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Scrappy Mechanic / Pokémon GO

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  • Early in the game's life, the lack of interaction with other players such as not being able to battle other players' Pokémon locally without the use of a Gym or not being able to trade. Over time, though, Socialization Bonus features like the Friends list and trading have been implemented, then later Player Versus Player, though not without their own problems (see below).
  • The weather system which adds bonuses to specific types. While it works as intended, it can be extremely inaccurate in tracking the exact weather hitting the player's area (as it uses its own weather-tracking system instead of the player's phone's arguably more accurate weather forecasts). Such examples include giving the "Windy" weather during a rainstorm, "Cloudy" while it is snowing, or even "Clear" when it's completely overcast. Furthermore, it only tracks the current active weather so players hoping to snag some Ice or Steel types following a snowstorm will be out of luck.
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  • Wild Pokémon don't have their exact distance or direction disclosed. In the first iteration of the tracking system, you're shown zero to three footprints, which respectively indicate a distance of under one meter, 20 meters, 100 meters, and one kilometer. To further compound issues, while you are shown where wild Pokémon might be, some of the indications may be false alarms, so you're randomly wandering for five minutes at a time just to get a read. When a glitch broke this system, it was replaced with a new one. Now, the game either indicates the nearest Pokéstop or shows a tall grass graphic behind the Pokémon to indicate they're close, which isn't useful if the Pokéstops are spread out. This is on top of having third-party tracking websites — which actually provided a helpful map — taken down.
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  • The sheer power drain the game causes due to the fact it utilizes the phone's wifi/data connection, GPS, graphics processor, and optionally the camera at the same time. There is a Power Saver mode, but even with that enabled you're not likely to keep the game running for more than a few hours without stopping to recharge. This isn't helped by the fact that, without the Plus accessory, the game needs to be running in the foreground for its tracking and location features to work. Players are often advised to invest in portable chargers. Additionally, the Pokemon Go Plus will still cause a good battery drain to the phone's battery if used in the background.
  • As noted above, eggs require the app to be running for your walking distance to count, which can take a serious toll on your battery life; you can't just put the phone in sleep mode and walk around. The Plus accessory alleviates this by tracking steps when the app is closed, but it's still a $35 investment to make, and there's no smartwatch app to use in Plus's place. Furthermore, the GPS isn't always accurate and doesn't update in real time, trying to time hatching to the use of a Lucky Egg for more experience can be thrown off by a wayward update.
    Another problem regarding egg hatching is the fact that you can only carry a maximum of nine eggs, and unlike your bag and Pokémon storage, you can't buy upgrades. What's especially infuriating is the fact that items can be easily discarded and Pokémon can be transferred, but the only way to get rid of eggs is to hatch them, which can take a long time. And just when you've got a free space in your egg storage, you receive another egg from the next Pokéstop. It certainly doesn't help that incubators aren't available from Pokéstops (Unless it's a special event), and are very rarely given out as prizes for levelling up.
    • Many of the problems with hatching eggs have been resolved when Pokemon Go incorporated the Adventure Sync function, allowing trainers to track their distance when the app is turned off.
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    • The odds of what Pokémon hatch from which eggs has, over time, gotten so ridiculous that some players have gone so far as to claim that they are starting to feel more like lootboxes in notoriously money-grubbing games than a reward for doing a lot of walking or exercise. The complaints about the egg odds were never completely non-existent, but they were tolerated more in the early days of the app due to there only being a select few mons in the hatch pools at one time, making the odds of getting desirable or rare Pokémon like Dratini, Lapras, Chansey, or Larvitar much better and meaning few saw it as a huge problem. But as more Gens (and thus more Pokémon) were added to the game, the hatch pools became crowded with more and more Pokémon until many felt that the egg-hatching system was so overcrowded with too many reasonably common Pokémon that could very easily be found in the wild that it drove the odds for any more desirable or rare ones down into the gutter. This lead players to believe that the mechanic was starting to encourage shelling out dough for coins in order to buy incubators for a slim chance at a rare Pokémon, which in turn lead to a drastic increase in the Allegedly Free Game complaints leveled at Niantic. The complaints reached a fever pitch in September 2019 during the month's Ultra Bonus event when the odds for hatching Unown and certain regionals were an unimpressive 40% altogether (with the other 60% dedicated to the usual 7k egg spawns such as the baby Pokémon and the by-now reviled by the playerbase Alolan Meowth and Alolan Sandshrew) and some of the Unova Pokémon introduced during that period were discovered to have hatch rates as low as below 1%. All of this ultimately lead to players campaigning for either an overhaul of the egg-hatching mechanics to improve the odds of hatching less common Pokémon and overall make hatching eggs feel more rewarding, or at the very least making it easier to acquire incubators without spending in-game currency or real money.
  • The Pokémon Go Plus accessory when it comes to catching Pokémon: It is forced to use the weakest Poké Ball type the player has, and it only has one chance to catch anything. If it fails, the Pokémon will make a guaranteed escape. You also cannot apply the Razz or Pinap Berries to make the catch more likely to succeed or award more Candy respectively, and the device is a guaranteed Press Start to Game Over.
  • The player has no control over what attacks their Pokémon have, even when evolving them into their next stage. Attacks are chosen randomly and can change drastically upon evolution. This means you have to trust in the Random Number God when you spend your 50 to 100 candies to evolve your Pokémon, and hope you don't get a pair of useless attacks. This also applies to the XL/XS tags for height and weight, which can easily be removed or switch to the opposite tag upon evolving. A later update added TM's as bonuses for Raid Battles, which allow you to shuffle either of the two attacks your Pokémon has to another available move, but this is also random and there's no guarantee that you'll have to use more than one to finally give your Pokémon the desired moveset.
  • Once you pick between Team Instinct, Team Valor, or Team Mystic you never have the option to change again. This is a rather minor gripe, but as the game just suddenly forces you to pick a team at Level 5, some players may regret their decision if all their friends go with another choice or if that particular team has a very minimal influence in the area you live in. In February 2019, an item was introduced that can allow a player to change teams, if you don't mind spending 1000 coins and only being allowed to use it once every 365 days.
  • People who live in large cities have a major advantage over suburbs or rural areas, in that cities contain lots of landmarks and, therefore, lots of Pokéstops and gyms. In rural areas, it can be miles between individual spots/gyms, whereas in cities there will be several in short walking distance. Further, the frequency of Pokémon spawning seems to be dependent on how many smartphones are in the area. Densely populated areas report finding Pokémon with great regularity, while those out in the country can find nothing even after hours of searching. Finally, while urban areas allow you to get near wild Pokémon through the use of streets or parking lots, in rural areas they can be dropped in the middle of someone else's property with no (legal) way to reach them. Worst of all, since biomes do have an (albeit minimal outside of cities) effect on what Pokémon spawn in certain areas, the fact that in real life, Biomes go on for miles upon miles, whereas the video games allow you to walk from an ocean shore to a steamy jungle looking for Pokémon.
  • If your device's GPS signal gets weak (especially if you're inside a building; see Annoying Video Game Helper above), your character sometimes may appear to just wander around the overworld by themselves. Now, this isn't inherently a bad thing, but it becomes a nightmare to deal with when you're challenging a gym inside a building (or while sitting inside a building) only for the battle to abruptly end (and negate all of your progress in the battle) because your character on the overworld walked too far away from it under no fault of your own.
  • As you try to catch Pokémon, the Pokémon will occasionally perform different actions in self-defense to dodge or invalidate your throw. They will either jump or move across the screen if they are not bound to the ground (flying up, zig-zagging, shifting to the left or right, or floating in a figure eight pattern), or execute a physical attack that knocks your ball away if they perform it right as your ball makes contact. These actions occur entirely at random and are not telegraphed. This can be especially frustrating if you are trying to catch a raid boss with the limited number of Premier balls you're given.
    • One trick used by experienced players to overcome this relies on 3 game mechanics: that there is a brief cooldown period between attacks, that catch circles remain frozen in size after the ball has been thrown, and that holding a Pokéball down during an attack animation doesn't affect the size of the catch circle. First, set the catch circle size and wait until the Pokémon attacks. Right before it finishes its attack animation, throw the ball towards the Pokémon. The catch circle will be the same size as before since the ball was thrown during the animation, the ball being mid-throw ensures that the circle will remain the same size after the animation ends, and the cooldown makes it unlikely that the throw will be interrupted by another attack.
  • Pokémon that fly around (e.g. Beedrill, Butterfree, Pidgeot, Venomoth, and the Zubat line) are much harder to capture than most other Pokémon because it's harder to aim your phone at them in AR mode, and the hitboxes on them are much more finicky and further away. It certainly doesn't help that they start off further away than other Pokémon, so you have to throw the ball pretty hard just to get it all the way to them.
  • Depending on how you aim, you may accidentally toss a curveball when intending to throw a straight Poké Ball, distorting the ball's movement off to the side. Attempting to apply a curve to the ball by spinning it before throwing it can also lead to potentially releasing your grip- causing the ball to lose its spin, or possibly fall out of your hands and wasting a shot. You can also waste a shot by dropping the ball if you accidentally touch and let go of the ball. In addition, when facing certain Pokémon the game may force you to throw curveballs and cause what would have been a straight throw to go wildly off target.
  • With the removal of battling wild Pokémon and the ability of any wild Pokémon to flee, catching certain species above a certain CP threshold can be extremely annoying, especially if you don't have Great/Ultra Balls to make the job easier. Razz Berries reduce the risk of this, but it isn't a guarantee. Woe betide you with a Game Over if the Pokémon decides to flee right after breaking out of the first Ball you throw at it.
  • There are several "Region Exclusive" Pokémon that will only appear in the wild in specific continentsnote . What's worse, despite early rumors that these Pokémon could still be hatched via eggs, this ended up not being the case. When eggs hatch, they still are restricted by continent, so an egg hatched within the United States is incapable of spawning the European Mr. Mime or the South American Heracross. For a long time the only way to complete your Pokédex was to plan expensive trips across the world. Several things have since alleviated this: special "Safari Zone" events in certain cities that allow Pokemon from outside the host region to be found alongside other rares, one particular event that temporarily allowed the original four regionals from Gen 1 to hatch from eggs globally, and Trading, which allows one person on a trip to catch a large number of regionals and hand them out to friends when they return home.
  • The lack of any sort of natural healing, either over time or based on distance traveled. This means the only way Pokémon can ever be healed is by use of Potions and Revives, which are finite, don't usually drop in excess from Pokéstops, and can't even be purchased from the shop. Rumor has it some sort of Pokémon Center mechanic may be introduced in a future update just to rectify this complaint.
  • Dodging is downright frustrating at times, due to lag issues which can make it difficult to impossible to know when an enemy is about to use a Special Attack (when an opponent uses their special attack it gives a prompt and a telltale animation, but sometimes with lag the prompt and/or the animation won't generate). Even if a player knows when to dodge, sometimes the game won't respond to the input, or even if it looks like the player did dodge they still take damage. As a result, many players don't even bother with dodging, preferring to just brute force attacks and try taking down the enemy before they get knocked out. This was made even worse with the February 2017 update, which slowed the battle system down and threw off the timing.
    • The problem is even worse when dodging when there are multiple people fighting a Pokémon. Due to a bug, if your Pokémon dodges an attack that would have caused it to faint and there are more than 1 people fighting an enemy, it faints anyway. However, the game still thinks it's there with the same amount of health it had after the dodge, but it's invisible and you can't attack, dodge, or swap out. Only after that health runs out does the game swap to the next Pokémon. As a result, many players don't bother dodging during raids to avoid this happening. Thankfully, they patched this in the recent update and you can dodge attacks in big groups without problems.
  • Want to swap a Pokémon out? Guess what — you don't pause the game. You essentially stand there and get beaten up by the other Pokémon until you can pick the one you want to swap to.
  • Locking TM's, Golden Razz Berries, and Rare Candies behind Raid Battles- which can require up to 20 players to participate. They spawn most commonly from Tier 4 and 5 Raids which are impossible to beat alone, but can still be awarded from the lower tier raids at decreasing percentages, which are doable solo (though Tier 3 can still be tricky even for experts).
  • The rarity of the starter Pokémon. You can start with one of four (Bulbasaur, Charmander, Squirtle or—if you play your cards rightPikachu), but once you pick your starter, you can't go back and catch any of the others. Instead, you have to wait until you encounter them in the wild like every other Pokémon. The problem is, all four starters are rare (Bulbasaur spawns more often when it's overcast, Charmander spawns slightly more often in the sun, and Pikachu and Squirtle spawn more often in the rain, so good luck with the latter two), tend to appear with higher CP, and are prone to flee at a greater rate than average. While the rarity of the starters does accurately reflect the core game series (wherein Pikachu are rare in the wild and you can't encounter the other three starters in the wild at all), their rarity makes it very difficult to evolve them (with special "type" events only helping slightly), and it's certainly not helped by the fact that they require 125 candiesnote  to fully evolve, due to being three-tier evolutions. Even the Buddy Pokémon update is unfair in this regard, as it disregards their egg group (2 km) to require 3 km per candy, as opposed to 1 km for Pikachu.
  • Starters from future generations, — in contrast to core-series and to lesser extent, Mystery Dungeon spinoffs — cannot be selected as Starters. When the Generation II update launched in early 2017, for example, that generation's Starters could only be found in the wild and were given rather low catch rates to match the starters of the previous generation. An update fixed this issue, enabling them to be hatched from 5km eggs, though it takes more walking distance to hatch compared to Kanto starters (not counting Eevee). When the three Hoenn starters joined, they too were unselectable as starters, and same goes for the Sinnoh starters.
  • Unlike in the core series, the gender markers don't appear immediately on HUD when you encounter a Pokémon, only shows up later when the Pokémon's caught. This can be challenging or a pain in your ass if you're trying to catch a Pokémon whose species are of seven-males-to-one-female population, especially if it's a starter Pokémon (excluding Pikachu, but including Eevee) and has good IVs. Even you live in areas where Eevee are common, unless you're lucky, finding a female Eevee with high IVs can be a pain in your ass.
  • Magikarp require 400 candy to evolve. This is easy if you live near water (where you also may be able to find a wild Gyarados), but for those who don't, due to Magikarp being removed from eggs, it makes it almost impossible, especially to find one with good IV's. The Raid Battles somewhat addressed it, though it is a pain to get one. Wailmer and Swablu had the same issues for evolving into Wailord and Altaria respectively, but the latter is mitigated by making Swablu one of the Com Mons.
  • Spoofers and bots. Despite Niantic ban-waving people who have been caught using GPS spoofers, people still have created bots to take gyms for them (taking advantage of superhuman reflexes) or to hold gyms for them. For people who are trying to get coins for free (since Niantic very rarelynote  gives out incubators for free and you only start with one), this is very annoying, since a bot or a spoofer will often instantly grab the gym before they can accrue more than a couple coins. Woe betide you if you live in a suburban area with fewer gyms, because people spoofing their location routinely search for gyms in less populated/out of the way locations to snag.
  • Evolution items, added as part of the Gen 2 update. They drop exclusively from Poké Stops at an extremely low rate, which marginally increases on the seventh day spin bonus. You can spin hundreds of stops and not get a single one. They aren't even sold in the in-game store. Fortunately, Niantic has heard the complaints and instead of the 7th day Pokéspot bonus just providing a higher chance of an evolutionary item pop, it guarantees one. However, this still means having to wait an entire week to get one, and it very well might not be the one you're looking for.
    • Subverted with the three Special Lure Modules, while costs 200 PokéCoins each, easily enables the evolution as long as you're in the PokéStop's close proximity.
  • The lack of a recall option for Pokemon gyms can be a nightmare for players that want their Pokemon back after they've reached the 50 coin cap, but can't because their teammates keep feeding them berries (for stardust, candy, and gym ranking). Some players have likened it to a hostage situation, and have turned teammates against one another.
  • Raids. They are a nice and fun way to connect with other players, since they are designed to be done by large groups... outside of a city, however, the areas with the lowest number of active Pokémon GO players, raids are the game saying "Nyah Nyah Nyah!" since raids above three-stars are nigh impossible to solo.
  • The way raids appear to the player can be very frustrating as well. Initially, an egg will appear at a gym for an hour before the raid boss spawns. This only lets you know what level the raid boss will be, not the actual Pokémon. (Red eggs are 1 star and 2 star raids, yellow eggs are 3 star and 4 star raids, and silver eggs are 5 star raids only, aka Legendary raids.) If you're only interested in one particular mon at the level, this can either leave you waiting for something you don't want, or scrambling to get a team together with the 45 minutes you have to start the raid.
  • Many people are also annoyed by how, after defeating a raid boss, you have to actually catch it. This probably wouldn't be a problem... except for the fact that you're only allowed to use Premier Balls, which have the same catch rate as standard Pokéballs, and the quantity of which is determined by how well you did in the raid battle, how many of the participants are on your team, and if you have any friends participating with you. More than a few players have voiced how irritating it is to take the time and effort to defeat a Lugia, Raikou, or Latias, only to have them run away after you run out of your very limited Premier Balls. In the main games (and in this spinoff's Research Breakthrough update), they have low catch rates, but are somewhat mitigated by the fact that they have things like Ultra Balls, Dusk Balls, and battling, which help increase the catch rate of Pokémon and you can have access to your entire bag. Just pray that one day the Legendary you want is added as a Research Breakthrough encounter and isn't mixed in with a cluster of other Legendaries such as what happened with Lugia and Ho-Oh during December 2018 to April 2019, in which the Random Encounters decide which legendaries you get.
  • EX Raids are invitation-only raids that require special EX passes to attend. These passes are handed out about a week in advance to a subset of players who have previously raided at the gym scheduled for the EX raid. Sounds reasonable, right? Wrong. Oh, so very, very wrong. The passes are only handed out to a subset of players from a few particular past raids, which means the selection process is basically a 3-step nested lottery: First, you have to have raided at the right gym, then you have to have participated in the right individual raid, and finally, you have to be randomly selected from the resulting player subset. Sure, there are a few criteria that lower your odds, such as gym badge level and number of raids done in total. Also, some gyms are more likely to host EX raids (sponsored gyms and gyms in parks). But still, it's a nested lottery. And that's not even getting into real-world issues such as time of day, weather, or not being able to attend for some other reason, which is fairly common since the algorithm favors Mondays at lunchtime for some reason. And it got especially bad when the algorithm apparently thought it was a good idea to generate an EX Raid wave on Christmas Day]], potentially ruining Christmas not only for those who stay home but got no pass, but also for those who did but are away during Christmas. Adding even more salt to the wound is the fact that many sponsored locations such as malls are closed on Christmas Day, prompting Niantic to cancel many EX raids on that day. No, not postpone, but cancel. And with the petty compensation of some stardust and two regular passes.
    At the end of September 2018 however, Niantic attempted to make the EX raids a bit less frustrating by explicitly labelling the EX raid-eligible gyms, allowing each invitee to invite one friend. as well as allowing normal raids to spawn at a gym even when an EX raid is scheduled there. Unfortunately, the last change also made it possible for a normal raid to conflict with a scheduled EX raid. No problem, just cancel the raid so the EX raid can take place, right? No. The EX raid gets cancelled instead. Yes, you read that right: the EX raid gets cancelled, not the normal raid. You might have taken time off work and travelled far and wide to find out that your EX raid was blocked by a Magikarp. Tough luck.
  • Legendaries and Mythicals are not guaranteed to have perfect IVs if you get one off Field Research Breakthrough Rewards or Professor Willow's Special Research missions; like raids they have a floor of 10 out of a maximum of 15, which is above average compared to wild catches but can still be quite lacking. It's especially frustrating in the case of Mythical Pokemon from Special Research such as Mew and Celebi because, once you catch it, you are stuck with it whether you like it or not (they are non-transferable) and cannot catch a better one if the one you got happens to have lackluster stats.
  • The trading mechanic, after two years of fans clamoring for its inclusion, was finally revealed to be extremely botched in comparison to the mainline series. Unlike what Wi-Fi has allowed since the days of Pokémon Diamond and Pearl, you can only trade with players that are nearby and you have to pay a hefty dose of Stardust (up to one million for a Legendary Pokémon not in your Pokédex from a freshly-added player on your Friends' list) to complete the trade. What's more is that Go incorporates "Special Trades"- a label given to trades with Legendary and Mythical Pokémon and Pokémon not in the player's Pokédex, which cost extra Stardust and can only be done once a day- a limitation that has never been seen in the main series since it first began with Pokémon Red and Blue. What could possibly kill the feature in Go for many players is that traded Pokémon have their IVs rerolled, turning what may be an excellent, battle-ready 'Mon into only an average fighter outclassed by other Pokémon you've caught and raised yourself. Want to give your friend a powerful Pokemon to help them out with battling and defending Gyms? Good luck praying the game doesn't render them outright useless once the trade is over. Though that very same mechanic can be abused to "reroll" rare Pokémon with low IVs that two players have a copy of in hopes of improving them. A mechanic that was added later that gives traded Pokémon the chance to become "Lucky Pokémon" helped with this even further; Lucky Pokémon can be powered up for a fraction of the normal Stardust cost (similar to the concept of Outsider Pokemon in the main series) and have an IV floor of 12, which is even better than the floor of 10 for raids and research.
    • Oddly for a Pokémon game's trade mechanic, the trade evolution seen in core-series games were not included in GO, due to certain Pokémon which required trade evolutions in source games already only need candies (and certain items for specific Pokémon) to evolve in this game. So if you need a Gengar or Scizor, you don't ever need to trade a Haunter or a Scyther to evolve them.
  • The Field research. While you are able to get rid of the undesirable field research, the ones required to get Mew and Celebi often include things that turn the game into a bizarre Difficulty by Region trope - where obtaining things such as Magikarp candies or battling in raids is borderline impossible because there aren't enough Magikarps or raids forming. In addition, some Field Research tied to events require Pokemon that only spawn more frequently during the event, making it borderline impossible to complete if you don't rush through the quests during the event period.
  • The raids deserve special mention because they stop appearing at nightfall. Meaning even if you live in a place with an active raiding community, it may be very hard to bypass these requirements due to your work or school schedule. Raids appearing during the school year in the middle of the day? Guess what - you'll most likely be doing them solo since most of the community is at work or in school.
  • Some Pokémon only seem to appear nearby what the game considers a "wetland" biome, and outside of that, only appear whenever it rains or through Incenses. (Which seem to be tied to biome) If you live in what the game considers a desert biome, guess what you're never going to see. And in more-insane scenarios, you're going to see core-series starter Pokémon as common as typical Com Mons, or even surpassing them in frequency (eg. Torchic being more common than both Zigzagoon and Poochyena).
  • For a few weeks after their introduction, Sinnoh Stones were guaranteed rewards for a player's weekly Research Breakthrough, which was appreciated as there were a lot of evolutions, both current and future, which would require them. Then, Niantic made the Breakthrough rewards randomly give the Stone from among its current pool, screwing some unlucky players out of the item until the PvP update was introduced with other ways of earning them (though Niantic has made those "other ways" just as petty).
  • Generation IV could be considered a Scrappy Mechanic all on its own; although the problems originated with how the Gen was created, Niantic made them worse. A new Generation is released! All kinds of new Pokémon to catch, right? Eh, kinda. See, about half of the Sinnoh region consists of evolutions of existing Pokémon with the (see above) somewhat difficult to obtain Sinnoh stones. Plus, some of those Pokemon aren't terribly common anyway if you weren't lucky enough to have gotten plenty of their candies previously. And then there is a large number of Gen IV 'mons which are babies of previous evolutions, and they are only available through hatching the right eggs. The most common members of Gen IV are actually the starters, and like any starters, they are difficult to catch and prone to fleeing. As a result of all of this, even though there are about a hundred Pokemon in the generation, you're only likely to see about 4-6 of them commonly, and half of those will be hard to catch starters.
  • The dates and times of Community Days. Despite the name, they only last three hours each as the signature 'Mon spawns in great numbers on the overworld (with an extra hour to evolve the Mon to their final stage and gain their special move). Moreso, not every player may be able to go out and partake in the Community Day for one reason or another due to having some sort of event to attend (public sports and conventions as an example) or not having a ride to a location with a large number of spawns during the duration of the event. There do exist weekend Community Days, such as with Eevee's, but that particular Community Day would be the only one of its kind (and are still restricted to three hours of spawns on each day. The Mudkip Community Day of July 2019, in particular, was criticized for being held very late in the afternoon (4pm to 7pm local time) on a Sunday, a time when most people and families would be busy getting ready for the first day of the work week or having dinner.
    • Additionally, weather can make an impact in community days, possibly confining players to skipping the day or playing in their cars in the event of a rainstorm, temperatures dipping too high or too low, or other harsh weather conditions. As an example in the Mudkip community day mentioned above, some parts of the world were in the mist of a massive Heat Wave that day.
  • Straw Hat Pikachu. Unlike other event Pikachu decked in special limited-time hats, this variant cannot be evolved into Straw Hat Raichu, and it is impossible to acquire a Straw Hat Pichu through hatching eggs.


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