Follow TV Tropes


Demonic Spiders / Pokémon

Go To

Good luck catching these little buggers, you'll need it.

Examples from Generation I: Red, Blue and Yellow
  • Pokémon has a lot of Goddamned Bats, but most don't do much besides annoy you. Just when you thought it was safe to go into the water, you get attacked at every turn exactly like in caves, and there's a 90% chance that every single one of those is going to be a Demonic Jellyfish — Tentacool. Take Zubat's annoying Supersonic, making your Pokemon hit itself, but add on that it has multiple attacks which can poison your Pokemon as well; and unlike most of the Standard Status Effects in the game, confusion and another effect can be on a Pokemon at the same time.
    • It also doesn't help that the Wrap attack that annoyed you in Gen I (see below) had been downplayed in exchange for also preventing Pokémon from escaping thus giving Tentacool and Tentacruel equal potential for annoyance.
    • Also, you can cure confusion by spending a turn to switch out your active Pokémon. Wrap prevents you from switching out your active Pokémon. Cue the rage.
    • Advertisement:
    • Recent games seem to have nerfed the insane power of Tentacool somewhat, although Tentacruel is still a force to be reckoned with. Guess they made the (jelly)fish too hardcore.
    • Thankfully, their Unova expies, Frillish and Jellicent, aren't as bad- they still show up constantly, are immune to Normal and Fighting, and have the capabilities to disable your moves when you damage them- but at least they're slow.
  • In the Gen I, any Pokémon with Wrap, Fire Spin, or Bind that had a higher Speed stat than your Pokémon qualified as one of these. It would Wrap you once, then continue to Wrap you every turn (during which time you were COMPLETELY incapable of moving) thereafter until the effect wore off. Then it would Wrap you again before you could counterattack, unless you used Quick Attack.
  • Pokémon Stadium pretty much had a really, really annoying variant of Wrap and high Speed stats in the Elite Four battles. The last member sent out Dragonair, which used Thunder Wave to paralyze the Pokémon, and then Wrap for the usual effect. Made worse by how Thunder Wave by nature basically quarters the speed stat of the target Pokémon, meaning the opponent nearly always attacked first and got to use Wrap near constantly.
  • Graveler are tough, but have enough weaknesses to make them mere Goddamned Bats — however, if you let them do anything at all, chances are they will not waste a single turn before exploding, likely taking one of your six Pokémon with them. Only to be replaced by a new Graveler after a few steps. Rinse; repeat; run out of Revives. Also note that fainted Pokemon do not gain any EXP.
    • It got worse in Gen. V. Before then, the Sturdy ability that they have only protects them from One-Hit Kill moves, such as Horn Drill and Fissure. In Gen. V, Sturdy also allows that pokemon to survive any attack that would KO them from full HP, bringing them to 1 HP instead. In Graveler's case, that means it doesn't matter if you go first; it still survives and if it decides to Self Destruct...
    • Weezing are worse than Graveler: they are tanks, they lack a convenient 4x weakness, and they are immune to Ground (starting in Gen III when they gained the Levitate ability, at least), which leaves you one option: Switch in a Psychic. Psychics rarely have huge defense, so they WILL die if those guys explode. The only good way to deal with them really is to send in a Steel and tap them with non-super effective moves, send in a Ghost type and watch your opponent explode in a smoldering cloud of FAIL, or have 'mon with the Damp ability as your lead. (Damp nullifies Explode and Self-Destruct). They're much less of a problem in the original, where Ground or Psychic can take them out easily before they get a change to blow up.

Examples from Generation III: Ruby, Sapphire and Emerald and FireRed and LeafGreen remakes

  • Generation III has Dewford Cave and their Sableye. No weaknesses and half-decent stats. Plus, seeing as this was the first ever Ghost/Dark Pokemon ever, many players would have wasted time trying to figure out its (nonexistent) weaknesses. Luckily for Ruby players, only Sapphire and Emerald had them.
  • Meet Plusle and Minun. Unless your starter was the only Pokemon you raised up to this point, you won't be knocking out either of these with one hit. After it continues to stare you down with its "cute" face it will then proceed to use Thunder Wave and paralyze your Pokemon. Traveling through Route 110 without a Poké Mart's worth of Parlyz Heals is a stupid thing to do.
  • Hypno from Pokémon FireRed and LeafGreen definitely counts. You'll first encounter one in the 5th Gym who is at level 38, which is very likely higher than everything you have on your team if you fight Koga before Sabrina. Killing this thing is a nightmare with a decent 85 base HP, 73 base defense, and a whopping 115 special defense. Not to mention it's one of the few Pokemon that Alakazam actually CAN'T do significant damage to. You can skip this particular trainer, but if you're playing this for the first time or like to fight every trainer you have to ride out the storm.

Examples from Generation IV: Diamond, Pearl and Platinum and HeartGold and SoulSilver remakes

  • As a Steel/Psychic hybrid, Bronzong only has two effective weaknesses prior to Gen VI, and at least one of those weaknesses will always be negated if it has the Heatproof or Levitate abilitynote .
    • Thankfully in Generation VI, Bronzong has been nerfed with the changes to the type chart, meaning that Ghost and Dark are now super effective against them! No more playing the "Levitate or Heatproof" guessing game.
  • The "no weakness" category took on a new member in the form of Gen IV's Spiritomb, a Ghost/Dark type with simply annoying moves like Pain Split. It serves as a mixed tank and is not nearly common enough in standard battles. Sableye and Spiritomb finally received a weakness in Gen VI in the form of the new Fairy type.

Examples from Generation V: Black and White and Black 2 and White 2

  • While not a traditional Pokémon Demonic Spider in that it very rarely appears in the wild, Emolga is very nasty in the hands of most of the Mooks using it. You spend hours biking back and forth in search of Audino. When you finally see the shaking tall grass, you walk right into it, expecting a friendy Audino, then BAM, Emolga shows up. Normally you'd use a Ground-type to deal with Electric-types... Except that Emolga is part Flying, making it immune to Ground attacks, and you first encounter them in the Nimbasa Gym; where the leader has two of them. They're only weak to Ice and Rock. At this point in the game, Ice is nonexistent, and Rock is only available in the form of the Fossil Pokémon (which require backtracking, are weak to Electric, and are slower than Emolga), a Boldore (which are very slow and not immune to Electric, unlike Graveler), and the TM for Rock Tomb, which you just may have missed in that huge desert (and it's a pretty weak attack to begin with). Later users of Emolga up the ante by teaching it Double Team, making them nigh-impossible to hit. Plus, hitting them with a physical attack has a chance of your Mon getting paralyzed due to Static. Thankfully, a Drilbur (high Attack, naturally learns Rock Slide at Level 29, immune to Electric) can take them down if it manages to hit with Rock Slide.
    • Just to cap off the pain, defeating Elesa's team of Emolga opens up access to Cold Storage, which is teeming with Vanillite, a Mon that seems tailor-made to fight off Emolga.
  • If you've been wandering around the Desert Resort or Kalos Route 10 for too long, you can run into a Sigilyph: Hard to run away from, stats comparable to fully-evolved Pokémon, and it packs Whirlwind, which it can use to flee in order to prevent you from getting a powerful ally. Bosses and even mooks with Sigilyph are usually really painful to deal with.
    • Particularly trolly competitive players can turn this thoroughly average Pokémon into a nigh-invulnerable Mighty Glacier through a dastardly combination of moves, Ability and held item. Sigilyph first takes the stage it opens up with Cosmic Power, boosting its defensive stats. Well, poison ought to do the trick, right? Nope, it's just been burned by its Flame Orb, and with its Magic Guard ability, it's taking no burn damage. So you're forced to beat it down as its Defenses soar even higher when it pops a Roost, undoing all of your hard work. And once it buffs its stats enough, it goes on offense by throwing Stored Power at you, which due to its aforementioned stat buffs, is going to hurt. Sending out a Dark type to absorb the Psychic move? It has Psycho Shift to transfer its burn, and you don't have the luxury of Magic Guard. The only way to beat it is to use a Houndoom (which is immune to Psychic moves and burns) or score a lucky crit.
  • Watchog. This thing is unfair. First, it has Hypnosis. It has shaky accuracy (70 when the max is 100), but if it hits, you are instantly put to sleep and unable to attack. If you use a sleep-ridding item, it'll just sleep you again on the next turn. While you're asleep it uses Confuse Ray to ensure you'll have trouble attacking upon waking up. It also has Detect, which protects it for one turn against ANYTHING. Meaning it's potentially enough for your Pokémon to hit itself in confusion. And to note, Watchog evolves early, so you'll find it a lot, AND it's probably faster than anything you have at that point. It also has Super Fang, which halves your current health. It's also capable of hurting you regularly with Crunch. If you encounter one, be wary. Very wary.
    • And the game wants you to know it as well. Lenora is the second Gym Leader, and her Watchog is the second Pokémon in her lineup. If what was mentioned above wasn't nasty enough, it also knows Retaliate, a 70 power move which doubles in power if an ally was knocked out the previous round. It always starts with this move, so bring a tank like Roggenrola or have a decoy Patrat use Detect to annul the damage. After that, good luck— you'll need it!
    • Thankfully, you have access to Fighting-types like Sawk by this point.
  • The good news about Durant is that they only appear in Victory Road. The bad news is that they utterly infest the place. They're Bug/Steel which means they have just one weakness, nine resistances, and an immunity. They have quite a high Attack and Defense. Mighty Glacier? Nope, unlike most Steel-types, these things are quick, in fact they are the fastest of all Steel-Types in Gen V. And at their level they know powerful STAB moves. They would make for a good sixth team member if you have an incomplete team for the final boss fights... Except that half of them have the Hustle ability, which raises their Attack by 50%, but lowers accuracy to 80% at the same time. Needless to say, the wild Durant will always hit you. Fortunately, Black 2/White 2's Victory Road doesn't have them, thankfully.
    • Although if you want to cheat right back you could catch one with Hustle and teach it Hone Claws (which raises Attack and accuracy) by TM... Or search for the rare ones that don't have Hustle. Too bad that you can only find the Hone Claws TM post-Elite Four; in other words, when there is no necessity to solely use Unova Pokémon.
    • One strategy in the metagame is to have a Durant with the Truant ability use Entrainment to keep the other Pokémon from attacking every other turn and switch to Dugtrio, where it will proceed to Hone Claws/Protect its way to maximum Attack and proceed to sweep. If you're not prepared for this, you'll be in trouble real fast.
    • If you think you could get away with a Fire-type, some of them know the move Dig, and they will use it. You can still change to a Flying-type or Levitating Pokémon, but this alone can make the battle last nearly forever, especially if they have high Speed. Especially annoying when you try to level grind before facing the Elite Four, as some of them can pull off this trick even when your Level is 25 times higher than theirs.
  • Upon reaching Pinwheel Forest for the first time, you encounter Tympole. Aw, look at the dorky little tadpole with doohickey eyebrows... Wait, it knows Bubblebeam at Level 12? Why is it going ahead of my Pidove? Why is its Supersonic always hitting?! WHY WON'T YOU LET MY POKÉMON ESCAPE YOU FIENDISH LITTLE THING?! (It's not Arena Trap; it just doesn't let you get away unless you have the Run Away ability or a Mon over Level 17)
    • Notably though, you can catch these pretty easily, and turn them (and their evolutions, who are arguably both much stronger and rarer in the wild) against your foes...
  • Audino becomes this early on. While they're useful for Level Grinding, they're absolutely annoying otherwise (Looking for that one rare Pokémon that can only be found in the rustling grass? Nope, have an Audino instead!). Audino has surprisingly high base stats compared to most unevolved Pokémon; it also carries an Oran or Sitrus Berry most of the time, and it takes forever just to get it down to half its HP due to its high Defense stat. Around Level 20, they learn Attract, which immobilizes Mons of the other gender; and Secret Power, which puts your Mons to sleep (thanks to their location) so often, you almost expect for it to happen. Fortunately, they become less of a threat later on.
  • Oh, Zebstrika. It's annoying enough it's a relatively common annoying Pokémon in the mid-game, but its moveset is what makes it such a pain for players to battle. Its high Speed stat is bad enough. But, it just loves to spam two moves in the wild. The first is Spark, an Electric-type move that has a chance of paralyzing your Pokémon. The other move? Flame Charge. A Fire-type move that is not only super-effective against Grass-Type Pokemon (Thought your Serperior would have the advantage being resistant to Electric-type attacks, huh?) but also increases Zebstrika's high Speed. Brought a Ground-type to fight it? It can just use Stomp to flinch your Pokémon into submission. It also has a really, really loud cry.
    • What makes Blitzle/Zebstrika even more annoying is that its abysmal defenses (and the EXP scaling) make it utterly difficult in raising it. Normally, most Pokémon would be able to take a few hits when it's properly leveled. Not this Pokémon; a critical hit from even wild Pokémon several levels lower will OHKO Zebstrika, and this can include Flying-type moves, which Electric-type Pokemon should resist. And you can forget about OHKO-ing other Pokémon, because Blitzle/Zebstrika's Attack stats are actually mediocre at best. And until you earn the fifth badge, Zebstrika and Emolga are the only Electric types you can find. Whether Zebstrika is with you, or against you, you're pretty much bummed either way.
  • Whimsicott. Not only are they fast as hell, they can also have the Ability Prankster, which increases priority of status moves, essentially guaranteeing Whimsicott will act first. A Whimsicott equipped with powerful status moves and Prankster essentially cannot be outsped whatsoever (unless under the effect of Taunt; but that can be cured by switching and it's a rather uncommon move). They can use Cotton Guard to boost their Defense at such a horrifying rate that after a mere two turns of use, they'll have a 400% Defense boost; or they can spam Cotton Spore, which will send you to minimum (aka one-quarter) Speed after three turns of use. If that's not enough, they also have access to Hurricane (an attack which, if it doesn't outright one-shot you, has a chance of confusing you). Try to put up Light Screen to dampen Hurricane's damage? It may have Infiltrator instead, which ignores it. Intense sunlight in place? If they have Chlorophyll (only possible in regular player matches), nothing can outspeed it outside of increased-priority moves, and it knows Tailwind to up the speed of any remaining team members, which they'll very much use when about to go down. At least they're fragile.
  • Mienshao. Fast as hell, packs a punch, and it naturally learns Fake Out, Drain Punch, and U-Turn (which lets it switch out from any threat not faster than it). Trying to use Fake Out on it may not even work, as it has Inner Focus. It can also heal itself whenever it switches out. It's got pathetic defenses, but it's fast and strong enough to wipe out your entire team if it gets the chance.
  • For those who activated Memory Link and talked to the Pokémon Breeder in the Pokémon Center, you have the possibility of encountering a special Darmanitan that formerly belonged to N in Desert Resort. It's Level 35, which is very likely to outlevel anyone in your team by 10-15 Levels. Furthermore, all of N's Pokemon have IVs of 30 in each stat, including this behemoth, so it's going to outspeed almost anyone on your team and one-shot them with moves like Thrash and Flare Blitz. note  Your only hopes of escaping are either to catch it with Great Balls at best, or hope it uses Hammer Arm so its speed drops. And if you do the latter, you may encounter it again. Have fun.
  • There's also the infamous Swagger Prankster set; Liepard is easily the most notorious for it, though Murkrow and Purrloin can duplicate it and Sableye can run a variant of it. First, take the ability Prankster, which all but guarantees any non-attacking move goes first, and combine it with Swagger, a move that doubles your Attack but at the same time confuses you, which gives you a 50% chance of attacking yourself - and with that doubled Attack. Then add Substitute, which gives Liepard a shield it can use in case you do manage to get an attack off. Next, add Thunder Wave, which gives you a 25% chance of skipping your turn entirely, on top of the aforementioned confusion, and also cuts your Speed to 1/4 to add insult to injury. Once you're at Liepard's mercy from all the status spam, it'll finish you off with Foul Play, a move whose base power runs off your Attack stat instead of Liepard's - and did you forget it doubled your Attack earlier? And then you send in your next Pokemon, only to find Liepard has its Substitute shield readied, meaning the new mon will find it even harder to break through than your first one. While it's far from the most reliable set, and can be hilarious when it backfires, nothing is more infuriating than seeing your entire team wiped out with this sort of status spam.
    • Another annoying set (that also involves Prankster) is the Assist + Shadow/Phantom Force set. By using Assist to pick Shadow/Phantom Force from an ally, Liepard can become immune to all attacks for that turn. On the next turn, Shadow/Phantom Force hits even when Protect is used. However, the Liepard also carries a Lagging Tail, which causes it to move last. The result? Nothing can set up on it, defend, or try to outgun it, as it's going to always hit last but be initiated before anything else. The only way to stop this is to send in a Normal-type or try to take it out with a faster priority attack (which, since Liepard is so fast, is difficult to do).
  • Eelektross, an Electric type with great stats and Levitate. Ground type moves have no effect on it, despite being the type's only weakness. It can act as a competent mixed sweeper and is the latest (and as of Gen VII, only) member of the No Weaknesses Club.
  • Scrafty is a surprisingly bulky Fighting/Dark Pokémon. That means it's completely immune to the most common counter to Fighting types, Psychic. Its only weaknesses are Fighting and Flying, the latter of which lacks high damage moves at the Levels you typically fight these things. Its abilities in normal play, Shed Skin and Moxie, are both very powerful and make Scrafty even more frustrating to fight against. Shed Skin gives Scrafty a chance to automatically heal it of any status effects at the end of the turn, so poison stalling won't help you. Even more frightening is Moxie, which raises Scrafty's already decent attack by 1.5x every time it knocks out a Pokémon. The final piece that makes Scrafty truly horrifying is its most powerful move; Hi Jump Kick, a 130 base power move which gets a STAB boost on top of that, effectively increasing it to an absurdly high 195 power. It has a hell of a painful downside; if the move misses, Scrafty loses half of its maximum health. But with 90% accuracy, that won't be happening nearly as much as you want it to. Switch in a Ghost type to avoid Hi Jump Kick? Congratulations, you get hit by a super-effective Crunch instead. Thankfully Gen VI added the Fairy type, which provides resistance to both of Scrafty's STAB attacks and a doubly super-effective type against Scrafty. Scrafty's reign was short, but in Unova, it was truly a monster.
  • Wild Tranquill are a pain to deal with, mostly due to their movepool, which, at the levels they are most common, contain Detect, a variation of Protect, which the bird is very likely to use (successfully) more than once in a row, Roost, which will allow it to heal itself, making battles even more tedious, Taunt, which removes your Pokémon's ability to use status moves, and Air Slash, which has a chance of causing your Pokemon to flinch if you don't out speed it, causing you to lose a turn. This combination of moves causes battles against Tranquill to last way longer than they should.

Examples from Generation VI: X and Y

  • ANY Pokémon in a Horde Battle that uses a Stat-Lowering attack, especially Sand Attack and Leer from Scraggy in Route 5. They'll spam it on you and then use a weaker attack to slowly take you out.
  • If you get unlucky, you'll run into a particularly infamous Pokémon inside the Reflecting Cave - Wobbuffet. They are the worst nightmare to Nuzlocke players for good reasons. If your lead Pokémon isn't a Ghost-type, you won't be able to run or switch out. All you can do is pray that your lead has a type advantage over them, or some other way to incapacitate them quickly. If you don't, not only do you have to deal with their counterattacks, but also their frighteningly smart AI; they'll put up Safeguard to block status ailments, and use Destiny Bond when they get low on health.
    • This also applies to when wild Wobbuffet appear in Cerulean Cave in the third and fourth generations.
  • Wild Inkay have Swagger and Foul Play, putting you at the complete mercy of the RNG. They also get Reflect, preventing you from benefiting much from the attack boosts.
  • Hawlucha show up on Kalos Route 10. They're incredibly fast, making it hard to escape them. While you're trying to run, they'll be smacking your team around with STAB Aerial Ace. And if you try to take them out, it turns out they know Roost. Depending on their level, they'll also either know Karate Chop (thought your new Fossil Pokémon would help here? WRONG) or Encore.
    • That route's also full of Sigilyph. Sigilyph are also really fast, and they know Tailwind to up their speed further. Their type combination is really hard to counter (Psychic/Flying), and they know Psybeam and Air Cutter, which hit decently hard and have a chance of causing confusion or boosted criticals, respectively. Just to add insult to injury, they also know Whirlwind, and love to blow you out of battle before you can get a Ball thrown. On the bright side, you can catch one and use it against Hawlucha.
    • There's also Emolga coming back from Unova and it's just as annoying. This time, Emolga has a new method of torture: Nuzzle. While it doesn't do a whole lot of damage, the secondary effect just happens to be a 100% paralysis rate. That means this flying squirrel is going to cripple your Mons and make it harder to run away from and it's also packing other nasty moves to hit you a fair bit.
  • Kalos Route 11 has a pair of nasty Pokémon who just love to screw you over when you least expect it.
    • Sawk (X only) is just plain brutal with Fighting attacks and Counter, and Attack and HP stats to back it up. If you don't have something resistant to Fighting, you're going to have to make a swap or two to keep your Pokémon from getting plastered. It also has access to Sturdy, which will allow Sawk to decimate one of your Pokémon if you try to knock it out in one hit. And it's fast enough to make running from it a pain in the butt. At least if you're playing Y you instead have to only deal with Throh, which is still powerful but lacks Sturdy (so it's possible to OHKO it, albeit difficult since it's a bit bulkier than Sawk) and is much slower (so it's easier to run from).
    • Hariyama is even worse; its HP means it just won't drop, it can eat Psybeam with a smile, has an insane Attack stat, and as one last screw you, it can eject you with Whirlwind whenever it wants, assuming that you're using a lower-leveled Pokémon against it. "Put it to sleep, then go for the throat" is the only advice we can give.
  • Route 12 is full of Miltank. But you just got a level 32 Lucario handed to you, they shouldn't be too much of a problem, right? Well, they're tough enough to tank Lucario's super-effective moves for a turn or two - just long enough to get off a Bide, which will almost certainly take down Lucario. They also know Milk Drink, so they can heal pretty much at will, as well as Rollout and Body Slam. Did we mention they can almost certainly outspeed almost anything you can throw at them?
    • Route 12 also has Chatot. If you can't knock them out or otherwise incapacitate them on the first turn, then they will hit you with Chatter, which not only runs off Chatot's respectable Special Attack and gets STAB, but is also guaranteed to confuse whatever it hits as of this Gen. If they don't Chatter you, then they'll probably put you to sleep with Sing and then Chatter you to death.
  • Torkoal in X/Y. This shouldn't be too hard. Just use a Water-Type Pokémon and squirt it... Wait, is it spamming Iron Defense? Not too frustrating. Use a Special Attack against it... And it's spamming Protect now. Now it's getting frustrating. Well, at least it's just defending itself and- did it just KO my Pokémon with Lava Plume?!
  • Furfrou. This poodle Pokémon will quickly become one of the most annoying Mons to battle early in X/Y. Why? Because it loves to spam three moves. Those moves are Growl, Baby-Doll Eyes, and Sand Attack. Both Growl and Baby-Doll Eyes will lower your Pokémon's attack (with the latter having priority to boot), and Sand Attack lowers their accuracy. In other words, you'll be spending a good portion of the battle either barely doing any damage at all, or being unable to hit the bloody thing. The only way to beat it is if you're lucky and fast enough to strike it with a super-effective move. And even then, their "Fur Coat" ability reduces the damage taken from physical-damage moves, which nearly all Fighting-type attacks are.
  • Pachirisu in X/Y is a huge annoyance. Pretty much every battle against it will boil down to "Pachirisu used Nuzzle!" "X is paralyzed!" "Pachirisu used Endure!" "X used (Insert attack here)!" "Pachirisu endured the hit!" "X is Paralyzed! It can't move!".
  • Hydreigon, which can be found diving out of the sky in Victory Road, can also be a complete pain. Aside from the fact that it is underleveled just like Ghetsis' own Hydreigon (albeit a few levels higher), it has higher stats than its pre-evolution Zweilous (which can be found in Victory Road's caverns), as well as Levitate, which helps it cancel out your Pokémon's Ground-type attacks. It has Work Up to boost its Attack and Special Attack, Scary Face to lower your Pokémon's Speed, and both STAB Dragon Rush and Body Slam to serve as simply powerful moves. And speaking of Body Slam, it has a small chance of paralyzing your Pokémon whenever Hydreigon uses it. And to top it all off? It has a catch rate of 45, much like most of the other pseudo-legendaries, so good luck keeping it asleep long enough to weaken it enough for catching it with an Ultra Ball.

Examples from Generation VII: Sun and Moon

  • Yungoos hits stupidly hard for an early route Com Mon and is respectably fast as well. If it gets a Leer off you pretty much have to switch because otherwise your current Mon will likely get mauled by Tackle, but even switching out itself isn't a safe bet. If its ability happens to be Stakeout, its next attack will deal double the amount of damage to the Mon you just switched in, capable of shredding off more than half of your replacement's HP even if their Level matches that of Yungoos. You're better off just avoiding it entirely unless you've got a Pokémon a level or two above it.

    Its evolution, Gumshoos, isn't much better. On the earlier routes where it can be found, Gumshoos comes packing Mud-Slap to debuff your accuracy and Super Fang to indiscriminately tear through your team. Try and fight back? Gumshoos takes it on the chin and KO's you right back with Bide. It gets even more dangerous later on, as its high Attack stat means it will be tearing chunks out of your team with Thrash when it's not putting them to sleep with Yawn, and using a Ghost-type to No-Sell Thrash tends to be answered by a Crunch to the face, which will likely OHKO should said Gumshoos have Strong Jaw as its ability.
  • Meowth, of all Pokémon, can become one depending on its ability in Gen VII. Meowth learns Bite at Level 6, and its Alola Form is retyped from Normal to Dark. Since it's now a Dark type, it gets a STAB on Bite, and if it has Technician then it'll get another buff from that. End result is that the move's power jumps from 60 to 135, which is more than enough to two or even one hit most Pokémon on your team this early on.
  • Pelipper received a huge buff in this generation and went from a minor annoyance in Gen III to being a legitimately frustrating Pokémon to deal with in the wild, especially the ones at the end of Poni Island. Some of the wild Pelipper you'll find in the wild now come with the Drizzle ability, which will automatically summon rain. The last four moves Pelipper learns, which it will have at that point, are absolutely deadly in the rain; it not only buffs its Hydro Pump, but gives its normally Powerful, but Inaccurate Hurricane attack perfect accuracy, which on top of that has a chance to confuse the target. If you don't hit it hard enough to kill it in one hit, it can heal itself with Roost, and then just for good measure it also knows Tailwind to double its speed for 4 turns.
  • Salandit, encountered at Wela Volcano Park, knows Dragon Rage at a point in the game where most Pokémon have less than 80 HP. If you don't have a Fairy-type Pokémon (which would have a poor type matchup against Salandit) or a high-HP Pokémon like Snorlax on your team, Salandit can KO your team members in just two turns. If that doesn't seem bad enough to qualify it as a Demonic Spider, remember that wild Salandit can cry for help. If that happens, you may end up fighting two Salandit at once, and if they both happen to use Dragon Rage on the same turn, then that two-turn KO becomes a one-turn KO.
  • Of all Pokémon, you wouldn't expect baby Pokémon like Magby to qualify as Demonic Spiders. However, the wild Magby at Wela Volcano Park love to spam two moves in particular: Fire Spin and Smokescreen. The result is that you're trapped, unable to run or switch out, while your own attacks repeatedly fail to connect (meanwhile, Magby knows the always-accurate Feint Attack). It only gets worse if the Magby cries for help and you're stuck with two Magby repeatedly using Smokescreen to make sure you can't get a single attack in while Fire Spin continues to whittle down your Pokémon's HP, or worse, a Magby and a Magmar.
  • Wishiwashi can become a Demonic Spider after a certain point in the game. At Level 20, its Ability Schooling starts to take effect. So long as it is above 25% of its max HP, it will be in its School form with a Base Stat Total of 620, putting it on par with most Legendary Pokémon. Yes, you read that right. Level Twenty. It's going to hit hard and take damage well, so if you don't have a good Electric or Grass-type to answer it with, you're in huge trouble. The upside is that when you do knock it under 25% HP, it will revert back to the puny Solo form.

Examples from Generation VIII: Sword and Shield

  • The Shiinotic that can be found in Glimwood Tangle. They're fully evolved and come packing three moves they can heal themselves with: Moonlight, Giga Drain, and the potentially potent Strength Sap, which also lowers its target's Attack. They also tend to come packing Sleep Powder to put you to sleep on top of having Effect Spore as their ability, which gives it a random chance of inflicting your Pokémon with Standard Status Effects if they attack it. In short, it pretty much needs to be brought down as quickly as possible, otherwise you may be in for a prolonged struggle to keep its health bar from refilling. It's the main reason why trying to train in Glimwood Tangle can be a massive pain.
  • Dracovish in competitive play. Its most infamous attack is Fishious Rend, a base 85 power Water-type move that doubles in power if the user attacks first, and is boosted by its Strong Jaw ability by 50%, giving it a 382.5 power move after STAB — a move that even Water-resistant Pokemon struggle to defend against, often necessitating the use of Water-immune abilities on Pokemon.
  • You know how in Let's Go Tentacool and Tentacruel would hone in on you like gangsters? The Isle of Armor DLC gives us something worse roaming the seas — Sharpedo. Befitting their Fragile Speedster status, they go for you as soon as they spawn and have the physical attack power to knock out a team member if you don't KO it first. They don't even care about Repels. And even if you manage to knock it out, its Rough Skin ability means that any attack that makes direct contact will always give Sharpedo the last laugh.

Pokémon Mystery Dungeon series

  • In first two games... anything packing Screech. Unlike other moves that lower Defense, it outright cuts your Defense by 75% and it can stack up to 4 times. Even with capped stats, it'll make short work out of you.
  • Aerodactyl in the original Pokémon Mystery Dungeon: Rescue Team is flat out awful. They have high attack that can make quick work out of you, packs Supersonic to confuse you, buffs its teammates' Movement Speed with Agility, have good bulk along with their Ability Pressure which wastes your Power Points making them very feared Lightning Brusiers to boot. To make matters worse in Pitfall Valley's final 5 floors, Aerodactyls are the only Pokémon to spawn making said dungeon much more harder than it was. You'd better bring a Water or Electric type if you're tackling Sky Tower and Pitfall Valley.
  • In Pokémon Mystery Dungeon: Explorers of Time/Darkness , there's... most anyone with Silver Wind or Ominous Wind. These moves can hit ANYWHERE in a room (if you and the opponent are in a room. Otherwise, it's anyone two spaces away) and if they hit, there's a chance it raises the user's Speed (as well as other stats). Which then allows them to DO IT AGAIN. And there's more chance of it happening for extra member in your party. And if you can't attack from a distance or they aren't in range, they may use it again. But the worst one? Drifblim. In addition to being a tank, its first ability allows it to attack twice in one turn, meaning it has TWO chances to raise its stats, multiplied by the amount of targets it hits. And it has a chance to blow up on you (though you only take damage if you defeat it up close.
    • Thanks to Unburden and Aftermath, Drifblim are also capable of exploding three times in a single turn if the A.I. Roulette happened to select "Explosion".
    • Rotom can use Ominous Wind while INSIDE WALLS. And the only way to hit someone inside a wall is either with specific-ranged moves or direct contact moves with an extremely rare mobile scarf (assuming they're in range).
    • Any Pokémon that can use a move that can hit anyone in a room can be such if they use it enough. And then there's the move Agility (and the lesser-used Tailwind), which raises the user's Speed... and all of its allies in the same room. And if you ever run into a monster house with Agility-users and they get a chance to do so, expect to be attacked at least five to ten times in one turn.
    • While on the subject of agility, Porygon and its evolutions combine that and the room-hitting Discharge (which can paralyze you, putting you at half Speed and letting them ATTACK AGAIN).
      • Porygon-Z used Agility! Porygon-Z's Speed increased! Porygon-Z's Speed increased! Salamence's Speed increased! Porygon-Z used Agility! Porygon-Z's Speed increased! Porygon-Z's Speed increased! Salamence's Speed increased! They all attacked you 10 times before you could move! It's super effective!
      • On the subject of Porygon2, they make a return in Super Mystery Dungeon's Cave of the Deep. While they no longer have Discharge, they now carry Zap Cannon, which is very powerful, has semi-decent accuracy (at least in Super Mystery Dungeon) and has a 100 percent chance to paralyze. Oh yeah, they STILL know Agility.
      • Politoed used Perish Song!
      • Dusclops has the move Curse the first time you encounter them.
    • Explorers Of Sky has the Gulpin in the lower levels of the Star Cave in Special Episode 1: Bidoof's Wish. They can use Poison Gas to poison you, but they tend to use Yawn to put you to sleep and then wail away at you. Since you're playing a Normal-type with around 50 HP in this episode, it tends to be an incredibly annoying and often deadly encounter, and they won't go down without a fight either.
  • Lilligant in Pokémon Mystery Dungeon: Gates to Infinity are absolutely ferocious. If you run into one, she'll use Teeter Dance to confuse the entire room while other Lilligant have a good chance of being immune to it. Then she'll use Quiver Dance to double her speed and boost both Special stats, and then pummel you with Mega/Giga Drain, which takes huge chunks out of your health and drain it back while you're helpless. Running into a Lilligant while alone is a death sentence. Running into two or more is certain death unless you can strike first.
    • Their pre-evolved form Petilil isn't much better, because she knows Sleep Powder, which has a fairly high accuracy (for the AI, at least) and puts you to sleep, and can be used around corners. At that point, she will spam Growth and Mega Drain to draw huge chunks out of your health and heal it back, while completely helpless. If your character is Oshawott, you're definitely in trouble.
    • Deino, for two reasons: Dragon Rage and evolution mechanics. Dragon Rage will most likely one- or two-shot an ally, and if that happens, Deino will evolve into Zweilous. In this game, when an enemy Pokémon evolves from defeating an ally, its level is boosted to the level that the Pokémon normally evolves at. What level does Deino evolve at? 50. Your attacks won't be able to harm it, and even its weak attacks will demolish you several times over... at which it'll evolve into Hydreigon, which evolves at level 64. You're dead when that happens unless you can use an Orb that petrifies it or puts it somewhere else. When Deino no longer learns Dragon Rage, you're safe. Until that happens, or if you're in the Slumbering Cave? Good luck.
  • Hypno in Pokémon Super Mystery Dungeon. They know Nightmare, which not only puts you to sleep, it also slowly deals damage to you. After using Nightmare, it'll most likely either: A: kill you with one of its moves, or B: use Hypnosis, which, rather than putting you to sleep, will have you under its control and most likely have you eat a Reviver Seed. It doesn't help they have fairly high bulk.
    • You're in the Cave of the Deep, and you see an item. Naturally, your incentive is to pick it up, right? WRONG. It's actually a Ditto. Said Ditto will then Transform into you, and then confuse your teammates. If you're not playing as Riolu, it'll most likely resist your STABs. Have fun! And there is no way to tell what items are Ditto until you try to pick it up.
    • Purugly in both Explorers and Super Mystery Dungeon. Why? They carry Fury Swipes, a multi-hit move, which already makes it annoying. However, it also comes with Swagger, a move that raises your Attack and confuses you. They're also pretty bulky AND they carry Thick Fat, making them a pain to face.
  • Shedinja becomes an odd indirect Demonic Spider in Super and DX; it's the One-Hit Point Wonder it is in the main series, but Artificial Brilliance will drive other enemy Pokémon to knock it out to gain the Awakened status, giving them a massive power boost and can cause them to evolve or even mega-evolve if they're species is able to. Basically, if a Pokémon has a move that can get through Wonder Guard, and shares a dungeon with Shedinja, it can become a Demonic Spider.


How well does it match the trope?

Example of:


Media sources: