flash, an Electric-type move that in addition to damage may also lower the opponent's Special Attack and Accuracy. It also gets Thunderstorm, a Water-type move that damages each Pokémon but the user for five turns, the damage based on the type effectiveness of Water-type moves and doubled in power during heavy rain.
  • Shock and Awe: Torrenyl is Electric-type.
  • Status Buff: Fiamlora learns Power Flex, which sharply increases its Attack and Special Attack, while Torrenyl learns Amnesia, Barrier, and Cosmic Power, which either raise its Defense, Special Defense, or both.
  • Stone Wall: Torrenyl has awesome Defense and Special Defense and above average HP at the cost of average Attack, Special Attack, and Speed.
  • Super Toughness: Torrenyl's ability of Submerge reduces all damage done to it by physical attacks by one-third.
  • Weather Manipulation: Fiamlora starts off with Sunny Day and can know Sandstorm, Spring Fever, and Bright Sky by TM, while Torrenyl starts off with Rain Dance and can know Hail, Storm Cloud, and Dark Moon by TM.

     Seraphia 

A mysterious Pokémon that comes from outer space, Seraphia is a Dark/Psychic-type Legendary that travels throughout the expanse of space. Filled with cosmic energy, it may have visited planets that we never knew even existed and is said to have saved some from destruction, or caused their destruction. Where it comes from being unknown, Seraphia was given its name after it was discovered in an abandoned space research facility.

In Pokémon Frost and Flame, Seraphia has been given a Mega where it gains cosmic seraphic-like wings that discharge black color energy. When it's in the atmosphere, this black energy can make even the clearest of days become pitch black.


  • Always Accurate Attack: Seraphia learns Faint Attack and can know Aerial Ace and Swift by TM and Move Tutor.
  • Barrier Warrior: Seraphia learns the move Shadow Fence and can know Reflect, Light Screen, and Safeguard by TM.
  • Casting a Shadow: A mainly Dark-type Pokémon.
  • Casual Interplanetary Travel: Either this or Casual Interstellar Travel, as Seraphia is known to constantly travel through space and to other planets.
  • Confusion Fu: Seraphia can know damaging Dark-, Psychic-, Ghost-, Fire-, Electric-, Grass-, Water-, Ice-, Fighting-, Steel-, Flying-, Bug-, Normal-, Fairy-, and Light-type moves.
  • Extraterrestrial: It happens to be some of sort of alien that's a space traveler.
  • Gravity Master: Seraphia learns the move Gravity. Starting in Pokemon Infinite And Zero, it also learns Gravity Hold.
  • Lightning Bruiser: Seraphia has very great Attack and Special Attack, awesome Speed, and average HP, Defense and Special Defense. Mega Seraphia increases all of these by some amount, with its Attack and Special Attack overtaking its Speed.
  • Our Darkmatter Is Mysterious: The dark energy that Mega Seraphia's wings discharge is considered to be darkmatter of some kind, which darkens the sky.
  • Olympus Mons: It's a Legendary Pokémon of the cosmic variety.
  • Power Copying: Seraphia learns Me First, which copies whatever damaging move the opponent was going to use and increases its power.
  • Power Gives You Wings: Mega Seraphia gains large wings that discharge dark cosmic energy that darkens everything in sight.
  • Psychic Powers: Also a Psychic-type Pokémon.
  • Recurring Element: It happens to be another mysterious and powerful Psychic-type Pokémon in the same vein as Mewtwo, Deoxys, and Necrozma. It also happens to be a Pokémon of extraterrestrial origin like Deoxys.
  • Secret Art: Seraphia has Cosmic Force, an ability that lowers the opponent's Attack and Special Attack the moment Seraphia enters battle, and Cosmic Crush, an extremely powerful Dark-type move that unfortunately lowers Seraphia's Special Attack and Special Defense after use.
  • Super Mode: Starting in Pokémon Frost and Flame, Seraphia get access to a Mega that gives it an increase to all of its stats, with its Attack and Special Attack not far off from that of Rayquaza.
  • Status Buff: It learns Cosmic Power, which increases its Defense and Special Defense by one stage each.
  • Teleportation: It starts off with Teleport and can know Ally Switch by TM and Move Tutor.
  • Weather-Control Machine: Mega Seraphia's ability of Shadow Veil is a variation, which creates darkness (Dark Moon as of Pokemon Spirit And Shadow) as long as it's in battle.
  • You Will Not Evade Me: Seraphia learns Pursuit, punishing those that switch out.

POKéMON SEASONS AND AGES CHARACTERS

Team Flora

     As a Whole 

A villainous team that has appeared in Holodrum, Team Flora is an organization that is known to dress in green, befitting the natural environment and plant-life as a whole. A group of radical environmentalists, they highly favor nature and Pokémon and believe humanity to be a plague that has choked the natural order of the world since its birth. Team Flora is known to use mainly Grass-type Pokémon and others befitting nature such as Poison-types and Bug-types. During the course of the game, they throw the seasons into chaos and seek to obtain the Rod of Seasons to use in their plans. Team Flora's ultimate plan is to combine Groudon's power with that of the Rod of Seasons and destroy all of human civilization.


Tropes that apply to Team Flora as a whole:

  • Bare Your Midriff: The outfits of Team Flora Grunts have this, as does Xenia's.
  • Bat Out of Hell: Like most villainous teams, Team Flora has a thing for the Zubat line.
  • Big Creepy-Crawlies: Team Flora uses several Bug-type Pokémon.
  • Divergent Character Evolution: Initially, Team Flora was a plant-based Expy of Teams Magma and Aqua (and Team Plasma being an electric Expy of them), but come the remakes and Team Flora has changed things up to be fairly different from them as well as Team Plasma, which it forms a Nature vs Technology vibe with.
  • Expy: Team Flora comes off as a Grass-type variant of Team Magma and Team Aqua. Come Pokémon SP-Seasons and TM-Ages and Team Flora has taken steps to differentiate itself from those two (and also Team Plasma and Team Draco).
  • Failed a Spot Check: At the start of the game, Farlie has the Temple of Seasons sunk into Subrosia, unaware that the Rod of Seasons, crucial to his plans, was stored inside it. Maybe he should've checked the temple first before sinking it.
  • Foil: Is this to Team Plasma. Team Flora uses Pokémon of mainly organic elements, favors nature and Pokémon, and seeks to end humanity, while Team Plasma uses Pokémon of mainly inorganic elements, favors technology and humans, and seeks to end Pokémon-kind.
  • Green Thumb: Team Flora uses mainly Grass-type Pokémon.
  • Humans Are Bastards: This is basically how Team Flora views humanity when it comes to the natural balance of the world.
  • Hypocrite: Despite their hatred for humanity and preference for nature and Pokémon, Team Flora themselves are humans, use technology such as Pokéballs, and use Pokémon for battling. In addition, they end up causing damage to nature by screwing up the seasons in Holodrum.
  • Poisonous Person: Team Flora uses a few Poison-type Pokémon in their lineups.
  • Seasonal Baggage: Due to sinking the Temple of Seasons, Team Flora causes this to happen to Holodrum, with the seasons thrown into chaos by their actions. During the climax of their plans, they cause the seasons to instantly shift every several seconds in an endless cycle.

     Brad 

     Seth 

     Xenia 

     Peg 

     Farlie 

The leader of Team Flora, Farlie is a man who believes human civilization has been a plague on nature and that the world should return to nature. By harnessing the power of the seasons, he hopes to make this dream a reality. In order to achieve this, Farlie has Din, the Oracle of Seasons, kidnapped, in order to use her power over the seasons and sinks the Temple of Seasons into Subrosia, throwing the seasons into chaos and also messing things up in Subrosia. It turns out Farlie's ultimate plan is to awaken the Legendary Pokémon Groudon and then combine its power with that of the Rod of Seasons in order to create an energy-infused super-eruption that will fertilize the world and bring out expanding megaflora that will choke out all of human civilization and bring the world back to nature.

In Pokémon SpatialSeasons, Farlie's plan has been altered to be that humans have perverted nature and Pokémon for far too long and that humanity should have died out long ago. His central plan is to acquire the Red Orb, use it to revert Groudon to its Primal form, and imbue it with the power of all four seasons in order to bring about an anomaly of infinitely growing plant-life that will wipe out humanity and allow a new world, one absent of humans, to be born and allow nature and Pokémon to reclaim the world.


Tropes that apply to Farlie:

  • Amazing Technicolor Battlefield: In the remakes, when Farlie is fought the last time, the arena resembles a strange forest of moving, twisting trees and giant blowing leaves amidst a glowing green haze.
  • Big Bad: Is the one for Pokémon Seasons and its remake.
  • Climactic Volcano Backdrop: The final battle with Farlie takes place within the core of Subrosia's largest volcano.
  • Climax Boss: Happens to be this in Pokémon Seasons (and its remake).
  • Dark Is Evil: In the remakes, Farlie (along with the rest of Team Flora minus Peg), is dark-skinned, and happens to be pretty evil.
  • Divergent Character Evolution: As seen in the Expy example below, characterization started to distance Farlie a good deal from Maxie and Archie in several areas come the remakes.
  • Expy:
  • Foil: In this to Plasmae, Team Plasma's leader. Farlie is pro-Pokémon, anti-human, and favors nature, while Plasmae is pro-human, anti-Pokémon, and favors technology.
  • Gaia's Vengeance: Farlie's plot can be seen as a villainous version of this trope, with his goal to destroy human civilization and have nature retake the world.
  • Humans Are Bastards: In the remakes, Farlie's characterization has been revised to be that he hates humanity and what they've done to nature and Pokémon-kind, even believing that humans should have died out a long time ago and return the world to Pokémon.
  • Hypocrite: Despite his hatred of humans and his desire to bring an end to them, Farlie himself is human. When confronted about this when his plans to end humanity are nigh, he responds with that there needs to be someone to oversee the new balance of nature and Pokémon.
  • Irony: Farlie, who use mainly Grass-type Pokémon, seeks to capture Groudon, a powerful volcanic Legendary Pokémon, and is fought for the last time deep within a volcano.
  • Kill All Humans: In the remakes, his plan entails the eradication of the human race in order for the world to return to Pokémon and nature.
  • Politically Incorrect Villain: Farlie started to demean women at one point in his life and ended up removing several of them from Team Flora, indicating that he's misogynist.
  • Pokémon Types:
  • Recurring Boss: Is fought three times during the course of Pokémon Seasons (and remake).
  • Straw Misogynist: At one point, Farlie came down with something that caused him to show contempt towards women and cause Team Flora to become effectively pro-male and anti-female. While this has faded over time, there are still more males than females in his organization.
  • Super Mode: In the remakes, Farlie uses a Mega Venusaur when battled the final time.
  • The Bus Came Back: In Pokémon BlazeFrost and ChillFlame, the Farlie of Seasons and Ages appears during the Team RR Episode, having come from a world where he succeeded in using Groudon and the Rod of Seasons to wipe out humanity and create a new world of nature and Pokémon.
  • Uncertain Doom: In the remakes, after being defeated the final time, Farlie refuses to leave the Subrosia Core as it's sealed off, the volcano then erupting with him still in it. Whether or not he perished in the eruption is unknown.
  • Utopia Justifies the Means: Seeks to return the world to one of only Pokémon and nature, without humanity.
  • Weapon of Choice: Cacturne and Venusaur (Mega in the remakes).

Team Plasma

     As a Whole 

A villainous team that has appeared in Labrynna, Team Plasma note  is an organization that is known to dress in yellow, befitting their preference for technology and electricity. A group of radical technocrats, they highly favor technology and humanity and believe Pokémon to be not only obsolete, but holding humankind back from its full potential. Team Plasma is known to use mainly Electric-type Pokémon and others akin to technology such as Psychic-types and Steel-types. During the course of the game, they screw up time in various ways and seek to obtain the Harp of Ages to use in their plans. Team Plasma's ultimate plan is to combine Kyogre's power with that of the Harp of Ages and erase Pokémon from all time.


Tropes that apply to Team Plasma as a whole:

  • Bat Out of Hell: Like most villainous teams, Team Plasma has a thing for the Zubat line.
  • Cosmic Retcon: Due to messing up things the Past, they end up causing a number of changes to things in the Present, including retgonning some people and Pokémon.
  • Divergent Character Evolution: Initially, Team Plasma was an electricity-based Expy of Teams Magma and Aqua (and Team Flora being a grass Expy of them), but come the remakes and Team Plasma has changed things up to be fairly different from them as well as Team Flora, which it forms a Nature vs Technology vibe with.
  • Extra-ore-dinary: Team Plasma uses several Steel-type Pokémon.
  • Expy: Team Plasma comes off as an Electric-type variant of Team Magma and Team Aqua. Come Pokémon SP-Seasons and TM-Ages and Team Plasma has taken steps to differentiate itself from those two (and also Team Flora and Team Draco).
  • Failed a Spot Check: At the start of the game, Plasmae kidnaps Nayru and uses her power to travel into the past, unaware that the Harp of Ages, crucial to her plans, was back in the oracle's house, which allows the player character to go and get it themselves.
  • Foil: Is this to Team Flora. Team Plasma uses Pokémon of mainly inorganic elements, favors technology and humans, and seeks to end Pokémon-kind, while Team Flora uses Pokémon of mainly organic elements, favors nature and Pokémon, and seeks to end humanity.
  • Politically Incorrect Villain: Team Plasma views humanity as superior to Pokémon-kind and that the latter impedes humanity's progress.
  • Psychic Powers: Team Plasma uses a few Psychic-type Pokémon in their lineups.
  • Shock and Awe: Team Plasma uses mainly Electric-type Pokémon.
  • Time Crash: During the climax of their plans, Team Plasma almost causes this with time merging together and everything shifting back and forth between the Present and the Past every several seconds, making navigation difficult.
  • Treacherous Advisor: They become this to Queen Ambi in the past with Plasmae appealing to the queen in order to further her own plans, although Ambi is unaware of the acts Team Plasma causes in the past.

     David 

     Rhonda 

     Jack 

     Fargus 

     Plasmae 

The leader of Team Plasma, Plasmae is a woman that believes that energy and technology must advance endlessly and become one. Once a brilliant scientist in laser refraction and plasma technology at the Labrynna Laser Institute, she sold her technology to small criminal organizations to finance her later creations, which resulted in her expulsion from the Institute. After this, Plasmae decided to enact something she once presented to the institute involving harnessing the power of time. In order to achieve this, she has Nayru, the Oracle of Ages, kidnapped, and uses her power to head 400 years into the past, where she becomes advisor to Queen Ambi. It turns out that her plan is to awaken the Legendary Pokémon Kyogre and combine its power with the Harp of Ages, with the Pokémon's storms generating immense electricity that will bring forth a new world of only technology.

In Pokémon TemporalAges, Plasmae's plan has been revised to be that humanity and technology are to become one and that Pokémon are not only obsolete, but impede this destiny. Her main plan is to obtain the Blue Orb and bring about Kyogre's Primal form and merge that with the Harp of Ages in order to return to the beginning of time and use the energy from Primal Reversion to remove Pokémon from the timeline and bring forth a world of humanity and technology.


Tropes that apply to Plasmae:

  • Amazing Technicolor Battlefield: In the remakes, when Plasmae is fought the last time, the arena resembles a flashing yellow area with weird massive energy columns and occasional bursts of lightning.
  • Big Bad: Is the one for Pokémon Ages and its remake.
  • Climax Boss: Happens to be this in Pokémon Ages (and its remake).
  • Cosmic Retcon: After using Nayru's power to go back in time, Plasmae causes many changes to the timeline, which causes chaos in both the Past and Present.
  • Divergent Character Evolution: As seen in the Expy example below, characterization started to distance Plasmae a good deal from Maxie and Archie in several areas come the remakes.
  • Expy:
  • Final Solution: In the remakes, her plan involves removing Pokémon from the timeline in order to restart the world as one of humanity and technology.
  • Fish out of Temporal Water: In the remakes, after being defeated the final time, a negative reaction from the Harp of Ages causes Plasmae to be sent to an unknown point in time, possibly never to return to her own.
  • Foil: In this to Farlie, Team Flora's leader. Plasmae is pro-human, anti-Pokémon, and favors technology, while Farlie is pro-Pokémon, anti-human, and favors nature.
  • High-Altitude Battle: The final battle with Plasmae takes place at the top of the Time Tower.
  • Mad Scientist: How much of a scientist she is now is up for debate, but Plasmae was a scientist at the Labrynna Laser Institute before turning to villainy.
  • Politically Incorrect Villain: In the remakes, Plasmae's characterization has been altered to be that Pokémon are becoming obsolete and that they hold humanity and technology from their full potential.
  • Pokémon Types:
  • Recurring Boss: Is fought three times during the course of Pokémon Ages (and its remake).
  • Reset Button: Plasmae seeks to return to the beginning of time so that she can begin the world as one of technology.
  • Super Mode: In the remakes, Plasmae uses a Mega Ampharos when battled the final time.
  • The Bus Came Back: In Pokémon BlazeFrost and ChillFlame, the Plasmae of Seasons and Ages appears during the Team RR Episode, having come from a world where she succeeded in using Kyogre and the Harp of Ages to restart time with Pokémon gone and the world as one of humanity and technology merged together.
  • Treacherous Adviser: In the Past, Plasmae becomes adviser to Queen Ambi in order to further her plans in the Past, with her manipulating the queen into having the Time Tower built as part of Team Plasma's plans.
  • Utopia Justifies the Means: Seeks to restart the world as one of humans and technology as one, without Pokémon.
  • Weapon of Choice: Manectric and Ampharos (Mega in the remakes).
  • Xanatos Speed Chess: When Plasmae's deceit is revealed to Queen Ambi by the player character, Plasmae decides to take the queen captive and continue her plan with the completion of the Time Tower.

Team Draco

WARNING: UNMARKED SPOILERS!

     As a Whole 

A villainous team that appears in either Holodrum or Labrynna, Team Draco is an organization that emerges when playing a linked game. Known to dress in teal, they are a group of fanatical astronauts that highly favor stabilized weather and climate, who believe that weather has plagued everything since the start of time and prevented the progression of the world from advancing into the stars. Team Draco is known to use mainly Dragon-type Pokémon and others that are dragon-like or in the Dragon Egg Group. During the course of the game, they either throw the seasons into chaos and seek the Rod of Seasons, or they screw up time in various ways and seek the Harp of Ages, both cases to use in their plans. Team Draco's ultimate plan is to combine Rayquaza's power with that of the Rod of Seasons or Harp of Ages and purge all weather from the world in addition to all those that don't support their plan.


Tropes that apply to Team Draco as a whole:

  • Airborne Aircraft Carrier: The Draco Fortress is a giant airship that you infiltrate twice during the game.
  • Batman Gambit: In the remakes, Team Draco's plan beginning depended on Team Flora and Team Plasma awakening the Primal forms of Groudon and Kyogre (which Rayquaza would awaken in response to), followed by the two teams being defeated by the player character (and Red), allowing Team Draco's plan to move forward.
  • Bat Out of Hell: Like most villainous teams, Team Draco has a thing for the Zubat line.
  • The Chessmaster: In the remakes, it turns out that Team Draco waited for Team Flora and Team Plasma to awaken Groudon and Kyogre's Primal forms, which would then cause Rayquaza to be summoned in response, which would then allow Team Draco to capture it and being their plans to fruition.
  • Convenient Replacement Character: When you start a linked game, it turns out the villainous team you would normally fight in the region has already been defeated by Red, and instead, you end up fighting Team Draco, who ends up taking the place of the departed team.
  • Cosmic Retcon: In Ages (and it remake), due to messing up things the Past, they end up causing a number of changes to things in the Present, including retgonning some people and Pokémon.
  • Divergent Character Evolution: Initially, Team Draco was a dragon-based Expy of Teams Magma and Aqua (and Teams Flora and Plasma being grass and electric-based Expies of them), but come the remakes and Team Draco has changed things up to be fairly different from them as well as Teams Flora and Plasma.
  • Expy: Team Draco comes off as a Dragon-type variant of Team Magma and Team Aqua (and happens to be a villainous team that seeks Rayquaza). Come Pokémon SP-Seasons and TM-Ages and Team Draco has taken steps to differentiate itself from those two (and also Team Flora and Team Plasma).
  • Failed a Spot Check: This happens to Team Draco at the start of whatever game you play second:
    • In Seasons (and its remake), Dralene has the Temple of Seasons sunk into Subrosia, unaware that the Rod of Seasons, crucial to her plans, was stored inside it. Maybe she should've checked the temple first before sinking it.
    • In Ages (and its remake), Dralene kidnaps Nayru and uses her power to travel into the past, unaware that the Harp of Ages, crucial to her plans, was back in the oracle's house, which allows the player character to go and get it themselves.
  • Just Add Dragons: Team Draco uses mainly Dragon-type Pokémon in addition to dragon-like Pokémon and Pokémon in the Dragon Egg Group.
  • Seasonal Baggage: In Seasons (and its remake), due to sinking the Temple of Seasons, Team Draco causes this to happen to Holodrum, with the seasons thrown into chaos by their actions. During the climax of their plans, they cause all the seasons to coexist at the same time.
  • Star Scraper: Team Draco's base happens to extend all the way into space, with an orbital elevator in between the two halves explored. You use warp tiles to jump between the lower floors and the ones in space, and the floors in space have gravity reversed, as seen with the top (bottom) floor.
  • Time Crash: In Ages (and its remake), during the climax of their plans, Team Draco almost causes this with time having merged together and the Present and the Past coexisting at the same time.
  • Treacherous Advisor: In Ages (and its remake), they become this to Queen Ambi in the past with Dralene appealing to the queen in order to further her own plans, although Ambi is unaware of the acts Team Draco causes in the past.
  • Walking Spoiler: In Pokémon Seasons and Ages, you're only initially aware of Team Flora and Team Plasma. Only in a linked game do you find out that a third team even exists. If you only play one of the two games, you won't ever even find out about Team Draco. This isn't kept under wraps as much come the remakes, however.

     Rachel 

     Vikki 

     Murphy 

     Dick 

     Dralene 

The leader of Team Draco, Dralene is a woman that is obsessed with wanting to take control of all weather and climate. She was originally from Blackthorn City in Johto, where she is the granddaughter of one of the Dragon Clan elders, but ended up being exiled from there. After this, Dralene found work in owning in a Swablu ranch, which she ran along with other workers, but after becoming obsessed with Rayquaza, the ranch started obtaining various other Pokémon. After purchasing various space equipment, such as a rocket, an orbiter, and a space station attachment, she turned her ranch personnel into Team Draco and then headed off into space to enact her plan to stabilize all the world's weather. In Seasons, Dralene has come to Holodrum, where she has Din, the Oracle of Seasons, kidnapped, in order to use her power over the seasons and sinks the Temple of Seasons into Subrosia, throwing the seasons into chaos and also messing things up in Subrosia, or in Ages, Dralene has come to Labrynna, where she has Nayru, the Oracle of Ages, kidnapped, and uses her power to head 400 years into the past, where she becomes advisor to Queen Ambi. It turns out that her plan is to capture Rayquaza and combine its power with the Rod of Seasons or Harp of Ages and rid the world of all weather.

In Pokémon SpatialSeasons and TemporalAges, Dralene's plan has been rewritten to be that she believes that weather and storms have been a curse on the world since the dawn of time and that she believes herself to be the one that will put an end to that and that anyone else is not fit for a world fitting her vision. In addition, her plan has hinged on the near success of Team Flora and Team Plasma's plans, as the awakening of Groudon and Kyogre's Primal forms would cause Rayquaza to appear. During the course of the game, Dralene has Farore, the Oracle of Secrets, kidnapped in order to acquire the Book of Secrets and unlock the secret of Mega forms with it. It turns out that her ultimate plan is to capture Rayquaza and merge its power with that of the Rod of Seasons or Harp of Ages in order to create an all-spanning storm that will purge all weather from the world at once along with all those not in Team Draco and then have a new world of stabilized weather begin.


Tropes that apply to Dralene:

  • Amazing Technicolor Battlefield: In the remakes, when Dralene is fought the last time, the arena resembles an area of outer space with a swirling nebula that surrounds the background and moving grids above and below the arena.
  • Batman Gambit: In the remakes, Dralene was counting on the player character and Red stopping Farlie and Plasmae's plans once they summoned Groudon and Kyogre, that way she wouldn't have to deal with those two once her plan swung into action.
  • Big Bad: Is the true antagonist for Pokémon Seasons and Ages and their remakes.
  • The Chessmaster: In the remakes, Dralene turns out to have bided her time while Team Flora and Team Plasma carried out their plans while also counting on the player character and Red to defeat both teams, so that Rayquaza would intervene and she could begin to make her move.
  • Climax Boss: Happens to be this for a linked game in Pokémon Seasons or Ages (and their remakes).
  • Climactic Volcano Backdrop: In Seasons, the final battle with Dralene takes place within the core of Subrosia's largest volcano.
  • Convenient Replacement Character: In a linked game, in whatever region is visited second, since either Farlie of Plasmae has been defeated by Red, Dralene takes the place of that villain leader and enacts the plot of the game in their place.
  • Cosmic Retcon: In Ages, after using Nayru's power to go back in time, Dralene causes many changes to the timeline, which causes chaos in both the Past and Present.
  • Divergent Character Evolution: As seen in the Expy example below, characterization started to distance Dralene a good deal from Maxie and Archie in several areas come the remakes.
  • The Exile: Dralene was once the granddaughter of one of the elders of Blackthorn's Dragon Clan before being banished from the clan.
  • Expy:
  • From Nobody to Nightmare: Dralene was once a simple Swablu ranch owner before becoming the weather obsessed villain leader she is now.
  • Greater-Scope Villain: In the remakes, Dralene is effectively this in whatever game you play first since her plan involved Team Flora and Team Plasma awakening Groudon and Kyogre so that Rayquaza would appear, and she takes the role of the actual Big Bad in a linked game.
  • "Groundhog Day" Loop: In the remake of Ages, after Dralene is defeated the final time, Dialga appears and sends Dralene back in time to when she first began her plan. It's implied that she will enact her plan the same way she did without memory of having already done so, only to get sent back in time again, and that she may already been through several loops.
  • High-Altitude Battle: In Ages, the final battle with Dralene takes place at the top of the Time Tower.
  • Irony: In Seasons, Dralene, who leads a space-based villain team and seeks to capture Rayquaza, a powerful sky Legendary Pokémon, is fought for the last time deep within a volcano found in a subterranean world.
  • Late to the Party: In the case of a linked game, Dralene ended up arriving in Holodrum or Labrynna after Team Flora or Team Plasma, meaning she was late to the villain team "party". This isn't the case in the remakes, however.
  • Omnicidal Maniac: In the remakes, Dralene's plan entails wiping out everyone not within Team Draco, as she considers her organization the ones chosen to move onto a new world free of weather and climate.
  • Pokémon Types:
  • Recurring Boss: Is fought three times during the course of Pokémon Seasons and Ages (and remakes).
  • Super Mode: In the remakes, Dralene uses a Mega Garchomp when battled the final time.
  • The Bus Came Back: In Pokémon BlazeFrost and ChillFlame, the Dralene of Seasons and Ages appears during the Team RR Episode, having come from a world where she succeeded in using Rayquaza and the Book of Secrets to create an all-consuming geostorm that purged all weather from the world.
  • Trapped in Another World: In the remake of Seasons, after Dralene is defeated the final time, Palkia appears and ends up sending Dralene back and forth between multiple worlds with no end in sight.
  • Treacherous Adviser: In Ages, in the Past, Dralene becomes adviser to Queen Ambi in order to further her plans in the Past, with her manipulating the queen into having the Time Tower built as part of Team Draco's plans.
  • Utopia Justifies the Means: Seeks to create a world a stabilized weather and climate.
  • Walking Spoiler: Given that Dralene only appears after you start a linked game and isn't even mentioned if you play either game as a standalone, just the fact that she exists or there is a third villainous team in the duology is a spoiler.
  • Weapon of Choice: Altaria and Garchomp (Mega in the remakes).
  • Xanatos Speed Chess: When Dralene's deceit is revealed to Queen Ambi by the player character, Dralene decides to take the queen captive and continue her plan with the completion of the Time Tower.
  • You Gotta Have Blue Hair: She has teal-color hair.

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