Page 6 / 9 of 8182 pokedex entries by sk372.
Volcagrowth brushes some of the flammable scales on its wings onto its vine-hands before extending them out to grab opponents. Once ensnared, it ignites the scales and engulfs its captured foe in flames.
Records indicate Volcavoir was often found at temples situated on volcanic isles. According to stories, Volcavoir would calm active volcanoes should their eruption threaten human villages.
It spreads tiny scales from its wings across the battlefield as it leaps and flies about. At any given point, it can make these scattered scales erupt into flames of aura to help control the battlefield.
Should one see Volcasol standing at the base of a volcano, unmoving and staring at the rim, it is a sign that the volcano will soon erupt. Opinions are split between whether Volcasol is a helpful warning system or a cursed harbinger.
Able to sense imminent volcanic eruptions, Volcasol flies about spreading scales from its wings in an attempt to warn others. Because the scales burn skin on contact, however, Volcasol is seen as causing more harm than good.
Volcatula spins heat-resistant webbing that can stand up to even the temperatures inside volcanoes. It strictly hunts and consumes Fire-type Pokémon, particularly the Slugma family.
Volcatios flies at high speeds across the regions, only stopping in areas with volcanic activity. It spreads scales from its wings behind as it flies, igniting them in explosive bursts if it senses something pursuing it.
Highly aggressive, Volcapede scatters burning-hot scales from its wings as it scurries around, creating hazards everywhere. The scales paralyze as well as burn, so those afflicted will be severely disadvantaged against Volcapede's assault.
It is said that a Volcatrum's bellowing roar causes a volcano to erupt somewhere across the world. It reigns supreme over volcanic areas, terrorizing lesser Pokémon with a terrible bite and flaming gusts of wind from its wings.
Volcaplume's flower can gush out a thick cloud of pollen that causes painful rashes and burns to exposed skin. If it concentrates hard enough, it can upgrade its assault to emitting a huge gout of actual flame as well.
Volcaroc patrols the bases of volcanoes, seeing them as its territory. It sheds embers from its mane that ignite after being hit by its tail, sending numerous fireballs out to repel intruders.
Volcalem makes its home on volcanic mountains, typically near the summit. It's strongest move involves tucking inward and igniting its whole body, turning it into a rolling boulder of flames.
The warm pollen it spreads from Volcano's flapping wings carries hypnotic capabilities that put its targets into a trance. The spiral patterns swirl faintly while it casts its spell.
Deifree cannot see, but uses its antennae to sense its surroundings. It spreads a powder from its wings to blind others so they don't interfere with its hunt for nectar.
Letting Deigon venture forth into cyberspace is often advised against. Due to its extremely poor eyesight, it wonders around and often collides with critical data, causing crashes and other issues.
Because of the fur growing over its face, Deinite is effectively blind. It avoids flying to keep itself from crashing into things, but its large size means it is not much less accident-prone while lumbering about on the ground.
Deiew's curious nature and poor eyesight leads to it constantly crashing into other creatures while flying around the world. It tends to bite new acquaintances as a form of greeting.
Deiew's poor eyesight requires it to use psychic powers in order to sense the presence of others nearby. It has a playful nature, but often gets too rambunctious and accidentally injures its playmates.
Deicross is blind, relying on its antennae to help it sense changes in its surroundings. Between the antenna's sensitivity and its sense of smell, it can easily sniff out the most sap-rich trees to gorge on.
Deilia loves to dance, but due to vision impairment it's rather clumsy and trips over or bumps into things mid-dance. Nobody has ever seen Deilia commit a full dance routine without incident.
Though Deivoir has poor eyesight, its strong psychic senses compensate for some of this disadvantage. Rambunctious and affectionate, it's known for giving its Trainer a sharp nip to the shoulder as a sign of affection.
Stories say that staring into the gap in Deinja's back will cause permanent blindness. It floats around aimlessly and avoids interacting with others, but when in close proximity, it emits a faint hissing growl.
Deiceus's blindness coupled with its aggression makes it a danger to go anywhere near. If it becomes angered, it rains down beams of powerful light indiscriminately around it in the hopes of taking down whatever wrought its ire.
It cannot see due to the hair over its weak eyes, but Deiveon possesses a great sense of smell. It can even ascertain the emotions of others through its scent. It finds the scent of joy and kindness most appealing.
Deirachi lacks a normal pair of eyes, causing it to float around aimlessly for much of its life. An eye on its stomach is said to open once every 5 years, and supposedly Deirachi will grant a wish to the first person it sees with said eye.
Deirunt clutches its furry cloak close to its body to shield it from the cold. Doing so obscures its already weak eyes, so it stumbles around and bumps into things often as a result.
Deiselia zips through the skies at night, attracted to the scent of pleasant dreams. Its poor vision causes it to often careen directly into the sleeping person providing the aroma it chases after.
Deityena compensates for its poor eyesight with a strong sense of smell. It travels in small packs, communicating via howls to locate other pack-mates, even if they are in close proximity.
It grows its hair out to blind itself purposely, due to an extreme light sensitivity. Even the faintest bit of illumination hitting its eyes will give it a headache.
Many have found Deilithe endearing due to its tendency to run headlong into things because of its poor eyesight. It is, however, quite temperamental, so raising one can be quite an arduous task.
Deibra uses a combination of psychic waves and vibrations from its spoon to sense its surroundings through a sort of echolocation. It does this because its own vision is incredibly poor.
Deieel's lack of vision means that it often walks or swims into walls and other obstacles. Once it catches a prey's scent, however, it is frighteningly swift and accurate in its pursuit.
Zweibone behaves oddly, switching between meekness and aggression at random. Some believe the skull it wears has its own personality, influencing Zweibone's actions and making it act against its nature.
When Zweigon appears on a computer screen, it's typically to eat and destroy as much data as it can. Its two heads often get into conflict with each other, however, lessening its efforts and making it easier to deal with.
Zweiew enjoys playing games with others, but its two heads squabble over what games to play. Oftentimes, its prospective playmate has left by the time the two heads have finished fighting amongst themselves.
The two heads have contrasting personalities in response to danger. As such, it is very difficult to tell whether its flames rearing up is a sign of it becoming defensive and wanting to flee, or preparing to get aggressive and go on the attack.
Zweigon2's personality is split between two heads with opposing motives. One wishes to help users, the other wants to destroy data. As such, they fight against each other constantly, causing havoc.
Zweigon-Z possesses a bite that causes data bitten to become temporarily buggy. The two heads do not get along, often biting each other and causing Zweigon-Z itself to behave in a more buggy manner.
Zweivoir's two heads are constantly at odds, arguing and fighting each other at any given moment. The only thing both can agree on is their affection and devotion to their Trainer.
The addition of two more heads has further exacerbated the attitude problems it possessed. Rarely is Zweilous seen without one of its heads aggressively duking it out with another.
During its nighttime flights, Zweiselia's heads will sometimes argue over which direction to go, causing a shift in trajectory. These sudden turns cause the sparkling trails it leaves behind to form a shape similar to a crescent moon.
Zweimo-o's twin heads can only cooperate properly in combat. If not sated with constant sparring partners to keep it distracted, they will fight with each other viciously, often leaving scars along their necks.
Zweibra has great intellect and psychic powers, but the combativeness of its two heads negatively affects its concentration. As the heads fight, its psychic powers fire at random and cause chaos to its surroundings.
Hygon invades cyberspace, with its only goal seeming to be destroying as much data as it can. Specialized teams of Porygon fusions are dispatched to deal with its impressive destructive power.
Hynite clashes often with Dragonite in the wild. The latter protects humans from the former's endless capacity for destruction and aggression, leading to vicious battles across the lands.
Hyrak's destructive tendencies compel it to destroy the webs created by other Pokémon like Spinarak. Its own webbing, spun by the heads on its front limbs, is highly caustic.
Programmers dread the thought of seeing a Hygon2 appear in their computer. It sics its two drones to corrupt and delete random data, while the main body watches the chaos with sinister glee.
Hyvoir possesses a ruthless personality, its first instinct upon seeing other Pokémon being to crush them with its mental powers. Only its Trainer is exempt from its aggression, and even then Hyvoir redirects it towards those who get too close.
Hyvoir is filled with a simultaneous mixture of protective and destructive urges. This conflict of emotions causes it to use any excuse to excessively attack anything that poses even a remote threat to its Trainer.
Hyvoir vents destructive urges by using its psychic powers to tear apart the terrain all around it. Only its Trainer seems to be free from danger, as it manages to reign in those urges while in their presence.
It's believed Hysaur's two extra heads goad it into giving in to its destructive, violent impulses. It lashes vines outward and tears down entire forests, for nothing other than as a show of power.
Hyesect's programming compels it to destroy its surroundings until nothing is left. The dragon-head cannon on its arm fires energy beams capable of piercing straight through even the strongest materials.
An extending Hydreigon head is attached to Hyesect's back. It scans its surroundings for targets to destroy, before all three dragon heads fire powerful energy beams simultaneously.
After fusion, Hydreigon's additional heads took on the attributes of other draconic Pokémon. This may suggest the five creatures all might have evolved from a common ancient ancestor.
Fusion has caused Hydreigon's destructive and aggressive tendencies to reach near-catastrophic levels. Extremely hard to control or defeat in battle, many regions have outlawed the act of fusing it.
The massive amount of energy within Laode allows it to reach high speeds while flying. It takes off with an explosive burst of energy that leaves a small crater behind.
Laotto soars through the skies at almost sonic speeds, emitting a sharp cry to announce its presence. It swoops down to interject itself in fights between avian Pokémon, attempting to deescalate the conflict.
When Latine leaps from the water to the air, it glides at speeds twice what it manages underwater. It scans the oceans for people in need, grabbing them and carrying them off to safety.
Though Lalax can fly at a surprisingly high speed, it can only do so in short bursts. It uses this speedy flight to travel quickly from place to place, looking for friendly people who will share their food with it.
Laqueen is quite protective of those it considers friends or young to be safeguarded. It's not uncommon for it to scoop up those it protects into its arms before flying off vast distances at high speed.
Laray's eyes let it see far distances in perfect clarity, even while traveling at high speeds through the air. Its tail generates a trail of electrical sparks while it flies.
Lalous's two heads have differing personalities, the red being much more amicable and sociable than the blue. It is often seen nudging the other head, encouraging it to make new friends, with limited success.
Fusion has granted Latios and Latias matching new forms. Working in tandem, they fly all across regions defending the weak and acting as dual heroes of justice.
Latales zips through the skies, flying across the regions looking for new experiences and new friends. Its multiple tails cast a myriad of red sparkles behind it when it flies at top speed.
Linking their limbs together allows Laonee to fly faster the larger the group. At high enough speeds, the cotton-like fluff sheds lightly and leaves a sparkling white trail behind them.
A protective shell covers Laxew's body, protecting it from the elements as it flies across the regions at high speeds. In some places, extreme sportsmen wear suits designed after Laxew's appearance.
The creature biting Labro's tail is highly aggressive, and bites down in order to influence the host into behaving similarly. Fortunately, Labro is too simple and gentle to even register the impulses the bites create.
Lapie flies quickly through tree canopies in search of the freshest leaves to consume. It is a spirited fighter, unafraid to battle much larger Pokémon that might compete with it for food.
Laras is rather aloof, rarely taking on passengers except in the case of emergencies. It can swim at incredibly fast paces, quickly getting a person to their destination so that it can be rid of them faster.
Latops's body cuts cleanly through the water at high speeds, even breaching the surface to glide long distances across the air. It is antisocial by nature, fleeing into undersea dens when it spies humans approaching.
With incredible eyesight and a sixth sense for the presence of others, escaping from Laray is almost impossible. It runs quickly across the ground, before using a burst of electricity from its hind feet to propel it forward with mighty leaps.
Lagon can attain high-speed flight, but only for short bursts in a straight line. Its skull has become hardened and resilient in response to all the head-on collisions it has suffered.
Laria's voice carries across the wind as it sings during high-speed flights. More than a few have been entranced by hearing its voice, and spent years searching for it to hear it sing again.
Lachamp speeds across the skies of the various regions, stopping to halt crime and injustice across the lands. Before entering a battle, it always makes sure to strike a dramatic and heroic pose.
Ninegon has quite the standoffish disposition, not taking kindly to those that stay too close too long. Its multiple tails can fire off from its body to act as homing, flaming missiles, growing back shortly after being fired.
Nineuna shields its cocoon with its many tails for added protection. Anything that disturbs it will not be forgiven, and Nineuna will seek vengeance the moment it fully evolves.
Ninew typically shies away from any companionship until it is ready to get close to someone. It is said that if it allows someone to touch one of its many tails, that person will be granted a fraction of its psychic powers.
Ninegeot can use its two tails to achieve temporary flight, though this tires it out quickly. Highly intelligent, Ninegeot is able to use human tools, fixing up and even inventing new machinery with ease.
As long as Nineflora has access to sunlight to bask in, it is relatively docile. It does not enjoy having its petals touched, however, and is said to curse those who do so without permission.
Though it has powerful pyrotechnic potential, Ninets has a gentle disposition and rarely wishes to use the full extent of its fire power. It prefers using it for simple entertaining displays akin to fireworks.
Nineceus exudes radiant, elegant beauty, and considers itself above many other creatures of the world. Touching one of its tails without consent is considered a heinous crime, said to curse the perpetrator's lineage with 1000 years of bad luck.
Nineferno will ignite the tips of its many tails as an intimidation technique. Despite having good strength, it tends to falter if intimidation fails, and runs away more often than it stays and fights.
Ninerino's aggressive nature and tendency to launch fireballs from its tails are only part of the problem in dealing with it. The flames leave behind an acrid, poisonous smoke that is very harmful if even a tiny bit is inhaled.
Brutish in behavior, Ninexure is very prideful of both its tails and its tusks. Touching either will send it into a rage full of flames being flung from its tails and violent swings of its sharp and solid tusks.
Nineye possesses an immense amount of greed when it comes to the gems it collects and feeds upon. It is said that if a person touches a jewel that it has claimed, it will cast a permanent and dastardly curse on their entire bloodline.
If one yanks on one of Nineplume's tail-like petals, it responds by violently spraying a supremely noxious pollen, cursing the victim to a stench that will never be completely washed away.
Ninetly floats through towns at night, generating ghostly tails that curse those touched by them. It is believed that once Ninetly has chosen a village to haunt, it will remain there for several generations.
Deonyte hides in undersea locations with minimal lighting, masquerading as a simple Omanyte. By the time anything drawing near realizes its mistake, it's too late; Deonyte's many tentacles will grab and drain the life from its latest victim.
Scientists hypothesize that the unique DNA of both Mew and Deoxys might lead to breakthroughs on the origin of extraterrestrial life. By studying Deoew thoroughly, they hope to make great strides towards first contact with another world.
Deogon2 casts a digital hologram of Deoxys in order to appear more imposing to others. Though not as powerful as the real thing, the hologram can physically interact with others and still packs quite the punch.
A strange and powerful psychic being that supposedly originated from the deepest reaches of space. Deovoir is able to create black holes, meteors, and other celestial phenomena seemingly at whim with little effort.
Deorith hunts on the seafloor, shifting its body to better attack or flee as needed. There are theories among researchers that it first came to be due to a careless scientist reviving a fossil contaminated with alien DNA.
Some believe Deoceus is a deity that descended from another planet to gauge humanity. It can freely reform its body to adapt to any situation, changing its body and typing in order to best combat its opponents.
Some believe Deotic's origins come from outer space, before it landed on this planet and its oceans. It prefers residing in the deeper depths of the sea, and casts a stream of sparkling starry material behind it as it swims.
A draconic creature thought to have come from deep space. It's said that those touched by Deoram's flame will be burned all the way to their very DNA.
Self-fusion has caused Deoxys to exhibit aspects of all of its major forms. This gives it unparalleled offense, defense and speed to use in combat, making it infinitely more formidable an opponent.
Deoxys can split itself into four copies to maximize its capabilities. With three forms adhering to offense, defense, and speed commanded by the fourth's great intellect, they are truly a force to be reckoned with.
Deor is believed by some to be some type of virus that infected a meteorite before it fell to the planet. It can retreat its limbs into the hard shell of its core, reemerging in an altered form adapted to better combat its foe.
The strange core in the back of Deoling's throat houses the majority of its psychic capabilities. It can mutate the qualities of the orb to let it produce a variety of strange sounds and cries.
A powerful intellect lets Deobra know exactly what form to change its body into to suit its current situation. Some believe the gem in its chest houses a second brain containing the majority of its psychic power.
Its DNA was polluted during the fusion process, leaving it unable to maintain a consistent shape. It constantly tries to consume new DNA in a vain attempt to become stable again.
First spotted near aquatic research laboratories, Deoster rarely interacts with humanity at large. It opens its shell to create black holes that suck in nearby matter; it is not known if this is done for sustenance or some other motivation.
When Jiorb explodes, it leaves behind a strange material akin to stardust. The particles still retain some faint electricity, so direct contact leaves one feeling tingly for a while after.
Jiode can manipulate its electricity to form a spherical shield of lightning around its body to deflect strikes. Stars appear to twinkle within the sphere while it's active.
Many devious sorts sought to poach Jimie, believing its core held wish-granting powers. As a result, it rarely is seen in the wild, and blinds those who find it with spectral flashes so it may flee.
A very rarely seen Pokémon, Jigon is said to have been created by the greatest coder in history. It supposedly appears before coders in crisis, granting their wishes and perfecting their current coding projects.
Stories say that Jiew travels across the lands, granting wishes to those pure of heart. It's said that its ultimate goal is to grant the wish of one of every species of Pokémon that exists.
Jiew has a curious nature, hiding itself away while following those that pique its interest. If it judges the one it follows to be kind and pure of heart, it reads their mind and grants their deepest desire before disappearing.
Jiew's power is supposedly vast enough that it could grant wishes to thousands of Pokémon across the land at once. When using its abilities in larger amounts, it appears to temporarily unfuse before returning to normal.
Jitar's rare appearances come heralded by sandstorms made of stardust, generated from its core. Due to greedy people seeking it out for the valuable material, it actively avoids human contact.
Jivoir reads the mind and hearts of others upon first meeting them, disappearing in a flash of light if they fail its judgement. It's said it only stays alongside the purest of heart, and will grant them a wish for being worthy.
Jiran has poor vision, and uses the ribbons on its ears and tail in order to analyze its surroundings. Its strong hearing lets it hear people's wishes, but it only appears before children with kind and innocent wishes.
The turbine in Jirom's tail is powered by a strange gem that many believe has extraterrestrial origins. It is said to be able to grant wishes, but only to those who carry the most righteous of ideals.
Extremely rare to see in the wild, Jiblim is the subject of urban myth; supposedly if one sees a Jiblim float by during a night with a shooting star, their greatest wish will be granted.
The wool covering Jicott's head is made of a special silken material that some believe grants wishes while worn. It enjoys pranking people by briefly appearing before them, then vanishing the moment they try to catch it.
Whenever Jinx shakes its fur, it spreads a small smattering of stardust laced with faint electricity. The particles glow faintly in the dark, making them a popular accessory for clothing and the like.
Jiloon is highly sought by children, as many kids believe it will grant their wishes if they carry it with them long enough. Jiloon doesn't actually possess that power, but it enjoys the happiness it instills regardless.
Jirunt's cloak is made of a strange condensed stardust said to grant wishes. This power only works while Jirunt itself is wearing the cloak, as it turns to worthless sand if forcibly removed.
Jiedo jets through the waters and even into the air at high speeds, leaving behind a trail of something resembling stardust. It's thought that if it wanted, it could fling itself into space and swim through the galaxy.
Jiturne is said to appear before pure-hearted travelers within the desert at night. It teleports them to safety via a strange sandstorm seemingly made of stardust, Jiturne itself vanishing when the traveler reaches a safe haven.
Jity comes out on starry evenings to prance about and practice its fighting style. Others are welcome to come train with it, and if the practice goes particularly well, Jity may grant its sparring partner a wish afterward.
A sage-like being residing on mountain peaks where meteor showers are commonly seen. Jibra judges the minds and hearts of others, to see if they are worthy enough to have it grant their wishes.
Jichop's fighting style involves using the ribbons around its wrists as grappling items to reel opponents into close-quarters attack range. It is said to grant the wishes of fighters strong enough to best it in combat.
Once Nindrill finds a tree it likes the fruit and roots of, it claims it for itself and jabs at anything that comes near it. Its stingers are actually rather dull, so it relies mostly on intimidation to sent intruders packing.
Nindoom roots around with its whiskers in search of tree roots to feed on, particularly in drier climates. These feelers ignite and shoot extremely hot flames at those who get too close while it is trying to eat.
A fast climber, Ninchar scurries up to the treetops when frightened. From there, it grabs nuts and other objects to ignite and throw at whatever it was that sent it fleeing.
Ninlup roots around loose soil to dig up seeds and nuts on the ground to eat. It is very greedy and defensive when eating, spitting bubbles and half-eaten seeds at anything it sees coming near while it feeds.
Ninon plods along the ground, prodding at the dirt for nutrients and oblivious to potential dangers. This is due to its carapace being so heavy and sturdy that nothing in its natural habitat is strong enough to prey on it.
It uses its antennae to search for nutrient-rich soil to bury itself in. Once fully submerged, it absorbs nutrients from the dirt around it, helping expedite its evolutionary process.
The feelers bordering Ninkey's nose let it sense the health of trees to determine which are growing the tastiest fruits. It flies into a rage if its feelers are tugged on.
Ninfetchd uses its stick to dig up dirt to find good patches of soil from which to gain nutrients. Its digging efforts stir the soil enough to assist in plant growth around its home areas.
Bicross uses its horn to peel bark off trees in search of sap. Once it's finished eating, it carves the tree down to gather and use in creating a shelter for itself.
Bityke is easily sidetracked when it comes across any piece of wood floating in the water. It can spend hours happily and mindlessly bouncing about on the wooden flotsam.
Biedo is considered highly dangerous to ships passing through its territory. It ignores other creatures entirely, but seems compelled to go after man-made creations like boats and gnawing them apart with its large teeth.
A curious nature leads Rioew to deeply examine both the aura and minds of those it comes across. It may trail a person in secret for days if it finds their aura particularly intriguing.
Constantly honing its control over aura powers has given it a new technique: Riorogue can fire short range aura projectiles at its foes following a punch or kick attack.
Riopom trains hard, developing a personal fighting style that utilizes its tails in tandem with its fists. When it fights at full force, one can see a faint aura glowing around the tips of its two tails.
Riots hides away from others until it has properly read their emotional aura. Only those who have a kind and gentle aura will ever be approached by a meek creature like Riots.
Riovoir are passionate about justice and protecting humans, to the extent that it is not uncommon for every city to have one roaming at night, acting the part of a superhero vigilante protecting them from criminals and danger.
Rioferno focuses much of its aura into the fire on its tail, causing it to burn hotter and brighter. While holding its tail like a weapon, firing multiple Aura Spheres until the flame is nearly spent.
Rioink's gear limbs give it decent mobility across all terrains. If it focuses hard enough, it can charge up aura around the gears and enhance its speed and agility.
It flares a flame-like aura around its body whenever it gets angry. Due to its bad temperament, this aura is nearly constant on Riokey.
It has strong aura potential even at this stage, but hasn't fully grasped its usage yet. Riopoke creates and bursts orbs of aura energy simply because it thinks they look pretty.
Because its metabolism is so slow, Slapod takes an inordinate amount of time to evolve. It hides itself deep in trees to wait out the weeks to months it may take to emerge from its shell.
Supposedly Slagon is meant to be an assistant for computer users, but its capability is sorely lacking. Any process it tries to do can inevitably be done faster on one's own due to how slow and lazy Slagon is.
Slaowl is thought to have high intelligence, but rarely has the energy to put it to good use. It drops to the forest floor to scavenge food once a day, then barely has the strength to fly back to its tree canopy home to sleep.
Its wings are always tucked close to its body, and it has never been seen in flight. Closer inspection has revealed that thanks to its lazy, sedentary lifestyle, its wings have atrophied from lack of use.
Slakern only requires a tiny amount of regular sunlight to continue functioning, so once it finds a suitable spot, it spends ninety-five percent of its life sleeping, photosynthesizing while it does so.
With a simple mind and a lazy disposition, Slaper are very easy to catch in the wild. Many have even been simply picked up and carried home by Trainers without a Poké Ball. Slaper offers no resistance and simply adapts to their new home.
Slasel enjoys spending the majority of its life sleeping in peace. It can move remarkably fast if startled, if only to flee somewhere safe to resume napping.
Slaursa adores honey as its favorite snack, but is too lazy to gather it itself. It waits near honey sources for passersby and follows them, annoying them with its cry until they get the sweet snack for it.
Though it has a creative and artistic mindset, Slagle lacks in motivation and energy. It can only push itself to do one or two brush strokes a day, so completed art can take weeks or even months.
Slabok lazily rakes the claw-like tip of its tail through the grass, picking up nuts and seeds for it to snack on. Staring at Slabok's facial markings for too long will induce drowsiness.
Sla Jr. occasionally gets small bursts of energy that cause it to attempt to dance or mimic the nearest being. The energy surge depletes quickly and Sla Jr. often flops back on the ground and resumes being lazy.
Slalax is almost never seen awake, to the point that it sleepwalks to perform other functions while slumbering. Even eating and battling are done while Slalax sleeps and snores the day away.
Once Slakip has flopped into a mud puddle, it becomes too comfortable and lazy to move out of it. It lies there for hours, only moving to eat some of the mud or roll over.
When first observed in the wild, researchers were shocked to see Slalia dancing about and full of energy. Further investigation revealed it dances while asleep in a manner akin to sleepwalking; it's quite lethargic when awake.
Introverted, inactive and incredibly shy, Slavoir covers itself with a fur cloak and rarely comes out of its den. It takes a lot of trust and gentle coaxing over time to get it to open up and interact with others.
Slaeon's lazy nature means it will only extend its tongue towards food that is just out of normal reach. Even so, it is often too lazy to retract its tongue once it actually seizes the food.
It possesses most of Slaking's power, but none of its temper. It is considered "weaker" by virtue of seemingly nothing being able to rile it enough to truly apply its strength to.
Slachar's slothful nature extends even to its tail flame. The weak fire fizzles out regularly, and it may take upwards of a day for Slachar to muster the energy to reignite it.
Slaferno lazily dangles from tree limbs, clinging to them with its sharp claws. Even swinging from one limb to the next is considered a great achievement for the day, worthy of a long rest afterward.
Slaish lazily sits around in flower patches soaking up sun and moonlight. It digs a hole and submerges most of its body in the dirt to hibernate once winter rolls around.
Slaras lazes around tree trunks eating fungi and molds. The mushrooms growing on its back are valued as an ingredient for medicinal sleep aids.
Though not often seen, Slameleon does possess a tail flame, smoldering faintly at the tip. If it concentrates, it can make the flame flare to life for a time, but the effort leaves it quite exhausted afterward.
Slasian makes for a moderately low-maintenance pet due to its generally inactive lifestyle. However, it is too lazy to even groom itself, so constant care of its matted fur on the owner's part can be a hassle.
Slaphish has a very lax personality, spending most of its time soaking in the sun's rays at the beach. Digging itself a hole in the sand to sleep in can take hours due to its slow movements.
Slakey is actually quite territorial, but also too lazy to do much of anything about intruders in its territory. The most it manages is making indignant huffing noises until the interloper leaves.
Slaizard's lethargic tendencies are so strong that it can sometimes fall asleep mid-flight. It responds quite aggressively to anything that wakes it up, including an inevitable collision with the ground.
Slachop's training sessions are lackluster, consisting of short walks and lifting small rocks to keep its muscles active. Despite the low-effort training, it's stronger than it seems.
Carrying the missing claw of a Vigoroth allows Vigobone to defend itself with the limb's sharp points. When it is upset, it goes into a vicious tantrum, thrashing about and swinging the dismembered claw about wildly until it collapses.
It will aggressively lick anything that it comes across, tasting it and marking it with its saliva. Because of its overactive body functions, its tongue never dries out no matter how long it remains out of its mouth.
Excess internal production causes Vigozing's two heads to constantly cough out thick clouds of smoke. Inhaling the smoke causes intense surges of energy that lead to heavy exhaustion when the adrenaline wears off.
Vigosey is incredibly eager to help tend to the sick or injured, but its appearance combined with hyperactive tendencies often causes more harm than healing.
Vigokhan is insanely protective of its young, flying into a defensive flurry at even the faintest hint of possible aggression. Despite the frantic motions, the child stays asleep through all its parent's antics.
Easily excitable, Vigofree flaps its wings incredibly fast when overly stimulated. It is a common sight to see it blow away flowers it wishes to consume because it got too excited when getting close.
Vigomie can fly through the air via turning horizontally and rotating at rapid speeds. While spinning, its sharp claws extend further, turning it into a whirling, slicing aerial hazard.
Vigother's lanky limbs allow it a flexible reach in battle, flailing its arms around wildly to club and claw opponents into unconsciousness. In rare moments of placidity, said limbs also allow it to give surprisingly nice hugs.
Vigoros is in a constant state of energized rampage, charging head-long towards anything that catches its eye. It only stops when it ends up charging into something solid enough to knock itself unconscious.
A quirk in Vigogon's programming causes it to be filled with a ceaseless need to move about. Even when hovering in a mostly stationary fashion, its limbs and head will constantly rotate.
Vigoew's endless energy and curiosity lead it to fly and teleport around constantly, investigating everything that catches its interest for even a second. Certain berries can calm it down, but only for a short time.
It uses the claw-like appendage on its head to dig holes in the dirt to hide in. Vigoret enjoys surprising passersby by popping out of its hole and "waving" its claw at them playfully.
It scrapes its claws along tree trunks in order to burn off energy. Because it is so hyperactive, trees in areas with Vigowoodo presence are often all but stripped bare of their bark.
Vigosire dives deep into muddy waters and digs into the mucky bottom to create tunnels to hide itself in. It may even create tunnel networks between nearby bodies of water if given enough time.
Vigocross is always eagerly searching for sweet sap to taste, digging into trees with its claws. Its overeager nature means it often tears away too much of a tree's trunk in search of sap and causes the tree to fall.
Vigoswine must always stay within the coldest of regions for its health. Between its excessive energy and the heavy fur coat, warmer temperatures would cause it to easily overheat to deadly effect.
Vigophan runs wild across the plains, trumpeting constantly. It's thought that it's attempting to create music, but its overly energetic nature results in atonal, discordant songs that repel listeners.
Vigogon2's internal programming is always running on overdrive, causing it to zoom around screens constantly, becoming a visual nuisance. Clicking and holding it causes it to thrash about wildly, as if remaining still is painful to it.
Vigolia enjoys dancing for others, but its hyperactive nature causes its dances to be unfocused and disorienting to most observers. It sulks and runs off if not applauded for its efforts.
Brimming with energy, Vigovoir behaves in a wild, unbridled manner. It's constantly focused on entertaining itself with fights or games, to the point it may begin neglecting things like food or hygiene.
Because its body is so hyperactive, Vigoeon has little to no control over its color change ability. Its constantly changing hues shift in an almost psychedelic pattern that can disorient friends and foes alike.
Vigowile's massive jaws are highly impulsive and react on instinct, chomping wildly at the mere scent of food in its vicinity. It takes considerable effort on the main body's part to reign it in once it gets going.
It is considered highly dangerous due to having Slaking's strength with Vigoroth's inability to calm down. Even vicious and territorial Pokémon flee when Vigoking is seen rabidly charging through the area.
If one spots pillars of light rapidly appearing and disappearing in the distance, it's likely a sign that Vigoceus is present. Full of boundless energy, it cannot stay still and teleports constantly to blow off the excess steam.
Vigoray's eyes are extremely powerful, ceaselessly observing its surroundings and never being seen blinking. Lightning crackles along its limbs as it scampers about, due to excessive electrical generation in its body.
Always brimming with excessive energy, Vigoveon's ribbons whip around frantically at all times. One should keep their distance, as these ribbons are tipped with sharp claws that can cause painful gashes.
Vigoveon's ribbons constantly thrash about around it due to its excessive energy. When on the defensive, it can sharpen the edges of the ribbons, using them to cut and slash at anything drawing too close.
Vigojask is perpetually in motion, flying around in random haphazard patterns to burn off a limitless supply of energy. Even the few moments it spends sleeping, its body still vibrates and its wings still twitch.
In order to intimidate, Vigotuff inflates its body before exhaling, waving its arms about while hooting wildly. For most, this has the opposite effect and makes it look rather comical instead.
Vigoish has an almost endless appetite due to its body's rapid metabolism. It chews through soil, often uprooting gardens and even trees within forests with its excessive eating.
Vigocorio dances at an insanely fast and chaotic pace. This causes it to produce a large amount of fire in the process, often inadvertently setting its surroundings ablaze.
Vigosect leaps around frantically from tree to tree, spreading its spores. If inhaled, these spores induce hyperactivity and aggression in those affected, lasting a few hours before they collapse from exhaustion.
Vigor floats on high to crash down into the ground at breakneck speed, before repeating the process. It does this to burn off an exceedingly vast supply of surplus energy.
Vigoduck's metabolism has hypercharged its psychic powers to the point of overwhelming its mind. It waddles around in a daze, its telekinesis uncontrollably lifting and flinging things around it without it even noticing.
An overabundance of stamina means it's all but impossible for Vigora to remain in one place. It teleports around constantly, seemingly at random, just to burn off excess psychic energy.
Vigoduo raises its arms high so the eyes on its limbs can give it a better view of its surroundings. If it spots something interesting, it makes speedy leaps and bounds to hunt down the object of intrigue.
Wailitty's rotund body and tail are incredibly buoyant, making floating on water easy. With a friendly disposition, it happily lets inexperienced or tired swimmers cling to it while floating towards the shore.
Shilava flares up the electric patches of its body as a way of socializing with others of its kind. Showering sparks on each other is considered a gesture of deep friendship between Shilava.
If it concentrates hard enough, Shiba can use its electricity to make the spots on its back light up. Groups of them playfully compare flashing patterns and colors when gathering together.
Shirak's webbing contains a faint electrical charge that causes it to glow in the dark. This light attracts insects into the webbing at night, allowing it to capture plenty of potential meals.
Due to its internal heat and electrical stores, Shidoom's body is always warm to the touch. It is quite amicable and loves to cuddle, though petting it will cause one's hair to stand on end.
Shikip's favorite method of recreation is first jumping into a muddy puddle to coat itself in grime. It then makes a short burst of electricity that scatters the mud around its surroundings and leaves it completely dry.
Shitomp is a playful creature often seen waddling around in small groups in marshy areas. When it claps its hands, it creates small bursts of harmless electric sparks.
Shiskull's eyes are clouded over, giving it little sense of vision. It sheds sparks around its body with an eerie shriek when it senses the presence of others nearby.
Shiferno's tail can generate a good amount of both fire and electrical energy. Shiferno is still practicing controlling these elements, exhausting itself if it uses too much of either at one time.
Shipunny's curious nature compels it to hop after anything it finds remotely intriguing. When particularly excited, it uses internal electricity to increase its speed, leaving trails of lightning behind its legs with each stride.
Shigull's flight is powered by shifting its internal electricity into its wings. This lets it glide for hours tirelessly, but causes it to cast small showers of electric sparks whenever it flaps its wings during flight.
Although it often appears to be a single lopsided individual, Lucute is a clutch of six separate pieces. They move as one singular unit to better combine their electricity powers for defense.
Lunaut gather in closely-huddled groups for better self-preservation. By keeping their tails in contact, they can share and combine their electricity into massive amounts of voltage.
As Lutomp's body develops, it has a more difficult time controlling the surge of electricity within. Coating its body with a covering of mud is usually enough to dampen its energy and keep it from causing accidental harm.
Using the electric energy within its body, Luferno can supercharge its limbs and increase the speed of its strikes. At max speed, its punches and kicks become engulfed in flames as well.
Because of its middling defenses, Lublim hunts with sneaky tactics. It floats silently down to prey before zapping them unconscious with its paws, making it easy to carry them away without a fuss or fight.
Luolu channels its aura into its limbs to create lightning surges that give its strikes more impact. Its body is still developing, so it can only use this technique sparingly lest it completely exhaust itself.
The size of the sparking flame on Lumander's tail indicates how much electric power it has in reserve. It channels this electricity into its claws, or for short bursts of lightning breath.
Jigglybone sings slow, plaintive songs into the microphone it carries. Those that fall asleep to the song dream of happy times with family.
Bubbles blown by Jigglysea release a faint musical tone when they pop. It creates several at a time in different sizes and tempos in order to create underwater music.
A short time after Jigglygon appears on a screen, a digitized song will begin playing. The song causes whatever machine Jigglygon is inhabiting to go into Sleep Mode.
Jigglyew uses its gentle singing voice to help soothe troubled Pokémon to sleep. It has a different song seemingly tailor-made to work perfectly on any specific Pokémon species.
Jigglytu pecks at trees with hollow points to determine which will grant it the best reverb. Once it finds a suitable hole to hop into, it sings short songs and enjoys the echo it gains.
No matter the color of the berries Jigglyckle consumes, the resulting berry juice always comes out a light shade of pink. Jigglyckle's juice is regarded as a highly effective sleep aid.
Jigglyvoir is lauded for its beautiful singing voice. It is most commonly seen either on the stage performing small concerts, or working in nurseries providing the most soothing of lullabies to children.
Jigglygross uses its massive arms to help it climb up cliff faces, finding better vantage points to sing from. Its voice echoes across the valleys below, sending throngs of Pokémon into a peaceful slumber.
Unlike many other Jigglypuff fusions, Jigglyking wants others to fall asleep during its concert performance. It gets angry and violent towards anyone still awake when it finishes singing.
Jigglyish waddles through grasslands, doing nothing in particular besides absorbing sunlight. If it stores up enough sunlight, it can fire beams of solar energy from its single eye.
Its color and fuzzy appearance make it quite popular with young girls. It prefers lingering in areas with low light, singing soft little songs that put itself and others at ease.
Jigglynix digs large tunnels all through its cavernous homes to make for better acoustics for its music. Its song echoes through every chamber of the cave, putting every other creature to sleep so it may roam freely.
Arkarp's weak swimming muscles combined with its heavy metal shell leaves it spending most of its time at the bottom of lakes. With considerable effort, it can swim about ten feet at a time before needing rest.
Arto buries its claws into the sand and filter-feeds on small organisms. It rarely moves, and its sturdy and heavy metal shell means that few predators have the strength to pick it up or bite into it.
The steel plates on its hands are as sturdy as the metal of its skull, letting it effectively guard itself from attacks. It also gives Arzor punches potent enough to easily crack boulders.
Rarely, certain Arzor can be observed with what appear to be eyes visible from the holes in their fists. These specimens fight with a much more aggressive ferocity than others, for some reason.
Arursa have markings on their metallic skulls in the shape of certain phases of the moon. When the moon overhead matches the shape on their face, they exhibit greater combat strength.
Ardour packs headbutt each other with their metal skulls to establish hierarchy and toughen their armor. Typically, the one sporting the most dents and scrapes on their metal is the leader.
Arpy acts as a sort of big sibling to young Aron or Phanpy in the wild. Quick on its feet and with a sturdy iron coating, it can easily take on Pokémon that would otherwise trouble the others.
Arlax's diet consists primarily of things rich in iron and minerals. Rock and stone are most typical. Metal scrap is considered a treat, and gemstones are a delicacy to be savored.
Arfeon's connection with plants seems most potent with foliage near the presence of steel and other metals. As such, most wild sightings of Arfeon have been in abandoned buildings experiencing overgrowth.
Argon-Z is attracted towards areas with high mineral deposits, using its floating limbs to dig through soil to find the richest stone to consume. Occasionally, its head and torso will swap positions for a time, for unknown reasons.
Though most of Arvyle's body is metallic, it still grows leaf-like accessories on parts of its body. It can pluck these and use them as sharp and heavy projectiles when forced into combat.
Arts taps the metal part of its cranium, sensing its surroundings with a mix of psychic powers and echolocation. It is especially sensitive to the emotions of those nearby, letting it better sense those who mean it harm so it can hide.
Its metallic body is sturdy, but the heavy weight leaves Armuku with little ability to move. For locomotion, it ejects its innards, which are also coated in a metal shell, in order to forcibly drag itself around slowly.
Its heavy, sturdy body means that it cannot jump very far on its own power. It digs through and consumes soft soil for nutrients that keep its shell strong and resilient.
Its heavy weight makes flying difficult, so it climbs and sticks to walls using the iron spikes on the inside of its wings. They also help make for effective slaps against enemies in self-defense.
Aramo possesses just enough electrical charge to imbue its hard-plated skull with a coating of electricity. Using this, it can enhance the strength of its headlong charge, its primary method of self-defense.
Despite having an armor coating that can resist most attacks, Ara teleports away at the first sign of danger. When it warps away, a faint metallic sound can be heard.
It pants lightly when exerted, a small tongue barely visible as a sign of tiredness. The metal shell around its head makes the sound echo and come out as a baritone heaving noise that tends to inadvertently scare smaller Pokémon.
Lairotto are highly combative towards one other in the wild, and one spotting another inevitably leads to a fight. They clash in midair as each attempts to knock the other out of the sky with heavy iron headbutts.
Lairpert's large tail easily lets it dig out large chunks of dirt and mud from the ground. It tosses the mud or soil onto its body to keep itself cool, as its metallic shell greatly retains heat.
Lairwig's steel shell plating is removable, revealing soft soil and plant-life within. It guards this spot fiercely and will only allow extremely close friends to see it and tend to the plants it grows.
Lairtle find verdant areas to live in and feast on the plant life around them. They are protective of their chosen place, so if another Lairtle comes into the area, the two will inevitably come into conflict and fight for the spot.
Lairveon's ribbons are made of the same material as its own sturdy body. It whips them around to defend its territory, warning others to stay away by striking itself to make a loud metallic thud.
Lairtom is able to take a jet-like form in order to travel through the air at higher speeds. Its rumored that friendly little beings live inside it, but it has never been observed opening up and revealing its insides.
These durable Pokémon have been seen living and working together to guard select mountain ranges from trespassers. Observation indicates they communicate through a complex combination of fist-bumps and headbutts.
Lairtios's arms use up a lot of energy in order to lift up its heavy metal body and let it take flight at high speeds. Once it lands from a flight, it gorges itself on anything edible it can find to regain its energy.
Lairinch is a common sight infiltrating junkyards. With a taste for metal, it uses its powerful jaws to tear off chunks of old machinery for a snack, eating the equivalent weight of a car door before it feels satisfied.
The shell around Lairelgon, created to aid its evolution, is thought to be impervious. Its durability would make for fine metalwork, but none so far have been able to shave or chip off even the tiniest piece of the material.
Lairzee slowly approaches sleeping Pokémon in its area and secretly feasts on their dreams while they slumber. It seems that regular dream consumption helps keep the metal on its body shiny and sturdy.
Trapbone scavenges around, eating bones leftover from hunts using its powerful jaws. It always saves one of the bones to use as a club to fight off other scavengers.
When it spots something tasty-looking, Traphorn charges forward, gnashing its large jaws in anticipation of a meal. Because of its stubby legs, however, its top speed is rather slow.
Trapgon is driven to consume any data it comes across, roaming across cyberspace and constantly gnashing its jaws. Many programs have been made to block Trapgon from getting into a user's precious data stores.
Traptini scurries across the desert, taking shelter in crevasses and staying away from the open sands. If forced to retreat, it can shed its skin as a last-ditch distraction, though this leaves it quite weakened for a time afterward.
Traptu tends to stand motionless and stare off into the distance, but is far more attentive than it appears. Anything that attempts to sneak up on it will find it quickly turning and lunging to give them a nasty bite.
Traptoed buries itself in the sand, leaving only its curl of hair sticking out. Should a curious creature touch it, it immediately leaps from the sand to grab the hapless being with its tongue and pull it into its wide jaws.
Trapmortar's claws clamp down on opponents with a most impressive bite force. It can shoot out large amounts of heated sand from said claws to burn and blind others, rendering them helpless to avoid its next grapple.
Trapmega's massively powerful jaws and aerial speed make it a force to be reckoned with. To feed, it flies around gnashing its teeth wildly, chomping down any rocks, foliage or unfortunate prey caught in its maw.
Trapceus buries itself in the desert, eating its weight in sand over the course of a month. It can open its jaws far wider than a first glance would suggest, consuming huge chunks of the desert ground in a single bite.
Trapchar typically hangs around trees that border near craggy, rocky mountains. It scales both to keep its climbing skills strong, and gains nutrients by biting off huge chunks of bark or stone with its powerful jaws.
Trapiard enjoys using its pointed arms to draw shapes in the sands of its desert home. Sometimes it will draw a picture of food, and then take a big bite of the imaginary meal.
A few temples dedicated to Trapalga have been discovered in desert areas. Tales written within say that those who blasphemed it would be punished, sucked into sand pits that banished them to another time.
It regularly adds small bits of stone and dirt to its meals when it eats. The minerals get stored within its tail, and can be shot from the dust storm at its tip as a means of self-defense.
Those that gaze into Trapmask's strange jewel find themselves compelled to step closer, entranced by something within that draws them nearer, and closer to its powerful jaws.
Trapsteel's body is almost entirely comprised of its enormous, powerful jaws. The force with which it clamps down on prey is enough to cast small tremors in the surrounding area.
Traplucha's powerful jaws are its greatest asset in the ring. With the power of its bite it can pin, grapple, and even throw around opponents with ease.
Trapturne swallows large amounts of sand to store within its body. When it needs to defend itself, it propels the spines on its body via releasing torrents of sand from the pores beneath them.
Whenever Trapras opens its mouth to feed, its jaws release a number of fungal spores into the air. Its ravenous appetite means it is constantly eating and spreading the spores around its arid home.
The minerals Trapuff gathers from constantly eating sand, rocks and dirt nourishes the fruit growing on its head. It is happy to share the fruit it grows, but it is an acquired taste due to its dry and sour flavor.
The three heads work in tandem to quickly dig out tunnels with their jaws. Because these jaws are so powerful, Traptrio can dig through solid stone walls other cave-diggers cannot.
Trapduck eats sand in order to help take its mind off the pain in its head. If a particularly painful migraine occurs while it eats, it winds up spewing sand all around it.
The angrier Trapkey gets, the more it gnashes its teeth together and makes a grinding, growling noise. When raging, it bites with enough force to shatter thick stone with ease.
Traperl sits at the bottom of the ocean, closing its shell off from the outside world. To feed, it opens up its shell and sucks microscopic organisms into its open mouth.
It retains the same expression on its face, making it difficult to ascertain its mood at a glance, but when happy, Trapeel will form the shape of a tail with sand and clap with joy.
Its maw can open up wide to allow it to consume large quantities of dirt at a time. Construction companies have taken to using Trapnix to help dig and reshape plots of land for development.
Trapnix can burrow through the desert sands at a surprisingly quick pace in spite of its size. It lies in wait beneath the surface before inhaling deeply, creating sand traps that suck in unsuspecting prey.
The beat of Vibraew's wings flapping rapidly creates a unique frequency that attracts Bug-type Pokémon. It is fairly common to see a flying Vibraew followed by throngs of Bug-type Pokémon enamored by its noises.
Vibratine leaps from desert sands and feeds on flying insects it catches. Its fins emit ultrasonic waves that attract Trapinch that it carries along to share its feeding time with.
Unlike many Ekans fusions, Vibrans vibrates its tail to signify joy rather than fear or aggression. Trainers should take caution, however; an overjoyed Vibrans may shake its tail enough to cause damage to windows via the sonic vibrations.
After sensing an incoming disaster, Vibrasol rushes to the nearest civilization and rubs its wings together to create a humming noise. It has different pitches and patterns of noises depending on the type of crisis approaching.
Forming wings earlier than expected has given Trapinch more mobility, and a stronger appetite. It flies through the air, chomping wildly as it consumes flying insects.
Despite having functional wings, Vibragon is not yet able to fly. It still practices often, its wings flapping and buzzing loudly as it plummets head-first to the ground below.
The rapid movement of Vibratik's wings for flying takes a lot of energy, so it needs to feed on static electricity from larger beings often. It takes off at startling speeds once it has topped itself off from a recent meal.
Ultrasonic waves generated from Vibrabat's quick flapping stun and disorient prey. Once they've been subdued this way, they're easy pickings for Vibrabat to swoop down and drink its fill of blood.
After soaking up enough sunlight, the bud on Vibramantis's head opens. Once it does, it vibrates its wings to create a hum that draws insects near to pollinate the flower.
Vibraeel will clap its wing-like fins together when it feels joyful. This can be dangerous, as its clapping is so rapid that the beating causes small sonic booms that damage nearby objects and hurt other Pokémon.
Feeode's rotund body is rather light, floating to the top of the ponds it inhabits. Predators quickly learn not to hunt it, as a single touch while it bobs on the water's surface leads to Feeode exploding violently.
Feeon is self-conscious about its looks, using mental powers to make itself look more appealing to Trainers. Those that still accept it when it finally lets the illusion pass will have gained an unfailingly loyal friend for life.
Feetank is not popular on farms due to its shabby appearance and faint, sickly stench. Despite this, those who have drunk Feetank milk freely admit it is one of the best-tasting among Miltank-related fusions.
Feesly has a sullen and downtrodden personality, with a posture to match. Its low self-esteem means it becomes fiercely loyal and attached to those who show it genuine kindness and affection.
Happiny has been noted to find Feebas's appearance very cute and endearing. The pair become inseparable in the wild, and Feebas become markedly stronger and healthier after the bond is formed.
It tries to play with others, but is often bullied away for its shoddy appearance. It's unfathomably loyal to those who look past its exterior and treat it with kindness.
Feevoir is highly self-conscious about its appearance. It protects those it cares for with psychic powers from afar, too ashamed of its looks to be in close proximity to them.
Feewile is a bit overly-affectionate to those it considers friends. At any moment, it may approach and decide to smother a friend with kisses from its fake mouth's huge lips.
Feedon's legs are barely strong enough to hold up its heavy, sturdy cranium, so it has to rest constantly. Being struck directly from the front causes a reflexive reaction that makes it make an absurd facial expression.
Though it is simpleminded and weak offensively, Feelord is surprisingly hardy, resisting harm from both predators and harsh environments. It often shields smaller Pokémon from harm by letting them hide in its mouth.
Feeceus appears to be self-conscious about its appearance, disappearing quickly in shame if something manages to spot it. Those that leave gifts for it to retrieve later are said to be blessed with good luck for their kindness and acceptance.
Feeveon shies away from others, as it feels self-conscious about its appearance. It still wants to make others happy, though, so it hides itself and rubs its feelers on people in secret, acting as an unknown comforter.
Feeblim achieves greater elevations by sucking in massive amounts of air to bloat its body. Holding its breath for too long causes it visible distress.
Its singing is atonal and discordant, but manages to make others fall asleep all the same. While its victim slumbers, Feepuff will vandalize their face, to make them look as shabby as it does.
After fusing, Feebas's body grew longer, similar to its evolution. Though its appearance is still considered by most to be shabby, it seems much happier with its new form.
Due to its ugly appearance and Drifloon's reputation, children are warned against going near Feeloon. It has no ill motives however; all Feeloon wishes for is to be held by a happy child.
Feegast watches with jealousy as sandcastles get built on the beach. Seething with envy, it often lashes out and destroys the finished structures in petty vengeance, making its reputation very poor among beach-goers.
Feedisc often leaps from the water into the arms of couples it spots, wanting to cheer on their blossoming love. Unfortunately, its shoddy appearance often leads to it being tossed back into the depths.
Those that have witnessed Feegar have regarded it as utterly horrifying to behold. This has given it incredibly low self-esteem, as it is not trying to be scary in the least.
Bapie crawls onto the top of branches carrying berries, headbutting them until the treat falls to the forest floor. It then divebombs head-first to the ground after it, the tough shell on its cranium protecting it from the impact.
Its jealousy towards flying Pokémon has turned to aggression. If it spies one flying above its waters, it will launch itself from the water at high speed in an attempt to headbutt them out of the sky.
It wants to fly without the use of shapeshifting, launching its gelatinous body from great heights as practice. Fortunately its soft form makes the impact with the ground painless.
Bagon crashes its head against objects on computer screens, hardening it over time. These impacts often cause damage to programs, so its appearance is seen as a nuisance to most.
Balax whiles away its days with constant eating and sleeping. Dream analysis shows that a majority of its dreams involve it being able to fly through the skies.
Stubborn and impulsive, Badrill will charge down the first thing it sees entering its territory. Despite the heavy and deadly stingers it wields, its main force of attack is a high-speed diving headbutt.
With enhanced intellect thanks to the biting shell upon its skull, Baking sees the folly of leaping off cliffs in vain hopes of flight. It now spends time pondering less self-destructive ways of achieving its dream.
Baitar casts itself from the highest peaks to practice for the day it will finally fly. Its massive size and strength mean the impact tremor it creates hitting the ground can be felt from hundreds of yards away.
Balade throws itself into battle with others using the bone-like blades in its arms. It mixes these strikes with powerful headbutts to make sure the covering over its skull remains hard and sturdy.
Baveon's ribbon has a numbing agent that soothes pain, which it uses primarily on itself. It leaps off high areas and lands on its head, attempting to fly, so it often needs relief for the pain in its cranium.
Baon throws itself off cliffs several times a day in hopes of one day achieving flight. This results in its armored top half becoming harder than steel over time.
Bagon dreams constantly of the day it will one day evolve and be able to soar across the sky. At times, the frustration of being stuck on the ground will leave it crying.
Its shell has grown thick and sturdy from constant attempts to fly, giving it strong defenses. The shell's growth has now obscured its vision, however, making it a bit clumsy.
Badisc leaps from the water and headbutts anything it deems as being disruptive to romance in its vicinity. Conversely, it's been observed headbutting avian Pokémon and attempting to disturb their mating rituals.
Balrock balances on the edge of cliffs before hurling its heavy stone body off head-first in an attempt to achieve true flight. When it impacts the ground, it emits a bright flash of warm sunlight.
It looks gelatinous at a glance, but Shelto is actually coated with a thin yet sturdy shell around its soft insides. A transformation unlike its shapeshifting capabilities is taking place within.
The comfort Shelew feels from being covered in a protective shell is a sensation it wishes to share. It creates spheres of psychic energy and surrounds others with them so they might feel safe from danger.
The segments of Shelix's body rotate in sequence from tail to head. When the rotation speeds up rapidly, it's a sign that its evolution is imminent.
The shell coating much of Shelchomp's body gives it additional protection, but hampers its speed and maneuverability somewhat. Despite this, it is an efficient hunter, able to prey even on vicious creatures such as Hydreigon on occasion.
Shelord's exterior shell is almost impenetrable, but the heavy weight and huge size means it swims at an incredibly slow pace. It filter-feeds at the ocean bottom, awaiting the day it sheds its shell and can swim more freely.
Wings have developed early for Shelmence, but its heavy shelled body remaining means it's not as agile as it could be. It is still overjoyed to have attained some measure of flight, and glides about happily whenever it can.
Shelmence's body has almost fully changed, with only the wings left to develop. It is anxious and restless, impatiently waiting for when it evolves fully and can finally achieve flight.
Shelblim's heavy shell around a lighter-than-air center means it can only fly at slow speeds and low altitudes. Despite this, it seems overjoyed at being capable of any type of flight at all.
Klipod generally hides away in junkyards, where the shape of its metal cocoon lets it masquerade as a simple scrapped gear and be ignored by most until its evolution can complete.
When Klihorn spots something in its territory, its gears churn at high speeds to power up a running charge. Once it hits something, the impact temporarily shorts out its gears, leaving it stunned.
The gear spinning inside Klito's body generates the energy needed to fuel a transformation. The bigger the form it wants to change into, the longer it has to churn before it can transform.
Kligon is a fairly popular gift for young children. Turning the crank on its side plays a tune, and Kligon pops out of the box at the climax of the song, before singing its own digitized rendition.
Some think that Klitwo's body has a defective design, as the gears in its chest occasionally jam and leave it unable to use psychic powers. It can forcibly turn and start its gear on its own, but doing so seems to be a painful effort.
Kliquil needs to rid itself of excess heat by venting dark flames from its back. The fire creates acrid black smoke as well, and some have raised environmental concerns about the potential pollution it could cause.
Before using its strongest moves, Klilava readies itself by revving its internal combustion, making flames erupt from its tail. The sound has been likened to a miniature version of a car's engine.
The key on its back can be wound to increase Klichu's electric powers in battle, but caution is needed; winding it too much will cause it to overload and uncontrollably send jolts of lightning all around it.
Kliper tilts its head back and forth as it walks. The motion is necessary for forward momentum, as mechanisms in its head connect directly to those in its feet.
A quirk in Klikrow's body causes it to become incredibly thirsty the moment it spots water. It will repeatedly dip its head into water and pull back to drink, until all the liquid is drank.
Klimory's heavy body and stiff movements make flying nearly impossible for it. It's blade-like wings can be fired off as projectiles that will return to Klimory's body after use.
Klitler tries to prance daintily through the forest, but most onlookers describe its movements as strange and uncanny. Odd radio waves seem to emanate from its metallic antlers at night.
Though highly elusive, Klicune has been sought out due to a curious functionality it has exhibited. Machines that have stopped functioning due to water damage will begin working again after a short amount of exposure to Klicune's presence.
It can temporarily detach its limbs to attack from afar, though they must return shortly before they run out of power. If deprived of all its limbs, it radiates intense magnetic waves to disorient others until it can retrieve its body parts.
Klikip's gear-shaped head rotates regularly to keep its energy up. It enjoys taking dips in mud puddles, but must be careful lest the mud gunk up its gear, slowing its rotation and causing physical issues.
The rate at which Klits's gear turns depends on the emotions around it. Positive emotions let it turn smoothly, while negative emotions cause it to lag, which in turn causes Klits to act sickly.
Kliran's large ear-gears are finely tuned to its surroundings, giving it excellent hearing and senses. When startled, the gears churn quickly and enhance its mobility so it can better flee from danger.
Klirina has protective instincts, primarily for young and small Steel-type Pokémon. The large gear on its back can churn at high speeds to let Klirina breathe a hot steam that obscures the area, facilitating escape for it and its charges.
Turning the key on Kliwig's head a few times boosts its energy, hastening its speed and increasing its strength. Turning too much will cause it to act haywire or even collapse completely, however.
Kliran's large ear-gears are finely tuned to its surroundings, giving it excellent hearing and senses. When startled, the gears churn quickly and enhance its strength, improving its ability to combat danger.
Klipass remains stationary until its key is turned. Once properly wound up, it marches forward at a steady pace, puffing out steam from its large nose with a high-pitched whistle.
Klislash starts combat in a defensive stance, absorbing blows and gathering energy through its rotating gear-shield. Once fully charged, it enters attack mode, unsheathing its blade as the light on its gear turns red.
The many gears comprising Klirino's internals work in conjunction to provide it energy and mobility. Churning at max power simultaneously, Klirino can move incredibly fast, but becomes incredibly aggressive as well.
Many gears turning across Kligron's body give it vast reservoirs of energy for offense and defense. Its tactics in battle are incredibly basic though, smashing about with little strategic thought involved.
Its movement is stiff and slow, but it is determined and persistent. If it chooses to bite at something, it will pursue them no matter the time or distance it takes, until its jaws clamp around its chosen target.
Kliras is typically found living near abandoned, rusted machinery. The mushrooms on its back appear normal but are actually made of metal, and can only be safely consumed by Steel-type Pokémon.
Klior rotates itself rapidly at all times, seemingly as a way to keep itself energized and aloft. If it stops, its eye dims quickly and it would presumably perish in an incredibly short amount of time.
A very unfortunate Pokémon: Kliduck's gears must turn in order to generate the energy needed to live, but every turn of the gears distorts its cranium and causes excruciating headaches.
Turning the gear on Klikey's tail one direction will temporarily assuage its bad temperament, while turning the other will boost its aggression. Trainers are advised to quickly memorize which way to turn when raising Klikey.
The huge gear in Klibro's back is apparently supposed to provide it with great intellect as it churns. However, it turns so slowly that Klibro rarely sees any benefit.
Some have tried to remove the gears from within the gooey sludge, but learned this is detrimental to Kliuk's health; without the sludge, the gears are unable to turn, and it could perish if separated too long.
A pair of floating spectral gears that tend to haunt abandoned factories, it's said that Klitly are the spirits of broken-down machines left to linger around their former homes.
The smaller gears turn to fuel Klahorn's powerful running charges. If it looks to be charging into a wall, the largest gear spins in reverse to force the body to hit the brakes and stop.
The spinning gears of Klaeon's body constantly generate electrical force for it to tap into. At max capacity, the gear at its rear will cast off short-range bolts of lightning to expel excess energy.
As the gears of its body turn, crackling electricity can be seen within the orb on its tail, an indicator of its current energy level. The gears never stop turning completely, even when Klareep sleeps.
Scientists theorize Klasire has enough power in its body to take itself to orbit under its own power. It instead prefers to hover around quiet lake areas and stare at its reflection in the water.
Its internal furnace is always creating new flames, fueled towards whichever head is actively in attack mode. In times of desperation Kladoom can burn with both heads, but it risks depleting its reserves completely should it do so.
The rotation of its frontal gears subtly stimulates the airwaves in front of Klabok, causing disorientation in those within range. Once stunned by this display, Klabok can coil around and crush its targets with ease.
Klapiny will turn the gear on its chest in order to boost its energy and mood, becoming dour if it hasn't charged itself in a while. The gears on its head turn along with the one on its body, but appear to serve no function.
Klaesect's gears churn to keep it constantly producing an acidic liquid within itself. Its cannon fires rivers of the acid at high velocity, while a single claw leaks it, able to create painfully burning gashes in opponents.
Klaesect's gears usually turn slowly to save energy. Once combat mode is engaged, the gears spin faster, enabling it to use a rapid-fire gatling gun on its body to fire hundreds of energy bullets.
Klatula's gears carry a faint residue that allow it to cling to surfaces, even when vertical or inverted. Be cautious if you find tracks left by Klatula; the residue it leaves behind is mildly charged with static electricity.
Klaki is a popular companion for various handymen due to its tendency to collect tools and link them to itself. It collects so many items indiscriminately that it often gets confused when asked to provide a specific tool, however.
Heat is generated by the rotation of Klarona's many gear-wings behind it. Increasing the gears' speed enough can allow Klarona to completely engulf itself in flames, and is one of its favored combat techniques.
The gears have meshed together in an unorthodox fashion. As a result, Klaink may occasionally get its gears stuck mid-turn, halting functionality until it or another fixes the issue.
Though its actual capabilities are only moderate, Klarunt vainly considers itself the pinnacle of machinery. Should someone imply otherwise, it angrily spits high-velocity gears at the detractor in petty defiance.
The gears on Klatortle's tail are primarily responsible for regulating its balance, especially underwater. If they become damaged, it can no longer swim properly.
The oddly-arranged machine Pokémon occasionally separates itself before rearranging the three units' positions. It's thought that the differing arrangements help Klaton focus on specific functions like battling or computing.
A devious prankster of a spirit, Klatly sends out ghostly gears into machinery to cause them to malfunction. Factories and other such buildings consider it a menace due to this and how difficult it is to properly exorcise and eject it.
Zobone casts illusions to disguise itself as other Pokémon to make friends. It has a hard time willingly revealing its true form, so doing so is a sign of ultimate trust.
Using its illusion abilities, Zonair masquerades as other undersea Pokémon. It typically mingles with Dragonair groups, using its abilities to protect and prank its friends in equal measure.
Zokern's ability to cast illusions depends on how much sunlight the stalk on its head has gathered. It rests and photosynthesizes during the day so that it can prank others with its illusions during the evening.
Zokid is still developing its illusion abilities, and practices using its electricity. It creates copies of others in the air using shaped lightning, studying the facsimiles so it can better mimic them itself.
Zots casts illusions on itself to hide away from others in the wild. It won't lower this illusion until it is absolutely sure the person it is interacting with is completely trustworthy.
With both camouflage and illusion capabilities, Zoeon is excellent at hiding away from danger. It can't resist pranking travelers by whacking them with its lengthy tongue from somewhere unseen.
Zonee travels at night, using the wind to carry its light body around. To further protect itself, it casts illusions to make it appear as nothing more than leaves or dust caught in the breeze.
Zoladin is a malicious little prankster, using illusions to make itself blend in with its surroundings. It places hidden quills around the area nearby, waiting to laugh when travelers hurt themselves stepping upon them.
The flame on Chargon's tail flares up or dims in accordance to its mood. When overjoyed, it crackles and burns brightly casting off occasional 1s and 0s while it burns.
Its shell stays constant aflame as extra defense. At the first sign of rain, Charnyte tucks into its shell and rolls away to find immediate shelter.
It instinctively hangs from high branches in order to avoid predators. Unfortunately, the flame on the end of its tail often burns through a branch before its evolution is complete, causing it to fall to the forest floor and become vulnerable.
Charew only ventures out when skies are clear, afraid of any hint of rain due to the sensitivity of its tail-flame. It has a gentle soul, and the fire on its tail will not burn another unless it feels it is in danger.
Charpom's mischievous nature has given it a reputation as a menace. It picks up objects with its tail, igniting them before throwing them at passersby as a rather dangerous prank.
Charicate has a habit of gnawing on charcoal. Chewing on the hard stone helps keep its teeth strong, and consuming the charcoal itself keeps its fire, both on its tail and within its body, healthy and stoked.
Charckle has begun to gain popularity in colder regions, as the berry juice created within its shell is piping hot, making it excellent for creating a warm beverage to counter the cold temperatures.
Charpiny collects egg-shaped stones as practice for one day taking care of the real thing. To keep its precious cargo warm, it periodically lifts and holds them close to the flame on its head.
Charfeon's body is quite warm to the touch. It loves to play in piles of fallen leaves, but its body temperature quickly causes said leaves to shrivel up or even catch fire.
Charvoir will remain happy and healthy as long as one of the flames on its chest or tail is still burning. Managing to extinguish both will lead to it becoming extremely sick and despondent.
Charwig is at its healthiest as long as the twig on its head is alight with a roiling flame. It munches on leaves and branches to help fuel the fire and keep it burning brightly.
Charleon finds those suffering from the cold in its frigid home and helps warm them up. It lets others cling to its body, while it creates a small fire from sparks made by rubbing the sharp edges of its flippers against each other.
It flares up the flame from the lighter it carries in order to dissuade others from pilfering its keys. People often keep it around to help them light campfires and the like.
Some old tales say that if all nine of a Chartales's tail-flames are extinguished at once, it will perish. These legends claim the Chartales's soul will curse the one responsible, haunting them to their final days.
Charling's tail is extremely warm to the touch, and heats up if excited or frightened. It communicates with others of its kind by tapping tails together in a series of patterns.
Charunt can fire short but powerful bursts of flame from its mouth. A popular franchise of shows and merchandise uses Charunt as its main mascot.
Charmander's flame powers have grown massively, to the point the fire has begun to surface on its back as well. It has become more battle-hungry, as it serves as a good way to vent out the excessive flames it produces.
Its fiery spirit makes it train constantly to hone its muscles. As it grows in strength, the flame on its tail burns more intensely.
Its appearance of being engulfed in fire is its natural state, the flames on its body providing a potent deterrent to predators. Dousing the flame will not harm it, but will leave it weak and defenseless.
Charpoke often forgets the flame on its tail is a part of itself. Running from its own tail or accidentally burning itself with it are common occurrences.
Charter pranks those it haunts by touching their shoulders with its burning hands, warming the victim to the point of profusely sweating. Just the threat of being sprayed with water is enough to send it fleeing in terror.
Friendly by nature, Charnix often approaches travelers resting inside caves and offers them its large body for both warmth and protection. It even offers its tail-flame to use for cooking food, as long as it gets a small share.
Each of Charby's claws can produce short bursts of flame. It uses these flames to cook captured prey and for territorial disputes.
Wigglymar's lung capacity lets it breathe out vast quantities of fire in a single breath. At times it even manages to sing as it does so, creating an inferno of music cascading in front of it.
Wigglyto is a popular companion for budding artists and artisans, letting others mold its malleable body into a shape before it transforms into the object proper, allowing the artist to see how accurate their molding was.
Wigglynite love nothing more than to be pillows for people to sleep against. It's said there is no more pleasant a sleep than one experienced while being cradled by a Wigglynite.
Wigglyew's body is very soft, light and pliant. It sees combat as a game, and delights in being thrown and bounced around by attacks, seemingly feeling no pain no matter what it gets hit with.
Beloved for its soft body and luxurious fur, Wigglyret has been seen draped around the necks of famous stars at high-profile events. Due to this, owning a Wigglyret is seen as something of a status symbol.
Wigglyowl's large eyes give it strong eyesight, even in the darkness of night. It watches over young birds leaving the nest, catching them against its soft body should they fall while learning to fly.
Wigglyzor's body is soft yet firm, able to withstand a large amount of punishment without flinching. It grabs foes with its pincers and holds on tightly, letting them struggle and strike until they're too exhausted to continue fighting.
Wigglykou prances about the wild, though it flees from large groups due to its shy nature. It can inflate its body slightly, the act of which causes its luxurious mane to grow and emit colorful sparks and bolts of lightning.
Flying quickly across the lands, Wigglykiss appears above places of strife, singing a pleasant tune. Those who hear its song find their negative feelings slipping away, replaced with an urge to sleep and have pleasant dreams.
The musically-inclined Wigglyclops is especially adept at playing the piano. Its disembodied hands dance across the keyboard flawlessly, and it memorizes sheet music in only a few minutes.
Wigglysharp has a massive flair for showmanship regarding battles. Almost every strike it makes is preceded by and followed up with dramatic poses and loud battle cries.
With its large mouth and elastic body, Wigglybat can puff up before releasing extremely loud song-like cries. It's believed it may rival Exploud in reaching dangerously extreme decibel levels.
Some say the strange rocky material comprising some of Wigglyselia's body came from space. It travels across the skies at night, its soft singing heard for miles even after it has long since left the area.
Wielding two microphones, it sings a different kind of song into either depending on its mood. In battle, it sings into both to cause powerful sound waves from the harsh feedback.
Wigglychoke's inflatable body gives it the ability to appear as large and muscular as it wants. Those not intimidated by the display will find it does nothing to enhance its actual middling level of physical strength.
Special organs in the center of Buchou's flowers produce light, leading to glowing flower blossoms. Insects are drawn in droves to the light, which leads to an annoyed Buchou zapping them.
During the day, Busparce lifts its tail up to photosynthesize sunlight, and during the night it buries the tail into the dirt to absorb nutrients. It rarely moves to do anything else.
Burow behaves well as long as it receives a good dose of morning sunlight each day. If denied its daily sunbeams, it turns surly and squawks grumpily at anything that comes near.
In the warmer months, Bunub closes its bud and becomes less active. Once the cooler months return, the flower blooms and spreads a snow-like pollen as it scurries around.
Although the bud on Butile's head blooms regularly when joyful or excited, it is much rarer for the one on its tail to do so. Most say it only does so once in Butile's lifetime, and the criteria for it to happen are still unknown.
A gentle and sweet Pokémon most active in the early morning hours. When the bud on Buvoir's head opens after sunlight exposure, the flower releases pulses of soothing psychic energy all around it.
Buveon basks in bright sunlight in the mornings. When it absorbs enough of the sun's rays, the buds on its head bloom into brightly-colored flowers that radiate a pleasant energy, improving the moods of those nearby.
Bumantis uses the hard leaves on its front limbs to dig into soft soil, creating holes for itself to reside in. It favors open fields, letting its bud bask in the sunlight for all hours of the day.
Bubink finds spots within caverns that still have access to sunlight to photosynthesize. When it gathers sunbeams, the bud on its head opens up to reveal a dazzling gemstone within.
Buitty spends several hours a day sleeping in the sunlight to photosynthesize. When overjoyed, the bud on its tail will open up slightly to reveal small but vibrant red and blue flowers within.
Bubra soaks up plenty of morning sunlight, which energizes its mind and body. The plant it carries and the flower on its head both bloom simultaneously when its mind is operating at max ability.
Rosebone uses sweet scents from the flowers on its hands to lure Pokémon closer to it, away from its precious gardens. Then it extends bony, thorny whips from the flowers to wrap around the intruders and fling them away.
Roserill uses the three flowers of its body to spread pollen around lakefronts to help flower growth. It uses thorny vines extended from the same flowers to catch fish Pokémon to eat.
In the early morning, the flowers on Roseon's tail emit a strong sweet scent. Some believe that inhaling this aroma enough times in life will awaken psychic powers in one's mind.
Rosefeon is a bit haughty and will harshly smack any that come too close with the heavy flowers on its tail. As a consolation, being struck will leave the victim smelling pleasantly floral for a few hours.
The flowers on Rosetomp's head require a unique type of care to stay healthy. If Rosetomp does not regularly apply mud to its face, the flowers will begin to wilt in short order.
The flowers on Rosets's head emit a pleasant aroma when in the presence of positive emotions. If negative emotions surround it, the flowers extend out thorny whips to lash at the source of these terrible feelings.
Roseon's flowers extend out sticky whips to help immobilize prey it sneaks up on. Its tongue is covered with thorns that release a toxin that ensures its target won't escape becoming its meal once ensnared.
The roses on Rosewig's body require a high degree of care to thrive properly. Only consuming the highest quality soil and freshest water will keep the plants from wilting and losing color.
Rosetle is considered a high-level challenge for owners of floral Pokémon. The flower bushes on its back are very finicky and require a high level of care to bloom and retain their vibrant coloration.
Rosexew has poor vision, and uses its tusks to root around the ground for fresh soil and roots to nourish itself. A well-fed Rosexew emits a pleasant and calming aroma from its flowers.
Rosedo is generally pacifistic, keeping to itself in water areas with lots of flora nearby. Messing with plants in its presence will cause it to viciously attack with thorn-covered vines from its rose fins, however.
Roseskit helps defend other small creatures from predators. It waves its limbs around, distracting hunters with the bright colors and sweet scent, diving into the water it perches on to hide when they fall for its lure.
Rosezee blows a sleep-inducing pollen from its trunk-like nose at others. Once they slumber, it holds them down with vines from its rose hands and consumes their dreams.
Driflkarp swims through the air attempting to carry away small children. However, its pitiful strength and light body make it impossible; even a newborn could throw it around with ease after gripping its whiskers.
Drifleon kneads the cloud beneath it to stimulate energy and cause it to cast lightning bolts at the ground beneath it. The darker the cloud turns as it kneads, the more violent the lightning storm that follows.
Driflpip float high up enough to gather small pieces of clouds to take back down with them. It playfully pranks others by shaking these little cloud fluffs to cause precipitation to fall on their heads.
The fluffiness of the clouds on Driflsaur's back is dependent on how much sunlight it has absorbed during the day. It uses string-like vines to lift up small children to play with and sing to them.
Driflown drifts around ruined areas, waiting for hapless and curious travelers to interact with it. Pulling the string it dangles from its body is said to rob a person of the ability to speak coherently.
If Driflkiss senses a fight beneath it as it flies, it swoops down and uses its feelers to ensnare and carry one of the combatants far away, believing that separating them will solve whatever problem caused the strife.
Driflgon-Z produces the image of a balloon as a gift offering to lure children closer to it. The image is often prone to visual glitches, so the lure usually fails as long as the child is attentive enough.
Driflslash seems to have a vendetta against flying objects, balloons in particular. If it spots one, it cannot resist the impulse to pop it with its claws.
Drifleon dangles from its tail off high branches, extending its tongue down to draw in curious prey. Anything that tugs on its tongue gets reeled up into the tree canopy, never to return.
Driflrachi attempts to lure children closer to it, who feel that grabbing hold of it will make their wishes come true. It flees as soon as it sees the child's parents, which implies more sinister motives.
Drifledo is an aggressive hunter despite having no teeth in its mouth. It swoops down from on high to capture prey into its hollow mouth and carry them off to parts unknown.
Driflobat seems particularly drawn to human children, often descending on them to stick its nose to them and leave a heart-shaped mark behind. It's not yet known for what purpose it does this.
Driflchop trains vigorously to strengthen its body. Unfortunately, its body is always lightweight, making it all too easy to be pushed around by strong foes or even strong gusts of wind.
Bunzing floats around berry patches gorging on the sweetest fruits it can find due to its extreme sweet tooth. If something spooks it, it billows out a stiflingly sweet cloud of smoke all around it on reflex.
Bungon2's sensitive ears can easily sense when data near it is being altered. Many have it on their computer to help alert them when something amiss is happening within their files.
Buntop demonstrates almost perfect balance spinning on its singular large ear. Because the appendage is used mostly for balance, Buntop has relatively poor hearing.
Extremely timid, Buncune will flee across the land at high speeds at the mere hint of something approaching. It only stops during its travels to drink from the most pristine and untouched bodies of water.
Bunvoir gets lonely easily and needs constant companionship to feel at ease. It will get very antsy if it goes even an hour without at least holding someone's hand.
Bunedge is nonviolent and rather timid, so seeing it unsheathe its blade is a rare sight. If threatened, it instead defaults to hitting something with its scabbard quickly before fleeing at top speed.
The fluff on Bunwick's ears is sticky and difficult to clean off once stuck to clothing. It can generate small flames at the tips of its ears to ward off attackers, but only for a short time.
Bunras grows and plants mushrooms from its back that have a distinctly fuzzy look and texture to them. Though adult Pokémon find the taste repulsive, young Pokémon adore snacking on Bunras's shrooms.
Curling and uncurling its ears lets it create a different pitch of sound when it expels smoke from its nostrils. Bunkoal will "sing" to others using this ability when it feels content.
Most of Shroomfish's toxins are stored in a sac within its tail. It delivers the toxin to its spines so it can create clouds of toxic spores from its many spikes, its tail sac shrinking as it does so.
Most of the nutrients Shroombusken gains from eating fungi go towards powering its feet in case it runs into danger. When confronted by said danger, it can either escape with powerful leaps or defend itself with equally strong kicks.
Shroomts's first instinct when it senses danger is to bury itself up to its head in the soil, acting as a normal mushroom. If something approaches too close, it teleports away in a cloud of agitating spores.
Shroomlia's tapping feet as it prances and dances in the forest dig small divots in the soil. These holes it creates will begin growing large fungi within a few days.
Shroomeon roots around with its tongue along the forest floor, in search of mushrooms growing in the soil. Its love of mushrooms has driven it to seek out and hunt Paras in the wild on occasion.
Shroompardos is rather protective of feeding grounds, charging down and headbutting anything that intrudes on it. A large diet of fungi, mulch and the like makes the gas it releases from its cap on impact quite smelly.
Shroomveon constantly generates ribbon-like streams of spores from its body. It uses these to help fungal growth in its home territory, as well as acting as a method of self-defense, blinding or agitating an attacker's senses when struck.
Shroomer's preferred eating method is to consume an entire bush in one bite, chewing on it over the course of the whole day. When elated, it spews a short spout of pollen and seeds from a spout atop its head.
With an appearance similar to foliage, Shroomria hides among the shrubs for safety when it needs to sleep. Shroomish will often gather underneath it as well for warmth and safety.
Shroomitty uses its tail as a shovel to dig into soft soil and unearth mushrooms to eat. At night, it also digs out large holes to submerge itself into so it may sleep in safety.
Shroomcruel buries itself in soil throughout most of the day. If bothered, it raises itself up to full height with its hidden tentacles to scare off the intruder.
Kindhearted yet shy, Shupew follows after those it senses negative emotions from. It drains these feelings from them while staying hidden, both to help their mood as well as to sustain itself.
The orbs that float around Shuprita are a strange type of spectral seed it creates. It plants the seeds in soil largely bereft of light, where it will grow into a uniquely pale type of flower.
Introverted by nature, Shupy prefers having very small friend groups of one or two other creatures. To play with these friends, it creates shapes using a ghostly fog it blows from its trunk.
Shuphan takes out its pent-up aggression on sleepers it happens to come across. It floats up just beside their ear before releasing a screeching trumpeting noise from its trunk, vanishing as the victim jolts awake in terror.
Like a spiteful little spirit, Shupbi chooses a target of its ire seemingly at random. Once a victim is picked, it travels through time to torment and haunt them at various different stages of their life.
In order to make itself more approachable to human children, Shupom fashions little puppets to go over its hand-like tails. It is happiest when it is entertaining the young ones with its shows.
Shupom feels lonesome easily, fashioning puppets to put on its tails to simulate company. It loves being able to entertain young children with puppet shows when given the opportunity.
Shupveon feeds on negative emotions. It slips into homes at night to brush its ribbons against sleeping people and drain their negativity. Victims wake up feeling oddly calm and refreshed.
Old superstitions say that Shupkey was born from the strong emotions of childish tantrums. It has a very petulant personality, screeching angrily at every minor thing that troubles it.
Shupchop is always training, both its physical strength and its ghostly powers. It's most proud of itself when it's able to lift up heavy objects using its spiritual strength alone.
Shupfetchd uses its stick to cast minor hexes on others, usually to invoke clumsiness or nausea. Its preferred victims to cast a curse upon are other avian Pokémon.
It looks malevolent, but Shuptly is actually a lonely spirit in search of companionship. It often resorts to hypnotizing people, assuming few would be friendly to it because of its appearance.
A scavenger that roams coastlines at night, Shupby does not take kindly to intruders while it hunts. It is particularly vindictive towards children, chasing after them while clicking its claws and making a ghostly hissing sound.
Solobone keeps a Cubone skull and a few bones within its gelatinous cube of a body, seemingly for some kind of sentimental reasoning. It occasionally extends limbs carrying the bones to use them as weapons in battle.
Soloew generates a viscous barrier using its psychic power to protect its fragile body. The shield triggers an instinctive reaction in Soloew when touched, making it teleport away as soon as it senses contact.
Sologma's liquid membrane is nearly as hot as magma. It uses its psychic power to move its body around and keep it from solidifying when in cooler temperatures.
Solofeon uses its psychic powers to manipulate the foliage around it to ensure it always has direct exposure to sunlight. Photosynthesis keeps its membrane stable; too long without sunlight and its body will begin to lose stability and cohesion.
Solonoir uses a combo of psychic and ghostly powers to project fearful imagery. It is actually quite timid, so these actions are done as a fear response, attempting to scare away something that has managed to frighten Solonoir.
On occasion, other creatures swim into or otherwise get sucked into Solomer's gelatinous membrane. Solomer rarely notices, and happily swims and hops around with its new unintentional passengers along for the ride.
The strange liquid it floats in is all Solofisk can survive in, as it becomes sickly if placed on land or in normal water. It uses psychic abilities to interact with the world outside its container.
Soloduck floats around placidly, trying to avoid contact with others. This is because anything stimulating its gelatinous exterior gives the core body a splitting headache.
Solochop's gel-like body allows it to deform and reshape itself to avoid attacks and strike back with its powerful fists. The red core in its center will cause it to lose shape if removed.
Though its body appears similar in texture to stone, it's actually soft and malleable to the touch. It's quite sensitive, so prodding it too much will incite it to respond with aggressive punching.
Duopie's gelatinous body gives it pitiful defenses, so it hides away inside tree holes for safety. It uses psychic powers to pluck leaves and berries from the tree and bring them back to its home to feast on.
As Duobuff's strength grows, its ability to inflate its body and solidify its membrane grows as well. At full inflation, the membrane gains a rubbery texture that bounces almost any basic attack away.
It is believed Duozone's nighttime roaming makes up 80 percent of claims of UFO sightings. Its small antenna emits deceptively powerful radio waves that interfere with electronics in a wide vicinity.
The bubble-like exterior of Duorade is meant to protect others from itself, as its core body is incredibly toxic, causing harm just by being near it. It's very reclusive as a result, staying away from others for their sake.
Cottonts's cotton-like covering on its head vibrates when it senses danger in the area. It teleports away when threatened, leaving behind a small cloud of fluff in its place.
Cottonferno stays up high in tree branches, avoiding most avenues of conflict. If forced to defend itself, it lets loose a burst of cotton from its tail that causes a burning sensation on contact with skin.
Cottonpunny's cotton-like body is said to be the softest and most cuddly of all Pokémon. However, it is extremely timid; only the most trusted of Trainers get to hug it, while anything else will be smacked with its ears before it leaps away in fear.
Tiny and lightweight, the extremely-cautious Cottonpunny will try to escape from anything unfamiliar the second it notices it. It leaps into the air, and lets even the faintest breeze carry its small body off somewhere hopefully safer.
Cottonat is fidgety, hopping around quickly to scrounge food and shedding clouds of fluff in self-defense. Its regularly-shed fur can be processed and used as a cheap alternative to cotton products.
Parts of Cottonscoon's cotton-like body need to be exposed to the air to absorb moisture. To defend itself, it expels the outermost layer of cotton and silk, agitating a predator's mobility and vision so it can attempt escape.
Sandiorb buries itself in the sand save for its nostrils, almost completely hidden from view. When it smells prey coming near, it uses an explosion to propel itself out of the sand and careen towards its prospective meal.
Sandidos makes its home in large divots in the undersea sand. A curious sort, it often pokes its head out to observe its surroundings, but is quick to retreat back home unless food is involved.
Sandisire's soft and squishy form lets it easily slither into the sand to hide from danger. The sand grains stick to its body when it emerges, helping to keep it cool beneath the scorching midday sun.
One of Sandilithe's favorite habits is to snatch something of its Trainer's and play tug-of-war with it. Due to its strong jaw strength, these sessions can last for a while before it'll give up the stolen object.
Sandibell buries itself in the sand save for its tail, which dangles a false fruit to lure others close. Once a hapless hungry creature takes the bait, it rises up and clamps its jaws shut around its foolish quarry.
It uses ultrasonic waves to sense prey before charging. Due to its limited intellect, it often runs right past its target and into a cavern wall instead.
Zufree flutters around flower gardens at night, nibbling away at those yet to bloom. It has a gentle disposition, obediently leaving gardens alone if shooed away by their owners.
It hangs upside down from trees or cavern ceilings while waiting for its body to finish evolution. It hastens the process by consuming any small creatures that fly too close to its mouth.
Zuew emits a short cry in order to use echolocation to hunt. It can perfectly mimic the cries of other Pokémon, confusing prey as they have no idea which species they are truly being pursued by.
Being blind, Zudos hunts through several thin strings of webbing lined across caverns and held by its many legs. The moment it feels prey brush against a thread, it reels them in and quickly webs them up completely.
Despite being blind, Zufa can innately sense the presence of moonlight. They congregate in caves where moonlight seeps through the cracks, dancing together with curious, wistful cries.
It waddles around blindly in search of something to bite. It seems like hunting behavior, but Zupi's fangs contain a substance that induces mild euphoria in those bitten; it wishes to share this joy with others.
Zusparce uses its tail to dig into the walls and ceilings of caves it inhabits. Once it senses potential prey moving in front of its hiding place, it launches out of the hole to sink its fangs into a new victim.
Zugma sticks itself to cave ceilings and waits for something small to wander beneath it, tracking movements via echolocation. It then drops down to land on and smother its prey with its boiling-hot body.
Its thick round body is lighter than it looks, so it can fly quickly with no troubles. Even small amounts of sunlight will make it ill, so it lives in the deepest and darkest cavern locations.
It uses the sound-waves from rattling its tail to alert other Zuans in the vicinity of prey approaching. The sound of dozens of Zuans rattling simultaneously will frighten and confuse prey, making them easier for the swarm to take down.
Zugia hunts via echolocation. Its echoing cry is powerful enough to create waves and tsunamis, disrupting sea life and making it easier for Zugia to pluck them from the upper sea level.
Being blind, Zuvoir must scan its surroundings via echolocation. Domesticated Zuvoir also have a unique type of cry to use that allows them to better locate their Trainer when separated from them.
The four fangs within its mouth are retractable. It uses four wings to swoop quickly and engulf prey whole, before the fangs extend and pierce from all sides, skewering them and drinking the blood that flows forth.
Zuleep consumes bugs, inhaling them into its mouth and closing its petals while it eats. While fairly docile and easy to raise, owners should still be careful as it will bite if agitated.
With its echolocation and naturally sharp senses, Zusol can locate lost or injured travelers inside even the deepest, darkest caverns. Unfortunately, its frightening appearance often sends those it wishes to rescue into a panic.
Zulord uses a type of underwater echolocation as it swims around the deep sea. Its sheer size means these impressive cries can disrupt sonar and even cause damage to creatures that swim too close.
Zuking lets out a bellowing roar for intimidation and hunting. The echolocation makes up for its lack of eyes and allows it to pinpoint prey, which are often too frozen in terror by its thunderous cry to properly flee.
Zuflame hunts after Zubat inhabiting cave systems. It attacks while they sleep, burning them with hot gusts of wind to inhibit their escape before sinking its fangs into them and drinking blood.
Its body is rather heavy, so it can only fly under its own power for short amounts of time. Its cry has a metallic reverb to it, which is thought to adversely affect its own echolocation capability.
Zupet's body is hollow, so when it catches prey in its mouth, it does not consume them in the traditional sense. Instead, it siphons some vitality via ghostly powers before discarding them out of the bottom of its body.
Once night falls in the desert, Zuile pokes its head out to find prey via echolocation. It flies in short bursts, leaping out from the sand to snatch its latest meal and drag them down underground.
Most cave-dwelling Pokémon will leave offerings of food for Zutrum to keep it from actively hunting. This is because the rumbling roars it uses for echolocation shake the cave walls and risk causing cave-ins.
Zutump flies slowly, but silently. Using this stealthy flight, it sneaks up on potential prey, latching onto them with its ghostly tail and biting down to drink their blood.
The sonic waves of Zuetta's songs are highly effective as a hunting tactic. It uses echolocation to pinpoint prey's location, while the prey itself is distracted and lulled by the song's pleasant melody.
Zudisc's main source of sustenance is the blood of other creatures. Its saliva contains a concoction that first causes numbness when bitten, before leaving the bitten creature feeling amorous for a short time afterward.
Zuhita picks fights with larger Pokémon as a form of training. As it tires, it bites and drinks the blood of its opponent to boost its energy, so the fight can go on for even longer.
Zutite perches upside-down on cave ceilings to meditate. It hones its mind and senses enough that it compensates for its lack of sight, rarely requiring echolocation to determine where its prey is.
Its eye has clouded over, leaving Zuatone blind and forcing it to hunt through echolocation. When the crescent moon is in the sky, Zuatone regains its sight for the night and becomes much more ferocious.
Zulrock's dual mouths give it a strong echolocation technique. Once it detects something in the vicinity, the two mouths emit small fireballs to singe its targeted prey.
Zueal hunts by using echolocation, crying out little chirps to find something to roll after. It is entirely non-aggressive, however, and its hunting method consists of rolling into and nudging humans and Pokémon into sharing their food.
Zulem's wings can only barely hold its heavy stone body aloft with great effort. Using echolocation to find prey, it struggles to flutter above them before dropping down to crush the target beneath its weight.
Krokoto uses its malleable body to slip in and out of sewers easily. If something comes upon it while scrounging for food, it transforms into a larger, more intimidating Pokémon to scare them off.
Krokopent can use the flame in its body to channel light through the membranes of its eyes. This beam of light is effective at surprising and blinding prey it has spotted within the darkness.
Krokosprout's strong eyesight and flexible, spindly body allow it to see and dodge almost any attack that comes its way, giving it a cocky personality. Its defenses are pitiful however, so if an attack manages to get through, it is quickly humbled.
It is believed that what looks to be its body is merely a spiritual extension of a haunted soul trapped in the shell. Some say the shell uncovers this Pokémon's true eyes to glare at those that have committed terrible deeds in a past life.
Yadile carries a mask around at all times, and has a sullen personality. Biting on the mask gives it emotional comfort, but gnawing on it too long will cause it pain, and create strange bite marks to appear on its own body.
Yachu's emotional state affects how well it can control its budding powers. It is prone to spells of sorrow, where it loses much of its stability, electricity surging outward chaotically as it cries by itself.
Yaffy's electricity generation is more pronounced in the dark. As it produces the energy, the mask held in its tail glows, and some swear they see its expression change on occasion.
Folklore says that should one come across a Yatler at night, gaze only into the mask, for gazing into its eye will show one the moment of their death.
Yaxio's sorrowful expression makes it seem helpless, but it is quite adept at defending itself. It lets loose intense voltage from the mask on its tail, its expression changing to one of surprise as it dispenses electricity.
Yaonee is a nocturnal creature, seen floating above grassy fields on moonless evenings. The mask on its head takes on a fearful expression when startled, just before it releases a cloud of black cotton to obscure its escape.
A crafty desert dweller, Yarok hides away and lets its tail be the first thing a foe sees. The mask at the end hypnotizes those who view it, rendering them motionless so Yarok can pilfer them or beat them into submission.
Yarunt uses a cloak and mask to shield its sensitive body and face from the cold. Trying to forcibly remove the mask is said to result in a curse that will haunt you even in the afterlife.
Yaboach has been seen living in muddy spots located in dilapidated old temples. When startled, it thrashes about wildly, sending out ghostly energy that causes feelings of paralyzing dread in those near it.
Yachamp are said to be the spirits of some of the greatest fighters in history, lingering within a strange mask artifact. Striking the mask to make it ring summons Yachamp, ready to return to the glory of battle once more.
Joldle lacks strong poison, instead using the stinger on its tail to deliver a potent jolt to any would-be attackers. It takes some time to recover its electric power after a single sting, however.
Extremely tiny, it's difficult to see Jolgon when it invades a person's computer. Fortunately, the amount of data it consumes is minimal, so it is rather harmless.
Tapping the tips of Joltops's scythes together creates sparks and small bursts of electricity. It uses this ability to try and intimidate larger Pokémon that come across it while it hunts.
Joldile is a very clingy little Pokémon. It grabs onto others in order to nip them and siphon static electricity with its fangs for sustenance, but it immensely enjoys the hugs as well, so prying all four of its arms off can require effort.
Jolgey releases static electricity from its feet to jolt and stun small insects and other creatures to eat. Its chirps have a distinctly static-like tone to them.
Jolhoot absorbs electricity from other beings via bites. If it overindulges, it releases the stored excess energy in small electric bursts every five minutes on the dot.
A prankster with mild electric abilities, Joldreavus will swing its fuzzy hair like tendrils and smack others, discharging enough voltage to give them lingering tingling discomfort. It then giggles at their mild inconvenience and floats away.
It feeds on static electricity, but is fearful of painful repercussions from larger prey. Because of this, it clings to children to take theirs, ironically earning the ire of their parents.
The sticky webbing between Joltler's antlers is used to catch a bevy of small insects. Joltler itself doesn't eat them but offers them to other Pokémon in exchange for being able to suck static electricity from them.
Jolax lazily spins webs to rest in and hope that food gets caught before it wakes, abandoning the web if this tactic fails. People leave spare food in its webs to keep it from causing a mess by creating too many additional ones.
Jolia spins silky threads from its hands as it dances, forming webs in elegant motion. Artistically-inclined Trainers enjoy comparing the web patterns made by their Jolia.
Jolcada stays near tree roots, gathering nutrients from the soil while waiting for evolution. Should anything disturb it, it flaps its wings rapidly, creating showers of electric sparks around it.
Joleary drains static electricity from others for sustenance. It stores some of the excess in the tips of its ears, giving its strikes an extra bit of electrical strength.
Jolbat aggressively flies at targets, aiming to feast on blood. The amount of blood it consumes to be full is so minuscule, people regard it as harmless aside from the slight pinch of its bite.
Jolpede grabs onto others with its claws, immobilizing them with paralytic venom and draining static electricity from them. Its poison is mild, and the amount it drains is still minuscule, so Jolpede is far less lethal than it appears.
Timid by nature, Jolish hides underground and hopes the weak electric charge in its leaves will dissuade others from bothering it. If plucked from the dirt regardless, it cries tiny sparks from its eyes.
Jolix's fluffy body becomes more electrified and more sour in taste the more static electricity it absorbs. It constantly nibbles on others to drain them, so that the shock and flavor of its fuzz will repel predators.
It hoards shiny objects it finds, charging them with static electricity to keep thieves from stealing its collection. If it takes something from you, only careful negotiation will earn your item back without being shocked.
The webs that Jolmer creates are incredibly sticky and rather viscous. The layer of goop-like film around the threads helps conduct electricity, letting it more easily shock prey into submission.
Joltly haunts households in order to steal its nourishment from the victims within. It feasts on static electricity, so it's harmless to the residents aside from faint static noises and one's hair standing on end at times.
Jolzee puts large swaths of targets to sleep so it can more easily take static electricity from their bodies to feast on. The victims being fed on often report dreaming of spiders, lightning, or some combination thereof.
Though it prefers to remain motionless at all times, Ferrowoodo can defend itself by throwing the spiked orbs on its hands akin to shuriken. The thrown orbs grow back in a few hours.
Once Ferrockle has collected a berry, it uses spines to cling to a cave ceiling or high ledge to begin creating juice. Excess juice from the process may drip down on travelers passing beneath it.
Ferropass spends much of its time sleeping, and its loud snoring can be heard from large distances. If it senses the vibration of something moving too close to it, its body instinctively fires off thick spines in every direction.
The whisker-like protrusions are actually a pair of proboscis pointed enough to dig into solid stone. It clings to cave walls, digs into the rock and siphons minerals from within for its nutrition.
In order to ensure its safety while it evolves, Ferroelgon evolved spikes as well as a durable shell around it. However, the extra defenses cause its evolution process to take longer than a normal Shelgon.
Its spiky and robust body gives it adequate defenses, yet it still possesses a jumpy temperament. It leaves small pointed spikes behind as it flees, discouraging a hunter's continued pursuit.
Though Axekarp is able to traipse upon land, it is incredibly inefficient when it does so. Its legs are barely strong enough to hoist up its body, its tusks become brittle when exposed to air, and it often trips on its own lengthy whiskers.
Axeking's cranial dome grows over time, as does its intelligence. It's very protective of the dome, and it's believed that were it to be chipped or ground down, its intelligence would diminish as a result.
Axeown uses its tusks to carve symbols into dirt and stone to communicate with others of its kind. Research is still ongoing to decipher the meanings behind each marking.
Axeursa's tusks fall off on an almost weekly basis, with new ones growing shortly. It likes to smear honey on them before they fall, so it can easily snack on it once it does.
It uses the large horn on its head to carve markings into trees, denoting things such as areas with dangerous predators or particularly lush food stores. Should the horn snap off, a new one grows back in a week.
Axeveon's tusks are brittle and take quite some time to grow back if broken. It uses its ribbons to shield them from harm, often keeping them wrapped up when not in use.
When ejected, Axemuku's innards sharpen in response to exposure to the air. It uses them as a hacking weapon in battle, but also to chop at low-hanging tree branches to make fruits and berries fall.
Fraxlax's tusks will regrow over a few days if snapped off. In times of desperation, Fraxlax may remove them itself, either for fighting or as an emergency snack.
Golegon is paired with many archaeologists to help explore and catalog findings within ancient ruins. On occasion, data about ancient civilizations that was never observed finds its way into Golegon's catalogues.
Golekoth has been seen in ancient ruins, doing little other than watching visitors that pass through. Some believe it is a failed construct from an ancient civilization, created with energy stores that cannot properly move its own body around.
Golebat can be observed flying set paths within the caverns it calls home, as if on patrol. It can stun and confuse attackers by flashing lights from the symbols on its wings and chest.
A small head unit pokes out from a large energy core in Goleladin's center. Quills formed from this same strange energy can be fired from the points on its head and tail.
Fletchfree typically comes out during the sunrise to feed on early-morning nectar for the day. Farm folk say that having one flutter by the window in the morning is a sign of good luck.
Fletchdactyl communicate with each other via vibrant and expressive dances. If the response to a dance is positive enough, the pair of newly-formed friends will go hunt together to solidify their new alliance.
Urban areas are seeing an uptick in Fletchtata populations, particularly in Unova. Friendly and prone to singing cute songs amongst its siblings, Fletchtata has become a popular pet.
Fletchsis communicates by poking its beak through its membrane and blowing small bubbles. The bubbles create tiny versions of Fletchsis's cry when they pop.
If Fletchby flaps hard enough, it can lift its body off the ground a small distance and achieve flight. It often tries to snap at prey beneath it while flying, but this destroys its balance and sends it crashing to the ground.
Though it prefers frigid climates, the warmth from Fletchceon's body is enough to melt snow around its den. A Fletchceon habitat is easy to spot in the wild due to this stark environmental contrast.
With both its wings and legs still developing, Fletchta exhibits a bit of a complex, displaying aggressive behavior. It snorts out steam and spits flame at anybody it sees, attempting to pick fights.
Larvto's normal form is soft and heated, described as being like warm gelatin. When transforming, it cocoons itself in flames before the fire bursts and reveals its morphed state.
Larvdrill gathers in small swarms around the base of volcanoes. Highly aggressive, its rapid wingbeat spreads special pollen onto its stinger arms that it can ignite to attack others with flaming stabs.
Larvgey has become popular as a pet due to its soft and warm plumage and a tendency to cozy up to other, larger beings. It creates tiny flames when it chirps and sings to others.
Larvrogue is always training to hone its power of flame manipulation. Practicing in volcanic areas allows its growing body to remain at a high temperature, giving it better control of its fire.
When threatened, Larvslash curls into a ball and rolls, its body covered in roiling flames. Scorched trails can be seen in volcanic areas where rival Larvslash have fought.
Larvrachi are very rare creatures that live deep within the magma inside volcanoes. In ancient times, people would throw precious gems into the volcano in the hopes that Larvrachi would come forth and grant their wishes.
Larvmask floats around the deserts surrounding ancient tombs, clutching strange artifacts. During the day, it can hold the artifact aloft to channel the sun's energy and enhance its flame powers in battle.
Larvolett has been discovered within ruins within short distances of dormant volcanoes. Researchers theorize that old civilizations may have used them as warning signs, as it grows restless near active volcanoes.
Larvrunt is petulant and defensive, thinking others look down on it due to its size and posture. It's prone to throwing tantrums, as well as fireballs, at anything nearby when its temper flares.
When threatened, Larvnat shakes its body to shed many of the tiny hairs covering its body. These follicles quickly ignite after detaching, causing a shower of hot sparks and loud pops that scare off predators.
Larvgull make large nesting groups around the rims of volcanoes. Their presence is considered a good omen, as they will not nest on a volcano that has any risk of erupting in the near future.
Larvth is extremely possessive of any coins it purloins for its collection. To keep others from taking back what it stole, it will super-heat them with its flames so that nobody else can handle the heated metal but it.
Larvboach's body is covered in a slimy film for protection. Besides letting it slip out of the grasp of most attackers, the slime contains tiny burning scales that will singe the flesh of the one who grabbed it.
Larvwag is typically seen at or around hot springs areas in the wild, soaking in the piping hot waters. To defend itself, it blows red-colored bubbles from its mouth that burst into burning embers.
Golorb's body is mostly comprised of its large mouth, leaving little room for other organs. It is thought this is why it has a relatively small appetite despite its size.
It scrapes the edges of its wings across its skull to sharpen them into deadly points, letting it cut prey as it flies past multiple times until they succumb to their wounds and it can feast on the pooling blood.
The inside of its mouth is warm and soft, and its body rather durable, making it perfect for protecting and incubating eggs. Daycares and Breeders have taken to using them to keep especially precious eggs safe from harm.
Though it may look frightening, Golfree is not aggressive towards humans. It's large mouth is for consuming vast quantities of flowers whole for their honey and other nutrients.
It transforms its extended tongue into an imitation of its prey. Once another member of the species draws near, it quickly transforms back, wrapping around the hapless victim and dragging it into Golto's hungry maw.
Goleon takes down prey larger than itself by firing poisoned quills from its fur from a distance. Once weakened, it latches onto its target with its massive fangs and delivers a painful electric jolt to finish them off.
Golgon resembles an extremely old, outdated depiction of a Golbat. Its long tongue can ensnare smaller creatures, dragging them close so it can sink its fangs into them and drain some blood.
Goluna's fangs are retractable, remaining hidden from sight until it spots potential prey. It swoops quickly and sinks its teeth into victims, draining their blood for nutrients that will hasten its evolution.
Many describe the sights of Goltini shedding its skin as disturbing, as its head will protrude from within the mouth of the layer being shed before it can escape its old skin.
Goldrill are a highly aggressive species found swarming deep in cave systems. Their stingers are so sharp and their attacks so quick and ferocious that even Steelix and Aggron are wary of their nests.
Golrita is an insectivore, but lacks a strong hunting instinct. Instead, the beads around its neck emit a scent highly attractive to insects, leading bugs to fly close to or into its mouth so it can swallow them whole.
Though it has no visible teeth, Golret still "bites" others as a form of mischievous play. After annoying its chosen victim, it flies off to hide in narrow spaces, tucking its wings to help it squeeze in.
Should one be under attack by a Golicate, the best course of action is to aim for its whiskers. Extremely sensitive and important for maintaining aerial balance, it will immediately retreat if they are touched.
It hides in darkness, waiting to frighten prospective victims with a loud screech. Those who strike it in defense are hit with a stunning counter blow, incapacitating them so that Golbuffet may feed on their blood.
In the dark of night, Golring forages for its favorite foods, honey and the juiciest of berries. Trainers have been accidentally frightened off by the sight of Golring's long tongue dripping bright red berry juice.
Its powerful serpentine body will constrict prey, before sinking its fangs in and gorging itself on blood. Once completely drained of blood, it disposes the prey's husk in its gaping maw.
The orbs on Golsly's skull are filled to the brim with a toxic liquid. It drops them while in flight to debilitate prey and leave them helpless to avoid it swooping down to devour them.
Golord's eternally-gaping maw allows it to swallow large amounts of prey in a single gulp. Its wing-like fins make it a surprisingly fast swimmer, making it easier to prey on entire schools of fish.
Some Golord variants lack wing-like fins and have smaller fangs, resulting in reduced speed and aggression. These wide-mouthed specimens content themselves with floating around and swallowing whatever swims into their maw.
As a method of hunting, a strange facsimile of cliffside terrain extends from Golterra's mouth as it lies down. Once enough small unsuspecting creatures have gathered and perched, it chomps down and swallows them all at once.
Golki acts as a perch for Zubat to safely rest upon between hunts. Since its unique body makes hunting for itself difficult, the Zubat share some of the prey they grab with it in exchange for its service.
Should it come across a sleeping Pokémon or Trainer, it will stand near and protect them while they slumber. It inhales large amounts of air through its massive mouth and expands its body to intimidate foes.
Its mouth and tongue grew before the rest of its body did, making flying and hunting difficult. Should it catch prey, it gorges on massive amounts of blood so it can go weeks before needing to feast again.
Golseed hunts by diving into crowds of smaller prey and firing poisonous spikes from its body. It then feasts on those struck down by its toxins while the rest flees in fear.
The mushroom infesting it has given it a taste for tree life as well as blood. Once it latches onto a victim, plant or otherwise, it will drain all their nutrients until all that remains is a husk.
A nocturnal hunter, Golatone swoops about and sinks its teeth into Rock-type Pokémon to drain nutrients from them. It becomes truly belligerent and ferocious when the crescent moon is in the sky.
During its raging tantrums, Golape will pummel foes into submission before draining blood via its sharp fangs. Once it's had its fill of blood, it becomes remarkably placid until it becomes hungry again.
Gaining Golbat's wide mouth allows Golizard to blow out much more flame from its mouth at once than it could before fusion. As it breathes out huge gouts of flame, one can notice the fire on its tail shrink.
Golchoke hones itself in the art of grappling, using its incredibly strong arms to take hold of opponents with a crushing grip. Once it has a victim in its grasp, it drains their blood, growing stronger while they grow weaker.
Its four powerful arms allow Golchamp to crush most foes with ease. It fasts for long periods of time, as it only wishes to drink the blood of those worthy enough to give it a good fight.
Its wings are not strong enough to easily lift the weight of its body and the heavy Shellder together. Golbro does not realize this, and will spend several minutes flapping futilely before giving up, and taking a nap.
Goluk's fangs are no more solid than the rest of it, and thus are not ideal for biting and puncturing the skin of foes. Their main purpose is to help with intimidation tactics to scare off intruders in its domain.
Prey that wanders too near a waiting Golster will find itself seized by a long tongue, then dragged within its mouth before it clamps down. Few can escape once its mouth has closed shut.
The more bulbous a Stunorb has inflated itself, the more it serves as a warning to stay away. Even a faint touch could cause it to burst in a massive explosion of electricity.
It purposefully throws itself onto land in order to hunt. Pretending to be helpless out of the water, it waits until something attempts to touch it before jolting them with electricity, then flopping back to sea with its new prey in tow.
Stunto buries itself partially in the wet sands on the shoreline, its body tuned to listen for another creature's approach. If anything draws too close, it suddenly leaps from the sand and latches onto their face to deliver a painful jolt.
One of the hardiest and most tenacious species of the ancient world, Stundactyl was a highly opportunistic scavenger. It would wait until bigger hunters caught their prey before stunning them with electricity and swiping their meal.
Stuntres's flames make it look oddly graceful when flying through the air. It lands with far less grace, crashing and sliding across the ground several feet before stopping and lying prone until it feels like taking off again.
One of the hardest parts of owning a Stunbull is attempting to keep it clean. It detests not having mud on its body and will immediately seek out the nearest mud puddle to jump into when it feels too clean.
Photosynthesizing sunlight allows the bright, leafy parts of Stunfeon's body to generate electricity to defend itself with. After using its electric powers, its body emits a putrid, acrid stench into the air.
Stunlade stands with a limp posture in the middle of muddy areas until something draws near. Then it suddenly springs into a rigid battle stance, swinging its arms and sending bolts of lightning from its elbows at the trespasser.
Stuntang partially buries itself into the ground, letting itself remain visible while hiding its claws further underground. Those who try to go around it often step onto where its claws are hidden and receive a painful jolt.
Stunceus flattens itself out and reshapes its body to be as unassuming as possible, waiting for prey to step upon it. Once they do, it releases a burst of paralyzing electrical energy tall enough to be seen several meters away.
When walking on land, Stunbarel moves with a wobbling and swaying gait that makes it look rather ridiculous. It is deceptively aggressive however, particularly in the water where it is far more mobile and agile.
Stunx rolls around in mud puddles to keep its body coated and moist. If it feels threatened, it shakes its body to shed clumps of mud charged with its own electricity, jolting those the mud splatters against.
Its poor vision leaves it with a skittish demeanor. If it senses something nearby, it will surge electricity around itself in defense to stun the interloper and allow it to flee.
Stunmask's aggression is believed by some to be from possessing residual anger from a previous life. It gnashes its body at others like a set of disembodied jaws that deliver a painful shock once it bites onto something.
Very moody and standoffish in disposition, Stunsian loiters about among human civilizations, curling up in the most inconvenient of places. Any who try to move it forcibly will receive an angry shock.
Stunby half-submerges itself in muddy areas among the coastline, waiting for the tide to bring in potential food. If prey steps too close, it snatches it in its pincers and delivers a painful electric shock.
Sablgon hangs out in gem-filled caverns, often running into trouble with Sableye. The gems on its sides radiate powerful beams of light to defend itself from the hungry jewel-eating Pokémon.
Sablcuno decorates its glacial home with shiny gems it comes across. If it goes too long without finding new jewels, it may freeze other unfortunate creatures it finds and use them as new decorations.
Obsessed with the shininess of gems, Sabldile digs up and hoards them in great amounts. It uses its sharp teeth to bite the jewels and create indentations unique to its jawline, marking them as its own.
When Sablchu gnaws on crystals, its tail and the tips of its ears flicker and light up with active internal electricity. Anything that touches them while it's chewing will receive a nasty shock.
Sablffy consumes raw gems to keep the ones growing on its body sparkling. The shine of its jewels is also a mark of its strength; a Sablffy with faded, dull gems generates less electricity.
Sablring collects gems from deep underground to adorn the ring in its torso. If two Sablring meet, they immediately compare gem collections to see who has the greater amount of precious jewels.
Sablgon2 likes to collect jewels and decorate computers it inhabits with them, both inside and out. This becomes detrimental after a time as the accumulated gems begin messing with the device's infrastructure.
Feasting on gems helps the crystals on Sablchu's tail generate more electricity. If its diet consists strongly of a specific color jewel, the lightning it generates will take on that coloration.
Sablkrow enlists flocks of smaller avian Pokémon, commanding them to steal jeweled trinkets from unsuspecting humans. Every day, it rolls around in a pile of the shiny baubles, basking in its ill-gotten gains.
Sablzone possesses a special type of magnetism that allows it to pull out gems from deep within the ground. Removing the jewel on its antenna robs it of this ability.
Once Sablbusken senses gems buried deep within a cavern, it sets about kicking the walls until they crumble and reveal their prizes. It feasts copiously on the jewels, but always saves one as a souvenir of the excavation.
Sablziken's crystallized feet and fists give it incredibly strong strikes in battle, enough to shatter stone with a single blow. It lives deep within crystal-filled caverns, practicing its techniques by striking the huge and sturdy gems around it.
Sableon's tongue searches out and snatches up any jewels it finds while digging through cavern areas. The more gems it eats, the more its natural skin tone changes to match its diet.
Sablferno digs up and pilfers as many shiny gems as it can. It eats all but the red-colored ones, which it prefers to set on fire and watch burn instead. The reason for this is as yet unknown.
Sableon carves jewels out of cavern walls using the sharp bladed ends of its fins. It eats most of them, but the most beautiful gems are taken to its den and meticulously carved into decorative shapes to adorn its home with.
Sablmence's wings are made of a sharp crystal material, able to cut through stone and diamond when flying at full speed. It hoards gems it finds in its mountain den, creating a pile for it to rest upon.
Sablpunny only comes out of its burrow within caverns long enough to gather up some gems to eat. It has occasionally been seen using some of the jewels to decorate its ears.
Webs spun by Sabltula harden and crystallize a week after being formed. Many explorers are captivated by these sparkling, colorful threads woven in intricate patterns clinging to cavern walls and ceilings.
The consumption of gems helps stimulate Sablolu's growing aura powers. After eating a colored gemstone, it becomes temporarily covered with an aura matching the jewel's coloration.
Travelers carrying jewelry often become victims of Sabltump's thievery. It pilfers the shiny gems from them to decorate the stump it inhabits, entranced by their color and reflective nature.
The more fungi Sablras consumes, the larger and more vibrant the crystals growing on its back become. Trainers are experimenting with different mushrooms in its diet to see how many different kinds of gems it can grow.
When first discovered, Sablnat was poached due to its eyes resembling fantastic gems. Though this was quickly realized to be false, enough poaching had been done to cause the already-rare species to become critically endangered.
It swings and scrapes its claws against stone to the point of exhaustion. This is a training regimen for Sablhita, as it yearns to be able to dig deep into caverns barehanded and unearth the finest of gems to collect.
A vicious and greedy bully, Sablpig's obsession with shiny objects leads it to attempt to steal the jewels off of Spoink heads. Due to the latter's dependence on it to survive, Sablpig is often hunted for the sake of Spoink preservation.
Underwater caverns studded with sparkling gems are where Sablcanth resides. Its powerful jaws let it crunch down on the jewels as its favorite snack.
Sablobat gets nourishment by consuming jewels within the caves it inhabits. It sniffs them out with its jewel-like nose, which glows brightly once it has detected nearby gems to eat.
Sablamo nibbles on underwater jewels for sustenance. The color of the gems affects the color of its lightning; a school of Sablamo that have all eaten different jewels could create a colorful electric storm.
Sablrelp subsists on jewels found in the ocean depths. It breathes a corrosive poison that softens and melts the gems it finds and makes them easier for it to consume.
Sablmer greedily consumes any shiny gemstones it comes across. It doesn't appear to need them for nourishment, but merely because it enjoys feeling beautiful as the consumed gems float to its surface and decorate its exterior.
Though they can move individually, the separate pieces of Venicute prefer to move as a singular unit, following behind the leader of the clutch. When resting, the other five surround the sixth to protect it from harm.
Venitung's strong stomach lets it consume even the most poisonous of mushrooms. The digestion helps give the venom in its claws and stingers even more potency.
Venihorn has a feisty personality and will charge horn-first at anything with little provocation. The horn contains a mild venom that weakens the muscles of anything that gets stung.
A solitary Pokémon, Venifree keeps to itself in the wild and eats from small flower patches. If confronted, it spreads a very potent paralyzing poison from its wings.
In battle, Venither moves with agility and stays on the defensive. Its scythes are tipped with venom, so it waits for the perfect moment to strike and deliver a painful dose to its foe.
Venisir's venom is mild, but its pincer-like stingers have a powerful grip. It grabs prey and holds them tight, constantly injecting venom until they're totally paralyzed and an easy meal.
Veniew is a sneaky little creature, floating just out of sight before pouncing on prey to deliver a poisonous bite. It then teleports away to wait for its venom to take full effect before finishing its hunt.
Venima is highly opportunistic when it comes to procuring food: it waits until it spies another Pokémon capture prey, before swooping in at high speeds to poison and paralyze the predator so it can eat the hunted meal instead.
Venikrow has toxic points on the end of its tail and feathers. It uses them to poison humans and Murkrow in order to render them helpless and steal precious items from them.
One should be careful interacting with a Venigon2 on their computer. When agitated, it has a venomous bite that will degrade whatever program it nips, and could potentially render the computer inoperable.
It produces poison from the stingers on its tail, creating globs it flicks onto its antlers. It flings blobs of poison from both its tail and antlers when it feels threatened.
Both poison and electricity are stored and generated in Venichu's tail. Stabbing others to poison them is common, but even being hit by its lightning bolts will leave a debilitating toxin marring the target's body.
Venits is shy and not overly aggressive, but is quick to retaliate towards anything that spooks it. It uses psychically-launched venom from the spines on its forehead to poison anything that scares it before running off.
The potent poison Venitle possesses is due to its diet consisting mostly of poisonous berries and plants. Travelers often use it to suss out and consume dangerous plants to avoid getting poisoned while gathering food.
Venilup's prickly, independent personality causes it to lash out at anything that approaches it. It blows a series of bubbles filled with a surprisingly potent poison as a way of warding off others.
Veniolu's attitude towards others depends on the aura it senses from them. Weak auras result in it bullying them with its Poison Sting, while strong auras cause it to flee quickly to avoid a losing battle.
Venisis's membrane is made of a toxic material that is surprisingly safe to touch normally. However, if it is agitated, it will attack with its pointed horns and inject the poison directly, causing temporary nerve damage.
Venitik hunts tiny creatures by lobbing webbing at them as if casting a net. Even if captured prey escapes, the webbing is coated with poison that will exhaust them in time and allow Venitik to catch up.
Something of a step between evolution stages, Venipede retains mobility but loses some venom potency and the sturdiness of its shell. It skitters away from trouble, avoiding conflict until it can evolve further.
Veniedo's hunting technique involves hit-and-run tactics. It bites to inject venom before quickly fleeing, stalking and waiting for the poison to run its course before picking off its weakened prey.
Toxic impurities are constantly produced and build up within Venizma's body, causing it extreme discomfort. It releases the excess by unleashing beams of highly concentrated and caustic poison from its body.
A unique type of poison concoction is produced from the tips of Veniras's claws. Normally causing illness in those it scratches, if its claws scrape a gash into a tree, fungi begin growing in the scratch marks.
Venipod acts as a two-faced trickster in the wild. If spotted by a larger creature, it pretends to flee in terror, then doubles back in order to leap at its foe when their guard is down and apply rapid venomous bites.
Venitty scrapes the spines on its tail across the ground as a warning for others to stay away. These points contain a highly venomous toxin that only needs a single light scratch to leave larger Pokémon incapacitated.
After engulfing and eating a meal, the poison glands in Venin's body go into overdrive. Once it finishes digesting, it typically expels a huge glob of highly-toxic excess liquid from its mouth.
The poison-creating glands residing in its head give it massive headaches if too much is produced without release. It is forced to bite and inject anything it can with poison to relieve its own pain.
Grasping onto a foe with its pincers allows Veniphish to inject them with a potent venom. It uses this ability to paralyze Corphish that are about to eat so that it can steal their food for itself.
Densely-packed tendrils form a swirled shell around Whirligela's body to protect it while it develops. These vines are quite solid, and can lash out and wallop anything that gets too close for comfort.
Though its weighty carapace gives it low agility, Whirlither has potent defenses and offenses. The blades on its arms and head are sharp and venom-tipped, and even its wings are pointed enough to cause damage.
When closed, its mouth helps complete a protective shell around its head. Timid despite its imposing appearance, Whirlibull will bite attackers with its powerful jaws, while also delivering poison from the tips of its fangs.
Whirlipass spends much of its time sleeping and saving energy. If its two noses catch a whiff of approaching danger, it tucks its legs into its body and rolls away to safety.
Whirliedge prefers to keep itself sheathed and avoid combat where possible. If forced, it strikes with swirling, circular swings of its blade that deflect attacks and disorient foes.
The circular markings on the liquid exterior of Whirlision can be shifted around at will. For self-defense, the core strikes these circles, which send out pulses of potent psychic energy on impact.
The eye atop Whirlisect's head operates independently of the rest and possesses 360 degree vision despite its appearance. It helps Whirlisect direct bursts of spores in defense should something attempt to sneak up on it.
Though its shell-like exterior is sturdy, Whirliwhirl must constantly shield its weak spot: the eye in its tummy. The spiral patterns on the top of its body begin to swirl when it nears evolution.
The circles on Whirlizee's body glow when it uses its hypnotic powers. When in danger, it curls into a sphere and sends psychic waves all around it to repel aggressors.
Scolidon's horn is sturdy and sharp enough to punch through solid stone, but becomes even more dangerous when rotating. Rotation stirs a poison-secreting organ within, making it drip with a deadly toxin that incapacitates a victim in seconds.
Scolifree's wings are covered in a thick and highly toxic powder. It descends on wild flower gardens, poisoning any other Bug-types so that it alone may feast on the flora.
Scolilix's points and jaws secrete a poison strong enough to liquefy stone and cause serious damage to metal. It consumes diamonds, coal and other solid materials deep beneath the earth.
Pressing the circle on Scoliring's torso causes it to leak out the most virulent batch of its toxin. It coats its claws with this poison before battle, ensuring a single scratch will leave its foe extremely weakened.
Scolibird lures small creatures into its bag by putting sweet-scented treats at the entrance. Once they draw near, it closes the bag, which is filled with poisons, and traps them while the toxins take effect.
Scolitar's hard exoskeleton keeps its body well-protected from the elements and predators. The various points of its body can deliver a potent toxin to additionally deter those that would try to make a meal of it.
Scoliperior is surprisingly mobile, able to scale up a tall mountainside from base to peak in mere minutes. The rocks it launches from its hands get coated with a terribly potent poison as they're fired, making them doubly dangerous.
Scoligon-Z is highly aggressive towards other Porygon fusions for unknown reasons. It latches onto them with small barbs on its arms before delivering a venomous bite so potent it is almost acidic.
Scolivoir greatly prefers to be left alone, only allowing the company of a select few it trusts. Nuisances are held in place by psychic powers before being poisoned by just a touch from its spines.
Scolipede appears to be on the crux of achieving its final evolutionary stage. In this transitive form, it lacks full mobility, but its toxin and aggression levels are at their peak, making it very dangerous to approach.
Scoliter feasts on fear. It creates hypnotic pendulums that causes those afflicted to hallucinate being swarmed by poisonous insects, letting it feed on the terror created from this illusion.
Tybone eats scraps left from other hunters' meals, keeping the bones to chew on. Ordinarily timid, wearing a skull over its head instills it enough bravery to fight back against its foes.
Tyew is spoiled and clingy, demanding that its Trainer lavish it with all their attention and never leave its side. It can be distracted for a time by offering it bones to chew on.
Great care must be taken in raising Tydour, as though affectionate to owners their massive jaw strength means that even a playful bite from it could be disastrous to property or person.
The leader of a Tydoom pack is decided by combat. Because it is arrogant and a sore loser, some packs spend more time fighting over leadership than hunting.
The three different mouths on Tysly's head open and cry in accordance to its mood; more mouths will open and shout as its mood worsens. Because it has a bratty personality, it's almost never silent.
Tywick uses specially-colored wax and its flame to put on a more fearsome appearance to scare away predators. It can even open its "mouth" to breathe fire and further sell the facade.
When it roars at trespassers, its innards spill out in a threat display done to further frighten the target. It has a difficult time retracting its innards back afterward, however.
It is petulant and selfish, believing anything it wants rightfully belongs to it. It can tear open even metal surfaces with its upper jaw in order to get to something it desires.
Tygast likes to camouflage itself as a simple fossil lying amongst the sand, before rearing up and roaring to spook away those who investigate it. It has a poor reputation among archeologists because of this.
Tykoal will gruffly snort and emit steam from its pores as a threat display. Rivals in the wild will compete to see who can blow the most smoke at once to establish dominance.
It tries to look ferocious and intimidating, but fails due to its large eyes and goofy gait when it walks. Even attempts to roar at foes fall flat, as instead of an angry bellow, there is only a honking quack.
Tyeal views itself as a little tyrant of the cold waters. Though it has a roar that intimidates smaller creatures, its heavy body and small limbs give it poor mobility both in and out of water, hindering its attempts at pushing others around.
When its tail catches something, it drops the prey in front of it and roars at it in triumph. After roaring, it forgets about the hunt completely, allowing the prey to escape back into the water.
Despite its small stature, Tyranorb packs a powerful roar. The sonic boom created from its bellowing cry has enough force to send a Snorlax airborne.
If one spots a Tyranode in the wild, it is highly advised to leave it alone. Antisocial and volatile in nature, its angry and explosive roar packs enough power to obliterate a building completely.
Tyranchan's strength and fighting spirit is indomitable. It absolutely refuses to give up a fight, and boxing matches between rivals in the wild can go on for days without end before a victor is decided.
Tyranmime wears a disguise that flops about comically whenever it runs around. It is becoming quite popular in modern times as an entertaining mascot at sporting events.
Tyranmime uses a disguise to mimic a Tyrantrum and scare others with mighty roars. Once the victim is properly terrified, it pops out of its disguise and laughs at their frightened state.
Once a Tyrandle has claimed a tree as its own, it viciously fends off any other small insects trying to nibble even a single leaf. Its tiny territorial roar strikes fear into the heart of small bug Pokémon.
A massive prehistoric being, Tyrandactyl was considered one of the apex aerial hunters. Able to glide massive distances, it would descend from its home atop the mountains to hunt, devastating entire herds of Pokémon with each swoop.
Thinking itself a powerful ruler, Tyranew attempts to subjugate any other Pokémon it comes across. It is able to change the tone of its roars to trigger an instinctive instinct to submit in whatever Pokémon it bellows at.
With its imposing appearance, Tyransire aims to rule as a tyrant over Quagsire and others of its ilk. Because of its simple mind, in practice this just amounts to stomping around in their muddy home and roaring a lot.
Some believe that Tyrancargo is the result of a meteor from space impacting and merging with an ancient Pokémon. Analyzing the rock would have great scientific value, but Tyrancargo allows no one to touch its shell.
It is said the first Tyrantei hatched from within the planet's molten core eons ago. With every rumbling roar, it launches a gout of flame and magma capable of burning anything away to ash.
Tyranchu is a bombastic bully of a Pokémon, swinging its tail about to push around anything smaller than it. It intimidates those who try to fight back by smacking its tail on the ground while electrified, making a mighty thunderclap.
Tyranchu with alternative cheek colors have been noted to have lesser electrical capacity. Its behavior seems to be more aggressive than normal to compensate for this weakness.
Tyranslash's massive claws let it dig through dirt and solid stone with equal ease, tunneling through the ground at breakneck speeds. By the time prey notices it tunneling its way towards them, it's already too late.
Fiercely protective of its Trainer, Tyranvoir won't allow any to approach them unless they have proven worthy in combat. It is often a chore for a Tyranvoir Trainer to curb this tendency so friends and family can interact with them normally.
Tyranpardos's aggression is thought to have been unparalleled in the ancient world. Research into fossils and geography has led some to believe entire mountains were smashed to bits by its raging charges.
Tyranqueen considers all other Pokémon as its subjects, needing to be protected by a stronger apex being. Its protective instinct is well-needed when its kingly counterpart is near.
Cave drawings suggest that the oldest known civilizations may have worshiped Tyranceus as a destructive deity. The drawings depict it causing cataclysms across the world with a single bellowing roar.
Though its movements are stiff, its claws are strong enough to tear apart trees with ease. When it expels air through its nose, it sounds like a low roar.
Tyranveon attempts to force itself to the top of any hierarchy in the wild. Aside from its aggressive demeanor and great strength, its feelers will cause those touched to be instilled with a sense of fear and submission towards it.
Tyranking is a brutal tyrant of a Pokémon intent on subjugating all others beneath its power and rule. The only way to keep it in check is with the presence of a queenly counterpart.
Touching one of Tyrantales's tails without permission is an unforgivable offense in its eyes. It will chase a perpetrator unceasingly across entire regions just to crush them for defiling it.
Tyranty pulls up its loose skin and stomps the ground as a gesture of dominance. It will attempt to use its jaws to tear apart anything that doesn't show it the proper respect after this display.
Tyranchoke tears down entire trees just to fashion a part of the trunk into a sturdy club to wield. The club serves as a way to intimidate and bully lesser creatures into submitting to its immense power.
According to research, Tyranlem's mating habits coincided with its yearly shedding of its stone shell. Fossil records indicate the shed stones were used to nest the vulnerable young.
Its top speed is mediocre, but Tyranta's legs are deceptively strong. It stuns much larger foes with powerful kicks, then fries them with a bellowing roar that releases a wave of flame.
Though Tyrantoise's water cannon can only fire in single shots rather than a constant stream, these blasts of water are viciously powerful. A single shot of water from it can pierce straight through an entire mountainside.
Snomime's body is wracked with perpetual chills, so it usually keeps its arms wrapped around itself. For defense, it can use miming to set up walls of solid ice in front of it.
The eggshell-like cloak around its body keeps it warm even among the most frigid of temperatures. It's not uncommon to see Snopi happily dancing about in the middle of snowstorms.
Snonub skitters around frozen areas, sniffing out chunks of ice to bring back to its den. It's not yet known what criteria it uses for judging which pieces of ice are worth retrieving.
Snoshrew's cloak retains heat excellently, helping keep it warm during the frigid winters it endures on the icy peaks it calls home. Snoshrew only ever shares or swaps its cloak with its mate or young.
Snokip entertains itself by rolling up the biggest snowball it can create, before seeing how far it can headbutt it into the air. Unsuspecting travelers have been regularly pelted by accident by Snokip's hijinks.
Snolia dances and prances about in heavy snow, using its psychic powers to lift the snow it kicks up and create a powder of snow around it for aesthetics. Group performances are rare, but especially dazzling to behold.
Snopunny is often found crouching in large snowbanks, attempting to keep a small profile. If spotted, it grabs clumps of snow with its ears and lobs snowballs at its observer before fleeing.
Snoelgon's hard shell protects its body from attacks and absorbs the ambient cold around it. It can release this energy when struck in order to freeze its attackers solid and allow it to escape.
Snolie is a colony of Snorunt that commandeered the hollowed remains of a Glalie for added protection. Using their ice powers in conjunction lets them create potent blizzards to defend themselves.
Snoful's cloak is soft and fluffy to touch, though Snoful itself doesn't much enjoy being pet. Touching it too much will result in a flailing backhand that can send a person flying.
The dark parts of Snozma's body are sensitive to the elements, so it often keeps its wings tucked close for protection. If it feels threatened, it fully unfurls them to deliver searing light waves all around it.
The coat around Snoeal's torso keeps its most sensitive parts warm even in frigid snow, with the bonus of most people finding it adorable. It's common for Trainers to choose a hat they think completes Snoeal's cute appearance.
Snonix rising up from beneath the ground and baring its teeth has sent many a creature scurrying away in terror. This is just its natural appearance, however; it's not aggressive in the least.
Glados is a highly territorial denizen of the frigid northern seas. With its bellowing icy roar, it can freeze an entire ship solid in moments, leaving a frozen reminder of the consequences of trespassing in its domain.
Glatwo is extremely isolationist, not tolerating a single other creature living on the icy mountain it claims. It teleports before intruders, freezing them solid with ice beams from its eyes before tossing their frozen form off its mountain.
At will, Glalosion can burst forth with blue flames from its back and ice chunks from its mouth in its chest. Its signature technique involves freezing a foe solid before melting them with its intense flames.
Glaturn's antennae create shimmering light beneath the water that lures curious prey closer. Once within range, Glaturn flash-freezes its surroundings with a chilling burst of energy, freezing prey solid for it to consume.
Glatu marks territory as it traipses around by poking its beak deep into the ground. The spots it pokes holes into will grow large stalagmites of ice shortly thereafter.
Glavoir is aggressively isolationist, pelting intruders in its frozen mountain home with large icicles it creates from its chilled body. Very few Trainers have had the patience and determination to thaw its cold heart.
When Glaceus claims territory, it instantly freezes over its surroundings with a chilling icy breath. Even the most tropical or volcanic climates will be instantly turned to frozen tundras by its arctic power.
Should the frozen mushrooms on its back fall off, new ones will form in a few days' time. In some regions, these icy shrooms are sold as a frozen treat for those with unique tastes.
Frosvee's spunky and aggressive personality means it is common for it to freeze nuisances solid. The ice it generates apparently takes on different colors as Frosvee nears evolution.
Frosew freezes over victims and brainwashes them while they are frozen. Once it thaws them out, they can only think of keeping it company and playing with it for the rest of their days.
Frosbat uses its multiple wings to hide most of its face and body from view. Some think it is simply shy, while others spread folk tales that a single glimpse of Frosbat's face will freeze a person down to their soul.
A single touch of Froscune's ribbon is enough to completely freeze over a body of water and anything within. Froscune views frozen water as the pinnacle of purity and beauty, and reacts poorly to any who try to thaw out its works of art.
Frosoh can generate amazingly prismatic aurora displays in the air thanks to its colorful plumage. These displays are how it hunts; onlookers are so distracted by the colors, they don't see Frosoh sneaking up close to freeze them solid.
Solitary creatures that make their homes deep within frigid mountain areas, just a touch from Frosaur's ribbon-like vines will chill a person to the bone. It steals body heat this way in order to keep the glacier on its back frigid and robust.
Should a Frosidos approach you during your travels, be sure to give it proper respect. If it feels offended, it will freeze the offender's legs, leaving them unable to avoid a very painful headbutt.
Frosveon offers its ribbons to cold travelers, the touch of which provides feelings of comfort and warmth. The unfortunate souls don't realize Frosveon's ribbons are freezing them solid until it is far too late.
Frosolu senses the auras of everyone that comes near it. If it dislikes a person's aura, it breathes out a chilling vapor that turns the person into a frozen statue temporarily.
It only departs from its home in cold mountain peaks to hunt and freeze prey, dragging them back to its den. It's often confused with a Pokémon from the Galar region.
Frosgalge glides through frigid waters, breathing out potent poison that seeps quickly into victims to immobilize them. It prefers paralyzing and dragging large prey like Walrein or Gyarados back to its den to feast on for weeks.
When first discovered, the researcher who spotted Oddorb thought it was simply a malformed Oddish. When approaching, they received a rude awakening as Oddorb exploded in a pollen-filled display of self-defense.
Oddchan gathers energy from moonlight via the fronds on its head, so it is most effective in battle during the evening. It brushes the fronds back as a taunt to provoke opponents.
Its multitude of leaves across its body allows it to photosynthesize large amounts of nutrients. It also lets it spread large amounts of pollen that can aid flower growth in areas with minimal sunlight.
The color of the leaves on Odduna's head indicate its closeness to evolution, darkening as it draws nearer. To deter predators, it emits a foul stench from these leaves.
Oddpi likes to dip its singular leaf into the beverages of those around it. It seems to be sampling the taste this way, but the act also gives the drink a noticeably sweeter taste; those who consume it after report feeling rejuvenated.
When Oddpy waves its trunk around, the leaves at the end emit a faint and pleasant flowery aroma. Some can be found working tropical resorts, fanning guests with sweet-scented air.
Oddzone possesses a unique ability similar to magnetism that lets it manipulate plant-life around it. This is typically used to shift leaves and branches around so that the plants in its home area receive optimal sunlight.
Beneath the plates of Oddshrew's hide lies soft soil. On occasion, the soil on its back will grow plants based on what foliage Oddshrew has consumed, the flowers sprouting out from between the plates.
Oddinja floats around in areas of waning plant life. It emits a floral scent from its leaves and wings, but all who have caught the aroma describe it as smelling "hollow".
Oddlure has been known to take up residence in old abandoned greenhouses. Its flames burn with a pleasant floral scent that makes others nearby feel tired and sleepy the more they breathe in.
Oddkoth lounges among scattered seeds, picking at them and handing them to any passersby. It does this in the hope that others will help plant the seeds and help them spread, as it is too lazy to do so itself.
Oddtik clings to fruits and veggies, draining them of nutrients after sinking its tiny fangs into them. Because it tends to favor produce about to go bad, some restaurants use it to monitor freshness of their wares.
The steam Oddkoal emits contains a floral scent many find appealing, making it a popular house pet. As its scent is affected by diet, many owners swap advice on how to change the fragrance for the seasons.
Playful even with strangers, Oddyena loves to approach new potential friends and convince them to join it in a game of hide-and-seek. It runs off and buries itself in the ground to hide, only its leaves visible above ground.
Oddth can be seen collecting leaves as it roams, though none are sure what criteria it uses to judge the ones it collects. Occasionally it will even offer coins to others in exchange for leaves.
It swallows up large amounts of plant life in a single gulp, digesting over the course of several days. Oddin's leaves can be used to brew tea with a strong flavor, and an even stronger aroma.
Oddtoy spins and drills itself into the dirt near plants to hide itself, leaving only its leafy fronds above the ground. When not on high alert, it can be seen happily hopping amongst flowers and batting them with its arms.
It buries itself in the ground to sleep during the day, surrounded by scattered leaves it maintains a psychic connection to. If something disturbs one of these leaves, it immediately teleports away to safety.
Oddler spends much of its time napping in flower gardens, particularly during moonlit nights. When it absorbs a large amount of moonlight, its larger claw emits a floral scent akin to lilac.
In combat, Orichan's swaying motions make for an unpredictable opponent. A foe is never certain if Orichan's next move will be an elegant feinting sway of its wings, or a fist of flame careening towards them.
Much of Orikhan's time is spent teaching its young the coordination and focus needed to perfect their trademark combat dance. Though the child is still learning, it is capable of creating tiny fire tornadoes with its moves.
Orisea flaps its fins and swims in specific motions to stimulate its body and heat it up from the inside. This lets it spit out burning-hot bubbles and scalding ink to defend itself from larger creatures.
Despite its large rotund body, Orilax's dance routines contain a surprising level of elegance to them. Its perpetually-warm belly is considered a quite pleasant place to nap against.
Whether beneath the water or in the air, Origia's movements are twisting and elegant. With a single flap of its wings, it can create a rising geyser of scalding liquid to erupt from any body of water near it.
Oriwile's false mouth serves an additional purpose as a dance partner for it to practice its moves with. When the two pirouette at high speeds, it creates a small flaming tornado around them.
For Oriqueen, its dance is everything, a facet of life that cannot be lived without. It won't even entertain the thought of obeying a Trainer unwilling to dance with it regularly.
Jingling the small charms on Oriki's ring casts out a pleasant warmth in the immediate vicinity. Though generally peaceful, Oriki will ignite the charms and fling them at others if angered enough.
As Oritales prances around, its many tails swish through the air in a light and elegantly flowing manner. Those who attempt to touch its tails will be blown away by a wave of fire it creates with a single swishing motion.
As it dances, Oriduck controls flames elegantly with every swing of its wings. Should a headache strike mid-dance, however, it may lose control and wind up launching a sweeping wave of fire.
Extremely skilled Orinine can create copies of itself made of flame to serve as backup dancers to its performance. Notably, the two simulacra exhibit differing personalities and dance moves compared to their creator.
Oriorb dances around with twirling, flipping and hopping motions, each rotation giving it more electrical energy to work with. Once it finishes a dance sequence, it releases the pent-up energy in a huge burst around it.
Dozens of little pom-poms make up Origela's body, rubbing against each other to generate protective static electricity. It can vibrate itself faster to generate larger amounts and send out crackling bolts of lightning if needed.
Orifree's kind personality leads it to cheer for both sides of a battle equally when it spectates. After watching a battle unfold, it flies over and spreads a static pollen that helps soothe the combatants' tired muscles.
For defense, it rubs its body with the fluffy pom-poms to generate static electricity and shock those that touch it. If it should be caught without an electrified body, it can still always deliver a shock from the horn on its head.
One should be very careful not to anger Oridrill. Its spiked pom-poms make for deadly punches, but can also be lobbed from afar, where they will burst apart in a shower of lightning and spiked projectiles.
Attracted to sources of static electricity, Origey often winds up nesting around human laundry. Domesticated Origey are often seen around the house with an errant sock stuck to their fluffy plumage due to static cling.
When frightened, Oritata grabs hold of its own large tail-fluff and rubs it for comfort. This not only serves to calm it, but the rubbing accelerates its own electric output, letting it shoot defensive sparks if necessary.
Oripiny enthusiastically dances, rubbing its pom-poms against the stone it carries after every performance. It's presumed that this act is practice for nurturing and stimulating real eggs once it matures.
Orivoir loves to happily cheer on its friends' battles with its dances, but is a very sore loser. If a cheered friend doesn't win the fight, Orivoir stomps around and throws lightning in a tantrum.
When Oridon spots an attack incoming, it shuffles in place to charge its body with electricity from its fluffy bits. Once the attack strikes, its shield-like cranium lets loose a powerful and paralyzing electric burst.
Chipper and exuberant, Oriceus prances around others singing and creating floating pom-poms that follow its allies. These fuzzy orbs shower them with sparks that energize them and enhance their performance in subsequent battles.
Orislash retains a defensive stance for most of its fights, absorbing blows and building up energy. Once it's fully charged, it unsheathes its blade, wrapped in crackling electricity, and goes on the offensive.
Oriquaza absorbs ambient electricity in the atmosphere within the cloudy segments of its body. Once full of electric energy, the puffs fall from its body and become thunderclouds.
Oriki jiggles its body to rub its pom-poms together and create showers of sparks as displays of support to its allies. The act leaves a residual magnetic charge for a time, so metal objects are pulled towards it during these dances.
Shaking and rubbing its feathers together lets Orino create bright showers of sparks around it. It does this because it has poor eyesight, so the extra illumination helps it gauge its surroundings.
When finding a particularly good source of garbage to eat, Oribish cheers and dances, shaking its pom-poms about. This occasionally triggers its electric abilities and accidentally fries the meal it was preparing to consume.
Oriloud cheers on its allies with a zeal that borders on aggression. Though it means well, the sheer volume and intensity of its cheering tends to be more distracting than supportive.
Orieal rolls around to produce and store electricity in its fluffy body. If it rolls downhill and gains enough speed, it can cover itself with a visible barrier of lightning that bursts out when Orieal stops.
As Orisir dances, it clicks the pincers on its head together in tune with its rhythm. These clicks emit a faint psychic pulse that weaken small creatures in the vicinity, making them easy pickings once Orisir finishes the dance.
Oridrill is one of the more peaceable Beedrill fusions, but still highly protective of its nest. Should something come too close, the rapid flapping of its wings will send psychic waves that disorient and deter the interlopers.
Oriew sways around in the air in a wavy pattern. The air catching on its body this way stimulates its already vast psychic abilities, enhancing them as long as it keeps up its aerial dances.
The fluid on Origle's tail carries some of its residual psychic energy within. Paintings made with it instill a sense of calmness and serenity in those who view them.
Orioh can create a vibrant rainbow trail behind it as it flies. Those who view the colorful sight find a feeling of tranquility come over them, which lingers for quite a while after Orioh has flown away.
The swaying movements of Orieon's dance stimulate its psychic powers. It extends its tongue and wriggles it in a hypnotic way that compels those who view it to join it in its dancing.
Orichar's dances stimulate its psychic abilities and let them manifest further. When fully immersed in its own movements, a faint psychic aura with the appearance of burning fire forms around it.
It descends from the skies with a gentle and elegant flair meant to soothe the hearts of onlookers. Those that resist this relaxing aura will be punished for their insolence with devastating beams of psychic energy.
Oriki lets its accessories billow in the breeze to generate psychic energy for itself. It can use some of this psychic power to help unlock a person's memories, should they be forgetting something important.
The crystals on Oribink's body respond to the feeling of wind brushing across them. The stimulation causes them to glow and emit faint psychic pulses that disorient those near it.
On breezy days, Oritty can be outside, swaying its body along with the way the wind blows. As its tail swishes back and forth, it creates a pacifying psychic pulse that causes those close by to grow drowsy.
Though it has an innocently dopey look to it, Oriduck uses its wavy dance to inflict painful headaches on those that see it. This is a necessary evil, as the only way to diffuse its own migraine pains is to pass them onto others for a time.
Oritoise sways rhythmically beneath the morning sun, a daily ritual that helps it stay healthy. It also powers its ability to fire beams of psychic energy from its twin cannons.
Oriby are becoming seen more often on fishing vessels, as their scuttling dance seems to carry an allure that draws fish in. Larger ships will carry dozens of Oriby scuttling about to bring in huge schools to catch.
Once Oriler gets into the rhythm of its relaxing dance, nothing will stop it from completing its swaying movements. If something comes to disturb it, it picks it up with its claw and tosses it aside without missing a beat.
In primitive times, it was believed Oridle's sting allowed one to communicate with the spirit world for a time. Modern science concludes this was actually hallucinogenic effects brought by Oridle's poison.
Oriret have been observed attending wakes, moving at a slow rhythm before rubbing themselves against the most mournful. Those who were touched swear they heard the voice of the departed speaking to them one last time.
Orichu uses an elegant dance to stimulate its body and powers, and ends each movement with small showers of sparks. Orichu owners swear they've seen the image of departed loved ones within these displays.
Oripi dances about without a care, hopping and swaying to its own rhythm. Its dances often inadvertently summon a random spirit from the afterlife to its side, usually aiding it in battle.
Observation has determined the positions of Orirogue's hands hint at its preferred fighting style. Vertically-kept fans signifies defensive leaning, while horizontal limbs mean an offensive style.
The dances Origon-Z does seem to be an attempt to communicate with spirits in the afterlife. Because it rarely dances without glitching, the dances almost never commune with the spirit it's actually seeking out.
Orivoir's dances are the epitome of grace and composure. Viewers repeatedly say they swear they hear kind words from deceased loved ones while watching Orivoir's almost hypnotic movements.
Oricario has the ability to attune its aura to the spirit world, gathering strength from the souls of fallen warriors. It weaves and dodges attacks with stoic grace, countering with aura strikes that sap the strength of its opponents.
During moonless nights, Orimence swoops about its mountain home in twirling, looping patterns akin to an aerial dance. Some believe it is communicating with the spirits of fallen ancient dragons when it does so.
Despite the ferocity with which Oriflame can fight, there is an ethereal grace to its movements as well. There are tales that say some have seen the images of deceased spirits within the flames its wings whip up.
Waving Oridaunt's claws in a certain way appears to let it commune with the spirits of the deceased. Some believe it communes with its own ancestors to maintain traditional hunting and combat techniques across generations.
It expels stinky smoke around it as well as occasional piles of refuse beneath it. These spots of garbage are often eaten by Trubbish and other Poison-type Pokémon.
Trubdle rustles around piles of garbage, eating soft detritus and discarded foods. Its diet and habitat leave its horn coated with putrid residue that causes nasty infections in those pricked.
Trubvee often digs through garbage cans looking for both food and interesting trinkets. If caught rummaging, it attempts to give away some of its findings as a peace offering.
An elusive Pokémon, Trubew has been spotted on rare occasions milling about garbage dumps. It uses psychic powers to dig through the detritus and find junk it finds appealing, before teleporting away with its chosen trash in tow.
It upturns garbage cans to look for things to snack on, making it a minor nuisance to urban areas. One can avoid a bigger mess by leaving old soda cans, its favorite treat, outside of the garbage can.
As Trubreep feasts on garbage, its wool-like coat of trash grows, strengthening its electric capabilities. It should be regularly groomed and cleaned lest it become a massive walking pile of smelly, sparking refuse.
Trubird fills bags full of garbage and junk to hand out as gifts to passersby. It gets frustrated when its kindness is refused, oftentimes leading to it attempting to beat the refusing party with said bags.
Trubdra can be found wherever there's a high amount of dumped garbage polluting the seafloor. It spits a noxious stream of liquefied garbage at those who would try to clean up its trash domain.
Trubeon's extendable tongue is made up of garbage, much like the rest of its body. It needs to regularly consume trash to maintain itself, or it may lose the ability to extend its tongue great distances.
Trubferno has a hoarder mentality, collecting large amounts of junk and storing it away in stashes. It's quite greedy and paranoid about its collections, preferring to burn them to ash rather than share them or have them taken away.
Trubplup takes over small junkyards or dumps to live an isolated life among the garbage. If intruded upon, it kicks and flings nasty lumps of garbage from its body to repel the intruder.
Trubpunny is very self-conscious due to its appearance and nature as a being made of garbage. It takes quite a bit of gentle coaxing to convince it to warm up and let itself enjoy being near others.
The rubbish forming Trubat's wings regularly loses cohesion and falls off, leaving it grounded. It rifles through and eats the contents of garbage cans to help hasten their regeneration.
Trubedo lives in ocean waters with high pollution rates. It gorges itself ravenously on trash in the ocean, making it rather efficient as a way to help clean up the garbage polluting the seas.
Trubnea clubs at opponents with its thick trashy limbs. It consumes and hoards garbage and discarded sharp objects, so it can use the gathered garbage to fire pointy projectiles at foes from afar.
Trubth pilfers coins lost among garbage and refuse, hoarding it until its bags are full to bursting. Some bags rip and leave behind its coins, causing it to continuously hoard the same bits of change.
Trubder feasts on trash, placing itself in urban and residential areas where such things are common. It may use its tongue to slurp up food from passersby that aren't paying enough attention.
Garbgela makes its home in a garbage can, subsisting on the trash thrown away by humans. When it pops out of its can, it is typically to drive others away, as it has a very grouchy personality.
Garbown plucks garbage from containers and uses it to draw symbols upon the ground. It's believed this habit is an attempt at communication, but none have yet discovered meaning in the trash's shapes.
It battles using assorted bits of trash fashioned into weapons and armor. Despite the shoddy appearance of its weaponry, it wields them with skill and precision in battle, making them far more effective than they seem.
Some of the garbage comprising Garbmence's body drips and falls off of it as it soars across the region. It needs to regularly stop and feast on trash dumps in order to regain some of its lost mass.
The garbage comprising Garbrock's body is so tightly compacted as to be as solid as stone. It picks up discarded litter from mountain travelers, using the trash to further strengthen its armor of refuse.
Garbcham meditates beneath huge piles of garbage within dumps, seeing it as the perfect place to hone its mental fortitude. Attempting to clean up its trashy home results in it turning aggressive.
Carnaw's propensity for biting things increases the more of them are together. A sufficiently sized group will go into a gnashing frenzy, capable of tearing a high-rise building apart in minutes.
Carbat operate in small packs to take down larger prey, but once the target is felled, all group cohesion is lost. Ravenous greed compels them to try and eat as much as they can for themselves, turning mealtime into a free-for-all.
Carzor's pincers clamp down at a rapid pace, their sharpness and strength allowing them to tear a target apart in seconds. Rivalries in the wild are particularly vicious as two Carzor try to rend chunks off their rival to establish dominance.
Cartomp inhabits larger and deeper swamps, swimming around deep in the muck. Once it senses another creature stuck in the muck, it goes into a hungry frenzy and attacks.
Carts uses its psychic senses to locate those around it with the meekest demeanor to bite. It seeks them out specifically because it is itself too weak-willed to go after anything that might fight back.
Careon easily goes into a feeding frenzy, grabbing anything edible with its tongue and gnashing it with its strong jaws. During this frenzy, its color changes to match whatever it is currently chomping down on.
The underside of Carleon's flippers have a set of sharp fang-like protrusions. Slapping and scarring others is an act of dominance over another Carleon, an attempt to establish a pecking order among the group.
Carink's jaws gnash in time with the rotation of its gears. Should it sniff wounded prey, the gears go into overdrive and its mouths chomp at an extremely rapid pace, ready to tear its prospective meal apart.
Carxew groups reflexively sharpen their tusks as a whole; when one begins grinding against a rock or tree, they all instinctively do the same so every member has pristine and sharp tusks.
Carbink is able to sense when stones and gems develop cracks and weaknesses. Once it detects a damaged rock in its vicinity, it quickly descends on it and devours it in seconds with its tough jaws.
It's been discovered that Cardisc are highly receptive to chocolate. Ships now often carry surplus containers to toss overboard and placate schools of Cardisc to keep them from becoming aggressive.
Cartrio lies in wait beneath the ground, able to sense the vibrations in the dirt above it. It attacks prey from underneath, opening a hole in the ground for the target to fall in before all three go into a gnashing feeding frenzy.
When Carobat has sniffed out large prey, it dives and latches onto them with its nose before letting out a shrill cry. This call summons the rest of the flock to descend on the target and begin the feeding frenzy.
Sharpyu rests against underwater surfaces until something swims past it, triggering its hunting instinct. It locks onto prey and rotates rapidly towards them, each limb viciously sharp and capable of making deep, deadly cuts.
Due to its malleable body, its skin is too smooth and its fangs too soft to cause damage. That fact it has to mimic other Pokémon to be a threat causes it no end of vexation.
Sharpgon zooms through the waters at breakneck speeds, tackling hard into anything that ventures its territory. On occasion, submarines have mistook Sharpgon attacks for being hit by torpedoes.
Sharpto is a hunter inhabiting bodies of water within caverns. It isn't the fastest when swimming, but leaps onto land and scuttles with surprising speed, biting hapless creatures and dragging them underwater.
Sharpnite cuts through the air and the ocean depths with the same incredible speed. With its extreme strength and aggression, it is considered an apex predator of both biomes.
A confirmed sighting of a wild Sharpdrill is considered an emergency, due to its extremely violent and territorial nature. Nearby towns are issued stay-inside warnings until professional Trainers can come and successfully deal with Sharpdrill.
Sharpsaur fight for territory by using their vines to fling the razor-sharp petals of their flower bulbs at each other. The more scars a Sharpsaur bears, the more respect it commands from others.
Sharpmory jets through the air at impossibly fast speeds, and can cleave trees in two with its sharp limbs as it flies past. It produces Sharpedo-shaped explosive projectiles to launch at opponents and prey.
Sharpvyle is fiercely protective of underwater plant-life. If an unwelcome guest ventures too close to its territory it fights fiercely to defend it, never stopping its assault no matter how scarred and injured it gets.
Sharpziken is an incredibly vicious opponent to face in battle. It won't stop clawing, kicking, or biting at a foe until they or it are covered in wounds; a Sharpziken judges the quality of a fight by the number of battle scars left behind.
Sharptomp gains multiple scars over its lifetime due to vicious fights with rivals in the wild. When the scars ache, it applies mud on the wounds to temporarily soothe the pain.
Sharpts has a strong urge to bite those who swim past it, though its bite is rather weak. It tries to growl and be intimidating, but even a light retaliatory tap will send it swimming away, crying in terror.
Despite it having great hunting instincts, Sharpvoir's personality is sweet and almost childish. The sight of it happily singing next to freshly-caught prey has been described as disconcerting to many.
An aggressive undersea hunter, Sharpeon grabs onto speedy swimmers with its tongue, gnashing its teeth as they are pulled into its maw. Its tongue is covered with scars from biting itself during these feeding frenzies.
Due to Sharptle's dense and heavy body, it is far less mobile in the water than on land. It is highly aggressive and ravenous, hunting and eating prey up to eight times a day.
Sharpferno's tail ends in a bit of water that can be hardened to razor sharpness. Rivals in the wild fight viciously with these blades, gaining innumerable cuts over their body in the process.
It has an extremely aggressive streak and seeks to battle any powerful opponent it can find, especially others of its kind. Sharpslash wears every chip and scar on its blade with pride, as each signifies a vicious fight.
Sharpslash considers sunken ships its territory, and strikes viciously at any who would trespass on its home. It's known to be especially aggressive and violent towards Dhelmise.
Sharpveon greatly prefers a solitary existence, eschewing most types of companionship. If agitated, it whips its many ribbons around wildly, the edges of which are sharp enough to leave deep gashes.
Sharpuff's song carries great distances across the water, sending distant prey into a helpless slumber. With its quick swimming speed, it can snatch up its sleeping target with ease.
The edges of Sharpink's gears are extremely sharp. It fires the smaller gear from its body at distant prey, cutting them and allowing it to track them easier by following the scent of blood from the wound.
Sharpish grinds its sharp teeth together to activate its psychic powers. It immobilizes prey from a distance, and speeds towards it at remarkable speed, ensuring its target has no chance of escaping it.
Using psychic power, Sharpbra pulls together flotsam and creates its own small ship to commandeer. It often amasses a crew of other Pokémon, leading them with ruthless efficiency.
Sharpnix's strong jaws let it bite through solid stone as if it were soft soil. It is a highly dangerous predator, able to cut through an entire mountain range in minutes to hunt down prey it has caught the scent of.
Phantbone defends lost children in the woods, standing up to more fearsome Ghost Pokémon that might prey on them. No matter how outmatched it is, it refuses to give up and abandon the child it protects.
Phantras acts as a kind and gentle guide to lost children in the woods. It places them onto its back, floats to the forest entrance, and gently sets them down before vanishing into the trees.
Phantgon are considered a great nuisance by families with children due to their tricks. It hides within the child's electronics, waiting until they're alone before filling the screen with scary imagery.
Although Phantomp is quite friendly, it has accidentally scared off many potential new friends. It rises from forest swamps, floating through the air covered in gunk, making many think it is some malevolent mud spirit.
People are often terrified by Phantvoir's crying carrying across the forest at night. However, it means no harm and only cries due to its meek nature and feelings of loneliness.
Phantwig prefers consuming the soil around dead plant life. At the darkest point of the night, one can see a faint, eerie glow emanating from the leaves on its branches.
Phantle sleeps during the day, venturing out in the evening to let moonbeams nurture the plants on its back. The plants emit a scent that only Ghost-type Pokémon can sense, making spirits flock to it at night.
Phantlup loves to prank lost travelers, particularly children. It hides away in the dark of night and blows a series of bubbles that emit an eerie echoed version of its cry, in an attempt to spook them.
Phantgrigus hides itself against the gnarled back of the trees in its forest home. If trespassers draw too close, it swings open to reveal ghostly hands that drag them into its coffin-like body.
Phantolu's aura sense lets it detect the fear of children lost in the woods. It follows this emotional signature so that it may come to their defense and protect them from the forest's dangers.
Many parents in ocean-bordering towns warn children not to play near the water at night. According to their tales, Phantedo will float up from the ocean at night to bite down on unsuspecting children and drag them into the sea.
Phantpuff floats around forests at night, offering lost children the chance to partake in some of the sweet candy from its body. Those who accept are believed to be cursed, and will become Phantpuff when they pass on.
A malevolent forest spirit, Phanter phases in and out between the trees of its home forest. It especially loves to haunt and torment lost children and hear their cries.
Trenair pretends to be nothing more than a dragon-shaped tree while observing those who wander into its forest. Those it deems a detriment are forcibly expelled by the ghostly powers emitted from its horn.
The thick foliage on Treffy's head and neck contains a strong electrical charge within each leaf. It lures trespassers traveling at night with the glow of its tail, bringing them closer so it can deliver a paralyzing jolt.
Every Treco claims a tree as its own, remaining attached to a limb until something disturbs it. It rockets down from the tree in response, mercilessly assaulting the interloper with ghastly ghost powers.
Trelax chases after those who enter its forest, making spooky noises and threatening gestures. If a traveler offers it food, however, it is instantly placated and will leave them alone.
Extremely aggressive, Treslash crushes anything that enters its territory as a show of overwhelming power. Rarely, it has been observed searching for and gathering up huge shiny gems to hoard in its den.
Treslash curls up in forests and resembles nothing more than a thick bush. It sleeps most of the day, but if it senses litter in its forest, it immediately goes on the attack and fires sharp leaves from its back at the defiler.
Trebite scratches its talons against tree trunks in order to keep them sharp. The bark of its body is said to possess healing properties when powdered, but Trebite is very resistant to attempts to acquire its bark.
Trequaza resides high up in the sky, patrolling over its chosen forest domain. Causing harm to its territory will make it descend from above and blast the perpetrator with a cursed energy beam fired from its mouth.
Tregigas is said to house the essence of countless trees that have been chopped down across history. Legends say that if one stumbles upon its home, they will be forcibly transformed into a tree.
Trerai watches over forests in secret, following those who desecrate its land until they fall asleep. As they slumber, it infests their dreams with horrific nightmares of living trees as punishment for their crimes against its home.
Tretios roams across the lands, flying from forest to forest to observe them. Though not overly aggressive, it will spirit away those causing harm to the trees, transporting them far away.
Ostensibly a guardian spirit of the forest, Trekoth's swipes are slow and unenthusiastic. The most it can muster to deter unwelcome visitors is a somewhat creepy wailing cry.
Considering itself a defender of small plant-life, Treish patrols forests and gardens at night, flinging leaves at potential trespassers. Though small, these leaves possess sharp enough edges to leave nasty cuts.
Very sneaky and sly, Tredo remains immobile and pretends to be a normal tree until it is time to hunt. It waits for unsuspecting prey to turn their back, before its roots launch it at blindingly-fast speeds to chomp down on its next meal.
Tretump uses its spiritual power to take control of trees at night, manipulating their branches and roots. It uses this primarily to frighten children that wander unattended into its forest home.
Bits of a wooden shell circle around Treor, levitated by a strange energy from its core. It manipulates these pieces both as projectiles and as armor when forced into battle.
Should it need to frighten others away, Treduck lifts off the head of its wooden body and levitates it around using psychic powers. It tends to get a headache once the head is reattached afterward.