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FusionDex

Page 5 / 10 of 9935 pokedex entries by sk372.

The fin on Mudplup's head is cool to the touch and helps regulate its body temperature when out of its typical element. It also seems to aid in balance, as Mudplup with fin injuries tend to wobble about while walking.
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Mudleon loves to play with others by scooping up clumps of mud on its flippers and throwing them. Due to its size and strength, it may inadvertently crush smaller creatures with the large spheres of muck.
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Mudpass finds deep mud holes to stand upon and sink into, submerging its body in mud. It gets antsy if it goes too long without a nice coating of mud and grime over its rocky complexion.
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Mudjask dives quickly into the nearest mud source to hide itself when predators are near. Once the coast is clear, it uses the rapid movement of its wings to fling the mud off and allow it to fly freely once more.
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Rival Mudolu in the wild have been seen covering themselves with mud before initiating combat. It is theorized this is to partially mask their aura and make it more difficult for their foe to anticipate their next moves.
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Mudpede enjoys living in muddy, swampy areas, easily able to traipse through the gunk with no problem. It ferries smaller Pokémon across the mud when they want to avoid getting dirty or stuck.
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So long as Mudedo has mud on its body, it generally behaves in a friendly manner. Without mud coating it, it becomes agitated and aggressive, lashing out at anything near it.
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Mudbink burrows into the mud with only its head fin above ground. Detecting small fluctuations in the air lets it know when something approaches, so it can bury itself further and hide.
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Mudnaught is relatively nonviolent, relying mostly on its intimidating appearance to scare off those who would pick on the Mudkip it protects. However, if forced to actually fight, its strength is not to be trifled with.
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The wand Mudxen carries is made of mud, dried and hardened by its flame abilities. It casts minor spells with it, usually in the form of manipulating water and ground to make mud puddles to splash in.
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Mudmeleon has a generally fun-loving disposition, but turns aggressive in the presence of another of its species. The two will immediately search for the nearest mudhole to duke it out and establish dominance.
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Though Muditty enjoys playing in mud throughout the day, it always seeks a way to clean itself off when night falls. It seems to have difficulty sleeping if its skin is coated with the grime and muck.
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Mud coating the cranium seems to soothe Muduck's headache issues out, so it keeps itself muddy and actively resists being bathed, causing much chagrin to its Trainers.
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Mudphish scoops up mud and muck into its claws to store away. When confronted with a predator, it flings out the stashed gunk in order to blind its foe and give it a chance to scuttle away to safety.
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Mudgar hides away in muddy areas until travelers pass by. It then materializes behind them and uses its tongue to grab a huge glob of mud and pelt the unsuspecting victims with a filthy surprise.
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Marshgon packs large amounts of mud into perfectly-shaped cubes. It puts these cubes together to build itself a fort made of mud, as the first line of defense protecting its mud-hole home.
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Marshfa gather in groups to splash about in swamps and muddy areas. They keep the mud on their body until the night of the full moon, treating bathing beneath the moonlight as a type of special ritual.
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Marshsola is known for a distinctive high-pitched call. Though it sounds adorable to most, it is the sonorous war cry of a very angry Marshsola.
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Marshrogue's training regimen involves coating its body heavily with mud before exercising. The gunk restricts its movement, so it has to work harder to train properly, making it more effective at strengthening its muscles.
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Marshwig's diet consists of large bites of mud and soil for nutrients. For self-defense, it spits out huge bubbles of dirty water at opponents.
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Several reeds grow upon Marshtle's back, thriving in the mud-like composition of its shell. It rests itself in deep swamps where its back provides it with a decent modicum of camouflage.
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Marshferno lounges in mud puddles to cool down its burning-hot body. If bothered, it grabs clumps of mud and heats them into dry and solid heavy chunks for it to lob at the intruders.
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Marshlup enjoys splashing about in mud puddles, feeling out of sorts if it doesn't have at least a little mud on its body. It will spit muddy bubbles at its Trainer if it tries to clean it up.
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Marshedo can be seen roaming about ocean areas closer to muddy coastlines. It applies bits of mud to the scars on its body, which seems to soothe any aching wounds.
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Marshtump tends to inhabit forests that have a lot of swamps or muddy areas. It appears towards children wandering through and tries to get them to play in the mud with them.
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Marshecho dips its tail into muddy waters, scooping up globs of mud to carry around. It seems soothed by the presence of the mud, as it tends to sing to itself while carrying the globs with it.
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Marshbra is not overly violent, but does not take kindly to being interrupted while playing in the swamp water. It uses advanced telekinesis to lift up the intruder and fling them out of its domain.
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Swampgon hangs around areas where Mudkip are common. Because of its large size, it's assumed it protects them, but in fact it is actually quite timid; the Mudkip often come to its defense as it cowers in fear of combat.
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Swampossom inhabits muddy, swampy regions, coating itself in some of the grime before performing any dances it creates. Despite the mucky habitat, it still enjoys pretty flowers, its dances summoning a few colorful plants to liven up the area.
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Heavily swampy forests are Swamptile's chosen region to inhabit. It will roll in muck, then cover itself with foliage and branches to look more monstrous and imposing in order to scare off troublemakers.
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Swampts lives in muddy areas, typically at the bottom of swamps. On the occasions it comes out from the water, it uses psychic powers to keep a shield of mud around itself at all time.
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Swampwig gathers rocks around its home to make a circle surrounding a garden for it to tend to. It's quite adept at planting and growing hardy plants that flourish in the muddy areas it calls home.
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Swamptle can temporarily rear up onto its hind legs to appear taller and more intimidating. It cannot truly battle in this state, but rivals in the wild may engage in short bouts while upright to fight over territory, food or mates.
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Swampy, mist-covered bogs are the typical area where Swampnette inhabits. If provoked, Swampnette's mouth unzips to belch forth a wave of mucky muddy water to wash away unwanted guests.
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The ridges on Swampaura's skull are highly sensitive to changes in air pressure. If it senses a cold front coming, it fashions a den made of mud to hide itself in to stay warm.
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Traveling Trainers learn to always appoint Swampkin on campfire-making duty. It excels at finding good twigs for burning, piling them into a perfect formation and delighting in setting them ablaze.
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A shy undersea Pokémon highly sensitive to the emotions of others. The minute something unfamiliar approaches, Ralsea spits up a cloud of ink to obscure itself before teleporting away.
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Ralther senses hostility in others through its horns, and quickly goes on the defensive with its scythes. Being cut weakens the aggression in those struck, allowing Ralther to flee once their fighting spirit is depleted.
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Ralmar is always looking to impress others with its pyrotechnic proficiency. Using its psychic powers, it transforms the flames it breathes into fantastic shapes and colors.
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Ralto's soft horn lets it sense the emotions of those near it. It will only transform into others if it senses positive energy emanating from them.
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Ralew is incredibly shy, but also desperately craves companionship. Building a bond with it takes a lengthy amount of time and patience, but will give a person a truly loving and devoted friend and ally for life.
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Raltret is curious yet nervous, rarely venturing far from its burrow. It's said that if it chooses to approach someone in the wild to play, it is because that person possesses a kind heart.
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Timid by nature and with poor eyesight, Ralhoot rarely pokes itself out of its home high up in trees. It waits until its psychic senses detect no others in the vicinity before it deigns to go out to forage.
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Ralrak is a timid but kindhearted denizen of the forest. Should it sense sadness in the heart of another being, it spins webs in the shape of cute or funny imagery to try and lighten their mood.
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Ralreep's ability to sense emotions increases with the amount of wool it has grown. Too much will cause it to become too sensitive and emotionally unstable, so regular shearing is necessary for its mental health.
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Ralnub uses a combination of scent and psychic senses to seek out the most scrumptious mushrooms it can dig up. It lifts the mushrooms it finds with telekinesis, carrying it off to hidden dens so it can eat in complete safety.
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Ralvoir has strong psychic powers at its disposal, but its meek nature makes it more likely to flee at the first hint of conflict. Some Trainers swear they spot strange movement beneath its cloak-like body on occasion.
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Raleon will hide away quickly via camouflage if it feels threatened by a stranger and the emotions it senses. If a Raleon lightly licks you with its long tongue, it is a sign of growing trust.
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Every Raldoof eventually develops a strong attachment to a stick it finds, and carries it with it always. If the two are separated, Raldoof becomes emotionally distraught and inconsolable.
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Ralwig is generally quite shy and tends to hide when it sees others approaching. It is drawn to brightly-colored flowers, and can be coaxed out of hiding by presenting it with some as a peace offering.
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Ralbat needs to drink large amounts of blood from others to survive, but feels guilt for the pain it causes. After successfully draining a target to stave off its hunger, it flies off while crying.
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Ralrunt stick together in small groups for safety and comfort. Their horns and cloaks are highly sensitive to the emotions of those around them, so even a hint of aggression in the air will send the entire pack into hiding.
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If Raltump senses the fear of one lost in the forest, it floats its way towards them to be by their side. It comforts them with soft cries and gently leads them back out of the forest.
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Ralbink's many horns let it sense the emotions of others around it in a wide vicinity. The horns glow brighter just before it uses its psychic powers, typically to teleport away due to its timid nature.
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Raladin's horn lets it sense the emotional state of those nearby. Attracted to positive emotions, it likes to rub up against those positive people and give them friendly headbutts.
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Raldisc is attuned to human emotions, particularly those of affection. Small groups of Raldisc will gather near couples that emanate a particularly powerful aura of love.
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Ralple has a skittish nature, rarely peeking out from its home inside tree stumps. Sensitive to the emotions of others, it will come out and cling to those it senses have kind, caring natures.
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Raltoy senses the emotions and motives of others through the horns on its head. Easily frightened, the moment it senses hostility or aggression it hops away to find the nearest spot it can drill into to hide.
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Ralrelp's senses alert it to the emotions and intents of others. Faced with aggression, it breathes out a misty substance that numbs and pacifies those that come in contact with it.
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Kirhorn enjoys dancing along to music, but its simple mind leaves it unable to follow a beat for long. Many have seen a small group of Kirhorn dancing to the same song, each with completely different dance moves.
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Kiros enjoys prancing around open fields and cavorting amongst the flowers peacefully. Interrupting these moments of calm indulgence is a quick way to wind up on the receiving end of its horns.
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It enjoys entertaining others with interpretive dance routines that involve shapeshifting into various other Pokémon. No matter the sequence, the dance ends with a flourish done in the shape of a Kirlia.
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Kirvee are loyal pets, always sticking by their Trainer's side and guiding them away from any danger it senses. Kirvee's ears will often change colors when evolution draws near.
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Kirchu spins and prances about when in high spirits. This twirling generates electricity within its body, so sparks and small crackles of electricity emanate from it as it dances.
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Kirtu communicates with others of its kind via a series of hops and twirls. These communicative dances can be quite lengthy and intricate, with tiny variations changing the context of the message entirely.
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When happy, Kiricate will begin to dance around those close to it. It clacks its teeth together to keep rhythm, which also helps to keep its teeth ground down.
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It dances in front of people, performing twirls and small hops to entertain, as well as request food offerings for its entertainment efforts. It becomes quite petulant if nobody feeds it after its dance.
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A number of pointed spines line Kirslash's back, protecting it from harm. Using telekinesis, it can remove some of the spines from its body and fire them off as pointed projectiles to protect itself or its herd.
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Kirvoir's bubbly and friendly personality makes it a beloved companion for many a Trainer. It has a tendency to get overly attached to its Trainer and may try to hog their attention away from anyone else, however.
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When first discovered, researchers thought that Kirtomb's odd twisting and twirling movements were a threat display. Now it is known that it is Kirtomb's way of communicating via a sort of dance.
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While Kirsaur has an imposing size, it has a gentle soul and an appreciation for music. Its favorite game is to let a partner take its vines in their hands and dance with them.
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It moves its body in rhythmic ways, each dance coinciding with an attempted warning of upcoming disaster. Due to misinterpretation, many areas think these dances are meant to bring about the calamities instead.
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Kirceus secludes itself in locations of pure peace and serenity in order to dance. It is said that managing to see one of its dances in person would grant a person complete enlightenment.
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Kirfairy is often found congregating in groups to coordinate dance routines together. The dances done on the nights of the full moon are especially extravagant.
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Kirtias takes on a form closer to that of a human, seemingly to better ingratiate itself to them. Supposedly it has a true form that it only reveals to humans it has truly gotten attached to.
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Kirxys specializes in changing its limbs into swirling double-helix shapes that extend to grab foes. It shifts its body while leaping around gracefully to confuse its opponents, making it very difficult for them to get a hit in.
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Kirloon happily twirls about in front of children to entertain them. This is an act done to lower their guard, making them more likely to grab hold of its strings so it can carry them off.
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Kircorio taps its feet constantly to maintain a steady rhythm. Its dances look similar to ballet movements, with great sweeping leaps that leave trails of fire in their wake.
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Some time after Kirin swallows up a meal, it will spin in place as a sign of delight. It has to wait until after it fully digests to do this, otherwise it will make itself sick.
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Even while Kira sleeps, its body moves in swaying dance-like motions. Its psychic senses are sharp, so even if something approaches it while it sleep-dances, it will be able to teleport itself out of harm's way.
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Kirno will hypnotize passersby almost immediately upon spotting them, but not out of any sense of malice. It simply craves partners in its twirling dance, and hypnosis better allows others to follow its rhythm properly.
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To Gardekhan, its Trainer is its family and as important as its own child. It will dote on them, spoil them, and even try to carry them in its pouch.
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Gardefree flutters over flower gardens, monitoring the behavior of Bug-types below. If their behavior gets too unruly, it spreads a pacifying powder from its wings to calm them down.
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Gardeyu fights in tandem with a loyal Staryu partner, directing it with a wand it carries. Some believe the species came from another galaxy somewhere far away in space.
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Gardekarp's odd form leaves it with poor mobility no matter whether it is in water or on land. Despite a frail body and middling psychic powers, it always at least attempts to valiantly protect those it cares for.
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Though physically weak, Gardekarp's telekinesis lets it protect itself and others from harm. It regularly sends out a calming mental pulse that lowers aggression in those surrounding it, making its home that much more peaceful.
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The flame sac inside Gardereon always keeps it heated and ideal for comfortably warm hugs. It can breathe out a uniquely-colored pink flame that seems to sparkle while it burns.
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It uses its blades for hunting, but also for defending boats that pass through its territory. Many ships have been saved from rampaging Pokémon due to Gardetops's intervention.
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Gardedactyl perches atop mountain peaks surveying its territory. If it spots a fight between Pokémon, it swoops down and gets between the combatants and stops the fight, forcibly separating them with psychic pulses.
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Many a tale has been told of Gardecuno teleporting before travelers lost in frigid wastelands and carrying them to safety. Once they arrive, it never lingers, vanishing once more in a burst of sparkling powdery snow.
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Gardetwo possesses a conflicting mix of antisocial tendencies with a want for close companionship. Once it bonds with a Trainer, it is fiercely loyal and extremely reluctant to be around anyone else.
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Gardegeot is highly protective of other avian Pokémon and works to defend them wherever possible. It puffs its chest up to seem larger and intimidate others in the hopes that it can protect others without resorting directly to violence.
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Gardedreavus's uniquely divided image is said by some to represent the duality and balance of good and evil. It uses a strange psychic power to grant boons to the kindhearted and to cast hexes upon the wicked.
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Gardefarig's tail has a sharp sense for the emotions and motives of those around it. It alerts the main head to any ill intentions nearby so that Gardefarig can defend itself or others with its powerful psychic abilities.
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Garderaid is well-equipped to help Trainers capture or relocate Pokémon in the wild. It fires out psychic bullets that pacify and immobilize even the most aggressive of Pokémon.
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Gardephan can typically be found around mountain areas, blocking off the more treacherous areas and guiding hikers and the like towards safer passages through the area.
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A budding martial artist, Garderogue treats each of its opponents with the utmost respect. It always gives a bow before and after every battle as thanks for the opportunity to hone its developing body.
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It uses psychic powers in conjunction with an innate connection to lightning to sense those lost within raging thunderstorms across the world. It teleports to their side instantly in order to take them to safety.
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Legends speak of ships about to meet extreme storms, before the oceans stilled suddenly, allowing safe passage. Above the ships, Gardegia could be seen, calming the sea with its psychic powers to protect the humans aboard.
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Gardechu is perhaps one of the most friendly and loyal of Pokémon. Its calm, caring and protective nature makes it ideal as a companion and caretaker for young children.
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Able to perfectly control the voltage from its twin tails, many hospitals employ Gardevire to help with defibrillation. Highly intelligent and compassionate, it always knows precisely the right amount of intensity to apply.
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Gardekiss is one of the kindest and most pacifistic Pokémon in existence. It never appears where there is strife, and should conflict forcibly come to it, it will do no harm and simply teleport itself or the danger somewhere else.
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Fusing Gardevoir gives it an obscene amount of psychic power, to the point it radiates off of it. The psychic waves it emanates, along with the pose it takes, establish a sense of dominance over other creatures.
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Taking on an appearance similar to Mega Evolution, Gardevoir's strength is vastly improved. Its protective instincts are also strengthened, so it rarely lets its Trainer out of its sight.
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After fusing, Gardevoir takes on a form similar to Mega Evolution. Its strength increases to the level of the form as well, though its gentle nature means it rarely uses its power at full capacity.
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Wedding dresses designed after Gardevoir's appearance are becoming increasingly common, as Gardevoir is seen as a symbol of love. If one should appear at a couple's wedding, it's believed the couple will stay together forever.
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A uniquely-colored variant of Gardevoir that has garnered some level of infamy. According to reports, it has a habit of suddenly appearing in homes and challenging Trainers to a harrowing battle against it.
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Gardetomb enjoys making a spectacle of its appearance, with sparkles of psychic energy and exaggerated expressions. Ralts in particular seem captivated by these displays.
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A strange ghostly spirit that projects itself into a chosen victim's television. Gardetomb crawls out from the screen and haunts their home for seven days before vanishing and choosing another.
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A strange ghostly spirit that projects itself into television screens. Gardetomb crawls out of the TV and haunts a chosen victim, though some believe this is a strange show of affection on its part.
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Gardeking is protective of companions, but still lazy at heart. Most Trainers must contend with it using psychic powers to keep them close so Gardeking need not move much to keep them safe.
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Gardesol's disaster sense, coupled with its kind nature and protective instincts, make it a beloved guardian to many towns across the regions. Just seeing a Gardesol nearby is enough to give many stronger individuals peace of mind.
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Gardesol travels the world, leading small packs of Absol along. It makes a show of guiding the Absol to help and rescue others, so that Absol's poor reputation may be positively changed over time.
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A gentle giant of the sea, Gardelord uses its huge body to defend smaller creatures that can't defend themselves. Those that threaten its charges are crushed with immense psychic pressure.
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Gardelord's gargantuan size and kind nature make it deathly afraid of harming others. It often sits quietly at the water's edge, watching others and staying perfectly still to avoid potentially hurting anyone.
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Protective and aggressive, Garderan appoints itself as a guardian of young Nidoran. Anything that gets too close will be charged down and stabbed with its horn, which immobilizes the victim with its psychically-charged venom.
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Gardeleon watches over the Ice types in the tundra it calls home as a loyal and kind guardian. The three horns on its head can generate orbs of psychic energy that disrupt the gravity of the target they hit.
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Gardeslash is pacifistic by nature, acting almost entirely defensively if attacked. If its friends are threatened, however, it draws its blade and strikes mercilessly and decisively to end the battle in seconds.
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It is said that, were humanity to face disaster from beyond the stars, Gardequaza will descend from on high to protect it, repelling the invaders with powerful black holes fueled by its very life force.
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Gardekia opens portals between locations with ease, traveling great distances in mere moments. It has a flighty personality, often showing up out of nowhere to play or prank those it is fond of.
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Gardegigas was often seen in the service of those of royal lineage, protecting castles and all those within them. Its sturdy armored body withstood any attack, and it could retaliate with a myriad of elemental energies from the orbs on its front.
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If a battle to protect those it holds dear becomes truly dire, Gardegigas closes its helmet and essentially shuts off its merciful instinct. Driven by a desire for victory at all costs, it fights with power enough to tear a continent asunder.
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Gardesect dedicates every ounce of its fearsome mechanical body to protect its beloved Trainer and friends. It fears obsolescence and will become increasingly erratic if not regularly allowed to fight on its Trainer's behalf.
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Gardeblim floats high above its Trainer, scouting the distances with its strong eyesight and psychic powers. Should it sense anything dangerous ahead, it will quickly descend to its Trainer and lift them away to safety.
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To keep a close eye on its Trainer, Gardetom will inhabit the nearest electronic device in their possession. Though it means well, the possession causes the item's power to drain at triple the usual rate.
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Gardeniclus's actual body is small, so it extends large gelatinous limbs to make itself appear bigger. It seems to have a complex about its height, responding very angrily should someone make light of it.
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Gardexorus's sharp tusks are coated with a psychic energy that dulls them just enough to ensure their strikes are always nonlethal. Cuts inflicted by Gardexorus slowly sap the fighting spirit of foes until they collapse from exhaustion.
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A playful prankster of a nature spirit, the tendrils of Gardeki's leafy wreath reach out to take keys and other tiny trinkets from unsuspecting travelers, so it can revel in making them chase after it to retrieve the stolen items.
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Gardekyu uses a cute and gentle appearance to endear itself to humans so it may protect them. It's said that as a defensive last resort, it will suck attackers into a black hole nestled beneath its cloth.
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Gardeinch buries itself deep in the sand, its psychic senses letting it perceive creatures above-ground. Once prey wanders close, it immobilizes them with telekinesis from below, digging up to snatch them in its jaws.
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Gardeloon specifically tunes its psychic frequency to sense children feeling sad or frightened. If it detects one, it goes to them and lets them hold onto it, its strings granting a warm and soothing sensation to the child when held.
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A kind creature with a regal air, Gardefisk can rarely bring itself to fight against others. It has a taste for mushrooms, and it's said it is rather adept at baking delicious cakes.
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Fossil records indicate Gardetrum lived in close proximity to humanity's ancient ancestors. Some speculate it guarded them from predators, and that humanity might not exist if not for its efforts.
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Gardelie floats around frigid areas, its psychic powers alerting it to the presence of travelers. It guides goodhearted Trainers through the cold, using its freezing breath to defend them from aggressive Pokémon.
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A friendly forest spirit, Gardetump comes out at night to protect children lost in the darkness of the woods. It radiates a faint light, and repels any other Ghost-type Pokémon that approach and try to cause trouble.
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Some say Garderock was created with magic and stone to be a guardian of humanity. Several tales exist of it suddenly appearing and psychically stopping landslides and rockfalls that would have taken the lives of unfortunate travelers.
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Pointed quills are hidden beneath Gardepin's curl of fur over its head. It can extend these to prick foes in self-defense, but due to its gentle nature this is an absolute last resort of a technique.
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Nonconfrontational by nature, Gardebre prefers hiding in water and pretending to be a simple lily pad. However, if it spies cruel behavior occurring, it blasts the perpetrator with powerful psychic energy while remaining hidden.
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Gardecie's serene and beautiful appearance is used on many wedding chapels in the modern era. Some say it's an embodiment of the purest kind of love.
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Gardein helps out around the home by oozing around and eating expired food and other bits of garbage around the house to keep it clean. As it digests the refuse, it emits a pleasant scent that soothes those near it.
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A Pokémon of near unparalleled loyalty and devotion to its Trainer. Gardenine will memorize its Trainer's scent and even brainwaves so that no matter where they are, Gardenine will be able to sense, find and aid them.
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Gardekazam acts as a cleric in its team, preferring to avoid combat and healing its allies instead. If pressed, however, it can use massively powerful psychic abilities to defend itself.
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Sometimes referred to as "the Mage in White" in some regions, Gardekazam abhors violence and refrains from fighting as much as possible. Even when it does fight, once the battle concludes, it will heal its opponent as well as itself.
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Gardechoke trains relentlessly so that both its mind and body are at peak efficiency for protecting others. Extremely powerful Gardechoke can even create psychic projectiles launched from their fists.
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While Gardeizard can be moody and stubborn, it forms strong connections with others and seeks to keep them safe. The fire on its tail blazes up in size the more its protective instincts are stoked.
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Gardester is often spotted guarding areas where young undersea Pokémon are born and raised. It fires telepathically-controlled spikes from its shell to deter any hunters that would try to prey on the young.
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Galltei acts as a wandering protector, traveling the regions and standing up for those who cannot stand up for themselves. It creates a ring of fire around itself and its foe before going on the attack with elbow-blades made of pure flame.
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Gallcune roams the land rejuvenating and purifying bodies of water with its ribbons. Those it finds polluting the waters will receive just and merciless punishment.
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Gallslash uses psychic powers to chip off the pointed tips of its spines to use as projectiles in battle. It forces a foe to dodge the spines in order to draw them closer so it can rake at them with its razor-sharp claws.
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Gallvoir is always ready to dutifully guard its Trainer with its life. It prefers close combat, blades of pure psychic energy emanating from its elbows as it engages in battle.
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Gallveon deftly wields its ribbons like whips, striking at those who would harm others with their pointed ends. Cuts caused by its attacks cause the wounded party to slowly be sapped of their fighting spirit until they collapse.
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Gallurk has been employed as strong and stoic guardians of temples and other locales since ancient times. It fights with honor, wielding a giant blade to stave off trespassers and thieves.
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Gallkyu strives to be a gallant warrior defending those in danger. Though its disguise is ill-equipped for fierce battles, it extends blades of shadow from its elbows that give it an adequate edge against its foes.
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Shedbone stands stock-still, immobile for most of its lifetime. When no other sounds are present, what sounds like faint crying can be heard echoing from its hollow eye sockets.
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It trained and fought endlessly until its body simply couldn't take any more. Though normally motionless, it can still fight opponents with swift and precise movements, as if its spirit still guides the body to grow ever stronger.
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Shedon resides in rocky, mountainous areas, floating around motionlessly as it surveys territory. The rocky walls it stares at for large lengths of time will have holes spontaneously appear in them, as if some unseen force had drilled into them.
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Shedfree's crescent-shaped wings glow faintly in the night. When the moon is full, should Shedfree be hovering silently over a field of flowers, all the plants will have wilted by the time the sun rises.
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It appears to stand completely motionless, but wise Trainers know to give Shedther a wide berth. Agitators will find themselves beset with cuts coming from seemingly nowhere, as Shedther stares blankly in their direction...
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Shedkarp swims slowly and motionlessly through the deep sea, seemingly oblivious to its surroundings. Schools of Magikarp and even Gyarados will flee if they spot Shedkarp approaching.
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Shedos drifts quietly through the ocean, exhibiting none of the aggression Gyarados fusions are typically known for. However, rumors say that staring into its hollow, open mouth removes all emotions from a being, except rage.
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When Shedgon is near old, nearly-dead computers, one can just barely see streams of binary code flowing into it from the machine. It's not known what Shedgon does with the data it absorbs.
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Shedrill makes its home near hollowed and abandoned former nests of other insect Pokémon. Some believe it guards the spirits of those who perished defending those hives from predators.
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Though typically remaining motionless, faint curiosity causes Shedew to turn and face any Pokémon it encounters. An ethereal image of the Pokémon it stares at appears behind it, remaining for as long as Shedew maintains eye contact.
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Shedbat makes its home in the deepest and darkest of mountain caverns. It's said that those who touch the crescent floating above its head will be transformed into a Zubat.
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Shedgon2 absorbs the data of abandoned websites until they are left completely blank. It is not known what it does with the data it collects, nor does it seem to have a limit to how much it can absorb.
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The hole in Shedlax's chest emits a gravitational pull that sucks in anything edible in front of it. It never gains weight no matter how much it consumes, nor does its hunger ever seem to be sated.
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Shedcor silently swoops down towards cave travelers, yet only eerily hovers before them until they leave. Rumors abound that being stung by it will poison and destroy a person's soul.
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Shedgon-Z spends much of its time hovering completely motionless. The only exception is in the process of glitching electronics, whereupon Shedgon-Z begins twitching violently; after it stops, the machine it was near functions normally.
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Shedpert perches at the edges of swampy marshes and stands unmoving, as if waiting for something. What that might be is unknown, but all other Pokémon vacate the marsh before nightfall when Shedpert is present.
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Shedpert with larger halos have stood watch over their designated marshes for extraordinary lengths of time. When night falls, a strange ghostly mist settles over the swamp, and a strange light glows within Shedpert's eyes.
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Should one hear the ominous hum of a Shedlord hovering above, they must avoid looking up at all costs. Those who gaze into its hollow underside will be sucked into the abyss within, never to be seen again.
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Certain ancient records state the sight of Shedceus is a harbinger of the end of existence. The stories say all life will one day be pulled into its hollow shell and used as fuel to reincarnate the universe anew.
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Shedinja congregate near Shedterra, some venturing in and out of its seemingly hollow shell. Some believe that those Shedinja entering Shedterra's body are storing the spirits they've stolen within its confines.
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Shedveon slinks around quietly near civilization, watching people and drawing closer when unobserved. Those touched by its strange ribbons have any negative emotions drained away for a time.
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Despite being almost completely motionless, Shedreigon still possesses a desire for wanton destruction. Plants, structures and even biological beings slowly weaken and degrade the longer they remain in its presence.
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Shedroth is one of the most spirited of Shedinja fusions, moving around quickly and almost frantically. It clings to others and drains their vitality with a touch, leaving them listless while keeping its own energy high.
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The flame on its tail is rumored to be the last embers of the hollow body's soul. Superstitions say dousing the flame will cause it to suck out the soul of the perpetrator to replenish the fire anew.
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Shedloon hovers across the land silently, brushing its feelers against other creatures. Others get a chill from the touch, and many believe prolonged contact will lead to one's soul being stolen.
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Shedra will spend most of its life laying listlessly and unmoving upon the ground. On occasion, a strange goop will leak from its hollow eyes, which seems to rejuvenate the plant life and soil surrounding it.
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Shedras is immobile during the day, only moving slowly and quietly in the pitch-black of night. Fungi shrivel up and die in its presence, with the pale mushrooms on its own back growing in size afterward.
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A vicious superstition follows Shedisc, leading to it being heavily hunted in the wild. According to the stories, those that gaze too long at it will lose the ability to love or be loved.
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Travelers are warned not to gaze into Shedloud's gaping maw if they see it in the wild. According to legend, staring into the void in its mouth will permanently steal the voice of those who look.
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It appears hollow and immobile, but faint psychic waves can be sensed from within. Those that stare too long into the hole in its back will develop a crippling migraine.
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A single Shedamo alone might give a person a brief feeling of unease. A group of Shedamo flocking together, however, is said to be able to drain a person's mind and soul.
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Shedash appears at night, seeming to gallop at full speed without even moving a muscle. Catching a glimpse of it in motion is said to be a sign that one's demise is approaching.
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Shedpoke appears completely inert, staying motionless even when it levitates and floats away. It's said that those who gaze into the hole in its back will have the intelligence drained from their minds.
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Shedmite spends most of its time lying on the ground motionless. If electronic devices enter its vicinity, the machinery suddenly loses all power, and Shedmite springs to life.
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Shedler has been seen silently hovering over areas where fishermen have reeled in massive amounts of Krabby for restaurants. Some say it gathers the souls of deceased Krabby within its massive pincer.
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To defend other small creatures, Nidorita stands before them and waves its leaf at aggressors. This causes it to waft a repulsively bitter aroma their way, strong enough to make a full-grown human woozy.
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Nidotto has a sharp sense of smell, letting it locate fresh berries and small prey in hiding. If it has any leftovers from a meal, it flies about to search for smaller Pokémon to share them with.
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Nidoreep Trainers should be sure to regularly shear its wool to avoid overgrowth. Excessive wool causes Nidoreep to become agitated and more prone to biting others.
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Nidozor uses its powerful pincers to defend groups of female Nidoran. Its claws deliver a poison to those it places in its powerful grip, though fortunately for them the toxin is rather mild.
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Both Nidoans's bite and its poison are rather weak. It carries just enough venom to make an attacker sluggish, so that it can escape and slither away to a safe place to hide.
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Nidovyle climbs up verdant trees to pick ripe fruits, often sharing them with smaller Pokémon nearby. It uses its teeth to chew the fronds on its wrists to keep them from growing too lengthy.
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Nidovoir is playful and a bit impish in behavior, nudging and needling at others just to get a reaction out of them. It appears to be most compelled to badger the male Nidoran line and fusions pertaining to them.
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Though highly intelligent and well-meaning, some Nidovoir Trainers find themselves exasperated with its attempts at helping, as it is compelled to fix even the smallest error it spots someone committing.
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Nidoceus is said to appear before orphaned Nidoran and take care of them in their time of need. Nidoran raised by it are said to be some of the strongest, yet most gentle of all, acting as stalwart defenders of young Pokémon in the wild.
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Due to the Nidoran families having large groups and constantly intermingling, Nidoran is a less uncommon fusion to spy in the wild. It often seems to act as a mediator between younger members of both species.
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Nidoking mixes Nidoking's vast power with the female Nidoran's timid nature. Any damage it causes is typically incidental, accidentally hitting things with its thick and powerful tail as it quickly turns to flee from perceived danger.
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Nidotik's small body is peppered with tiny spines that deliver venom when something touches it. Though not terribly potent, the paralytic toxin is enough to lock up muscles for a time and allow Nidotik to flee to safety.
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Nidopede's poison is rather mild, so a single hit is rarely enough to down a foe. Nidopede rolls its resilient body against them in the hopes repeated piercing will inject enough toxin to incapacitate them.
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Despite being jittery and likely to teleport to escape threats, Nidora has a mild aggressive streak. After teleporting, it waits until its attacker's back is turned before delivering a nasty bite as retaliation.
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Nidouk's body is moderately toxic to the touch, but Nidoran are immune to the poison. It protects young Nidoran by letting them hop into its mouth and hide inside it until danger has passed.
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A quirk of the fusion process has given Kecsaur quite the odd bit of biology. Opening its mouth reveals a vine that it can lash out at others, while the bulb on its back is where its extendable tongue comes out to grab food.
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Kechorn never seems to consciously change color. Instead, the impact from charging into something jolts its brain, causing it to take on the coloration of whatever it collided with until it hits another target.
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Kecdon's camouflage ability does not extend to its drill once it begins rotating. It uses its tongue to grab and hold onto berries, drilling holes into them with its horn to more easily reach the sweet pulpy insides.
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The eggs it creates come in a variety of colors. Each color signifies a different ailment the egg is specially made for treating, such as fatigue, nausea, insomnia, and so forth.
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Because it's still learning, the baby Keckhan often forgets about its own camouflage when its parent blends into its surroundings, leading to the awkward appearance of "floating" Keckhan young.
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Keceon's camouflage is most effective while it is in or near water. The drier its skin becomes, the less effectively it can change the hues of its skin to blend in.
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Kecgon uses its camouflage ability to hide among the files and data of a user's computer. If it feels threatened, it may lash its tongue out and swallow the cursor before it clicks on it.
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Keclosion's flame organ and its extendable tongue are internally connected. If it stretches its tongue out to eat, it cannot flare up its flames, and the same is true in reverse.
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Kechou's orbs can glow and change to a variety of colors. It repels those that try to attack it with rapidly changing, colorful flashes that leave them blind and disoriented.
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Kecwoodo fancies itself the life of any social gathering, attempting to wow others with displays of color changing and its self-taught style of dancing. Most find its desperation to look cool rather off-putting.
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Kecgon2 is a bit of a nuisance when loose in cyberspace. Its camouflage ability lets it blend in almost perfectly to its digital surroundings, hiding away and using its long tongue to catch and eat files when nobody is looking.
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Kectler shifts the hues of its body in accordance with the seasons. In some regions, its color changes are used to help prepare for changing weather and crop planting.
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Kectomp spends much of its time playing in the mud, using camouflage to hide itself away from potential dangers. This ability is slightly hampered by the mud still sticking to its body and sometimes giving away its position.
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Kects's camouflage is affected by the emotional state of those near it. Calm, positive emotions let it control its colors, but negative, angry emotions cause it to instinctively blend into its surroundings as a safety measure.
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Keceon's camouflage ability is unparalleled, able to seamlessly blend into its surroundings in seconds. It can even extend this ability to anything it is holding onto when its colors start changing.
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Keceus's camouflage ability is so great that it can not only turn invisible, but intangible as well. Folk tales say that the feeling of being watched means that Keceus is observing you from an unseen vantage point.
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Kecwig hides among shrubbery, camouflaging itself while using its long tongue to grab berries and fruits to eat. It digs holes with its tongue after eating and plants the seeds from the fruit it consumed.
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Small Kecleon fusions like to gather in small groups on Kectle's back, attracted to the berries growing from its bushes. When Kectle camouflages itself, it warns its passengers so they can match its color changing.
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Kecferno's tail flame constantly shifts through a rainbow of colors as it burns. It can shift the fire's color to match its own as it camouflages itself with its surroundings, though it takes considerable effort to maintain.
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After stealing keys, Kecki alters their colors with its unique physiology to make them harder to retrieve. Yanking its tongue forces the keys to return to their original color.
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Kecolu cloaks itself in a faint aura that matches its surroundings, giving it camouflage capabilities. The process is energy-intensive however, and can only be done for a few minutes before Kecolu becomes exhausted.
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As the gears turn, Kecink fires out extendable tongues to catch insects to consume. Should the two tongues collide when extended, sparks will fly from the impact point and Kecink will be disoriented for a time.
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Kecmander is considered a relatively easy pet to care for, with a simple diet and disposition. In addition, the flame on its tail changes color based on its mood, making it easy to tell when it is content or not.
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Kecish hides among any flower patches it finds, changing the color of its leaves and body to blend in. Any unsuspecting insects that fly overhead get caught by its extendable tongue lashing out and snagging them.
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Kecoom's flower emits different types of pungent smells depending on the color it shifts itself into. This lets it attract and repel a variety of creatures so it can snack on a balanced meal of different kinds of bugs.
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Kecbat uses ultrasonic soundwaves to detect the movements of creatures drawing near. It only does so in short bursts, as using this technique disrupts its camouflage ability, leaving it vulnerable.
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Kecplume is considered highly dangerous due to the camouflage abilities it possesses. The toxic pollen its flower produces also changes hues to blend in with its surroundings, making it difficult to avoid inhaling the poison.
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Kecful enjoys being played with by children, but is a bit fickle in personality. If it doesn't feel like playing, it uses camouflage to hide from the kids until it feels more amiable.
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Keclucha is a trickster in combat, using camouflage to disappear on the battlefield. It deceives foes by tapping them from one side with its prehensile tongue before striking from the other side with a bombastic aerial attack.
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Kecgast attempts to blend into its surroundings to try and secretly agitate the many noisy beach-goers it deals with, but fails each time, as it can oddly never seem to properly match the color of sand.
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Cowardly and opportunistic, Kecpod uses its long tongue to steal parts of a meal from others before quickly turning tail and fleeing, using its camouflage ability to blend into its surroundings as it hides away.
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When faced with a threat, Kecladin camouflages itself to hide away and pick its foe off from afar. Its quills retain camouflage for a moment after firing, making them tricky to see coming and avoid.
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Kecdisc's color-changing ability is partially affected by the emotions of others near it. It prefers being near loving emotions, its body turning bright pink as it soaks in the positive feelings.
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As Keczagoon runs about in a zigzag path, it switches between two colors depending on which direction it's running. The two color combinations are unique among each member of the species.
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When it dashes in a straight line, Kecnoone's colors change and shift, creating a colorful blur. Once it comes to a halt, it's usually a completely different color pattern than before it started running.
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One can tell how well a Kecduck is feeling just by looking: should it begin to suffer headaches, it loses control of its camouflage ability and begins to shift through all manner of colors and patterns until the pain subsides.
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Sometimes Kecpoke will forget that its tail is used for fishing and instead dip its extendable tongue in the water. This often leads to the ridiculous sight of an alarmed Kecpoke attempting to sling a Magikarp or Shellder off its tongue.
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The magnetic pull of Kecmite's "ears" keeps its also-magnetic tongue perfectly centered when extended. If the tongue begins drifting to a side, it's a sign Kecmite is becoming ill.
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The tiny claws at Belpod's underside allow it some mobility, and its shell is metallic and sturdy for great defense. Should it still find itself cornered, it can use mental waves to call nearby bug Pokémon to assist it.
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Belto's mind is strong enough to assess another being's attributes with just a glance. To protect itself, all of its transformations retain a thin but sturdy layer of metal around the body, bolstering its defenses.
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Belchu lifts its tail during thunderstorms, attracting lightning to strike and recharge its internal stores. At max capacity, the electricity constantly arcs between its ears.
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Though Beldum appears identical to Metang, research has shown it is inferior to the real thing in both strength and intelligence. Some anti-fusion protest groups use this as evidence to decry fusion technology as unnatural.
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Fusion has resulted in an appearance resembling a state between Beldum and Metang. Beldum's physical might has been boosted greatly, but its mental capacity has barely increased at all.
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Beltomb's stone floats around via a unique magnetic field it generates. It needs to latch its claws into a solid surface before it is able to manifest its spectral form from the stone.
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Belveon links its ribbons with others of its own kind to communicate. When brushed against Steel-type Pokémon, the ribbons cause them to act mildly dazed for a short period.
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When it feels threatened, Belpix manifests a likeness of ears and six tails on its body using its internal energy. This is a warning to others, and failure to adhere to it will cause it to release more of its stored-up firepower on them.
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Belxio discharges huge amounts of electricity through the claws at the end of its tail. When releasing voltage, its singular eye notably dims and flickers.
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Belbat is not blind like many Zubat variants; its single eye is hidden in its mouth. When hunting, it flies in front of its prey and blinds them with a flash of light from its eye before using its fangs to drain blood.
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The iron-tipped claws on Metlee's feet give it a powerful grip capable of crushing stone. It is a relentless combatant, extending its legs to grapple far-away foes and toss or slam them around.
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Metsey carries Beldum around in a hollow slot in its torso, protecting it from harm. Metsey seeks out others of its kind so its Beldum can meet another and merge into Metang.
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Metdos can channel incredible amounts of electricity into its powerful, pointed claws. It apparently takes offense to the existence of lightning rods and has been known to tear them down with its bare hands in a rage.
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Metew manipulates two large metal claws using telekinesis, using them to tear apart targets while remaining at a distance. When it grows tired, it connects the large limbs to its arms to recuperate its spent psychic energy.
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Metbat flies through the air at ridiculous speeds, its powerful metal wings keeping it aloft with ease. It crashes prey against the nearest surface with its powerful arms, before tossing them into its mouth where iron fangs wait.
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Metpi has the cheerful disposition of a naive child. It easily gets clingy towards others, grabbing onto them to keep close. Because of the massive grip strength its claws have, it's difficult to pry it away once it gets attached.
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Metreon's movements are slow and methodical, as if it carefully calculates every motion it makes. Its metallic body takes on a different hue in the moonlight, while the rings on its body begin glowing brightly.
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The claws on Metsaur's feet have a powerful grip, making it hard to knock over in battle. It communicates with others of its kind by extending and linking their metallic vines together.
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Metvoir is quite intelligent and reserved, but its protective streak hampers its self-control. If it thinks its Trainer is in danger it won't hesitate to attempt to tear apart the potential problem with its powerful iron claws.
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Metdoof's steel claws possess a far stronger grip than its simple mind realizes. It tries to help create dams for Bidoof, but usually winds up accidentally crushing the logs to splinters instead.
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Metaldo's sturdy claws let it easily dig out dens in the bottom of shallow waters. A solitary creature, it rarely comes out of its den unless hunting or defending its home from intruders.
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Metogre's streamlined body lets it cut through the ocean depths at a marvelous speed. By clanging its fists together, it can create underwater shockwaves powerful enough to create water spouts on the surface.
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Metesect embeds its claws into the ground and hunches down in preparation to fire its cannon. If it fails to do so, the recoil from its powerful blasts would send it flying backward.
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Some students use Metpent as a study aid, as gazing into the light on its head stimulates the brain and temporarily increases intellect. It comes with the caveat of reducing one's energy and tiring them out quicker, however.
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Metik's dense body and strong claws make it difficult to remove once it latches onto a creature to feed. Fortunately, its small size means it drains very little static electricity in order to sate its hunger, leaping off once it is full.
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Metoom's drool emits an odd metallic scent that attracts Pokémon like Klink and Magnemite. To avoid being harassed, it swings its head and strikes with the hard metal leaves on its head.
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Metitty wields a heavy wand that doubles as its own tail. Psychic energy is filtered from its mind into the wand's orb, which radiates powerful telekinetic pulses once fully charged.
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Metlem's claws are strong enough to stick deep into stone walls and keep its own heavy body suspended with little effort. Rivals have been seen tearing chunks of their opponent's shell off to add to themselves as a mark of victory.
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Metby's heavy body leaves it scuttling slowly among the shallows of the ocean. The strength of its claws ensures that any prey it manages to catch will not be able to escape.
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The grip strength within each of Metler's claws can crush with titanic force. It subsists primarily upon Cloyster, able to tear apart their protective shells with ease.
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Metauna's steel shell is near impervious, protecting its evolving body within. Its massive four claws will rend apart anything that attempts to disturb its evolution process.
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With unmatched speed, strength and intelligence, Metatops was an amphibious apex predator of prehistory. Fossil records indicate even hunting Tyrantrum as prey was not uncommon.
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Metanite is always seeking out strong opponents to test and hone its might in battle. It usually tosses a sword to its foe before a fight so they can clash blades honorably and equally.
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Metadra's presence alone is enough to give even the most aggressive of underwater Pokémon pause. The massive cleaver it holds can be swung with speed equal to its own incredible mobility, making short work of its opposition.
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Metaziken's four limbs strike with speed and intensity belying its heavy weight and appearance. Striking the ground with enough force lets it create pillars of fire to put pressure on its opponents.
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Metadily's extremely heavy weight makes it barely mobile while resting on the seafloor. It uses psychic powers to draw prey close enough for its many limbs to grab and crush its next meal.
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With its high intelligence, it can quickly ascertain the weakest spot on anything it spies. This makes it easily capable of incapacitating foes or shattering structures with a single calculated strike of its metallic skull.
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Metasharp possesses one of the sharpest tactical minds of any fusion. It prefers to move as minimally as possible, conserving energy so that it can seize victory with only one or two heavy blows.
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Metarade's arms emit a scent pleasant to Steel-type Pokémon. Once they draw near, it ensnares and crushes them with metallic vines before dragging them to its home so it may drain them of nutrients.
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What appear to be large ears are actually an additional set of massive claws. Those that think Metapunny will be easily picked on will find a rude awakening when it makes to tear them apart with their claws' massive grip strength.
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Metatula's webbing is made of a highly conductive metal, making it perfect for shocking captured prey into submission. The few who resist its electricity are crushed by Metatula's massively powerful steel claws.
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What appear to be claws on each limb are actually additional fangs, capable of biting and absorbing blood. As long as even one of Metabat's points punctures a foe, it can feast on them.
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Bibone gnaws down bits of wood with its teeth, forming it into a handheld weapon. The weapons made differ across the species, from clubs to swords to spears and many other types.
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Bichan trains its fisticuffs by punching logs, chipping away until only splinters remain. Some have been trained to punch down wood into specific forms, after which the owner can sell the makeshift carvings.
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Though it lacks the digits to help lift wood, Bisea still helps Bidoof build their dams. It spits out a sticky ink that works as an adhesive, increasing the sturdiness of logs stuck together with it.
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For reasons unknown, Biros gets highly aggressive upon seeing completed Bidoof dams. It charges headfirst into the constructs in order to send them toppling and rout any Bidoof within.
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Although harmless, Bigon's appearance on a desktop can be a bit of a nuisance. It's compelled to rearrange file locations into a dam of sorts, causing clutter and disarray for the computer's user.
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Binium's long neck lets it hold and place wooden logs high to assist Bidoof in dam-building. The leaves around its neck make a sweet scent that keeps Bidoof happy and tranquil.
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Bieon's power to change colors is partially connected to its buck teeth. When it gnaws on something, its body will slowly shift hues to match whatever it is chewing on.
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Bitomb generally does not come out of its stone unless it detects the presence of fallen trees nearby. It then emerges fully, gnawing the wood until it is perfectly shaped to fit into a dam, then retreats back from whence it came.
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Biceus appears rarely, usually in lakeside regions where Bidoof are common. Using its mighty powers, it reshapes dams that Bidoof have built into a facsimile of its own form, then vanishes mysteriously.
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Biveon is often found accompanying Bidoof groups in the process of making dams. It uses its ribbons to help move logs around, as well as helping relax tired Bidoof who need a rest.
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Bitias flies at high speeds, zooming about to gather wood to help Bidoof build their dams. Without realizing, it sometimes steals the wood from other Bidoof to help the current Bidoof it's helping.
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Biang hovers near Bidoof building dams, rotating slowly as it analyzes the wood they gather. It fires the front gear to shred and destroy logs it deems structurally unworthy to be a part of the dam.
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Bitrum sometimes assists Bidoof by shattering thick logs into splinters with a single bite. It does not help with building dams, only wanting to break wood to satisfy its aggressive urges.
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Biselia floats around lakefront areas, sleeping during the day and being active at night. If one dreams about becoming a Bidoof while they sleep, it's because Biselia floated past them during their slumber.
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Bicruel uses its many tentacles to quickly put together dams using flotsam gathered from the ocean. It sits atop the finished construct and idly waves at any ships passing by.
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Bizee sneaks up to Bidoof dams at night and eats the dreams of the Pokémon sleeping within. It then gnaws on some of the outer logs of the dam, marking the dam as one it has successfully eaten from.
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Spirisaur emerges from both the top and bottom of its bulb-shaped stone. When it fends off danger, ghostly vines will emerge from the mouth of the part of it that resembles Bulbasaur.
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Spiripie's keystone shuffles slowly among the tree branches as it searches for leaves to eat. It generates bits of ghostly energy from its antennae in order to ward off potential attackers.
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Spiriorb has a volatile temper and may explode at any given moment. Its explosions spread out a ghostly miasma that can cause a myriad of strange effects on plants and wildlife.
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Spirilee's keystones act as its feet when it manifests fully. Its kicks pack quite the punch, but it always holds back slightly for fear of damaging the precious keystones.
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Spirifing regularly sends out little puffs of its own ghostly body from its keystone. As the puffs of spectral energy dissipate, one can faintly hear an echo of Spirifing's cry.
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Spiripod partially pokes out from the stone cocoon it inhabits to check its surroundings. It extends a thread of spectral energy to reel itself up to tree canopies if it feels it is in danger.
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Spirizing sightings have been linked to spiritual locations wracked and ruined by pollution over the years. When the spirits inhabiting the body manifest, anything in close proximity begins slowly losing the ability to breathe.
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Spirihorn's simple mind responds aggressively to movement detected in front of its keystone. Its ghostly form takes hold of the statue and attempts to charge down whatever it sees passing by.
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Spirisey carries in its pouch what look like stones, but are actually a unique kind of egg it is delighted to share with others. While very crunchy, they are indeed extremely nutritious.
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A strange quirk in Spirikhan's manifestation causes part of it to take the form of a child with its own unique sapience. The child will sometimes try to playfully escape the parent, despite the two technically sharing a body.
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Spirisea will blow glowing ghostly bubbles to illuminate the dark ocean depths around it. The bubbles return to its body shortly, so it must keep up a regular rhythm in order to keep its surroundings lit.
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Spirifree hides among Metapod colonies, typically resting in the upper branches of trees the latter dangle from. It manifests in defense of its brethren, spreading paralyzing spores with its wings onto potential predators.
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Spiriyu emerges from a jewel sometimes found at the bottom of the ocean. One can tell when the jewel houses a Spiriyu due to the swirling ghostly energy seen within.
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Spirimie rises up from the cracks within the gem housing it. Some say it is a combination of the spirits of many fallen Starmie gathered into a single jewel.
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Spirinx's stone body vibrates in a hypnotic way to compel others to stare at it. Their stares feed it the energy to manifest and begin dancing in a way that grants it further control over its thralls.
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Spirisir manifests in defense of Bug-type Pokémon that are being picked on in its presence. It captures the bullies between its mighty pincers and attempts to crush them for their cruel behavior.
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Spirikarp makes itself look as frightening as possible when it manifests. It does this as a scare tactic, as it is too weak to properly defend itself if its target is not frightened away.
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Spiridle is easily spooked and quick to sting those that startle it. Its horn produces a venom that causes the victim to experience troubled nightmares of Spiridle's cackling face for up to a week.
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Spiridos emerges from an unassuming keystone to rampage and ravage the areas surrounding it. It is said that Spiridos's body houses the souls of some of the most violent and aggressive beings to have ever existed.
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Spiriras only shows itself to those in mortal peril at sea during the darkest of nights. It ferries them to the safety of land; by the time the passenger has turned around, Spiriras's ghostly visage will be gone.
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Spirito can freely transform into other creatures and objects, but remains tethered to its keystone. If it moves too far from the stone, its transformation falls apart.
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Spirieon can fire off tiny electrically-charged needles from its rocky mane. Folklore in some regions says that those who are pierced by the needles will one day join the collective of spirits that inhabits its stone.
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Spirigon is said to be Porygon corrupted by over 108 viruses afflicting it at once. It acts in a glitched, distorted fashion, and its presence corrupts and damages electronics it inhabits.
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Spirinyte emerges from within the fossilized remains of an ancient Pokémon. It has a strange effect on the minds of those who get too close while it has manifested.
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Once Spiristar emerges from the fossil it inhabits, it passively alters the minds of those around it. Their wills slowly degrade until they are completely compelled to do Spiristar's bidding.
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Spiriuna hides among crowds of Kakuna for safety. Though it has difficulty emerging fully from its stone, it will expel ghostly energy from cracks in the stone in order to defend itself and its brethren.
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Spirito usually manifests underneath the fossil it inhabits to scrounge food up from the sands of the ocean floor. It emerges suddenly from above when startled, hopefully scaring off whatever potential danger made it do so.
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Many have mistaken Spirilax's keystone for a Snorlax sleeping in the wild. Its cry while resting within the stone sounds like deep, reverberating snoring.
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Spiricuno's manifestation from its keystone creates a freezing mist around it. It's said that any creature frozen by its mist will have its soul drained in order to increase Spiricuno's power.
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When Spiridos erupts from within its keystone, the skies near it darken and become tumultuous. The longer it remains outside the stone, the more aggressive the thunderstorms it creates become.
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Spirinair is said to house the souls of 108 fallen Dragon-type Pokémon. It has a calm and serene personality, but shows little mercy to those who try to touch its keystones without permission.
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Dragon-type Pokémon Trainers in the past would leave Spirinite keystones in locations they considered sacred Pokémon sanctums. Spirinite would manifest when it sensed fear in its brethren, protecting them from harm.
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Spiridrill tethers its keystone to the same branches Kakuna hang from. In order to protect its cocooned brethren, it manifests its spectral form to defend them, stinging fiercely at any potential threats that come close.
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Spiritwo's psychic abilities are practically without peer. It can put up to 108 creatures under its control and manipulate them simultaneously without straining its own mind.
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Spiriew possesses a truly massive array of psychic and ghostly abilities. Some say it is comprised of 151 spirits, each the soul of a different departed Pokémon species.
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Spiririta emerges from its stone in the form of a leaf, swinging itself around to ward off others. The leaf emits a sour scent strong enough to give most creatures pause.
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Spiriquil responds to its keystone being touched by flaring out from its back. Its ethereal form is very hot and will burn those who are too close when it erupts from the stone.
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Spiridile likes to emerge from its keystone to give others a friendly bite. Despite meaning no ill intent, this is quite dangerous as Spiridile's ghostly teeth can cause many negative afflictions, and it refuses to let go once it has chomped down.
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When Spiritret emerges from its stone, it floats up high to survey its surroundings with keen eyesight. It acts as a lookout for small woodland Pokémon, alerting them to encroaching dangers.
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Spirihoot emerges from its keystone at the same time every day, letting out a shrill cry before retreating. If its stone is moved to a new area, it will not appear for several days as it readjusts its internal schedule.
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Spiriowl is curious and will emerge from its keystone to quietly observe travelers in the forest. Because it tends to come out only when the night is at its darkest, it has terribly frightened many of the people it wants to observe.
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Spiriotto is a bit territorial and will attempt to blow smaller Pokémon away with its Gust attack. A strange and eerie wail can faintly be heard within the wind its wings create.
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Spirichou makes a strange and sickly glow from its antennae to draw curious creatures to follow it. It strings them along until they are completely lost before switching off its lights and attacking from the ensuing darkness.
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Spirichu will curiously poke its head out from its keystone whenever it hears the approach of other creatures. Its body is slightly unstable, so it spontaneously generates small bolts of lightning for as long as it is exposed to open air.
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Spiribuff's small, round body emerges from the bottom of its stone and inflates slightly if it feels it is in danger. It moves around by bouncing its whole body off the ground.
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Spiripi's shell appears to contain several spirits within. The main spirit that comprises the body is protected by these other spirits, which leak from cracks in the stone to strike out at any threats to the main body.
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Some people will carry around Spiritic's keystone as a good luck charm. It does seem to provide a bit of extra luck, though seemingly at the cost of others near the holder suffering bad luck in exchange.
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Spirigeot flings powerful gusts of wind laced with its own spectral energy when it flaps its wings. One can see the visage of Spirigeot's face within the miniature tornadoes it creates.
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Spiriffy manifests itself as bits of ghostly wool located around its keystones neck and head area. It pulses in the presence of potential danger, filling itself with electric energy that will spark off if anything so much as touches it or the stone.
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Spiriros's tail absorbs the light around it, turning the surrounding area pitch-black and leaving its tail-orb the only source of light. Desperate travelers following the light in hopes of salvation are led astray and never return.
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After photosynthesizing enough sunlight, Spiriossom emerges partially from its keystone. Its body sways and dances in place, causing nearby flora to sway and mimic its movements.
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When Spiriwoodo emerges from its stone, it extends parts of its body to coat other nearby trees with ghostly energy. This alters their appearance to make it more difficult to discover Spiriwoodo hiding among them.
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The spirits inhabiting the stone form limbs to hop around swamps and ponds. Spiritoed then extends its face out from the mouth like a tongue to shriek at and scare away potential aggressors.
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Spiripom's form emerges from the tail of its Aipom-shaped keystone. It is mischievous by nature, turning its ghostly form into a giant hand with which it can grab and play with any creatures that pass by.
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Spirikern sprouts up from the top of its keystone during the early morning, behaving extremely warily. It is very weak until it absorbs the morning sun's rays, whereupon it becomes much more lively and cheerful.
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Spirieon can sense the emotional state of others from within its keystone. It ignores joyful or angry people, but emerges in the presence of sadness, hoping it can do something to bring some measure of comfort.
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Spirireon's ability to manifest is dependent on the phase of the moon. The full moon grants it maximum power, but nights of the new moon leave it almost completely unable to emerge from its confines.
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In olden times people would give offerings to the stone Spiriking inhabits in order to hopefully be granted a boon. Supposedly Spiriking would possess others for a short time, temporarily granting them massively boosted intelligence.
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Spiricate haunts suburban homes, pestering the denizens by spending much of the night making scratching noises in the walls. Its presence frightens off wild Rattata, making it effective at keeping more damaging pests away.
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Spiribuffet manifests in protection of its keystone, which is extremely sensitive and fragile. It absorbs blows with its ghostly body before returning the damage inflicted twofold and inflicting curses alongside its counterstrike.
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Whenever Spirifarig emerges from its stone, it manifests as an almost exact copy of the stone's shape. The keystone's eyes glow brightly whenever Spirifarig uses some of its psychic abilities.
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Spiritress is unable to properly defend itself as long as it is outside of its keystone. From within the stone, it can fire off sharpened spines made of its own ghostly body out from the keystone's pores.
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Spiribull goes around seeking to be spoiled and pampered by others. If it doesn't get the attention it craves, it wails and emits cursed ghostly energy that causes a myriad of paranormal problems until someone comforts it.
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Spiribull creates chains with its own ghostly body, linking the arms of its keystone together. These chains are mostly used for entertainment, such as jump rope or lassoing playmates.
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Berry Juice created within Spirickle's shell emits a faint and somewhat eerie glow. Many are hesitant to drink it due to this, but the juice itself is harmless, if a bit sour in flavor.
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Spirisel lies in wait until it gets a chance to pilfer items from travelers. It leaps out from its keystone quickly and slashes at Trainers' bags, cutting them open and letting it snatch some of the spilled contents.
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Spiriursa uses its cute appearance to mask a sneaky nature. When travelers pay it no heed due to its meek actions, it stretches ghostly limbs from its body in order to steal any sweets they might be carrying.
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Spiriring has an ill temperament and typically behaves quite aggressively when it emerges from its keystone. Smearing honey on its stone while it is hiding away will make it behave more calmly the next time it manifests.
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Spirigma can only move its keystone after it has been exposed to extreme heat. Once the stone cools off, Spirigma becomes immobile until its temperature can be raised once more.
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Spiridour functions best in a group of a dozen or more. The members of the pack feed off each other's spectral energy, allowing them more strength and coordination when it is time to hunt or fight together.
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Spirigon2 is said to have been created by placing 108 powerful programs into a single vessel. It has a lot of power within cyberspace, but behaves erratically and may randomly turn aggressive.
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Spiritler haunts forests at night, driving off those who would potentially endanger the Stantler herds within. Touching its keystone will cause a psychic surge that creates a migraine in the perpetrator strong enough to knock them out.
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Spirigle paints murals by emerging from the tail of its keystone and rubbing its body against surfaces, which leaves a faint, ghostly residue. This causes the artwork it creates to have an ethereal glow in low lighting.
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Spirichum is a curious Pokémon that can't help giving a kiss to anything new that marches close to its stone. The kiss tends to make a person's skin tingle and develop goosebumps, but is otherwise harmless.
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Spiritank's spirit-like form has a milky complexion. The udders of its keystone leak a milk-like liquid when squeezed. The liquid should not be consumed, as it will make a person ill and cause hallucinations.
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Spirisey offers those who are feeling unhappy to hold onto its keystone. If they accept, its spectral body envelops them for a time, emptying their mind of negative thoughts and giving them time to enjoy pure bliss.
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Spirigia causes tempests at sea when it emerges from its keystone, the flap of its wings stirring up massive winds and waves. It tends to emerge some time after a lethal shipwreck has occurred, as if angry at the lives lost to the ocean.
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Spirioh perches on the tallest of towers in the evening, its many ghostly feathers emanating an eerie spectral light. Some parts of Johto believe it is inhabited by the souls of those lost to flame.
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Spirichu shows off its vast electric power by shooting lightning from its tail and raining it down on its surroundings. Spots struck by its lightning bolts will emit a ghostly mist from the scorch marks left behind.
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Spirikiss is very sensitive to hostility and strife. To give itself peace of mind, it emerges from its stone to curse those around it and forcibly remove any negative thoughts from their minds, no matter the adverse mental effects this creates.
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When Spirishrew's keystone is in danger, it surrounds it with ghostly energy in the form of a sphere. It then rolls the sphere away at high speed, carrying the stone to safety with it.
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Spirifeon is said to be formed when the spirits of deceased plants conglomerate into a single stone. It siphons the life essence from nearby plantlife in order to sustain itself.
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The temperature around Spiriceon's keystone drops significantly whenever it manifests itself. The stone is always cool to the touch and covered with a faint layer of frost.
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Spiricor clings to rock walls while it lies dormant, remaining completely motionless. When it hungers, it leaps from the wall suddenly to swoop at its prey, creating a stinger of paralyzing ghostly energy to attack with.
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Spirivyle acts in defense of verdant groves that grow its favorite berries. The sharp leaves on its wrists separate and act according to its will when it grows agitated, cutting at those who have vexed Spirivyle.
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Spiriziken manifests in the presence of strong fighters it can test its mettle against. It strikes with incredible speed, able to swing 108 punches and kicks within the span of a minute.
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Spirikip hides in mud puddles waiting for others to walk by so it can leap out and scare them. If they do not get scared by its antics, it angrily kicks mud at them for ruining its fun.
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Spirits can sense the emotions of others from within its keystone. If it senses a kind person in distress or danger, it manifests from the stone's horn to come to their aid.
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Spirinja writhes about from the hole in the back of its stone, and seems unable to fully hide itself within. Some say the spirits inhabiting it are unstable and must absorb the souls of others to temporarily relieve their discomfort.
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The many spirits inhabiting Spiridum's stone manifest a spiritual arm that allows it to float around or grab and crush aggressors. The spirits are not entirely in sync, however, causing it to behave erratically at times.
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Spiridoof's buck teeth continue to grow even when it is hidden within its keystone. It gnaws on its own stone when manifested in order to keep them from growing too large and cumbersome.
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A swirling mass of ghostly energy resides within Spiriwile's false mouth. It's said that any creature snatched up into the mouth will have its soul devoured and stored within Spiriwile's keystone.
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Spiririth lies in wait, pretending to be an upturned and helpless Anorith. When predators swim near looking for an easy meal, Spiririth emerges from its keystone and envelops them completely.
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Spiridos emerges from the fossil it inhabits in order to protect itself from potential harm. It can temporarily harden its skull to be as solid as steel so that it can knock anything away with its powerful headbutts.
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Spiridon solidifies part of its skull in order to deflect damage from attacks. Striking its skull in this state produces an eerie wail that sends shivers down the spine of most creatures.
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Spiridon inhabiting an Armor Fossil caused some to believe it was the spirits of fallen Bastiodon from prehistory. It can solidify the skull of its spectral form in order to make it hard enough to stop almost any attack in its tracks.
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Spiriking is only occasionally seen in full due to its lazy nature making it not want to put the effort into manifesting its full form. It typically only does so in order to move its keystone somewhere closer to food.
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The many spirits inhabiting Spiriking's stone are all lazy by nature, rarely exerting the effort to manifest its full form. Disturbing it while it rests, however, will incite a very quick and violent retaliation.
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Many once believed Spirinoir was an evil spirit made up of the most heinous of souls. The orbs of ghostly energy floating around it were said to be souls attempting to escape the collective in order to wreak greater havoc.
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Some legends say Spiriceus is the result of 1000 souls possessing an Arceus statue and achieving sentience and untold power. Gazing into the swirling aura ring around its torso is said to give a person a glimpse into the afterlife.
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Seeds can be planted on the back of Spiritle's stone and grow with seemingly little issue. Plants that grow from its stone do tend to emit a ghostly green glow at night, however.
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Spiriterra's shell appears to function as a connection to the spirit world. During times of high stress, spirits will manifest and come to Spiriterra's defense, using all manner of ghastly powers.
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Spirilup tries to intimidate larger Pokémon by blowing a large amount of bubbles made of ghostly energy. The bubbles are weak, but make shrill and ghastly noises with each pop.
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The sword embedded in the ground emits a faint aura that compels people to try and pull it out. Once they venture too close, the spirits possessing the sword lash out and attack in an attempt to add to their numbers.
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Spiriedge emits a faint glow from its blade in order to compel others to try to pull it from the stone. Once they do so, its tassel wraps around them and takes hold of their mind, forcing them to obey its whims.
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Spiriblade sharpens its blade-shaped keystones daily to keep them in top condition. If either stone gets damaged, it will cause the other to fly into a slashing frenzy.
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Spirislash is said to carry the souls of hundreds of knights from history within it. Those who take hold of its blade and shield begin acting more gallant and noble.
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Spiriard has a simple mind and a relatively weak will. It will blindly follow the commands of whomever most recently touched its keystone.
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Those who gaze at Spirisharp's keystone for too long become compelled to follow orders whispered by an unseen voice in their ears. These orders mainly consist of presenting offerings of food or trinkets to the keystone.
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Spirigon emerges from its keystone during the dark desert evenings. Its wings create a mist of ghostly energy as well as a strange, vibrating buzzing noise, both of which cause disorientation and hallucinations in those within close range.
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Spiridon's immense spectral power allows it to shake and move the very crust of the planet, reshaping it as it sees fit. It is said to have been born when the first landmass formed many millennia ago.
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The air surrounding Spiriquaza seems to grow still whenever it emerges from its stone container. It's said that if Spiriquaza fully manifested, its body would stretch all the way up to the ozone layer.
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Spirialga carries the ability to manipulate and travel through time. Some people of the past worshiped Spirialga, believing that it would absorb their soul and allow them to experience all of time as a part of it.
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The portal linked to Spirikia's tail suggests the spirits inhabiting the stone artifact may have come from some other dimensional space. Some researchers theorize it may even have a link to Ultra Space and Ultra Beasts.
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It takes a bit of time for Spirigigas to fully mobilize the statue it inhabits due to its sheer size. Once it does manage to get the stone moving properly, it becomes a near-unstoppable colossus in battle.
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Those touched by Spirirai's ghostly energy will fall into deep slumbers fraught with terrible nightmares. It is said to feast on the fear its victims emanate while under its influence.
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Spiriloom uses its ghostly body to take unassuming opponents by surprise. It extends spectral limbs from the keystone's arms to land punches from far away with elongated arms.
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Spiricott is a prankster that loves to pop up from its keystone and cause trouble. Aside from startling others, it lets out little flecks of ghostly energy upon emerging that can cause sneezing fits.
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Spiridile is highly aggressive and will lurch from its keystone to chase after anything that touches it. Once it has locked onto a target this way, it will never give up its pursuit until it has captured them.
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Spirigrigus were used by ancient royalty to guard their most precious treasures. It was believed that any thieves that were caught by Spirigrigus would have their souls siphoned and trapped forever within its ghostly body.
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Spiritula generates threads made of electrified ghost energy from the multiple limbs of its keystone. It's said that those who get ensnared by the webs it weaves will have their energy drained and transferred into Spiritula.
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Spirilurk has been seen guarding the remains of temples related to civilizations known for their mystic beliefs. It is said Spirilurk houses the souls of some of those civilizations' last inhabitants.
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Ghostly will o' the wisps float off from Spiripix's multiple tails and swirl around it, acting as protective wards. They fly off and home in on a target the moment it steps within range, singing the target with spectral fire.
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Spirimuku will emerge from its keystone in a sudden and almost violent manner to whack away anything getting too close. The spines on its stone will levitate slightly while its body is exposed.
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Spiriki's key-shaped keystones have the mysterious ability to fit into any lock. It picks the locks of many a home in order to make off with any loose keys it can pilfer.
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Spirino's face is trapped within its keystone, limiting its ability to see. It navigates by carefully slipping tendrils of ghostly energy around and feeling its surroundings.
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Spirilous manifests with two separate heads that are constantly at odds with each other. It is not uncommon to see one head aggressively try to force the other back into the keystone.
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Spiridreigon's destructive urges are said to be due to the myriad of souls inhabiting it being unable to coexist properly. Whenever it manifests from its multiple keystones, it leaves devastation in its wake.
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Spirikoth rarely exerts the energy needed to manifest its whole ghostly form out of its keystone. It mainly does so when it needs to eat, a process it does at an incredibly slow rate.
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As soon as Spiriroth emerges from its stone, it goes on a hyperactive rampage, flailing about and screeching wildly. It only retreats back to the keystone once it has exhausted itself, which could take days.
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Spirimer moves by bouncing its large and rounded keystone about. Though the stone is quite heavy for the average person to lift, it can float upon the water's surface easily thanks to Spirimer's powers.
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Spirinx's ghostly body naturally emits a faint glow, casting off small sparks when it trots at higher speeds. It is friendly by nature and will lead lost travelers through the darkness to somewhere safe.
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Spirinch stays motionless in the desert within its keystone until something small enough draws near. It then lunges from the stone's mouth to grab and attempt to drag its target into the stone's maw.
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A buzzing sound from within Spiriva's keystone indicates it is about to emerge and go on the offensive. The buzzing comes from the rapid beat of its wings, which emits supersonic waves that cause disorientation and migraines.
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Spiribas keystones are known for being misshapen and rather ugly. It has an aggressive temperament, but it lacks the strength to manifest much of itself, so it cannot cause much damage when it attacks.
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Spiriagon slowly marches its keystone towards cliffs before flinging it off the sides. Just before it hits the ground, it flares its spectral form out from its skull to cushion the impact and keep the stone from shattering.
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A shell-shaped stone houses the many spirits that make up Spirielgon. It conserves energy and rarely moves, its ghostly form emerging from small cracks in the stone only when it feels truly threatened.
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Spirink resides in the stone-shaped gear, which rotates slowly at all times. The longer it spins before unleashing its power, the longer the spirits inhabiting it can remain manifested.
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Spirimander emerges from the tail of its keystone, its spectral body emitting a pleasant warmth. If it isn't feeling well, it will only partially poke its face out from the stone's tail.
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Spiridew can typically only manifest from the bottom of its stone in order to move around. If the keystone gathers enough sunlight, it will open up for a short time and allow Spiridew to emerge more fully.
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Spirish infiltrates groups of Shroomish in the wild thanks to its keystone's resemblance to the latter. When the Shroomish sleep, Spirish manifests and siphons some of their energy for sustenance.
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Flecks of Spirionee's gaseous body fly off when the wind grows strong. Inhaling these little flecks will cause a person to experience strange hallucinations and fantasies, believing themselves to be an entirely different person.
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Spiritik uses static electricity siphoned from others to keep itself manifested outside of its keystone. The stone itself can absorb static electricity just by being touched, and takes only a little energy to be fully charged.
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Spiriseed involuntarily emerges from its keystone whenever the stone is sufficiently impacted. Strong enough impacts will cause it to erupt forcefully and fire off pointed spines of ghostly energy.
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Spirixew's tusks are not technically a part of its keystone, but are treated as precious all the same. If one of them is broken, it frantically searches for a replacement stone of suitably high-quality.
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Spiriolett is said to house some of the souls of the inhabitants of ancient civilizations. It spends its time constructing small statues made of rocks it gathers, though the meaning of the structures it creates is currently unknown.
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A ghostly flame covers Spiriling's body whenever it emerges from the keystone. The fire is quite warm but safe to touch; it will never burn anything unless Spiriling wills it to.
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Spirifisk stretches out along the ground near its keystone, hiding among the shadows. It waits for an unassuming traveler to step on it, whereupon it latches onto their legs and delivers a painful jolt.
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Spiripede is sneaky and opportunistic, hiding its keystone among foliage until something weak wanders by. It then quickly leaps out from the stone to deliver a venomous bite before scurrying back into hiding.
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Spirirunt is a greedy little thief, emerging from its stone to swipe anything that catches its eye from travelers. It lets out a screeching roar that sends a wave of ghostly energy at those who dare try to pursue it after it has pilfered something.
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Spiritrum is said to be the spirits of over 100 Tyrantrum locked within a single fossil. Upon manifesting from its source, Spiritrum lets out a chilling roar that causes other Pokémon with prehistoric links to freeze in fear.
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Spirirunt's body is sensitive to the elements, so it rarely exposes itself much past its protective keystone. It has been noted to be a bit more willing to emerge from hiding in warmer temperatures.
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Spiribish relocates its keystone towards garbage dumps and other places where it is likely to have trash littered nearby. Its stone slowly absorbs the garbage into its body, turning it into energy.
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Spiriodor scoops up garbage in its large claws and consumes it in great amounts. The trash is absorbed into its spectral body, causing it to have an abhorrent stench whenever it manifests.
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Spirivanha is difficult to make come out of its keystone, unless it catches the scent of blood. When it does, it emerges in the blink of an eye, its jaws gnashing fiercely as it tries to tear into whatever is causing the smell.
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Spiriedo's stone rests in the deeper parts of the sea, waiting for anything to swim by and be snatched up by its spectral form's jaws. It attacks with blinding speed and frenzy if its prey happens to have still-fresh wounds.
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Spirilu forms wings from its body to carry its keystone from one location to the next. Despite the stone being decently heavy, a strong enough breeze can disrupt Spirilu's flight pattern.
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Spirimy is timid and rarely emerges from within its keystone. It moves around by secreting a spectral ooze on the stone's underside that lets it slip and slide around.
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Spirigoo's keystone is much larger than its actual body. This results in the stone being too heavy for it to move, greatly restricting its movement speed.
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When Spiridra emerges from its keystone, it bears a resemblance to a form of Goodra from centuries in the past. It leaves goo behind on everything it touches, which causes skin to tingle before it evaporates a few seconds later.
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The keystone acting as Spirirock's torso allows it to move the rest of the stones attached to it. It can even separate all of its stones to form a rocky tornado in combat, easily reforming itself after the attack is finished.
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Spiriplume emerges from between the flower petals of its keystone. Its body produces a strong odor and is borderline lethal if one remains in close proximity for too long.
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When Spiriapex manifests, it keeps sharpened chunks of its keystone within its spectral body. Its ghostly energy imbues these shards with unique toxins that can be quite deadly if allowed to pierce the skin.
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Spirilucha fights by maneuvering its keystone with great agility and showmanship. It never gives up a fight; even if its keystone is heavily damaged, its spirit-like body will emerge to continue fighting.
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Spirinea's keystone should be kept as dry as possible. It reacts negatively to moisture, emerging from the stone and swinging its spiky arms around angrily. The spines cause a person to suffer severe chills if pricked by them.
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Spiriturne can usually be found in desert areas that are particularly arid and devoid of flora and fauna. It rarely emerges fully from its containment, usually just firing spines of spectral energy at intruders who wander by.
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Spiriras's main body extends out from a pair of strange mushroom-shaped stones. Some say Spiriras is actually an amalgamation of the spirits of people who perished from eating poisonous fungi.
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Spiriselia's keystone floats around at night, fueled by the light of the moon. Those it passes over fall into a pleasant sleep, though their dreams seem to contain the whispers of over 100 mysterious voices.
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Spirish grinds the teeth of its keystone in order to be able to manifest its spectral body. As it does so, the stone lets out a pulse of psychic energy that pushes back anything in the immediate area.
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After the many spirits of Spirimo-o manifest themselves from its stone, the body can often be seen toying with the many glowing spheres on its body. It is believed these spheres let it silently commune with other Ghost types in the region.
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Spiripod is extremely timid and rarely comes out of its keystone. The main reason it emerges is when it needs to quickly flee and drag its stone elsewhere to remain safe.
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Spirimantis fires small projectiles composed of its own spectral body out of the holes in its keystone. It regenerates whatever energy it uses, but firing too much in a short period of time will leave it exhausted.
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Crystals that grow on Spiribink's body have long been sought as supposed sources of great mystic power. Retrieving them is highly dangerous, as Spiribink will attempt to rain hexes upon those who try to touch them.
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Spiripin is excitable and easily startled. When taken by surprise, it instinctively creates spines of ghostly energy all across its body and keystone in self-defense.
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Spirinat's body forms a protective shield around its stone when it emerges from within. Touching its body causes a person's skin to tingle and develop extremely itchy rashes within just a few minutes.
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To protect others, Spirinaught stretches out and distracts aggressive Pokémon and draws their ire. Once it succeeds, it partially retreats into its massive keystone, which is highly resilient to damage.
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Spirikoal is thought to be the spirits of an old island civilization that worshiped Torkoal, their souls joining together in idols carved in its shape. It resides in volcanic areas, warning travelers away from perilous conditions.
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Spirigeist feasts on the fear of others, emerging from its keystone to strike terror in those that step into its domain. With its eerie song and frightening visage, it is easily able to horrify travelers enough to sate itself off their terror.
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When Spirilix hungers, it simply emerges from its keystone while emitting an extremely sweet scent. Lured Pokémon will lick its body and immediately fall into unconsciousness, helpless to avoid being consumed by Spirilix.
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Some believe that Spirior's origins can be traced back to somewhere deep in space. Its stone shell is incredibly durable, but can still be damaged; a unique spectral energy seeps out from any cracks that form.
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Spirimeleon emerges from the tail of its keystone to roar and bellow at others, as it is highly territorial. If the intruders are not deterred, fire erupts from the stone's hollow eyes to further scare them off.
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A superstition exists related to Spiridisc and its keystone. It says that touching the stone will curse a person to suffer 108 failed relationships before ever having a chance at finding true love.
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Once Spirizagoon emerges from its keystone, it always runs about in a zigzagging pattern. Some say its movement is due to the spirits comprising it not fully agreeing on which direction to run.
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Once Spirinoone manifests, it runs in straight lines at top speed until it exhausts itself completely and retreats into its keystone. It may disappear mid-sprint, causing its keystone to skid across the ground or crash into things.
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Spiricoon has a difficult time emerging from the sturdy keystone containing its body. It can usually only manage to cover its spines with ghostly energy that helps fend off attackers.
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Spirifly manifests wings from its keystones to relocate when the conditions around it become dangerous or uncomfortable. The flapping of its wings releases a ghostly pollen that induces weakness on those that come in contact with it.
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Spiriscoon extends spines made of ghostly energy to prick anything that gets too close to its keystone. Those pierced by them find themselves suddenly experiencing paranoia and an intense urge to run far away from Spiriscoon's location.
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Spirileaf uses its nose as a flute to create a strange and off-note song during the forest evenings. Most creatures find the song instinctively unnerving, but Ghost-type Pokémon are drawn to come closer and listen.
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Spirigull uses small ghostly limbs to fling itself off tall surfaces. It manifests spectral wings to glide across the skies, its ethereal limbs unaffected by conditions like wind and weather.
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Spiriskit entertains itself by using its ghostly limbs to skirt and skim across the water's surface. It drops its stone into the water's depths to avoid danger, swimming back up once the coast is clear.
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Spirimur uses its spectral body as ears that are highly sensitive to loud noises. If the noise around it gets to be too much to handle, it vibrates its keystone, creating a loud screeching noise that hopefully drives off the source of the noise.
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Spiriloud is a number of spirits inhabiting a stone remarkably similar in shape to a boombox. Its haunting, distorted cry sounds like 108 voices shrieking in unison.
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It is said that Spiricham is the soul of 108 martial arts masters working in complete harmony. In combat, it utilizes graceful physical strikes in tandem with orbs of ghostly energy controlled by its mind.
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Spirisian is quite needy once it desires attention from its Trainer. It will haunt them throughout the house and never give them a moment of peace until they give it an adequate amount of patting or treats.
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Spiribeat will emerge from its stone in response to sweet scents wafting its way. It flickers the spectral light its wings emit to alert others of its kind to the presence of the sweet smell.
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Spirimise flickers a light from within its keystone to draw in curious Bug-type Pokémon. Once they've gotten close enough after falling for Spirimise's lure, it springs out of the stone in order to attack.
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Spirin emerges from the mouth of its keystone to envelop objects and consume them within its ghostly body. Once it has fully dissolved something, it slips back into the narrow entrance of its stone to digest.
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The mouth of Spiriot's keystone is hollow and seems to lead far deeper than its physiology would suggest. Spiriot tries to lure others in to explore the depths within its maw, but few take it up on this offer.
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Spirimel lets loose some of its ghostly energy from the hole in its stony back when stressed. The energy feels cold, yet burns a person's skin like scalding steam.
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The spirits inhabiting Spirida seem to be unable to fully cooperate with each other. As such, whenever it emerges from its keystone, its movement is wobbly and uncoordinated.
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Spirilrock's ghostly form grows stronger the more sunlight its stone is exposed to. At the height of the day it can float around freely, but without a light source its keystone plummets to the ground and leaves Spirilrock almost immobile.
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Spiriboach is always restlessly undulating when it emerges from within its keystone. Its stone is coated with a slippery slime that makes it difficult to grab hold of.
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Spiricash causes the ground around it to tremble slightly when it manifests from its keystone. Its whiskers can extend out great distances to act as lashing whips against its foes.
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Spiriduck moves with an odd, stumbling gait that some believe is due to the body being possessed by many spirits. When it exerts psychic powers, a ghastly and ghostly aura flares up around its body.
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Spirieal forms its round body around its keystone, carrying it with it as it rolls around. It leaves a splotch of frost on anything its body knocks into while rolling about.
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Spirikey gets quite angry if anyone steps near its keystones, even if by accident. It springs out from the stones and leaps to go on the attack, biting and clawing in a wild frenzy.
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Spirirein's manifestation is accompanied by a powerful freezing mist emanating from the mouth of its stone. When it retreats back into the statue, the cold temperature of its body forms a layer of frost around the stone.
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Spiritail maneuvers its keystone to rest within holes in the lower depths of the ocean, waiting for prey to draw near. The last thing many an underwater Pokémon has seen was Spiritail's glowing body lashing out at them from the darkness.
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Spiricanth hides at the ocean bottom pretending to be a simple rock, using the spirits possessing the stone to move about when the coast is clear. An eerie glow radiates from it while it swims.
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Spiriape's manifestation grows larger the more rage it feels. It shrinks as it vents the anger in combat until it completely exhausts itself and retreats into its keystone.
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Some believe Spirinine is the conglomeration of many lost Arcanine spirits combining into one being. When it howls at night, a chorus of identical howls join in, even if no other creatures are nearby.
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Spiriwag will not emerge from its containment while its keystone is dry. Once the stone is properly moisturized or coated with mud, Spiriwag will eagerly come out to play with those around it.
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Whenever Spirira senses danger approaching, it will teleport to safety. Its keystone teleports away first, its spectral form lingering for a second or two after before disappearing as well.
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Spiribra's spoon is just another part of its spectral form, used to help it mentally focus and better harness its psychic abilities. If the spoon is somehow separated from it or destroyed, it simply forms a new one.
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The stone belt around Spirichop's waist is said to house the spirits of over 100 powerful fighters. Said spirits are believed to take control of Spirichop's limbs in combat, giving its moves greater strength and finesse.
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Spirichoke emerges from its keystone in the presence of strong Pokémon, flexing at them as a challenge to compare their strength. If its challenge is not met, it grows bored and retreats back into its stone.
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Spiridude wears its keystones like armor to protect itself in battle. It uses ghostly powers to levitate nearby stones and use them as projectiles, distracting foes so it can get up close and deliver solid punches.
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Spirilem moves by tucking into its keystone and rolling around at high speeds. It typically manifests only to stop itself and go searching for food.
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Spiripoke dips its ghostly tail into rivers in order to fish. However, it often forgets to make its tail solid enough to interact with, so the river denizens swim right through it instead.
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Spiribro is quite the dimwitted creature. It has often been seen attempting to flee or escape from its keystone tail, as if it has forgotten they are permanently attached.
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Spiriton's keystones emit a unique magnetism that keeps them forever linked in close proximity. Even the strongest of Pokémon cannot force them to separate more than a few millimeters before they snap back together.
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Spirieel gather together on ice floes floating on the frigid waters. They compete against each other by pushing their flat keystones off the floe and seeing how far they can skip themselves across the water.
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Spirider tends to inhabit underwater caves in large numbers. Many undersea cavern explorers have been terrified by the sight of multiple Spirider opening their shells curiously, their glowing faces dotting the cavern walls.
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Spirister remains shut within its closed stone shell most of the time. If it feels bothered by the presence of others, the shell opens and Spirister stretches out with a frightening cackle to scare them away.
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The mischievous Spiriter cannot resist cackling as it emerges from its keystone, intent on causing a bit of minor havoc. It reaches out with its disembodied hands to touch unsuspecting passersby and send a paralyzing chill down their spine.
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Spirigar is bursting with ghostly powers, to the point that its keystone can barely contain it properly. It seeks to use its vast range of abilities to cow all other Ghost-type Pokémon into submitting before its might.
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Spiriby prefers to use its spectral claw against others rather than the claw-shaped keystone it emerges from. The stone claw is stronger, but Spiriby seems unwilling to risk damaging it.
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Lucabone wields aura-infused bones with incredible finesse. Strikes made by these enhanced weapons leave painful aura burns behind that take ages to go away.
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Lucafree can sense the aura of plant life around it, letting it know which flowers are the healthiest and most full of pollen for it to sample. It refuses to eat from plants that don't have a strong enough aura.
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Maritime workers consider Lucaras invaluable in times of disasters at sea, especially during the night. With its ability to sense aura, it can locate those in need of rescue more effectively than the naked eye.
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With a powerful fighting spirit, Lucato will only copy opponents it deems worthy enough, fighting in its normal form until then. Its transformed state retains a faint flickering aura emanating around it.
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Lucanite will only allow itself to be trained by those who possess a kind aura. Although it disdains violence overall, harming those it cares about will ensure Lucanite uses every ounce of its aura strength to defend them.
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To appear taller and more imposing, Lucatret raises itself up with its tail. It can even use aura generated from its tail to boost itself further upward, to try and intimidate particularly large opponents.
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Lucaotto is a very feisty and combative Pokémon, presumably due to excessive aura generation. Rivals will fight in midair, then continue into direct fisticuffs once downed and forced to fight on the ground.
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Lucaros's tail orb channels light as well as its aura. Aside from creating blinding flashes, it can surge its own power enough to create mighty aura waves that can knock back entire groups of enemies.
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With the ability to sense the auras and the minds of living creatures, few can hide their true motives from Lucaeon. Law enforcement agencies are beginning to consider employing it to assist in lie detection during interrogations.
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When idle, Lucagon2 curls itself around a data sphere it creates. Holding the sphere brings it comfort, but it can also use the orb as a powerful thrown projectile when it feels threatened.
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Lucasey infuses its eggs with aura based specifically on the aura it senses from those not feeling well. With the infusion, the eggs are specially enhanced to be more effective at curing the person's ills.
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Lucagia can generate aura-infused winds within its large paws. Clapping them together creates mighty wind bursts that can create ocean waves and uproot even the thickest of trees.
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Lucavoir uses aura sense in conjunction with psychic abilities to judge the threat level of anything that comes near its Trainer. It can launch a volley of countless Aura Spheres controlled by telekinesis to protect its beloved companions.
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Lucavoir's psychic abilities and aura manipulation combine to make it a formidable opponent. Its senses give it amazing foresight, and the large aura projectiles it counters with take out most foes with a single shot.
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Lucatomb can concentrate and project its aura in the form of a ghostly visage. Should this projection envelop the body of another, it can drain their aura and leave them severely weakened.
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Lucaceus's skill with aura is nearly unmatched. It can freely manipulate its own incredible aura and even use it to form copies of itself or its opponents to aid itself when in combat.
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Attracted to Lucaterra's sturdy aura, Lucario will sometimes climb onto its back and train themselves. When this occurs, Lucaterra's normally calm personality shifts to becoming fiercely protective of its passengers.
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Extremely powerful and prideful, Lucaleon flares its own aura often, taking any chance it can get to show off its strength. Even the smallest slight against it will see it indignantly respond with viciously sharp aura slashes in retaliation.
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Lucark's illusory powers are so effective it can even perfectly recreate the aura of others as well as their form. It's said the goal of every Lucark is to master 1000 auras.
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A powerful aura cannon rests on Lucaesect's back, capable of firing devastating beams of aura energy. It only chooses to use this on opponents that have given it a decent enough fight to warrant its full power.
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Lucarade extends thorny vines made up of its own aura from the flowers on its hands. The aroma its flowers emit is said to increase the fighting spirit of those who smell them.
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The webs Lucatula spins carry some of its aura-detecting nature within. Those that are pure of aura can touch the threads and feel no shock or stickiness, but evil hearts will be jolted and stuck nigh-instantaneously.
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Lucalurk patrols dark caverns, using its aura-sensing capabilities to detect intruders. If it sense no evil it ignores the target, but shows no mercy in repelling those with detestable auras from its home.
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Lucainch's large jaws give it an impressive bite to use on intruders. It is quite aggressive, coating its jaws with a small amount of aura in order to make the bite inflict a painful burn as well.
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Any coin Lucath grabs is infused with a small amount of its aura. Should anybody steal its coins, even if they themselves were stolen, it will be able to sense them and inevitably pilfer them back.
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Lucagar uses its mastery of aura to flare up a powerful blaze of spiritual energy around it, shaping it into whatever fearsome monstrosity it thinks would most frighten its opponent senseless.
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Lucano's pendulum is formed from its own aura manipulation, ensuring that it never loses its method of hypnotizing foes. It prefers to hypnotize those with evil auras in order to forcibly change their ways.
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Lucaler's oversized claw makes for a deadly accessory in combat. Already powerful on its own, it can focus aura into the claw and create concentrated aura orbs it launches with incredible force.
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Gibrita is prone to biting onto any tree it comes near, leading to forests it inhabits having many with chunks of bark missing. The earthy scent wafting from the leaf on its head intensifies after its meals.
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Friendly by nature, Gibret gently nips and tugs at others when it wants to play. It's particularly fond of being given something to hold in its mouth and then playing a game of keep-away.
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Gibans is quick to bite anything that crosses its path. Though the venom in its fangs is relatively weak, it travels in small packs that run the risk of biting en masse and causing a much more harmful poison accumulation.
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Gibrogue trains itself to hone its strength and temperament, but it is still a bit of a sore loser. If it gets overly frustrated about a loss, it is likely to grab onto its victorious foe and begin biting them in anger.
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Gib Jr.'s dancing and mimicry efforts are slightly hampered by the weight of its large head, giving it a wobbly gait. If it hears anyone laugh at its plight, it will try to bite them.
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Gibray's excellent vision lets it scope out prey from long distances and even through solid rock. Its bite can deliver a powerful paralyzing shock; once prey is bitten, there's no escape.
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Gibful, with the appearance of a stuffed animal, is beloved and sought by many children. It behaves well enough as a pet, but has a tendency to bite too hard if agitated or excited.
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Gabchou surges quickly through the water in silence, blasting potential prey with a blinding flash of light once it gets close enough. While the prey is stunned, it circles around and attacks from behind while they're defenseless.
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Gabreep owners must take care to shear it often, as the buildup of electricity in its wool will agitate it and increase its aggression. An overgrown Gabreep will gnash at anything near, while a sheared one is completely docile.
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Some generations ago, people would traverse mountains to hunt Gabtar. A controversial medicine said to greatly improve vitality was brewed using ground-up Gabtar scales as a main ingredient.
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Gabdum clings to surfaces with its rear claws to ready itself before launching an attack. It lunges its whole body in the direction of its target, jaws opened wide in preparation to bite down.
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Gablie goes on the attack and bites at anything that enters its territory. Those bitten by it will likely become frozen solid as it latches onto them and exhales its freezing-cold breath.
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Garpod rubs its cocoon against surfaces to sharpen it to a fine edge. When threatened, it hops towards the threat in an attempt to tackle it and cut it with its cocooned body.
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Gartwo is a solitary creature that becomes very vicious to those who refuse to leave it to its own devices. Using telekinesis, it can propel itself through the air at blinding speeds, cutting down foes with its pointed claws.
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Garbuffet has a lot of patience and is resilient enough to endure many strikes from aggressive creatures. If its patience runs out it will retaliate with extremely strong and swift bites with its razor-sharp jaws.
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Some have employed Gardoom as guards of their home when they wish to make absolutely sure no intruders get in. This has invited some controversy due to just how viciously it responds to the approach of any unfamiliar parties.
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Gardra can swim through the seas fast enough to outpace a Sharpedo. It is not actively aggressive, but becomes hostile the moment someone causes harm to any other Pokémon living in its claimed territory.
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Making its home in forest areas near the ocean, Gartler is highly territorial. It scratches deep gashes into trees to mark its territory and warn others to stay away lest they wish to be cut just as deeply.
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Gartank is incredibly dangerous to milk, as its udders are pointed and extremely sharp. If successfully done, the milk it produces is highly energizing and very good for bones and muscles.
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Escaping from a hungry Garbell is not easy. Even if one runs from the tree it hangs from, it can fling itself and extend its leaves in a way that lets it glide through the air in an attempt to swallow fleeing prey whole.
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Garter loves to frighten others by jetting through the air at high speeds and pretending to cut at its target with its floating limbs. Its devious mocking cackle remains in the victim's mind long after it has vanished to find another to scare.
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Venutu's huge flower weighs heavily on its tiny body, limiting its mobility. To compensate, it propels itself short distances by using powerful vines that extend from within its flower.
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Venutoed is known to have a strong dislike of the taste of fresh vegetables. Many have attested to seeing Venutoed act as the villain in strange dreams they've had in the past.
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Venusparce's wings aren't strong enough for it to take off and fly. If it needs to move around quickly, it fires the drill-tip on its tail, connected by an extendable vine, lodging it into surfaces to pull and swing itself around.
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Venusey is very dedicated to the plant that it carries in its pouch. This is due to the plant's ability to, when properly cared for, dispense a soothing and healing mist of pollen that can cure most any ailment.
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A unique type of pollen is spread with every flap of Venuoh's wings. Blooming flowers grow even more vibrant at the touch, while old and withering flowers quickly burn to ash to make way for newer and healthier plants.
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Spotting a Venuslash in the desert is a good sign for weary travelers: since it needs plenty of fresh water to nourish its large flower, it makes its home close to oases where water would be plentiful.
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Venuziken keeps a set of thorny vines wrapped around its fists any time it enters combat. It uses them as whips and lassos to reel in evasive opponents before striking them with massively powerful kicks.
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Venuvoir's psychic powers let it manipulate the plant-life around it, growing flowery vines from the ground to protect itself and others. Its large flower can generate a thick protective barrier of pollen and flower petals as well.
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This variant of Venuvoir lacks the typical enormous flower atop its head, hampering its photosynthesizing capabilities. It needs to spend a larger amount of time basking in sunlight to keep itself energized.
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From within the plant on its torso, Venuceus can sprout up to a thousand vines to defend itself. It resides deep within verdant forests, surrounded by plant life and Grass-type Pokémon that seek its protection.
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Venumence is able to fly using the large wing-like flower petals on its back. It uses vines that extend from the petals' bases to grab onto surfaces and assist it in landing more smoothly.
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Venuquaza flies above the clouds, gathering sunlight with the flower on its head. If it is forced to descend from the skies, it devastates opposition with an intense Solar Beam.
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Venurona's leafy wings absorb and store vast amounts of sunlight. It flies deep into the darkest parts of the rain-forests to cascade the stored light across plants that need it, helping keep the plant-life healthy and verdant.
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Venutrum lumbers around the deepest parts of lush forests. It uproots trees with ease thanks to its powerful jaws, clearing out open spots for it to lay down and nap while absorbing copious amounts of sunlight to sustain itself.
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When Venuselia flies through the air at night, the flower on its back releases colorful spores that bloom vibrant plant-life. The resulting plants that grow have fragrant scents that put those that smell them into a deep and pleasant sleep.
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When Venuish grinds its teeth, the flower on its head undulates and changes the color of its petals. The different hues appear to correspond to the type of psychic power it tends to unleash.
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Venuling will often hide near the flower on Venusaur's back, blending in with it. It aids the larger Pokémon by helping it with grooming and removing small parasites from its back.
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Nidobuzz bangs on its chest to produce electric sparks from its spines. It uses the display as an intimidation tactic, typically done to protect smaller Pokémon it has grown fond of.
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Nidokarp cannot help itself seeing small Pokémon being bullied, leaping to their defense. Though it is pitifully weak, the poison in its barbs is just enough to disorient a foe and let Nidokarp and other creatures slip away.
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Nidoto keeps to itself at the ocean bottom unless it sees a larger Pokémon bullying a smaller one. In that case it leaps onto the larger one's back and injects poison into it with its four underside claws.
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Nidoffy rubs its own fur to generate sparks and electricity along its claws. It uses the voltage it gathers to make little light shows to entertain children and young Pokémon.
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Nidoh has a strong parental instinct over the smaller forest creatures that roam its home. Drawing too close to them will cause Nidoh to breathe an acrid and mildly poisonous rainbow smoke as a warning.
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Nidoking's burgeoning maternal instincts mixed with its aggression to make it a fiercely strict guardian. Those it takes under its wing are trained harshly, and punished even harsher for misbehavior.
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Nidoking thinks of itself as a mediator between members of Nidoran clans. Its aggressive nature makes most of its mediation consist of aggressive displays meant to cause both parties to cower in submission and cease fighting, or else.
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Nidoroc takes turns with others of its kind to circle around their young and defend the pack. It delivers a single painful and mildly venomous bite as a warning to intruders to back away before it gets even more violent.
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Mawking's large tail hides a secondary mouth more ravenous than the one on its front. Many would-be hunters become prey when its tail opens up and takes a large bite.
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Though they all share the same body, each of its many mouths has its own appetite. As such, it is always hungry, and always searching for the next meal to shove into its starving maws.
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Mawlosion has a volatile temperament and is easily angered. Once its fury is triggered, it retracts the flames on its back and focuses all its fire to its head, breathing massive plumes of fire all around it in an aimless rage.
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Mawking, in order to meditate on its deep thoughts, can shut its shell tightly around its head to shut out external stimuli. In this state, the orb glows and telekinetically tosses aside anything that comes too close.
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Mawrill's tail hides from sight while its body emits a shrill sobbing noise. When something draws near because of the noise, Mawrill's tail swings from its hiding spot to take a bite.
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Mawtomp's false mouth is primarily used for intimidation. If it fails to frighten something off, it uses the false mouth to scoop up and spit out a large amount of mud in order to give it a better chance to flee.
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Mawvoir lures other Psychic-type Pokémon near with a veneer of innocence and kindness. Once close, its false mouth snatches them and holds them within itself while Mawvoir drains them of psychic energy.
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Maweon's extendable tongue contains an entire false mouth with a crushing grip and pointed teeth. It has hunted down Pokémon much larger than itself, dragging them back to its den with the giant jaws.
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The strange stone Mawtomb is connected to can split in half to reveal hollow insides. It is said that those trapped within this stone maw will have their souls swallowed up.
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This form of Mawile was first recorded being sighted in the distant region of Galar. It was noted as being quite popular among members of the group known as Team Yell.
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Old folk tales say that Mawceus devours the souls of the wicked, storing them in the false mouth on the back of its head. The stories further say the stored souls are used to fuel its wicked powers, used to cast hexes upon the irredeemably evil.
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A toothy plant grows upon Mawig's head. Though Mawig itself is docile, the plant has a limited mind of its own and is very defensive, biting at anything that draws near.
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The large mouth on Mawtle's rear breathes out a sweet mist that carries a berry-like sweet scent. This haze has a strong paralytic effect; those stunned by it are quickly swallowed up into its jaws.
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Mawchar is a bit of a prankster, luring others close with a falsely innocent and naive persona. Once close enough, its false mouth on its head opens to spit fireballs at them as a malicious little prank.
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Mawpass remains almost completely still, biding its time. When unsuspecting prey wanders within range, it uses powerful lung capacity to inhale its new meal into its jaws, which clamp down and allow no escape.
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The false mouths on Mawolu's ears are specialized sensory organs. They open wide in order to sense the auras of those nearby and determine whether or not they are a danger to it.
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Tricky and malevolent forest spirits, Mawtump lull others into a false sense of security with the false wooden face they wear, pretending to be comforting or concerned so they can slip up closer to a victim and take a big bite.
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Mawras's claws double as mouths, letting it store some food for later. The mushrooms on its back release a faint pheromone that attracts smaller creatures close to it, making hunting easier.
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Mawetta lives within abandoned homes, pretending to be a normal piano. Once an unsuspecting adventurer comes near, it springs to life and chases after them, gnashing its toothy maw.
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Mawtox's wingspan plays a crucial part in its hunting and eating habits. Flapping spreads small bursts of acidic, digestive fluids that melt down its prey and make it fit for Mawtox to consume.
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The tips of Mawgull's wings contain points that act like sharp teeth. It divebombs towards prey and swings its wings like biting jaws to hold prey in place while it pecks at them with its sharp beak.
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Mawphish's claws show faint signs of sentience. After a successful hunt, sometimes its claws will move against its will and attempt to steal and swallow food for themselves, despite lacking their own digestive functions.
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The false mouth on Mawrelp's tail is where the majority of its poison breath is stored. It uses it to blast creatures by surprise before consuming them after the toxins take hold.
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Magnetism within the jaws of Mawton's twin false heads pulls prey in closer to be bitten. Its small and cute appearance has inspired waves of merchandise, particularly in Paldea.
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Mawduo's twin mouths lie in wait, secreting faint smells to draw creatures in to be devoured. The two often try to steal food out of the other's mouth, despite sharing a stomach.
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It buries itself in stone, leaving only a single part of its tail exposed above ground. When something touches this stone, Mawnix leaps from its tunnel and devours the unfortunate victim before diving back underground.
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Tentacles protrude from a small portion of Lilpod's hard shell. Small insects that float within range will be snatched and pulled inside to be consumed as fuel to speed up its evolution.
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Lilras dwells in areas with lots of kelp for it to feast upon. It has been observed batting around clams and shellfish on the ocean floor for fun.
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Although it only has one extendable tongue, the antennae on Liltoed's head generate a similar sticky saliva that can trap insects for it to consume at its leisure later on.
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Lilts hides itself in underwater dens, timid and afraid of most other aquatic denizens. Its many feelers sense the presence and emotions of others around it, letting it know when it is safe to peek out.
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The tentacles on Lilvoir's head can spread out and grab things thanks to a sticky fluid coating on them. If it feels overly protective, it sticks itself firmly to the ground, grabs its Trainer, and refuses to let them go until it thinks it is safe.
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Liliard's lower body has excellent gripping power. It grapples onto larger opponents and ceaselessly stabs away at them with its blades until either victorious or knocked out.
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Lilrachi's underwater habitat appears to be linked to where meteors fell into the ocean in prehistory. It remains relatively inactive, but nights of meteor showers see it becoming a much more active hunter.
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Lilrain scuttles around the ocean floor, moving from one area of thick kelp to the next. Hiding among the plants, it waits for hapless prey to swim by before it lunges out to snatch them with the tendrils attached to its wings.
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Lilithe prefers to spend more of its time swimming in shallow waters than being on land. The sticky tentacles making up its tail grab onto small creatures and heat up to cook them into its next meal.
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Several sticky tongue-like organs stretch out from Lilem's core. As it trudges around mountain areas, these limbs stretch out and grab anything in sight, dragging it back into its hungry center.
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Pokémon always seen together in a pair, sharing an obviously strong bond. The younger appears more energetic and naive, and is protected by the more aggressive and introverted older one.
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Lilnix keeps itself coiled on the sea floor, presenting itself as much smaller than it truly is. It springs forth and extends when prey draws near, surprising them and grabbing them with its sticky tentacles.
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Cradgia inhabits the deepest regions of the ocean, shuffling up from the floor's sands when it comes time to hunt. Its large hands are covered with minuscule sticky tentacles that make escaping its grip all but impossible.
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Cradtyke inhabits shallow waters, waiting until it sees a large amount of small creatures congregating. It leaps out of the water and rolls around, its sticky appendages capturing the tiny morsels to be dragged back into the water for consumption.
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Cradgrowth lives on the ocean floor, typically covering its body with seaweed and kelp. Its massive extendable arms reach out and snatch large fish that swim too close, making them easy meals.
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Cradvoir extends sticky tendrils from either of its hands to immobilize opponents. The tendrils also work effectively to catch small insects, one of its preferred sources of sustenance.
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Cradtomb is an ambush hunter, waiting until unsuspecting prey is next to it before manifesting suddenly. The outer edges of its spirit-like form adhere to living things, grabbing hold and making them easier to completely envelop and consume.
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The tendrils growing from Cradveon's head are coated with a faint layer of a sticky substance. It prances through forests catching bugs to eat with its ribbons.
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Cradno has limited eyesight, but its feelers on its neck make up for that with intrinsic senses of its surroundings. The moment an insect buzzes by, the feelers snatch it up and throw it into Cradno's mouth.
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Cradew is friendly and docile so long as it is not allowed to grow too hungry. If it does, a Cradily-like appendage emerges from its bud and attempts to grasp and devour anything it can grab hold of.
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The eyes on Cradbat's body are false markings; its real eyes reside within its always-gaping mouth. The tendrils on its back extend to grab onto anything it latches onto, making it increasingly difficult to pry off as it feasts on the prey's blood.
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Cradty's headbutt doubles as a way to grapple its foe. The sticky tentacles on its head latch onto its opponent with a powerful grip, allowing it to lift them up and swing them around with relative ease.
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Due to Cradleaf's pointed nose being a weak spot, it has developed a countermeasure. If its nose is pinched, the small tendrils on its head extend to grip the attacker and hold them still so it can pummel them in retribution.
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Cradnine is very loyal and protective of its Trainer. It stands guard by their side constantly and will whip out sticky appendages from around its neck to ward off perceived potential dangers.
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Those put to sleep by Cradno's hypnosis dream vivid visions of a prehistoric world. Some scientists think exploring these dreams further could lead to archaeological discoveries.
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Anokarp's body is too heavy for its small limbs to swim properly, so it shuffles and hops along the ocean floor. Unable to hunt proper prey, it settles for filter-feeding through the dirt, sand and mud.
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The feelers on Anoret's sides alert it to fluctuations in temperature and air pressure. Using this, it can tell when a cold front is approaching, and dig itself a den to hoard food in and wait until warmer weather arrives.
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Anowoodo hides amid underwater plants in an attempt to camouflage itself. The many eye-stalks on its hands give it strong vision, but also present multiple weak points foes can take advantage of.
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The stalks jutting from the sides of Anopip's head are its actual eyes. The eye-like pattern on its face changes depending on its mood.
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Anoraid's eye stalks can shift and rotate to a degree, giving it a wide range of vision. This helps increase the accuracy of the bullet-like shots of water it spits from its mouth at others.
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Anotomb inhabits fossil chunks typically found on the sea floor. It is a curious sort and often comes out to investigate creatures that swim close to it, though its appearance coupled with its sudden manifestation often scares them off.
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Anoceus's eyes are quite powerful, able to see clearly for miles in all directions. Even the tiniest of bugs won't escape its sight as it hunts for them around the coastal forests it tends to inhabit.
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Anomence's impressive size and wingspan cuts an imposing visage, but its behavior is simple and non-confrontational. It spends much of its time in the air, swooping down only to dig up tree bark and feast on insects hiding beneath.
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Anoveon's eyes, attached to the end of ribbon-like feelers, give it a wide range of vision. However, the ribbons are easily blown about by the wind, hampering the effectiveness of its sight.
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It is believed that Anogre used its oceanic power to keep the peace in the ancient world. It is pacifistic by nature and directs strong currents to forcibly separate those who are at odds with one another.
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Anotina resides near shorelines, patrolling the area for prey swimming within the shallows. It sends out shadowy tendrils into the water to ensnare creatures to eat, preferring being on land to diving into the water itself.
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Anotios soars along coastal areas, its many wings able to pick up faint changes in the wind and judge the ocean's currents. A curious sort, it sometimes approaches humans on the beach to observe them up close.
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The markings on Anomer's face, coupled with its large size, are effective scare tactics to frighten off some predators. It submerges itself halfway into the sand at the ocean bottom, filter-feeding for most of the day.
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The markings on Anorua's face shift in accordance to its mood. Its eyes, located on the tips of its ears, can send out mind-affecting waves that let it fool people with minor illusions.
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The feathery plumage hides gills that allow Anorunt to function underneath the water as well as on land. Due to its mass, it doesn't swim well, instead walking along the ocean floor and digging for food.
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The mushrooms growing on Anoras's back are a type thought to have gone extinct millions of years ago. As the fungi can only grow on Anoras itself, care is taken to protect the species to help further scientific research.
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A false eye sits upon Anopuff's head, primarily used for intimidation. It can regrow if removed, and the fake eye has been used as a very niche and very tart snack food in some circles.
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Anonix tunnels through the ground, the outcropping on its head sticking out to help it maintain its direction. It pokes its eye-stalks above the dirt to scan its surroundings before emerging fully.
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Armorb rolls around the depths of the ocean, shuffling its claws through the sand to dig for food. If it thinks it has chanced upon a prey's den, it creates a small explosion with one claw to blow away the sand and reveal the morsels within.
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Armtops hunted by hiding beneath the ocean sands, springing forth when large prey swam near and tearing into them with quick movements of its bladed arms. Fossil records indicate its preferred prey was Lapras.
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Many assume the sunglasses-like area is Armtrum's eyes, but they are actually on the side of its head. This aggressive Pokémon dominated the ancient world, bullying smaller creatures into giving it food or face the consequences.
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Armaura is primarily found in cooler, wetter regions of the world, subsisting on moss, algae and the occasional insect. The frills on its neck and head are coated with a very faint layer of frost.
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Armo-o lives in small groups nestled around shallow waters. It uses its front claws to groom others of its kind, keeping the scales on their heads nice and clean.
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Crandle leaps headfirst from tree branches to give a solid headbutt to creatures below. If the impact doesn't knock them out, it follows up with poison from its stinger to further weaken them.
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Craneon bathes in water constantly to keep its cranium clean and pristine. It's not aggressive by nature, but anything that causes its dome to become filthy is in for a painful, pointed charging headbutt.
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Crantini sheds its skin regularly, which leaves its domed skull soft and weakened afterward. It immediately goes around headbutting things to quickly toughen it back up.
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Cranew is quite impulsive and prone to charging into others to headbutt them as an attempt to establish dominance. Fortunately its body is rather light, so the headbutts aren't too damaging to the victims of its surprise attacks.
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Cranown does not take kindly to others trespassing in the ruins it inhabits. It spins through the air and tackles at others, the spines on its cranium causing painful gashes if it connects.
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Cranvoir is a bit overly zealous in its defense of its beloved Trainer. Unless taught otherwise, its first instinct towards unfamiliar people is to freeze them with psychic powers before using a charging headbutt.
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Cranveon's territorial nature leads it to charge at anything moving within its perceived domain. It headbutts its target before wrapping its ribbons around them, holding them in place so it can keep headbutting them.
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The hard plating on Cranpuff's head produces a sharp clanging that varies in pitch depending on how it was struck. It headbutts things and uses the tone created to help it tune its singing.
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Once Cranvanha catches the scent of prey, the whole school is compelled to charge and crush them with their hard skulls. Many members of the school end up crashing into others in this frenzy and knocking each other out.
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The top of Cransect's mushroom is remarkably solid and heavy. To defend itself, Cransect will leap from the ground and fall mushroom-first onto its foes in an attempt to crush them.
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Rival Cranmeleon in the wild compete against each other by butting their solid craniums against each other. Each impact causes the fire on their tails to flare up explosively.
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If Rambone taps the bone it carries onto its solid skull, it's a challenge. Rivals in the wild charge into each other to see who has the stronger headbutt, and the loser forfeits their prized bone.
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Ramew has an aggressive and territorial streak: its first instinct upon seeing something new is to charge it down and headbutt it. If anything dodges its initial dash, it makes a second attack with the spiked club at the end of its tail.
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Ramlosion charges down its prey while initially only running at half its top speed. Letting its quarry believe they have a chance to escape, it flares up the fire on its tail and uses it as a booster to close the distance.
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Ramkrow is loud and abrasive, barking out orders to any Pokémon smaller than it. Most learn not to resist its commands, lest they be on the receiving end of a violent and crushing headbutt.
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The crystals growing on Rampardos's body are extremely sturdy; only impact with another Rampardos will chip them. Their rarity and vibrant shine make crystal shards a highly prized commodity.
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Its cranium is so sturdy that it's thought to be completely invulnerable. Once, a misfired cannon shot struck a nearby Ramdon; the cannonball shattered on impact, and Ramdon neither flinched nor noticed.
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During rival battles in the wild, Rameleon will use both their hard skulls and the spiked club on their tails to force the other to submit. The victor burns the loser with flame breath as a mark of dominance.
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Shielbuzz clangs its fist against the shield on its arm as a challenge, seeking strong opponents to fight. Striking the shield on its head temporarily enhances its body's electrical generation.
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Shielrogue carries a heavy shield as tall as it is to give it better defenses in combat. If a battle turns desperate, it may toss the shield aside and fight with a berserk fury.
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It is still developing its dance and mimicry skills, and is quite self-critical. If Shiel Jr. fails to perfectly copy a dance or action, it hits its own resilient skull plate while throwing a tantrum.
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Shielperior play with each other by launching small rocks from their hands at the other, reflecting them back at the thrower by bouncing the stones off of their solid skulls.
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Shielvoir always stands close to its Trainer, regarding itself as something of a bodyguard. It creates psychic shields in front of itself and its allies, bouncing attacks back before flinging its constructs at the attacker.
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Shieldoof is very laid-back unless bothered while gnawing on wood. If something disturbs it during this process, it immediately headbutts them with the very hard and rigid plate on its skull.
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Shielsect goads and agitates others in order to draw them into attacking it head-on. It does this because the mushroom on its back is nourished by absorbing kinetic energy from impacts to Shielsect's sturdy faceplate.
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Shielra's body is covered in strong armor, making it less timid as most attacks glance off its body. It typically only teleports away when stubborn aggressors won't leave it alone.
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Bastiouna's extremely resilient cocoon stores the kinetic energy of strikes made against it. If something attacks it, the force they applied will be immediately rebounded back, injuring its attacker while its shell remains unharmed.
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Bastiobuffet wields a shield nearly as tall as it is for defense. Kinetic energy from the shield being struck transfers to Bastiobuffet's body, empowering its subsequent counterattack.
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The top and bottom layers of Bastiotress's body are nigh-impenetrable, with only the small area between them being vulnerable. To protect its weak spots, it fires high-speed metal shards from the holes on its sides.
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Bastiotei travels quickly across the land defending the weak, stopping bullies mid-strike with its sturdy skull. It gives the perpetrators one chance to back away and avoid conflict, acting mercilessly to those who don't heed the warning.
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Bastiovoir is highly protective of its Trainer, standing before it as a bodyguard. It quickly responds to any sudden movements nearby by erecting psychic shields around its Trainer, boxing them in completely until they are sure it is safe to exit.
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Many have carried Bastiotomb's stone as a sort of protective charm. It manifests in response to perceived danger, creating a defensive wall of ghostly energy that is nearly indestructible.
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Bastioish's durable body makes it able to take a head-on collision from a speeding car and barely flinch. Its rocky leaves are less sturdy, however, and may fly off after a sufficiently powerful impact.
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Bastioselia has occasionally been spotted by people just waking up, vanishing as soon as it realizes it has been seen. It is said it watches over sleeping people, defending them from spirits that would cause the sleeper to suffer nightmares.
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Bastiocanth's heavy plating gives it a supremely slow swim speed, but makes it near impervious to predators. A rampaging Gyarados was once knocked unconscious after it charged straight into a Bastiocanth aimlessly swimming by.
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The super-tough defensive parts of Bastiouk's body are still malleable to an extent. It can shift the location of these sturdy plates on its body, letting it defend itself from those who would try to attack its weak points.
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Slapie spends much of its time sleeping inside trees. It only wakes up to devour every leaf on the tree in a feeding frenzy, then goes straight back to its constant hibernation.
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Slagela lumbers around slowly in tall grass areas, poking around for food and swatting at anything that bothers it with its huge arms. Its vines, if removed and steamed, make a meal that invokes drowsiness in those that eat it.
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Because the joey spends most of its time sleeping and requires little food, Slakhan is a rather lax parent. It is one of the few Kangaskhan fusions that allows others to hold its young for extended periods.
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Slafree takes its time consuming the nectar of entire fields of flowers. It violently punts anything that comes too close while it is eating; even much larger Pokémon can be sent flying by its kick.
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Extremely sedentary, Slagey is rarely seen airborne, perching on a single branch for most of its life. A few small bugs or a single berry will keep its hunger satisfied for a month.
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Tiny and lazy, Slaper only needs to feed once a week, loafing the rest of its time away. Even yawning is treated like a strenuous activity for Slaper.
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Highly attached to their Trainer but extremely lazy at heart, Slavoir uses psychic powers to subtly influence its Trainer to live a more indolent lifestyle like it does.
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Slatomb generates a draining effect from its body whenever it appears, causing those near it to become lazy and drowsy. Slatomb does not seem to do this consciously, but also does not seem to care.
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Slawile stores berries in its false mouth so it can lengthen the time between hunts for food. Occasionally, it may injure itself trying to store too much at once in this effort to be lazy.
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Power radiates from every inch of Slaceus's body, but it rarely moves, too lethargic to unleash its vast strength. Stories say if it were to unleash its true power, the planet itself would rupture.
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It rarely moves, so an ecosystem of small Pokémon flourishes on its back. This suits Slaterra just fine, as it can feed on leftover bits of their meals that fall from above, letting it remain sedentary longer.
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Just a simple brush from Slaveon's ribbons causes waves of lethargy to overwhelm a person. This effect leaves the afflicted party feeling lazy and listless for at least a week.
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Legends say it sleeps somewhere far above the clouds, and that should humanity's follies wake it from its slumber, it will descend with great fury and put all of humanity to rest.
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Slablim enlists help from Drifloon in order to fly, as it's too heavy to float on its own power. It commands them to carry it to areas rich in fruit, so it can drop down and gorge itself.
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Slapuff's singing is quite cacophonous, as it doesn't bother to practice and hone its skill. Listeners often feign sleep to make it stop more quickly; the resulting indignant wrath is still less painful than its song.
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Slabas is usually content to float placidly in water, ignoring most of its surroundings. Should something agitate it, however, it will fly into a thrashing rage potent enough to give a Gyarados pause.
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Many falsely assume the two Pokémon work in tandem to trap unfortunate victims, but in reality the Slaking is trying to save any creature Palossand tries to sneakily capture and hide within itself.
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Slaish is content to lazily swim around the ocean at a slow and leisurely pace. If anything bothers it, it grits its teeth and sends out a shockwave of psychic energy to knock everything out within 200 meters.
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Its wings have atrophied from lack of use and even the fire on its tail hardly smolders when it deigns to move around. If angered, however, Slaizard's fire will erupt into a blazing inferno used to immolate the target of its ire.
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The twin flails of Nidoblade strike hard and fast against all opposition. Though normally it carefully coordinates its attacks, if a child is in danger it goes berserk with protective instincts and enters a whirling frenzy to smash the threat.
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Nidoking is powerfully aggressive, but also has a strong maternal instinct to protect anything smaller than it. Some have even been seen getting into fights with Kangaskhan over who could better protect the child.
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Nidotrum is gentle at heart, but possesses a fearsome parental instinct. Its roar is all but guaranteed to scare off anything that dares threaten the smaller Pokémon under its protection.
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Abzing appears before others and blows smog that takes the form of images of imminent disasters. Many misinterpret the smoke as a curse rather than a warning, giving Abzing a poor reputation.
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Abchu creates images made of sparks above it in an attempt to warn others of impending disasters. Because its powers are weak, however, the images are vague or misinterpreted, and its warnings often go unheeded.
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Some ancient civilizations appear to have made offerings to Abossom in exchange for its dances, said to bring good fortune. If it refused an offering, it was considered a sign of looming disaster.
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Absly possesses the ability to foresee disasters, crying when it receives the precognitive visions. Researchers have found it cries differently depending on the kind of disaster, and use this to more quickly decipher its warnings.
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In the past, many thought a swooping Abcor intended to steal their life away with its scythe-shaped tail. It is now known it is actually diving to protect them, pushing them away from perceived danger.
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Abvoir is believed to be a blessing to its Trainer and a curse to others. Many think that its deep desire to keep its Trainer safe leads to it granting luck to them, while passing bad luck and disasters onto others.
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The scythe Abvoir wields causes many to fear it as a reaper of souls. However, it is in truth a gentle soul who only uses the weapon in defense of those who cannot protect themselves.
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Abwig has been seen gathering plants and seeds and placing them in specific areas of grasslands and forests. It appears these collections are meant to be markers warning travelers that danger lies beyond the flora it sets up.
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Ablade's two blades work in tandem, always striking in battle with a perfectly equal number of swings. Some believe that one blade is cursed while the other is blessed.
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Abking uses its strength and intimidating appearance to frighten villages into evacuating before disasters strike. In the past it was believed to be the cause, but now it's known that it merely acts the villain to hasten people fleeing to safety.
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Abwick appears in dangerous locales, drawing people to follow by lighting the wick upon its head. Those who don't follow the flame will wind up meeting a terrible disaster of some kind.
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Abkyu seeks to improve the poor image of Absol, by doing good deeds while disguised to resemble it. This slowly garners it the friendship of Absol and humans alike as the damaged reputation is repaired.
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Water gathered within Abtad's lily pad goes through a unique purification process. Drinking the water after it has been treated gives people a sense of calm and serenity, even in the face of danger and disaster.
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People often come across Abeal rolling around in circles and clapping in their direction. Most assume it is being playful, but this is actually Abeal's attempt to warn them of incoming danger.
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Aby serves as a warning sign for humans to evacuate beaches. If one sees a massive group of Aby scuttling onto land, it means a turbulent ocean storm will soon arrive.
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Duscute's shells are fragile, so they band together tightly and try to frighten off any potential dangers. Working together, they can use psychic powers to project a fearsome skull visage above them to better scare off attackers.
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Dusdra lurks in the darker parts of the ocean, hiding among rocks and seaweed until it's time to strike. Its single red eye lowers into its ribcage to give it more visual range to scope out its next prey.
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Once it's charged up enough energy, Duskid lets loose red-colored sparks from the prongs on its head. These special electrical bursts leave those hit afflicted with a minor curse of fear, leading to trembling and paranoia.
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Milk sourced from Dustank emits an eerie glow at night. The milk makes most creatures slightly nauseous, but Ghost-type Pokémon adore the taste and can consume it with no problems.
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Seeing Dusgia in flight was considered a deeply bad omen for sailors. The legends said that locking eyes with it would cause it to follow one's ship and harass it unceasingly until it was sunk.
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Dusnaut's red eye puts those who gaze into it into a short-term trance. While under its spell, Dusnaut uses them to get fruits it from trees it can't reach, then dismisses them from its control.
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Said in some legends to harvest the souls of the malevolent, Duspom swings a massive scythe wielded by the skeletal arms jutting from its body. It lets out a distinctive cackling shriek as it reaps its target.
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Duspert submerges itself in swamps save for its head, appearing to be nothing more than a skull upon the ground. Hapless travelers that wander too close may be grabbed and dragged beneath the muck.
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Dusvoir at first appears like a Gardevoir wearing a simple cloak. However, opening the cloak reveals a floating skull visage guaranteed to send tremors of fear into those it reveals the sight to.
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Dustic waits at the bottom of deep lakes, quietly waiting for it to sense prey swimming above. The sight of its single red eye glowing as it careens upward from the darkness is quite harrowing indeed.
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Dusveon can be seen occasionally milling through graveyards. It comes up close to those mourning near a loved one's grave, brushing them with its tendrils to provide them with some level of emotional comfort.
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Dusdon was depicted in ancient drawings as a resident of the underworld that rose up to punish those who did not respect the planet's majesty. Stories say it would rend the land asunder, opening crevasses up to swallow civilizations whole.
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A single eye peers at others from the multiple holes in Dusgigas's torso. The fate that befalls those who meet its gaze differs depending on which slot it views them from.
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Dustom is considered a bit of a menace, due to the fact that any electronic it possesses will cease to function after it leaves it. Sadly this is unintentional and involuntary on Dustom's part.
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Duselgon moves very little, awaiting evolution while protected by a shell made of dense and sturdy bone. Those that gaze into its glowing red eyes too long swear they see the image of a demon developing within its shell.
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Duslass stalks frigid, snowy areas in the dead of night, only its singular red eye visible in the darkness and snow. It is said that once it has its sights on a person, it will drain their soul and leave behind a frozen husk.
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Dusapex seems to primarily inhabit ocean areas with a history of shipwrecks. It is said to ensnare and cover its prey with its spike-covered tentacles and drain the soul from their body.
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Dusty loves to cause problems in the dead of night, frightening, attacking and even pickpocketing hapless travelers it sneaks up on. Alone it is a nuisance, but it is common for gangs to form and become a true menace to nearby societies.
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Dusmeleon's tail-flame is said to be able to burn away the souls of those it bests in battle. It has been noted that when rivals battle in the wild, the victor's tail flame increases in size while the loser's decreases.
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Smaller Ghost Pokémon like Gastly and Shuppet will hide within Dusloud's mouth for safety. When Dusloud is in combat, it sends out its compatriots to help assist it in battle in exchange for being their safe haven.
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A faint and chilling mist escapes from Dusrein's mouth with every breath it takes. It is said that if it appears before travelers lost in the cold, they will soon succumb to the elements.
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Alone, Dusamo is fairly weak and powerless against most opposition. As such, it travels in schools together, scaring off predators by simultaneously making their stark red eyes glow bright.
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Dusra has incredibly weak defenses, but a lot of determination. In battle, it constantly teleports to endlessly dodge until its opponent gives up out of exhaustion or frustration.
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Dusbell's hunting strategy is to phase through foliage in the darkest of night, startling its target with its stark skull-like visage. With its prey frozen in fear from the display, Dusbell swallows it whole.
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The bones on Dusmite's side emit faint levels of magnetism as well as a strange spiritual aura. When the bones vibrate and rattle, other Ghost-Type Pokémon in the vicinity gather around it.
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Duster is a mischievous spirit that revels in its frightening appearance. It delights in appearing suddenly in the darkest of night, cackling wildly in order to terrify its chosen victims.
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According to legends, Dusno first appeared somewhere in Lavender Town, seeking fresh meat. Several different ghost stories in the region use Dusno as their main focus.
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What appears to be Duscsea's mouth is actually where its singular eye resides. It sneaks up on swimmers from the darkness of the ocean, draining their energy the moment they meet its gaze.
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Dusctret raises itself up with its tail to get a better vantage point, casting an eerie red light with its singular eye. Some say a Dusctret's gaze stares right into the soul of other creatures.
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Duscflora becomes most active during the darkest parts of the evening, its large eye casting a reddish glow in the area. Plants exposed to this light turn unique shades of black and gray.
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Very simpleminded, Duscsire typically plods around bodies of water located near graveyards. It creates spectral balls of water with its large hands, and lobs them at passersby, mostly out of boredom.
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Duscown entrances those who pass by it in the dark with the red glow of its eye. Its victims stand motionless before it as it manifests disembodied hands that reach out to grab and carry them off into the darkness.
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Ghostly gray flames flare from the cracks in Duscargo's shell when it is angry. Though it has low mobility, its disembodied hands can reach out quite a distance to grab foes and drag them closer to be burned.
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Duscrogue fights to improve itself by taking on opponents with a variety of strengths and specialties. It's said that after it wins, it sucks up some of its opponent's life source with its eye to strengthen its own body.
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Using psychic and ghostly powers, Duscvoir can create floating hands to help in its endeavors. It typically uses these to grab and punish unruly Ghost types that are misbehaving and pranking others.
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When in combat, Dusclade extends blades from its elbows comprised of a strange spectral energy. It's said that these blades will cut an opponent down to their very soul.
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Dusctomb is believed to consist of 108 of some of the most evil spirits gathered together as one. Many also say it sustains itself by consuming the souls of the innocent.
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Duscleon extends a red spectral energy from parts of its body. These blades and talons are incredibly sharp, and rumored to be able to slice through to an opponent's soul.
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A ghostly mist surrounds the largest gear making up Duscklang's form. Attempts to disrupt this gear's movement result in the smog coming to life, gripping the assailant and tossing them aside.
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There are some that believe Duscgigas is a malevolent spirit taking revenge for humanity's damaging of nature. Supposedly its disembodied hands will grab victims and forcibly bury them underground.
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Duscgrigus resides in ancient crypts, lying dormant with its eye socket seemingly empty. If a graverobber should stumble upon it, however, its singular eye will appear, glowing red as it attempts to drag the thief into the hollow socket.
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Duscobat's heart-shaped eye has a hypnotic effect on those who gaze into it. It's said to be more effective on the lovelorn and those who have recently suffered heartbreak.
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Duscbat casts hexes on passing Trainers, though it has been discovered the spells are not malicious in nature. Heart-shaped marks appear on those affected, and their amorous feelings spike for days afterward.
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Duscdash's giant eye glows brightly in the dark of night, as does its crimson flames. Superstitions say that if you catch one staring at you, it is a sign of impending doom.
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A Dusknoir has taken pity on the soul of a dead Cubone yet to avenge its mother. The skeleton walks again, granted a fraction of Dusknoir's power with which to finish its business.
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Duskwak is said to communicate with the spirits of deceased Marowak through the skull staff it holds. Supposedly the spirits grant it strength and bolster the ghostly powers it wields against others.
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A hollow spot in Duskpod's cocoon lets it protect Caterpie within itself. If anything tries to disturb the little ones, Duskpod unleashes a ghastly aura from its shell to defend them.
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Duskzone emits a strange magnetic force that affects all electronics in its vicinity. Strange and eerie visuals and sounds appear on the devices, believed by many to be from the afterlife itself.
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Strange ghostly energy can be fired from the holes in Duskperior's palms which cause a variety of strange effects on those struck. Some say it can suck the soul of others into its palms as well.
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It is said that Dusklade is tasked with bringing others to the afterlife, but feels honor-bound to give its targets a fair fight for their soul. If defeated, it bows out with grace, never to bother its foe again.
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Dusksol's crescent hair is said to let it communicate with the spirit world. Some say its mind is haunted by the whispers of those who lost their lives to natural disasters.
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Staring into Duskclops's glaring red eye can paralyze a victim with fear. Horror stories say that once its prey is immobilized, Duskclops's upper body detaches and sucks the frozen target's soul into its being.
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On the rare nights Duskquaza descends from the skies, the many eyes on its body glow as it flies across the land. Many believe it is searching for doomed souls to absorb and take to the afterlife.
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Duskdew's bud gains nutrients by absorbing starlight and moonlight. In the distant past, people were convinced the black-petaled flower that blooms on its head would steal the souls of those nearby.
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Duskcorio is said to be deeply in tune with the spirit world. With just a few graceful motions of dance, it summons ethereal flames into its hands. Viewers swear to hear the voices of departed loved ones from within these flames.
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Markings on Dusksect's huge mushroom glow in the dark and resemble an eerie face. This frightens off most who see it, though Dusksect itself is actually rather docile.
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Absorbing rainwater allows Duskform's body to grow in size and power. With enough absorption, it can manifest disembodied hands that it supposedly uses to drag unfortunate souls to the afterlife.
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The markings on Duskchoke's body glow ominously whenever it flexes its muscular body. Some say it keeps itself in shape by consuming the souls of those it bests in battle.
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Wailorb enjoys placidly floating around buoys in the ocean, but has little patience for having its leisure time interrupted. Ships or sea creatures that float by risk getting hit by a powerful explosive burst.
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Many Wailorb have less volatile tempers than others of their kind, but they suffer a bit from their kin's bad reputation. They often float around looking for companions, but most run off to avoid an explosive altercation.
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Wailorb's fierce glare is a testament to how temperamental it is. If agitated even slightly while underwater, it explodes with a force equal to the most powerful of depth charges.
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Wailtor traipses through forests, its elongated neck giving it a massive vantage point. If it spies areas lacking hydration, it sprays water from its spout to nourish the surrounding plant life.
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Wailbone is found at the ocean floor, where the skulls of Wailord lie. Small groups live together within the massive skeletal remains, working together to defend their home and family.
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Wailpod's sheer girth keeps it safe from most harmful elements while it waits for its body to further evolve. Many will gather together in large, tightly packed groups for further protection.
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Spinning the star on its back allows Wailmie to swim swiftly through water and even glide through the air after breaching. Above water, its gem releases bursts of fine misty water to keep itself from drying out.
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Wailras's large size and buoyant body allows it to ferry large amounts of people at once. It's often used as a budget alternative to luxury cruises across the ocean.
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An ever-present bubble around Wailpi's mouth allows it to traverse on land. It can expand the bubble to contain its entire body and float through the air, drifting along with the breeze.
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Wailperior's hide is tough yet soft, bouncing back almost any attack and turning into nothing more than a glancing blow. High-pressure shots of water spheres can be shot out from the holes in its palms.
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Each of the vines that make up Wailgrowth's arms end with spouts that can shoot out water. It uses these to create and manipulate whips of water to smack away anything that gets too close or aggressive.
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Wailshrew curls into a ball when it sleeps on the beach, often winding up mistaken for a beach ball and played with by beachgoers. Its hide is soft yet sturdy, so it rarely even notices being used for recreation while it naps.
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Wailpede's appearance is akin to a rather large beach ball. It is quite light despite its size, so it spends its time letting humans play with it at the beach, bouncing it through the air.
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The large bubble on Wailsect's back helps keep it hydrated when it ventures onto land. Owners of domestic Wailsect occasionally decorate it by placing something within the bubble, which does not appear to harm it in any way.
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Wailiper's titanic mouth means it scoops up a truly massive amount of water when it swoops down to hunt fish. Researchers warn that having too many Wailiper in the wild risks depleting the oceans over time.
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Wailta is still learning to swim, so its speed underwater is only moderate. The bubbles on its body fill with oxygen quickly when stressed, allowing it to breach to the surface hastily to escape danger.
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The thread that Arcpie generates in self-defense is supernaturally strong, with even the most physically-imposing Pokémon unable to break free when sprayed. The threads dissipate in an hour, turning into a sparkling dust before vanishing.
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People are very fearful of angering Arcorb due to its volatile nature and stores of power. At full force, it's believed its explosion could take out a sizable chunk of a continent.
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Arcorb strongly resembles the Master Ball, though it's not known which one's appearance predates the other. Some Trainers swear Pokéballs more effectively catch Pokémon in its presence, but this is only speculation for now.
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Tales state that each egg is supposed to contain an essence of existence itself: time and space, mind, body and soul, matter and antimatter. Old tomes state that creation rests in the center, protected always by the others in the clutch.
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Arcwak is able to create bone-like weapons from thin air to help it do battle. Rumors have said it could even form and animate an entire skeleton to assist it if it so chose.
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Arckhan considers its young sacred, raising them for a divine purpose beyond mortal keen. If one approaches without the parent's approval, Arckhan will attempt to erase them from existence.
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As Arcking is a powerful ocean denizen, few will run the risk of agitating Arcking and putting it on the offensive. It can cut through the water at breakneck speeds with a horn that can puncture steel before releasing a burst of light energy.
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When Arcyu spins rapidly, it generates star-shaped light projectiles all around it as a way of repelling others. If this fails to deter attackers, it follows up with a beam of pure light from its core.
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The rings rotating around Arcmie contain eyes it can use to view its surroundings, giving it 360 degree vision. They can also generate a shield of light around it, giving it near impregnable defensive measures.
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The gems on Arcmie's body and rings glow white when it prepares to attack. Beams of piercing white light fire from these spots, and arc through the air to home in on its opponents.
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The constructs that Arcmime can create through miming are some of the most detailed and intricate among Mr. Mime fusions. It makes elaborate set pieces and shows intense dedication to the solo performances it puts on.
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Arcsir's carapace and shell are quite heavy, making it rather sluggish in movement. To compensate, it can extend beams of energy from the pincers on its head to give it a great deal more reach for snagging prey than first glance would suggest.
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Arcfree's wings spread tiny sparkling scales down with every flap. It makes its home on mountain tops, where vibrant flower gardens grow thanks to the properties of the scales it disperses.
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Stories etched into temples near the ocean speak fearfully of Arcdos's temper. Many offerings were made in order to keep it from going on a potentially civilization-ending rampage.
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Arcvee is in full control of the marvelous adaptability of its body, able to rewrite its DNA on the fly to adapt to its surroundings. This makes it capable of enduring even the most taxing of conditions with little issue.
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First recorded locked in a cabin's basement, Arcvee's form changes based on the perception of those who view it. No matter the form it takes, one thing remains common: Arcvee values its freedom above all else.
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Arceon can fire up to 1000 electrically-charged needles of light from its prickly fur. It's said that these needles will seek out those with wicked hearts, and burn them twice as painfully as divine punishment.
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Arcreon stands tall and imposing, always itching for a good fight. It actually detests when fights are too one-sided in either direction, always hoping for an adversary that will give it an equal battle that lasts as long as possible.
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The flames born from Arcreon's internal flame sac burn a fantastically bright white. They crackle and undulate in majestic ways while burning, and some say gazing long enough in the fire may bring enlightenment.
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Arcgon absorbs all the data within a computer it inhabits to fuel its appetite and its power. Some believe if it consumes enough data, it will attain a new form with unparalleled power within the digital world.
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Arcto is being sought out by researchers due to its ability to easily detect fossils beneath the ground. Some believe it may even be able to resurrect fossilized creatures without the need of machinery.
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Some temples in the Kanto region depict Arctops as some kind of purification agent. According to the translations, Arctops's scythes cut to a person's soul and cleave out the darkest parts of them, purifying them.
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Arclax spends much of its life sleeping soundly. To ensure its slumber is undisturbed, it radiates a mental pulse that causes anything that gets within 100 feet of it to fall asleep instantly, only waking when it does.
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Arcuno's four frigid wings command ice at an unparalleled level. With a single flap, it can summon a thick blizzard to blind or freeze those who would attempt to interrupt its solitude.
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Arctini is said to only inhabit the purest bodies of water, vanishing the moment a drop of filth contaminates it. Some believe that Dragon types that consume its shed skin will gain some of its supposedly-divine power.
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Rumors circulate that Arctwo is the result of illegal experiments attempting to make the ultimate Pokémon. Those that have ventured out to where it reportedly lives reappear elsewhere in the region with no memory of their travels.
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Stories about Arctwo say that its mental abilities are so vast that it could reshape reality to its whims. The sheer scale of its power is said to be the reason it isolates itself from humanity, and few have reported ever seeing it in person.
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Those that manage to venture forth and find Arctwo in the wild are judged on sight. It reads their minds to determine their motives, teleporting those that fail away while allowing those that pass to test their mettle against it in combat.
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The scent that wafts from Arcrita's leaf is perceived differently by whoever smells it. No matter the specifics of the scent, the aroma is always one that will have a calming effect on the one breathing it in.
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Each column in Arclava's rings can burst forth with strong pillars of pure-white flame. It's been shown that in the past, this fire was used specifically in the holy rituals of some ancient civilizations.
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Arcdile is very proud of its teeth, which always remain pristine and powerful. Bite marks left behind by Arcdile's jaws glow faintly with a white light for the next three days.
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Pidgey bring bits of food to Arcgey as offerings, so it rarely moves from its home in holes within trees. Its shed feathers have been made into rare quills worth a fortune.
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Arcligatr's hide is near impervious to harm, and what injuries it does receive heal up within a day. It's quite territorial, blasting away intruders near its riverside home with roaring torrents of water from its mouth.
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Arcba uses the ring behind it to float around, rotating to avoid attacks. From the front, it fires short bursts of light from its fists, while star-shaped projectiles launch from the spots on its back to defend itself.
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Arcian's many fists can strike rapidly, sending out little bursts of light energy with each swing. It strikes so many times so quickly that its attacks resemble a miniature meteor shower.
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Archu's potential is almost limitless, but it is still learning to control aspects of its power. If it gets too excited, it may release a blinding flash of electric sparks that knocks even itself over from the force expelled.
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It is said that Arctu gazes into the future and works to shape the future to its own ends. It is believed it only partners with Trainers whose actions will affect the future it hopes to create.
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Arctoed's croaking cries reverberate across the swamps it inhabits, drawing forth members of the Poliwag family. Enthralled and seemingly empowered by its voice, its followers loyally serve it from that point on.
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Arcpip is typically content to let the afternoon breeze direct where its lightweight body flows. If it wants to quickly change directions, it summons a contrasting breeze to whip its body the way it wants to go.
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Arcluff's wings and head decoration are made of densely-packed pollen fluff. It dispenses it carefully as it floats across the land, the pollen helping plants grow into the most vibrant and healthy of specimens.
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Arctata is a tricky household pest to get rid of. Its teeth can cause a lot of damage in a short amount of time, but upon discovery it teleports away and hides until it can return when the owner isn't looking.
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The ring above Arckern's head adjusts its position to absorb the most sunlight possible at any given time. If in danger, the ring responds instinctively and fires off the stored energy in a blazing Solar Beam attack.
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Arcflora's head can levitate above its body and radiate a light almost exactly the same as the sun itself. The beams of light it generates can completely revitalize flowers that bask in its rays for only a few seconds.
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Arcper has an innocent and playful personality. Quite fond of muddy spots, it can instantly form a small pond or swamp in the nearby terrain so it always has a place to splash around in.
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Arcsire is a powerful prankster, though ultimately harmless at heart. It can turn any surface into a mud puddle, using this power to cause passersby to trip into them and get filthy.
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Arcreon is typically only seen at night, flying through the air while illuminated by the full moon. Sometimes it can be seen casting a small beam of light towards the moon itself, though it is not known for what reason it does this.
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Although Arckrow tends to live a solitary existence, it still functions best with a flock. To this end, it creates illusory copies of itself to distract or frighten others so it can make off with food or belongings.
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Arcking possesses a great intellect and a benevolent personality. However, it requires those who seek its knowledge to pass a rigorous series of trials, and few, if any, have been known to succeed.
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Strongly defensive of its forest home, Arcsaur does not take kindly to intruders. It strikes out with glowing whips of vine and fires shining seed bullets from its bud to repel those who are trespassing.
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When Arcicate gnashes its teeth together, the noise compels all rodent Pokémon nearby to bring it food and trinkets. This power over them causes it to live an indolent lifestyle, lazing in its den while its subjects tend to it.
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Arcown's eye is said to see into a person's soul, and judges them accordingly. Those judged unworthy will be blinded by a flash from its eye, with Arcown nowhere to be found once sight returns.
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Arcown takes the appearance of a book which contains constantly-changing contents. It is rumored that were it to be translated, the book would depict a complete history of the universe from its origins to the present.
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Arcfarig has a benevolent personality, but the being on its tail behaves in a malicious and malevolent fashion. For every good deed Arcfarig does with its abilities, its tail casts an equally devilish hex to counter it.
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Arclix emits a strange magnetic energy from its body. It's believed this energy gives it the ability to dig through the ground without actually creating holes or disturbing the rock and soil it moves through.
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Arcbull has a spoiled personality, and demands that others cower before its immense power. It's debatable whether it's as powerful as it acts, as it can only manage to make flashy light shows in protest when being ignored.
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Combative and egotistical, Arcrow is prone to picking fights with the biggest bird in whatever area it flies into. Despite the small size, it has the strength to back up its claim, often ending as the victor of these shows of dominance.
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The symbol floating above Arckle's shell emits an energy that draws in all berries nearby, pulping them into juice the moment they reach the Pokémon's aura. Arckle's juice is said to supercharge the drinker's abilities.
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Berry juice sourced from Arckle was once said to grant those who drink it eternal life. Though debunked in current times, frenzied hunts for the species in the past have led to it being scarcely seen in the wild nowadays.
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Arcross's horn pulses with a bright, radiant light. The emission causes sap within trees to glow, making it easy for Arcross to locate the next place it will indulge its sweet tooth for the substance.
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Arcursa is said to contain near-limitless potential, but is unable to fully access it. It may perform miracles in order to help those it cares for, without realizing how it even did so.
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When pressed into combat, Arcring will separate the halo on its back and wield the two halves in its claws. As weapons, they carry extraordinary weight and strength, leaving those struck with a feeling of powerlessness.
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Arcgma's molten body never cools down, even if it were to be in the most frigid point on the planet. A single drop of its liquid form could supposedly cause a long-dormant volcano to activate and violently erupt.
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When Arcnub's powerful nose has sensed a high-quality mushroom beneath the soil, its ring separates and spins beneath the ground to dig it up. The ring returns moments later, the mushroom floating safely in the center's gap.
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Science is not sure yet whether to classify Arcswine's coat as fur or feathers. Whatever the case, it makes for excellent protection against the cold; even a small handful is said to keep a holder warm in the most freezing of temperatures.
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The metal on Arcmory's body is sturdy enough to have never been recorded becoming dull, losing its sheen or even dented. It can fire sharp feathers as projectiles, growing them back almost instantly.
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Due to its rarity, Arcdour packs are comprised of small numbers, typically no more than five. It shares a psychic link with its pack-mates, leading to extremely well-coordinated hunts that rarely, if ever, fail.
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Arcdoom breathes out a burning white flame said to purify the evil in one's soul. The more evil the soul of the victim, the hotter and more painful the fire is said to burn as it cleanses them.
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The shaking of the rattle on Arcans's tell creates a strangely deep and reverberating echo for large distances. While most Pokémon are warded off by the noise, serpent-like Pokémon find themselves compelled to flock near Arcans.
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Arcdra slumbers deep at the bottom of the sea, away from those who would disturb it. If awakened, it goes into a wrathful rampage, spinning fierce undersea whirlpools all around it with a single breath.
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Arcdra spotted with purple accents on its body is considered more dangerous to encounter. If angered, the whirlpools it conjures beneath the sea are composed of a very virulent poisonous ink it spews.
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Every work painted by Arcgle is considered a masterpiece by the artistic communities. Artists beg it to teach them its technique, but there is no record of it ever taking on a protégé.
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Despite it possessing great strength already, Arcrogue never stops training and honing itself. It yearns to one day take on a new form that will bring its power to even greater heights.
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Arctop maintains a picture-perfect balance on its head, and nothing has been seen able to forcibly cause it to tilt even a tiny fraction. At max speed, its spins can summon great tornadoes centered around itself.
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Arcsey's eggs are a rare delicacy, and consuming them is said to cure all a person's ails and even extend their life expectancy. It only shares these eggs with those who have proven to be pure of heart and worthy of them.
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Arckou's mane wisps about even without a shred of wind in the air, casting a sparkling trail behind its movements. It avoids prolonged human contact, transforming into pure lightning and vanishing with a thunderclap when spotted.
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Arctei is said to have personally crafted all the volcanoes that exist across the world. Legends say that with one howl, it could cause every volcano to erupt simultaneously and bathe the world in magma.
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Arcune can purify bodies of water with just a glance. It disdains pollution and has been known to harass factories across the world that generate the most water-affecting pollutants.
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Arctar is almost completely immobile, but its shell is durable to the point of being able to resist explosions without a scratch. It vibrates intensely to create shockwave pulses to push nuisances back when it must defend itself.
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Arcitar generates massive sandstorms of an unknown sparkling material to blind those who trespass its mountain home. While a traveler is blinded, it grabs them and teleports them back to the entrance.
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An old legend states that once a mighty civilization offended Arcmagius with an improper offering. Arcmagius cast a single hex in return, and the civilization was in ruins before the month's end.
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Avian Pokémon flock before Arckrow, inspired by its powerful appearance and aura. It directs them calmly, teaching them to behave in a calm and just manner.
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A ring of orbs floats around Archu's tail like planets orbiting a sun. These spheres can fly off at will and go after opponents, each able to generate small but potent fields of shocking electricity.
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Due to its impressive power and tendency to throw destructive tantrums when hungry, many ancient civilizations regularly offered food to placate Arclax. Even now some altars remain for people to leave meals out for it to partake from.
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A sparkling, glimmering trail follows behind Arctyke when it leaps out of the water. It can float through the air under its own power, allowing it to traverse on land and explore it when curiosity overtakes it.
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A very cunning and efficient hunter, Arcvile first sends out illusory copies of itself after prey. While its target exhausts itself fighting off the illusions, Arcvile makes its moves and strikes while they're weakened.
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Arcperior has the power to fire projectiles of pure light from the holes in its palms. The horn on its head spins, glows and radiates brightly when it's preparing to launch a barrage of them at its opponent.
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Arcperior's stone plating changes hues depending on its current state. Radiant and vibrant when at full health, if Arcperior is ill or exhausted, the color fades into a more dull coloration.
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The half-ring floating with Arcshrew can generate a barrier of light to protect itself. When Arcshrew rolls into a ball, the ring creates an even larger circular barrier around it, making its rolling charge that much more powerful.
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When Arcfeon photosynthesizes sunlight in the wild, unique yellow and white flowers sprout from the ground surrounding it. Once it gets up and moves away, these flowers disappear in a flash of light.
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Arcswine lives in glacial areas, entering caverns before freezing over the entrance with ice to remain isolated. It can create massive ice pillars from the ground by stomping, using it to dispel intruders in its territory.
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Arcgon-Z's powers are immense but unpredictable. If it leaps into a computer, it has an equal chance of upgrading it, scrambling it, exchanging it with another across the world, or outright destroying it.
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Arcvyle stands watch in overgrown forest areas, keeping an eye on other Pokémon as if they were its subjects. Behaving too aggressively earns punishment via Arcvyle firing off sharp, glowing golden leaves from its ring.
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A forest guardian that tolerates no disrespect of its domain, Arctile is ruthless to its opponents. The golden orbs floating with it can distract and even blind foes with flashes of sunlight they've absorbed over time.
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Archic's helmet gives it a sense of power and purpose. Though it is small, it fights with a brave heart, intent on serving justice to those with wicked hearts with the pale fire it breathes out.
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Arcziken is said to have perfected the art of combat and mastered 1000 fighting styles. Legends say it will gift its cloak to the greatest warriors of the era as a symbol of their accomplishment.
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To behold Arclia's dances was considered a divine blessing in ancient times. Its graceful movements and sparkling leaps command attention, and few can look away until the performance is finished.
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Ancient records show that some civilizations banned the depiction of Arcvoir as a religious taboo. It was said to be a being of unlimited power and unlimited kindness that only appeared before those chosen for a higher purpose.
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Arceon can change the colors of every part of its body to seamlessly blend into its surroundings. Its long and flexible tongue moves with remarkable dexterity, enough to be considered an extra limb.
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Arcario has trained itself to the pinnacle of combat prowess. It is said that just flaring its aura is enough to cow all but the bravest and most worthy of combatants into surrender.
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Hovering tentacles snatch almost anything that draws near Arcleep and hurls it into its goblet-like form. A week later, a strange liquid spills over from within its confines. None have yet been willing to drink the concoction.
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Arcpardos's cranial dome is made of an impervious material that has yet to be fully analyzed. When it charges down something and strikes it with a headbutt, the resulting shockwave produces enough pressure to uproot trees and shatter boulders.
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Knocking into Arcdon's solid skull produces a resonating sound and a blinding light. Attackers are left deafened and blinded, making it easy for Arcdon to send them flying with a retaliatory headbutt.
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Arcdon's defenses are nearly impenetrable, particularly its huge and thick skull plating. Strikes against it cause it to radiate a blinding light, leading to Arcdon delivering a punishing counterattack.
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Arclord's body is almost as massive as the presence it commands. It swims slowly through the water, stopping fights by getting between the combatants, its tough skin resisting their attempts to battle it instead.
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Some theorists believe the common depiction of Arceus is merely an avatar, and that this form is the closest approximation of its true form that humans can comprehend. Most scientific communities treat the idea with heavy derision.
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The dirt on Arcwig's shell is the freshest and most nutrient rich soil known to man. Seeds planted in its shell will grow to full size, full of life, in less than a week.
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Arcterra's shell pattern resembles a temple where one of the only known Arceus sightings was recorded. When it sleeps, some say they can faintly hear the sound of a flute playing from the landscape on its shell.
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Arcferno intimidates others with a great display of pyrotechnics utilizing the flames burning on the edges of its crest. Despite having great power, it's rather timid, and tends to flee rather than fight if the intimidation fails.
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When backed into a corner, Arcferno displays a sudden surge of power, its flames changing color and burning more fiercely. While it fights ferociously, once the battle is over it seems not to remember its own display of strength.
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Arclup thinks highly of its own power, always trying to show off and impress others. It can blow an entire wall of bubbles as an attack, but doing so leaves it reeling from overextending itself.
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A legendary weapon once used by a hero of ancient history was fashioned to resemble Arcleon's face plate. The edges of Arcleon's flippers are said to be able to cut cleanly through even the strongest of materials.
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Perhaps due to being worshiped in the past, Arcpass has a very haughty personality. If it is not properly venerated, it punishes the insulting party by raining down beams of light at them.
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The three familiars floating around Arcpass help aid it in battle. While Arcpass uses psychic powers, the familiars distract opponents with small displays of manipulating time, space and antimatter.
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Legends persisted for centuries that the one who would wield Arcslash would lead humanity into a golden era. Every slash of its blade leaves a dazzling golden trail of light, and its shield shines brilliantly with every impact it receives.
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The dream of many artists is to be able to properly depict Arctic's beauty as it swims. A radiant, shining trail follows its leaps above water in what many describe as a breathtaking, life-changing view.
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Arcark is known for how effective its illusions and mimicry abilities are. There are some crackpot theories that believe nearly half of humanity are just simulacra used by Arcark to observe and mingle with humans.
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Arcveon abhors violence, its first response to seeing a fight being to teleport next to the combatants and touch them with its ribbons. A single gentle touch is enough to pacify even the most violent of Pokémon.
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Arcking makes sure that others respect it as a king with constant displays of power. It shows off its might by punching the ground to crack it or destroying structures with a single swing of its tail.
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Arcdon's power to move and shape the ground beneath it is unmatched. Some believe it could move and reshape the continents of the world completely in less than a day.
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Arcalga possesses an unparalleled power over the flow of time. Ancient scriptures warned against angering it, as it would supposedly age a person to dust or leave them forever frozen in time as punishment.
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Arckia can manipulate spacial boundaries with ease, opening portals that can reach across the universe. Those that earn its fury get banished into one of these portals, never to return.
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Arctina is said to rule over a world vastly different from our own. It rarely makes appearances in this dimension, and the few recorded visits detail it doing little more than quietly observing humanity.
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The power of Arcesect's beam of judgment shot from its cannon is tied to the plate inserted into the barrel. Arcesect can manifest elemental plates at will, ensuring it always has access to the type its foe is weakest to.
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The turbine on Arcrom's tail makes a thunderous roar that can be heard for miles as it charges up lightning. The stone plate that floats near it is said to help it channel its energy into destructive bolts.
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Arcblim floats at an incredibly high point in the air, rarely coming down closer to the ground. Its very presence causes others nearby to begin floating up into the air.
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Despite seeming to possess massive power, Arcpunny is still timid and easily frightened. Only those with the kindest and most patient souls will be able to befriend it, gaining a powerful and loyal ally in the process.
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Arcjask's multiple wings let it fly at immensely high speeds. It moves so quickly that it seems to be teleporting, leaving behind a faint afterimage when it flies at its top speeds.
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The core rarely moves, making some wonder if Arcniclus is conscious or even sentient. Its body reacts instinctively to the presence of others, sensing their motives before reacting with gentle or violent touches accordingly.
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Arcdile is always coming up with flashy displays of power to go along with its flashy appearance. It actually exhibits something akin to anxiety if it feels that its efforts have failed to impress onlookers.
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Arcgrigus is said to guard the most sacred and treasured relics in all of Sinnoh. Countless stories exist of thieves entering its temples to make a quick buck and never returning.
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Arcwick possesses a flame so strong that it cannot be doused and illuminates even the largest of rooms completely. It's said that holding it long enough will grant a person the ability to create luminescence from their own body.
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Seeing the radiant light of Arcpent's body in the distance is said to be a good omen. It appears before those experiencing dire dread, its radiance causing feelings of warmth and confidence to well within the viewer.
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Arcxorus can create arcing blades of light with a swing of its head. These cutters are devastating in combat, powerful enough to cleave through several trees in a row without losing speed or sharpness.
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Supposedly, Arclurk was created by old civilizations using fragments of plates said to hold the power of deities within. These granted Arclurk immense strength used to guard their most important temples.
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At will, Arcpix can create six orbs of glowing golden fire from its tails. These fireballs follow it around and act as autonomous defense, burning enemies that come close and intercepting long-range attacks.
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Arcmuku expels its innards to interact with others. Its insides are made of pure light, able to form fists and claws that can burn others on contact.
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Few are allowed to touch, let alone use, Arcki's keys. According to legends, each one can open portals through time, space or even to entirely different dimensions.
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Arckyu's appearance and powers have caused it to be worshiped by some small civilizations in the past. However, what it wants is not worship but merely friendship.
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Despite lacking eyes to see, Arcno has a sense of clairvoyance that alerts it to its surroundings. It fires small beams of light from its mouth to attack those who intrude upon its territory.
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Destructive beams of light can be fired from all three of Arcdreigon's heads. It seems indiscriminate in its destruction and can leave an entire city in rubble and ash in just a few minutes.
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Arctias jets across the land at incredible speeds, only stopping when it sees someone hurt and in need of the healing light from its ring. Stories say it searches for its stronger, more stoic counterpart.
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Arctios jets across the land at incredible speeds, only stopping when it senses an injustice it must cast judgment upon. Stories say it travels in search of its kinder, gentler counterpart.
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Thousands of years in the past, people worshiped Arcrachi as a granter of wishes to the chosen pure. Many believe it came from space, as it first appeared descending from deep within a starlit sky.
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Because Arckoth is always hanging from the ring behind it, some debate if it can hover on its own. It moves slowly and rarely, but is never in danger; anything that gets close to it is overwhelmed by a sense of lethargy and weakness.
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Though it doesn't mean to be, Arcroth is a destructive menace. It has too much power to control and constantly runs around venting that energy with swinging limbs and bursts of light, usually causing immense property damage in the process.
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Though small of stature, Arcnx contains a lot of electrical potential. It needs only to concentrate a little to generate a floating orb above its head that bursts and showers the area with lightning.
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Arcxio's single eye is powerful enough to see clearly for miles into the distance. It also serves to direct the electricity in its body, shooting out intensely powerful bursts of lightning at its foes.
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Arcpuff's song is a strange sound that almost seems to distort the areas around it, sung in a language none understand. Those that fall asleep listening to it have visions that blur the lines between dreams and prophecies.
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Rubbing Arcva's wings together creates ultrasonic waves powerful enough to visibly distort the air in front of it. Those hit with these waves are not only knocked back, but lose all sense of equilibrium.
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Arcbas uses its powers for rather petty motives. Self-conscious of its appearance, it casts hypnotic illusions on those around it to make them praise its good looks.
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Perhaps because of being overly-worshiped by ancient humans, Arcrua often hides itself by using illusions to mimic other Pokémon. It only shares its true form with those it comes to truly trust.
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Arcpet's few sightings have always been while hovering close to the vicinity of newborn children before disappearing. It's not known what its motivations are, but the children it watched all reportedly grew up having uncannily good luck.
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Although the layer around Arcsis is soft and pliable to the touch, not even the sharpest instrument can puncture it. If it feels threatened, it can create a psionic pulse all around it that knocks anyone nearby unconscious.
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Arctik summons strange pillar-like objects when it needs to spin a web and capture prey. Once the threads are spun, the pillars disappear and the web remains, hovering and waiting for prey to become ensnared.
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Arcesta sleeps within volcanoes, and is thought to keep them dormant with its presence. If forcibly awakened, it may cause the volcano to erupt in its anger.
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Arcfisk lays flat on the ground in old temple areas, camouflaging itself among the stone floor. If something steps on it, it emits a bright and blinding flash of light in a burst of energy.
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Arceye can focus light reflected from its jewel eyes into orbs of energy it uses against opponents. It has a haughty personality, and only responds positively to those who offer up a gem of sufficient beauty to it.
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Two rings constantly rotate around Arcpede's body. At any moment, they can lash out as makeshift claws, or spin even more rapidly, generating a near-impenetrable shield of light around it.
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Just a drop of the poison in Arcpede's claws is said to be able to fell legendary Pokémon in seconds. It stays curled up most of the time, and forcing it to stand tall and turn aggressive is considered extremely foolish.
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Arclass prefers to live in frigid areas in solitude, and in the absence of such will create one. With a wave of its arm, it can freeze a mile of its surroundings and all who dwell in the area to make its new home.
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Arcish spends the nights buried in soil and absorbing moonlight. It generates an aura while taking in the light that energizes the soil around it, causing plants nearby to glow in the dark.
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Arctump is a ghostly spirit that inhabits remote forests across the land. Only children can travel its domain unscathed; adults are teleported back to the entrance, their minds left hazy and confused.
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Arclu hides away in the fluffiest of clouds, chirping happily as it settles within and glides with the wind. Its chirps are a light, comforting noise that can sometimes be heard from directly below.
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Arcgoo's goo, when spit up from its mouth, is strong enough to melt through anything, though only at its discretion. It will sometimes spit harmless goop onto others just to watch them panic.
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Each of Arcsteel's many colored sections are said to be forged with metal infused with the elements. This allows it to fire beams of energy from its body of any typing, exploiting any opponent's weakness.
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Consumption of Arcplume's leaves or inhalation of its pollen, even in small doses, leads to hallucinations. Some theorists say ancient prophets and their visions were simply hallucinatory effects caused by encounters with Arcplume.
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It's said that pure of heart children will be visited by Arcful while they sleep. As the tales go, hugging it while sleeping will dispel nightmares for good, ensuring the child always has pleasant dreams for the rest of their life.
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In olden times, it was said that those who were blessed by the heavens would encounter Arcruff and gain its friendship. Its loyalty and love are without bounds, and some say it is impossible to remain unhappy while in its gentle presence.
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Some musicians have dedicated their lives to perfectly performing the songs Arcetta sings, considered the greatest of symphonies. Concerts playing these songs sell out within minutes of announcement.
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Arcetta's dances are a breathtaking sight. Concert venues sell out quickly when performances are scheduled, and every performance is backed by a full orchestra to accompany the majesty.
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It is said that only a few, select chosen ones will have Arcselia visit them within their dreams. Supposedly it visits the selected to deliver an important message, but none remember the vision upon waking.
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Arcmo-o congregates in small groups, rarely seen in the wild. Their head crests are made of an impervious material that makes a resounding echo when struck, able to be heard from hundreds of feet away.
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Arcrantis is somewhat vain and addicted to the praise of others. It changes its body into bright and vivid color combinations just so it can hear others marvel at its colorful appearance.
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Arcladin will never fight for itself, but will rush to the defense of other Pokémon. The ring behind it can split in two and become hand-held weaponry for Arcladin to use, akin to tonfa.
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Arcninja's speed is so great that most swear it is teleporting from place to place. It can generate dozens of water shurikens at will to strike down entire groups of opponents with little effort.
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Arcmoth moves so quickly through the forest that most sightings only record the cloud of scales from its wings it leaves behind. Inhaling these toxic scales causes a victim to become immobile and plagued with hallucinations.
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From thin air, Arclix can create bite-size tasty treats to reward those it cares for. Trying to force it to generate the sweets results in it force-feeding the aggressor candies so sour as to cause severe stomach upset.
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Arcpuff's hair, orb and ring are all edible, regenerating quickly after consumption. It freely shares the treats; those who have eaten it profess the flavor is so sweet and delicious that no man-made candy could hope to compare.
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Few, if any, can resist the hypnotic dance moves Arcolo possesses. Even without directly viewing them, those in its vicinity can't help but shake their hips in time to its rhythmic movements.
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