Page 8 / 10 of 9935 pokedex entries by sk372.
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Golgon resembles an extremely old, outdated depiction of a Golbat.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.
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.
Golmuku opens its mouth extremely wide to fling out a large amount of its innards all at once. Said innards contain poison points that allow it to inject venom into prey from quite a distance.
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.
Goler's poison in its fangs is rather weak, so it compensates with a powerful bite force. Its large mouth can chomp down and shatter solid stone without breaking a sweat.
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.
Stunamo stick together in schools for the sake of self-preservation. When one member of the school is touched, it triggers a chain reaction, causing every member of the school to release electricity into a single spot for maximum power.
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.
Sablpert carries with it a giant gem that works as a shield to deflect blows. If an attack manages to blemish its precious jewel, it flies into a rage and attempts to crush its foe with its bare hands.
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.
Sablphish uses its claws to dig through the dirt, sand, or stone in search of gems to eat. Its small mouth means it needs to crush found jewels into small pieces using the power of its pincers.
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.
Venipius plucks the fruit from its neck to leave on the ground as a trap. Clueless prey may stumble across the food and consume it before being overtaken by the fruit's powerful, poisonous properties.
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.
The tips of Whirliotto's talons deliver a potent poison when they manage to scratch flesh. It tucks into a ball while airborne and spins to deflect attacks before seeking shelter away from danger.
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.
The swirling energy comprising most of Whirlitomb creates an invisible shield that protects its eye. It rarely emerges from its stone unless in great danger, as it conserves energy so that its evolution will be completed faster.
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.
Scolitomb's body emanates large amounts of toxic mist whenever it manifests. Aggressive by nature, if the passive fog it generates can't reach a target, it breathes out a concentrated mist that travels much farther.
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.
Using a Tyrunt disguise, Tykyu attempts to bully other Tykyu by biting them with its jaws. Due to the soft material comprising the disguise, these bites are entirely ineffective and harmless.
Despite Tytrum's great size and strength, it still behaves in a bratty and uncouth matter. It insists on being pampered, and goes into quite the destructive tantrum if ignored.
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.
Tyranlax is a greedy glutton, gorging on massive amounts of food at once until it is bloated and full. Trying to steal a meal from it is considered the height of foolish recklessness.
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.
Emerging from within the skeletal remains of ancient Pokémon, Tyrantomb is a master at intimidating others. It manifests itself with a thundering roar that can give even the bravest Pokémon pause.
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.
Tyrandreigon was considered one of the highest apex predators of the planet in ancient times due to its titanic strength and vicious temperament. Battles between rivals for territory would leave large swaths of land completely destroyed.
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.
Tyrantrum lies prone, pretending to be mere skeletal remains until hapless prey wanders near and it springs into action. Its bones are as solid as steel, and even if it were knocked apart, it would reform itself shortly.
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.
Snoligatr's hefty coat keeps it warm in frigid waters, but leaves it almost completely blind. Hunting via a sharp sense of smell, it takes down Pokémon such as Dewgong and Seaking as its prey.
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.
Snogma's semi-liquid body is quite sensitive to cooling temperatures around it. If it gets too cold, it retracts its whole body into the cloak it wears on its head until the conditions improve.
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.
Snotomb remains within its stone when the temperature drops low, the rock providing its spectral body warmth. Only when the temperature rises above a certain degree will it cautiously poke out from its place of safety.
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.
Some believe Glatomb formed from the souls of those who succumbed to the frigid cold, gathering as one. Supposedly if one is attacked by its ice-cold breath, they will be frozen solid and have their soul forcibly joined with Glatomb.
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.
Glatrum refuses to allow anyone to travel across the frozen realm it calls home. Any that are found by it are frozen solid by its icy roar before being violently kicked out.
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.
Glakoal expels ice-cold mist from its mouth and the pores on its shell. It blankets its home in a freezing fog to deter travelers from invading its territory.
Frosfree's wings are primarily composed of a very reflective sheen of ice. It is said that those who see their reflection in its wings will be frozen solid before being carried off to Frosfree's den.
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.
Frosrom's presence alone causes the mountains it dwells in to be wracked with a combination of thunderstorms and blizzards. Only the hardiest of Trainers are able to trek through these conditions and find Frosrom's den.
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.
A curled-up leaf acts as a shell for Oddnyte to retreat into should the need arise. As well as protection, it can also provide Oddnyte warmth overnight after growing hot from absorbing the sun's rays.
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.
Oddmega spends the day clinging to the upper branches of trees, absorbing what sunlight it can through its wings. It becomes active at night, spreading a pollen from its wings that slows down prey that tries to flee from it.
Oddvoir can be found traipsing through flower gardens in the wild, particularly during the evening. It shakes off sharp leaves from its hips that home in on those who would try to harm the precious flowers.
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".
Pollen is released from Oddon's petals whenever the metal plate on its head is struck. Flowers touched by the pollen have been noted to grow more resilient to harsh conditions.
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.
Oddrachi will rarely appear during moonless nights, materializing within gardens that have been kept immaculate. Supposedly it grants the tender of the garden a wish for their dutiful care of precious plant life.
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.
Oriceon's dances can provide the surrounding area with hot or cold wind, depending on its actions. Dancing with its wings spread provides heat, while dancing with them closed generates cold.
Oritomb sways its body rhythmically when it manifests, dancing to its own tune. The movements generate heat within its body, letting it toss fire about at anything that gets too close without missing a beat.
When Orichomp runs, it moves its wings in such a way as to cast flames behind it, leaving trails of fire in its wake. Using this, it surrounds a target with quick movements until the fire walls leave them with no chance of escape.
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.
After the completion of a dam, Oribarel celebrates by dancing in front of the completed structure. On occasion, its dance is too overzealous and causes flames to emit from its wings, burning the dam down.
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.
While Oriform's body protects it from the snowy climate, it sways back and forth to produce heat. Other Pokémon eagerly crowd around it to gain respite from the cold.
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.
After manifesting, Oritomb bounces and bobs about as if dancing to music. These motions stir up electricity within its body, letting it shoot arcs of lightning in self-defense while continuing to dance.
Those caught in Oriwile's false mouth are thrashed about as it swings the jaw around. This stimulates electric energy within it, causing the victim to be electrocuted before eventually being spat out.
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.
While hiding among the treasures hidden within temples and tombs, Origrigus watches out for thieves. It shakes its shadowy limbs when they arrive, generating lightning bolts meant to force the intruders to retreat.
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.
Oridreavus flies quietly through graveyards on the darkest of nights. It is said to sway and dance over the graves of those who died with negative emotions in their hearts.
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.
Oribish has been spotted in graveyards, consuming litter that thoughtless people have left behind. It dances near the gravestones that were close to the trash, as if to apologize to their spirits for the desecration.
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.
Trubswine gorges itself on trash found in landfills before falling asleep among the refuse. Those that mistake it for more garbage and try to clean it will be given quite the shock as the startled Trubswine squeals and shuffles off.
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.
Trubtomb's health is directly tied to how much garbage surrounds the specific piece of trash it is tied to. Its strength improves the more trash is accumulated, but so does its pungent odor.
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.
When Trubeal isn't eating garbage for a snack, it can often be seen rolling around in it for fun. This causes a bit of grief for its owners due to the mess and stench it inevitably causes.
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.
Garbpie's wispy form emits an extremely pungent odor when it is hungry. Ironically, feeding it exceedingly smelly garbage is the best way to sate its appetite and eliminate its stench for a while.
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.
Garbleon acts as a guardian of trash dumps, and a protector of the trash-eating Pokémon. It will allow humans to make offerings of trash for its domain, but attempts to clean or scrounge from the area will not be tolerated.
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.
Carzing stores water within its body, which it can shoot out from its many large pores. It uses this to propel itself through the air to chase after prey that escapes onto land.
Cartini's appetite increases dramatically when it is time for it to shed its skin. It devours a meal in seconds to give itself the burst of energy needed to shake off the excess layer.
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.
Carown's small mouth rapidly gnaws into trees, rocks and other materials, rarely if ever biting at organic creatures. The gashes it leaves behind in what it eats take the form of strange symbols of unknown meaning, if any.
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.
Cartomb viciously responds to anything coming near it by emerging from its stone and gnashing its teeth. Cartomb are compelled to slowly seek out others of their kind to form schools to more easily take down prey.
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.
Sharpkou courses through both the land and sea with the speed and ferocity of a lightning bolt. Stormy weather follows it wherever it roams, lending the perfect backdrop for it to hunt in.
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.
Sharpturne refuses to let a target escape once it has set its sights on them. It uses a specialized harpoon gun to ensure it can latch onto its quarry and reel them back in if they try to flee.
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.
Phantomb is malevolent and opportunistic, hiding away until the perfect time to strike. When travelers are weak and alone, it manifests its ghostly visage and grabs them, spiriting them away to parts unknown.
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.
Tretomb is a highly malevolent Pokémon inhabiting the deepest and darkest forests. Tretomb has zero tolerance for visitors, seeing them as something to be dealt with immediately and viciously.
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.
Treslash rarely uses the bark-covered blade when dealing with intruders to its forest. Its shield grabs them with its root-like tendrils, before Treslash crushes them with its tree-trunk-sized claw.
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.
Trexew uses its tusks to carve markings into the bark of trees in its home. These markings are indicators of its territory, and Trexew will turn aggressive if these markers are ignored and trespassers delve further into the forest.
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.
Tredaunt uses its large claws to tear apart trees in order to build its own dens. Anything that disturbs its new home will be chased off with a combination of its physical strength and ghostly powers.
Trechamp's arms are huge enough to carry it around easily, so it's rarely seen actually standing on its own feet. It lumbers throughout dark forests, ready to strike down those who would disturb the woodland's peace.
Tredash gallops past forest travelers with an eerie whinny. Superstitions say that it will force unwelcome guests onto its back, held there by ethereal forces, and carry them off into the afterlife.
When Gloode explodes, it releases a large burst of pollen from within its body. The putrid stench left behind can linger for weeks, and weakens plant life in the vicinity.
Gloolee generates more and more of its pungent aroma the more it uses its feet. As it exerts itself, it sweats the same honey-like nectar often seen drooling from its mouth.
It cuts down large swaths of the most pungent flowers to eat. These flowers are what give its honey such a foul stench in addition to the enjoyably sweet taste.
Glootata smears the smelly drool from its mouth within the walls of homes to signal others to come make their homes there. Because the stench is so foul, it's easy to identify a home in the midst of a Glootata infestation.
Gloobull's strong sense of smell means it gets agitated by the stench of its own flower. When it sneezes, it sprays its sticky, stinky drool all over the areas in front of it.
The foul stench of its drooling honey is lessened after it consumes large amounts of sap, so Gloocross owners often keep them well-fed to manage the smell. This has led to a mild obesity problem in domestic species.
Gloopy can expel a stinky cloud of pollen siphoned from its flower out of its trunk. The constant usage of this technique for self-defense has led to the unique discoloration of said trunk.
Gloo Jr. is compelled to mimic the movements of others it spots traveling by its home. The exertion of its dance-like mimicry causes its already pungent odor to get markedly worse.
Gloovoir's flower and the nectar dripping from its body carry a noxious and pungent aroma. It carefully and subtly manipulates its Trainer's senses so they never sense and become bothered by its stench.
Glootomb's gaseous form is incredibly smelly and causes most Pokémon to give it a wide berth. Aside from the stench, it is harmless, and its presence actually bolsters the growth rate of nearby plant life.
Glooqueen loves to pull others into a hug and offer the honey-like nectar it drools out. The offer may be well-intentioned, but the pungent aroma of Glooqueen's flower will linger on the person hugged for quite some time after.
It drools honey from its mouth to lure in prey while it remains sedentary. Even if something eats and escapes, the magnetic content of its honey allows it to use its own magnetism to draw them back to its mouth.
Glooveon uses its ribbons to smear the honey-like drool it makes on those it likes. The drool is rather pungent but quite sweet and contains a calming property that helps alleviate stress quickly.
Gloorade can dispense incredibly toxic and noxious fumes from all three of the flowers on its body. It may cover itself with a toxic fog before lashing out with thorn-covered vines while it remains hidden within.
Although pungent, Glootik's small size makes its stench almost imperceptible to larger creatures. It marks its favored feeding spots with its smelly drool, letting other Glootik know of a good source of sustenance.
The pungent scent of the drool that constantly leaks from its mouth repels most undersea predators. Ships have taken to having at least one Glooedo follow them to reduce the chances of being attacked while sailing.
The foul stench from Glooras's twin flowers drives off friends and foes alike. The drool dripping from its mouth encourages fungal growth in the ground it drips on.
The parasitic mushroom has neutralized the organs that cause the foul scent of its drool. This allows it to leave sticky, odorless puddles around its territory to trap unsuspecting prey with.
The noxious smell of Glooadier's drool is enough to make the average creature sick to its stomach. Using its long tongue, it coats foes with the stinky saliva to make dealing with it in combat much more difficult.
Gloogeist waddles through the night, its torso glowing eerily from the liquid it leaks. Though the fluid tastes pleasant, it is actually highly toxic and should be avoided at all costs.
Many bugs are drawn towards the honey that drools from Gloodred's mouth. To ward them off, it dispels a noxious, cloistering pollen from its speaker-like ears.
It has a tendency to mark territory by rubbing its foul-smelling drool on objects it claims ownership of. The marking is difficult to clean and remove the stench of, making it an unpopular pet.
Noigon tries to hide behind files and icons on computer screens, letting out a surprised shriek when discovered. Said shriek is shrill and high enough in pitch to potentially crack the screen it hides behind.
Highly friendly and sociable, Noigey is a problem for urban areas due to the volume of its chirps. Even a small flock communicating with each other could blot out all other noises or even cause damage to nearby glass.
Noikip hides itself beneath mud puddles with only the appendage on its head poking out. The organ can emit an ultrasonic pulse that downs insects flying by, making them easy pickings for Noikip to eat.
If Noilia senses danger nearby, it vibrates the appendages on its head rapidly. The movement causes ultrasonic waves to pulse outward that knock out those close to it, giving it time to escape.
Noiferno creates ultrasonic waves with a high-pitched shriek, disorienting those nearby. A bit of a prankster, it has been known to do this to travelers in order to steal items from them.
Noilup blows a number of bubbles when it feels like it is in danger. Upon popping, the bubbles release a small burst of ultrasonic waves that can be highly disorienting to anything nearby at the time.
Noiveon's sensitive ears can pick up minute fluctuations in a person's body functions relative to emotions. This has lead to the half-joke among owners that it can hear sadness.
Noiolu's strong hearing as well as its ability to faintly sense another's aura gives it excellent tracking abilities. Once it has targeted a foe, it will relentlessly pursue them until it bests them in battle.
While swimming past prey at blinding speeds, Noiedo emits powerful ultrasonic waves. These waves disrupt a Pokémon's equilibrium, eventually dazing them enough for Noiedo to easily prey on them.
Noilu is extremely friendly towards humans, often landing and resting on the heads of those traveling through its caves. If anything aggressive comes close to its new friend, it assaults the foe with debilitating ultrasonic waves.
Owners of Noitty insist that one will always know when it is feeding time. Its insistent, high-pitched calls resonate at an ultrasonic frequency strong enough to cause ringing ears in anyone within 50 feet.
Noisprout roots itself to the ground to enhance its senses. Its ears and roots both sense the vibrations in the air or ground to alert it of the approach of potential dangers.
Noiduo's two heads can release ultrasonic waves to disorient others as a method of hunting and self-defense. If it is not careful, each head could also disorient the other, causing a multitude of issues.
While fearsome in dim lighting, Noidon is deathly afraid of bright lights. Even a glimpse of sunlight will send it into a panic, boring holes with its horn to dig a hole or cave for it to hide away in.
Noicross's hearing is strong enough that it can sense the faint drip of honey and sap moving beneath tree bark. This lets it seek out the freshest sources for it to dig up using the horn on its head.
Attracted to the scent of fungi, Noinub swoops through the forests at night, making nary a sound. It has been known to hunt Shroomish and Foongus at times when normal fungi are scarce.
Noikou hunts at night, striking from the tops of trees or clifftops. It takes off into flight hard enough to create a thunderclap when it goes airborne.
In the light, Noilia is shy and reserved, hiding away from social contact. In the dark, it grows in confidence and captivates audiences with the smooth and graceful movements of its dances.
Noiquaza only descends from the ozone to hunt on moonless nights. Under the cover of pure darkness, it frightens and stuns prey with a ground-shaking sonic screech.
Flying in complete silence, Noilass is a dangerous hunter inhabiting cold mountain areas. Many stories exist of travelers waking up to find their entire party either missing or frozen solid due to Noilass.
Highly sneaky and crafty, Noilass has an obsession with hoarding the most beautiful of jewels and gems. Security systems the world over curse Noilass's name, as it always seems to know a way around their defenses.
During the day, Noicolo is almost harmless and quite amiable, dancing the hours away to a tune all its own. When night falls, it becomes a very aggressive hunter, moving with a dancer's finesse and agility.
Intrigued by human courtship, Noidisc has been spotted often hiding close to couples on evening dates near mountains or caves. Depending on the couple, this is either adorable or annoying.
People were intimidated by Swabone when they first sighted it due to the makeshift scythe it wields in its talons. It's quite harmless, however, only using the tool to clear out tall grass to better pick at the ground for seeds and other food.
Clicking on Swabgon while it's inside one's computer causes it to sing a digitized bit of beautiful music. There's no set ending to the song; the music only stops once Swabgon feels like stopping.
The cloud-like fluff on Swabtini's body slowly grows over time until it covers it completely. It sheds the fully-fluffed skin within the week, and begins growing a new cloud layer shortly after.
Swabgey is a popular pet in affluent neighborhoods for their plumage and vocals. Swabgey owners will regularly get together and create a chorus with their pets' songs.
Swaba makes its home in forest areas with heavy mist. It uses its cloud-like wings to help blend in with the misty haze and hide it from potential predators as it forages.
Swabrak's webbing is made of the same cloud-like material that grows across its body, which thins out as it weaves webs. If it spins too much web too quickly, it goes bald and can't create new webs until sufficient fluff has grown back.
Swabtu prefers to hide within clouds or fog when flying to obscure itself from potential predators. Its strong eyes let it see clearly through these hazes and spot movement even from vast distances.
The fleece on Swabffy's head is the only patch that can be safely sheared from it. The fluff on its torso is crucial to ensuring its electrical circulation reaches from one wingtip to the other.
As its light body is carried along by the winds, small pieces of the cloud-like matter on its body fall towards the ground. These clumps are highly sought by Pokémon possessing a sweet tooth.
Swablax carries two sticks of sweet cloud-like fluff it creates wherever it goes. It has two different mouths, so each one eats from its own stick of candy.
The small hair on Swabts's head is highly attuned to its surroundings, making up for its poor eyesight. It likes to shower those it's fond of with bits of fluff dispersed from its dome.
Swabvoir is extremely popular for its melodious voice and gentle demeanor. When it sings, a voluminous rainbow emanates from the clouds of its body, arcing over towards those listening to its song.
Young Nidoran will flock to hear Swabran's soft and sweet song voice. Nidoran parents enjoy having one around to help corral their children with their song when they are being rowdy.
The cottony fluff surrounding Swabtomb is dense and thick, absorbing most physical blows and protecting its soft body. Its melodic voice also weakens the strength of those attacking it, further aiding in its defense.
A set of fluffy cloud-like piles of fluff rest on top of Swabtle's shell. Many small flying Pokémon take shelter in these clouds for rest and safety, which Swabtle is all too happy to provide.
Swabferno creates a larger, agile body out of clouds to make itself more mobile and strong in battle. With enough concentration, it can even ignite the body's limbs to give it a little more of an edge.
Swabpix is known for its melodious singing voice, but also for its short temper. Interrupting its song for any reason results in it igniting its tail and indignantly flinging fireballs.
It sings a happy chirping song and prances about when the sun rises. When it charges up electricity, the clouds of fluff on its body spark and rumble like faint thunder.
Swabrunt has a vibrant and upbeat personality, greeting every morning with a happy song. Lacking arms, it interacts with the wider world using the beak-like fang on its upper jaw.
Swablass's docile and cute appearance is a facade meant to lull others into a false sense of security. When their guard is down, Swablass freezes others solid with gusts of freezing-cold air from its wings.
Swabish is known for helping plants propagate across the land. It carries seeds in its mouth and flies by flapping its cloud-like petals, planting the seeds when it lands.
Swabtump possesses a hauntingly beautiful voice, heard singing in the dead of night in forests. It uses this bewitching song to lure children into its home; those who do are almost never seen again.
Swabgull's lightweight body and wings mean it can only fly well on days with little to no wind. Flocks will band together and fly closely in order to increase their mass and resist stronger gusts.
The soft fluff on Swabduck's arms has a soothing property, making it excellent at calming others with light massages. It mostly uses it to rub its own aching head, though.
Swabra uses its telekinesis to gently lift others so they can experience something akin to the joy of flight. It's also quite proud of its cloud-formed mustache.
When flexing, the cloud-like fluff on Swabchoke's chest expands. Rivals will have flexing contests to see which one has the most expansive and thus most impressive chest-fluff.
It has a spirited and combative personality, always eager to spar with others. Because its arms and fists are made of clouds, its punches don't pack much power.
Swabler gathers up small stones to hide within its cloud-like limbs. When battling, it flings cloud orbs filled with rocks to pack deceptively potent punches on impact.
The stick it carries is tipped with a cloudy substance it regularly produces. It offers this up to those it is close to; the flavor of the cottony confection is powerfully sweet.
Swabdrio's three heads all possess the same melodic voice and love of singing, but do not harmonize well. Each attempts to sing a different song, leading to fights when the songs overlap.
Although fluffy to the touch, within the center of Swabnix's cloudy tail segments are solid stone. If it feels threatened, it won't hesitate to swing its body around and send an agitator flying.
Altasir's cotton-covered pincers are strong, but just as able to hold onto things gently. It has a kind disposition, using its pincers to help small Pokémon reach berries or climb up trees they have fallen from.
Altakarp is weak, but has a rather pleasant singing voice, provided it remains underwater. If it tries to sing above water, it can only emit raspy and gurgling songs that draw no positive attention.
One can often spy an Altanium residing in the middle of flower fields, singing with a melodious voice. The cottony puff around its neck spreads along with the breeze, clinging to flowers and providing them nourishment even in adverse weather.
Altadile possesses a melodious voice and enjoys sitting by rivers and singing to itself. If other Pokémon get too close while enjoying its song, it delivers a painful nip with its beak, without even stopping its singing.
Altagon2's digital voice is very pleasant to listen to, making joyful melodies whenever it sings. Many different media use samples of Altagon2 songs in their musical scores.
Every spinning swing of Altatop's limbs leaves behind a cloud trail. It uses these to confuse opponents by slowly enveloping and obscuring its battlefield movements over time.
Small chunks of Altakou's cloud-like mane will periodically separate and float away from it. Supercharged with its electrical energy, they quickly turn into violent miniature thunderstorms.
Altaplup keeps to itself in the wild, finding solitary spots to practice its melodic singing. Its competitive nature makes organizing a group chorus a chore, but when successful, the music they can create is impeccable.
Altacott is all too happy to let others rest their head against the soft and luxurious fluff of its body. While they lay against it, it soothes them with the melodious sounds of its voice, which ensures pleasant dreams.
Altaxorus has a caring and protective nature. It shelters smaller Pokémon within its clouds, defending them from predators with strong swings of its axe-like tusks.
Altabat has excellent lung capacity, letting it sing its melodic song for over thirty minutes straight at a time. Its music echoes across its cavernous home, soothing the wild Pokémon and making them less aggressive.
Altalu's large wings let it glide for long distances during windless days. However, its small frame means strong winds will disrupt its flight and send it tumbling through the air as it is swept up by the wind gusts.
Altaloud's voice is as beautiful as it is loud. Classical music is its forte, and concerts featuring it performing in locations with excellent acoustics regularly sell out of tickets quickly.
Goobone gets strongly attached to the bone it carries around. It coats it with the goop from its body to deter others from taking it, the mucus leaving it strongly tethered and difficult to forcefully remove from its grip.
Goosey eggs are soft and chewy, like gummi candies. They're quite nutritious as well, so they've become very popular in stores as a healthy treat marketed towards growing, sweets-loving children.
Though Gooreep loves to be pet, caution must be taken for those that indulge it; its gooey coat contains faint traces of electricity that will cause numbness with prolonged contact.
The slime Goockle generates mixes with the berries it juices to create a berry juice that is perpetually fizzy. The drink is somewhat popular for that attribute as well as its tart and sour flavor.
Gooursa loves to smear sweet, succulent honey all across its gooey body. Whatever it isn't able to scoop up and consume normally will be absorbed into its body over time.
When Gooidos headbutts something, the gelatinous dome bursts and spreads an immobilizing goop all around it. The slimy bulb regenerates shortly, ensuring its skull is always protected.
Though it has the appearance of fire, Goowick's flame is made of a gelatinous, slimy substance. It can heat it up to high temperatures to burn others in self-defense, though this causes its own body to begin melting.
The slime comprising most of Gooom's body is painfully noxious and even slightly acidic. Knowing that few can stand to be near it, it isolates itself deep within forests and accepts its lonely existence.
Gooeanie absorbs nutrients from the water via gooey membranes coating its head spikes. It has an affinity towards Corsola, but its similar appearance to Mareanie often causes the Corsola it tries to befriend to run away.
It is best to let Sligon2 inhabit cyberspace as long and often as possible. Within the digital world, the slime dripping from its body is harmless, but in the real world it will quickly melt electronics and machinery on contact.
Slidum propels itself through the air by amassing and then releasing large amounts of slime to jettison it forward. The slime left behind is highly acidic for a time and should be left alone until it becomes less volatile.
The growths on Sliras's back serve to keep its slime production in check. Should they be forcibly removed, Sliras will begin leaking the excess acidic slime, burning and damaging anything that comes in contact with the goop.
It often gets picked on by larger Pokémon due to its meek personality. If bullied too much, Goode will explode in frustration and coat its surroundings with a sticky, electrified goop.
Though generally well-behaved, if bullied Goonaw will latch onto aggressors with its powerful jaws. Though its teeth are not particularly sharp, its gooey saliva is a powerful irritant and weakens muscles after prolonged contact.
Gooret wraps its long, sticky body around others as a sign of affection. The objects of this kind gesture are inevitably coated with gooey slime as a result.
Gootic is attracted to those of kind and gentle natures, compelled to give them hugs often. The slime its body generates seems to give a blessing of good luck while it clings to a person's skin.
Googrowth's many tendrils are made of a soft gelatinous substance. It wraps its large vine-arms around others and pulls them into hugs, which leaves them coated with Googrowth's slime when it finally lets go.
The plantlife growing on Gooterra's back is always thriving with a unique type of fruit with a sticky exterior and juicy insides. It's a favored treat among young Dragon types, who flock to Gooterra when it travels near.
Goorona's slimy coating is pleasantly warm and very heat-resistant. Adventurers in volcanic areas will let a Goorona hug them and coat them in slime to better deal with the extreme temperatures.
Goorunt's cloak keeps the slime its body generates from getting too excessive. Should it lose its grip, the slime will leak all over and cause the immediate area to become sticky and messy.
A loudmouthed braggart, Gooty is always ready to taunt another Pokémon in order to start a fight. The action that usually gets the most reaction is to lob a thick handful of goo from its body into another's face.
Due to its softhearted personality, Gootle's first instinct upon meeting someone is to hide in its soft, slimy shell. Holding its shell while it hides and hugging it softly for a time is a quick way to become friends with it.
Goouk can control its slimy body so that it will not burn or poison those it touches directly. Sludge that falls from it is less safe; though not overly toxic, its acidic nature will at least burn through clothing and other materials quickly.
Regidle prefers inhabiting forests in dry or rocky areas. It uses a special acidic poison in its horn to melt down stones into a soft slurry it can consume for sustenance.
Regireon's internal flame sac leaves its body warm, as if every stone had basked in the sun for hours. Aside from fire breath, it can spit blazing hot rocks from inside its body to repel its opponents.
Most have only ever encountered Regigon while it is inactive, sitting still in rocky areas and not responding to stimuli. It's rumored that knocking on its various sides in a specific pattern will activate it.
Regiew uses psychic power to costruct tightly-packed dens made of stone to sleep in. Every day it reshapes the den with different rocks, never keeping the same design back-to-back.
Regitata is a slow-moving desert scavenger that hides among rock formations until nightfall. It has been known to pilfer trinkets from sleeping travelers on occasion.
Regirogue alters its body slightly after every battle, gathering stones from the ground and attaching them to its limbs. Over time these stones will help shape the fighting techniques it specializes in.
Composed of sand and stone held together via a psychic consciousness, Regivoir can separate and manipulate its rocky parts at will. It's said that as long as its core stone is intact, it can reform itself from any damage.
When Regiceus stomps its feet, great stone pillars rise from the ground in front of it. These pillars seem resistant to erosion, as specimens identified as thousands of years old still appear brand new.
Regipuff behaves in a steadfast manner, rarely responding to threats or dangers. The only exception is if its ears are touched, whereupon it suddenly inflates to a massive size to scare off whatever dares to touch such sensitive spots.
Reginch's rock-solid jaws can crush even the solidest of stones into powder with a single bite. It consumes rocks regularly, storing the minerals within and belching them out as miniature sand clouds to deter and disorient attackers.
Its heavy stone body is always tumbling back to the ground. Regiloon never stops leaping and attempting to fly, however; it's determined to soar above the clouds one day.
Regipede rolls slowly through rocky areas, leaving deep gashes in the ground with its antennae. It absorbs rocks it rolls over to increase its size and defenses.
Regiras makes its home in dry canyon areas, nesting in the crags between rocks. One can typically tell where its layer is located thanks to rock-like mushrooms growing in the vicinity.
Regietta utilizes its sound system to play booming rock music. At max volume, the reverb could shatter the hardest stone around it and easily send intruders packing.
Regith gathers coins, shiny stones and other trinkets as it lumbers around, even physically stealing it from others if need be. It hoards them in select spots, and strangely keeps them organized in patterns resembling the one on its face.
Many scientists believe the stones comprising Regiatone's body come from different planets in deep space. Once a month, when the moon is full, Regiatone's stones will separate and reform in a different arrangement.
Once a day, the prongs of Regilrock's body separate and rearrange themselves into a different order. The gaps left behind during this process emit extreme levels of heat and light.
When Regidash begins to run, its movements begin sluggishly before quickly gathering speed. It gallops across canyons, feeding on stones that will become part of its body and increase its size and strength.
Regiby stays still for much of the day, often being mistaken for a statue or rock formation. It only moves once a day to go into the water and smash the shells of Shellders before eating them.
Regibone carves itself a club and helmet out of solid arctic ice to better survive the frozen wastes. The ice shard it holds is a solid weapon, and also lets it fire freezing beams in combat.
The helmet and ice club it wields have merged with it, making Regiwak's entire body solid ice. It can now freeze water vapor in the air to create an infinite supply of new ice weapons to battle with.
Regizing absorbs ambient moisture in the air and freezes it within its body to keep itself eternally cool and solid. Impurities within the moisture are expelled via clouds of chilling mist that can freeze those they touch.
Reginx displays a lot of haughty and self-absorbed behavior. Those that don't properly bask in its beautiful glory will be hit with a raging blizzard for their impertinence.
Regitwo's vast psychic potential lets it create frozen projectiles through sheer force of mind. Those hit by these shards have an equal change of being rapidly frozen solid or dazed by psychic energies.
If Regiown is in the presence of large chunks of ice, the chunks will start being chipped away by an unknown source until it resembles letters. It's unclear if this is an intentional attempt at communication or not.
Regiring marks territory in its glacial lair by carving deep claw marks in the sides of giant ice chunks. It fires out a circular arrangement of Ice Beams from the dots on its torso when facing down intruders.
Regigon2 can function while in its detached state, but reaches full potential when put together. Those that take the time to meticulously complete the complex process of building it will gain an eternally loyal and greatly powerful ally.
Regitar's core lets it generate a thick blizzard of snow on command, its multiple eyes giving it perfect visual clarity in the heart of the storm. It obscures itself to strike unseen and forcefully banish intruders in its icy mountain home.
Regigrowth is attracted to forested areas, but cannot properly survive in the climate. It uses its icy limbs and tendrils to freeze all the flora and fauna in the area to make the land more hospitable for itself.
Regigon-Z's presence will, without fail, cause all electronics near it to freeze up completely. It may follow this up by directly touching the machines, freezing them more literally as a thick layer of ice forms around them.
Should one come across a muddy pond completely frozen over, it's likely Regipert is living within. It dislikes being pristine and rarely ventures far from its pond or a source of mud to smear on its icy body.
The crystals circling Regitomb are made of pure solid ice that never melts. By rotating them at high speeds, it creates freezing snowstorms thick enough to limit visibility to only a few inches.
So much of Regicario's life is spent in silent, still meditation that it was first thought to be an ice-carved statue upon discovery. It possesses a powerful chilling aura that can freeze a person solid with a single pulse of energy.
Regiceus can erect mighty ice pillars with just a single stomp of its hooves. These icy columns seem impossible to melt, as one was even found in the depths of a volcano, showing no signs of deterioration.
Regiveon can freeze beings solid with just a touch of its ribbons. Before they freeze completely, a euphoric sensation flows through the victim, ensuring the frozen statues are stuck in an expression of bliss.
Regiesect's body is comprised of extremely solid, nearly unbreakable ice. Ice Beams fired from its cannon are extremely potent and can freeze an area a mile wide within minutes.
Regikyu carefully fashions its disguise to look as close to ice as possible. It can generate cold air around it to further simulate ice, but isn't resistant to its own power, causing it to get chills if it overdoes it.
If frightened, Regieary will fire off the ice crystal ears it possesses to freeze its attacker and let itself hop away to safety. The dislodged ears will reform within a day.
Regiling will visit fountains in order to take a dip in the water and cool itself down. Steam rises from its body as it soaks, despite it always seeming to be quite cold to the touch.
Located in remote frozen regions, Regipede is a danger to unprepared travelers. It attacks and bites trespassers in its territory, injecting a toxin that causes the body to slowly freeze from the inside out.
Regice's icy form is so cold that even a dip in magma was observed to have no effect on it. In fact, the reverse occurred, and the magma it was submerged in began to freeze.
Regietta's song drifts through the heaviest snowstorms, compelling travelers to stop and listen. Those who hear the song to the finish are frozen solid when the final crescendo ends.
Regietta utilizes its sound system to play chill and relaxing music. At max volume, the reverb could shatter the solid ice around it and easily send intruders packing.
Regisect uses the pointed icicles on its front limbs to burrow its way deep into icebergs, hibernating much of the year. As it slumbers, the exterior of its frozen home grows mushrooms made of ice.
The ice comprising Regizma's body is so bright that looking at it for prolonged amount of times risks potential blindness. If its power grows too large, it dissipates its energy by firing freezing light beams in all directions.
The first Regior specimen found was embedded deep in an arctic glacier. It is difficult to study, as it regularly freezes itself in a thick block of ice to protect itself from the outside world.
Some believe Regiatone's origins lie somewhere on a distant, frozen planet in space. Its icy powers are strongest during the full moon, making it able to create a torrential blizzard with snow that glows an otherworldly color.
Though its body is frigid to the touch, Regilrock's presence causes ice in its vicinity to quickly melt. Regilrock's body glows brightly during these moments, and notably becomes even colder.
The swirl marking on Regiwhirl's torso rotates quickly just before it fires a powerful Ice Beam from its chest. It resides in moderately large ponds, the water's temperature chilled to almost freezing due to its icy body.
Though it is stuck within a large block of solid ice, Regipoke still functions normally and can interact with others via telekinesis. Examination of brainwaves suggests the Slowpoke does not even realize its predicament.
Regiorb channels the explosive energy within its body into the dome on its upper half. Beams of bright energy can be shot from the dome's orbs, which cause powerful explosions once they hit an object or surface.
Regibone wields what appears to be a strange, discarded limb of some sort. Sturdy and heavy, this makeshift weapon makes a highly efficient bludgeoning tool for self-defense.
The metal shard Regiwak wields emits a blade of energy that lets it cut through almost any material. It can control it remotely as well, letting it be used as a boomerang that homes in on opponents before returning.
Regipie keeps to itself in the wild, preferring to avoid contact with others. If a predator attacks, it deploys a surprisingly powerful energy cannon from its cranium to defend itself.
Regipod's cocoon is made of a uniquely strong, malleable metal. After any attack, the dots on its face light up as it analyzes and adapts its body to better resist whatever is assaulting it.
Regigela's metal vines are highly flexible yet extremely sturdy. It can detach them from its body after wrapping around a target, creating a steel net that's almost impossible to escape from.
Regidra's mouth contains the capacity to fire quick and highly-accurate energy shots across long distances. It could snipe a foe with perfect accuracy from miles across the ocean.
Regisir's pincers can be charged and powered up with its internal energy stores. At maximum charge, the pincers glow a bright crimson, and create shockwaves when they clamp down on a target.
Regieon's body absorbs latent electricity in the air, its mane crackling with power when fully charged. This mane can fire off dozens of electrified plasma needles a second when it needs to defend itself.
Regigon's specs are sophisticated enough to let it store and analyze massive quantities of data. Its size and power cause almost any computer it inhabits to lag greatly.
Regiuna's metal cocoon is so resilient that nothing has been recorded denting or scratching it. When all the dots on its face light up at once, it is ready to evolve.
The dots on Regito's face flash in different patterns to indicate its mood or thought process. Of the identified patterns, the most commonly seen is one pertaining to annoyance from being accidentally stepped on.
Once every few months, Regitini will shed its metal skin. Faint bits of circuitry can be seen on the inside of the discarded skin, which flicker with lingering energy for a short time after shedding.
Regidos's technologically-advanced eyes let it see clearly through even the darkest elements. Its thorax can jettison a net made of strange energy to capture prey, the threads of which are nearly impossible to break.
A deep, warbling bass emits from Regitoed at almost all times. If it travels through swampy areas, frog-like Pokémon tend to follow it as if hypnotized.
Regitata is a difficult pest to get rid of should it infest a household. Sensitive hearing lets it know when anything approaches it, and its tail fires off powerful energy beams at anything that comes close.
Spinning the metal leaves on its head allows Regikern to achieve short bursts of flight. It travels from flower patch to flower patch, soaking up pollen and sunlight in equal measures.
The ring of eyes circles around the center eye, each one scanning objects of interest before deciding on a course of action. Each of Regiown's eyes can fire beams of strange psychic energy, showering foes with a relentless barrage.
Regickle's steel shell lets it hide away and resist nearly any type of attack that comes its way without a scratch. Inside the shell lies blades and other objects that let it turn berries into fresh juice in seconds.
Regigma's body is made up of a burning-hot liquid metal, and is highly resistant to physical assaults. Elusive and surprisingly agile, most travelers only catch a fleeting glimpse of it before it oozes away.
Regigon2 is a seemingly-emotionless, analytical creature often seen protecting high-security data stores. Beams fired from its feet can delete almost anything in cyberspace no matter the defenses.
The smooth and flexible metal of Regigia's body lets it slice through the air and sea with uncanny speed and maneuverability. Turbines within its body let it generate massive gale-force winds from its mouth.
Regivoir uses advanced psychic powers to manipulate metal around it, including that of its own body. It is especially proficient in forming near-impenetrable metallic shields to protect itself and its Trainer from harm.
The orbs on the side of Regisaur's upper body can open up to reveal dozens of thick, metallic vines to strike enemies with. Particularly stubborn opponents get blasted by a high-powered energy beam shot from its mouth.
Unique metallic structures grow from Regiterra's back. Many architects are taking inspiration from this miniature ecosystem for future building developments.
Regilurk's body is made of a strange metal and powered by an equally strange energy, both still being scientifically studied. It is not typically hostile, but it will reshape its body into various weapons in self-defense.
Regidreigon's core generates almost limitless energy to fuel the destructive beams of light it can fire from all three of its heads. It shows a particularly strong enmity towards Dragon types.
A metallic dragon with monstrous power, Regidreigon's three heads fire beams of energy capable of dispatching most any foe. Combining all three beams together could atomize a mountain in one shot.
The visual display on Regipuff's front changes expression to fit its moods. What look to be ears are actually speakers that allow it to emit its potent lullaby across vast distances.
Regice's body is comprised of a special metal that is nearly impossible to melt or even blemish. Temperatures near it drop to chilling levels, and it can surge its own power to freeze solid everything within 30 meters around it.
Regietta utilizes its sound system to play heavy metal music. At max volume, the reverb could shatter solid metal structures around it and easily send intruders packing.
Regiselia's flight ability is fueled by a type of plasma energy that forms a red ring behind it. The energy releases unique wave pulses around it that cause living beings nearby to fall into deep, dream-filled sleeps.
Regisect's claws can open up to fire out beams of searing light that burn away the terrain and leave it seemingly barren. Some time later, strange metallic mushrooms will begin to grow in the seared spots.
No matter how hard or from how high Regior plummets to the ground, its metallic body never gets scratched or dented. It is believed its metal shell protects a core made of an unfathomable energy source.
Regior's body is composed of a metal sturdy enough to survive the heat of reentry and impact with the ground without a blemish. A strange sort of cosmic energy fires off from its multiple dots when in combat.
Regiduck's tough metal body makes it nearly impervious to outside attacks, but it still suffers painful headaches. When the migraines intensify, its head emits a strange pulsing energy.
Regiatone's cannon is powered by energy it gains from absorbing and storing moonlight. When the full moon is out, it can maximize its output and fire a tremendous beam of light thrice its own size.
Regilrock basks in sunlight often, and appears to derive much of its energy from solar power. At maximum force, it can generate concentrated fire from its sides that can liquefy solid steel in seconds.
Highly intelligent and calculating, Regiduck formulates battle tactics in fractions of a second. Psychic power fuels the gem on its forehead, which can release a searing beam of hot energy that can cut through seemingly any material.
Regidol's rotating head lets it keep focused on its foes, even if some of its eyes should be temporarily blinded. High-powered energy beams can be fired from all eyes simultaneously, giving it impeccable combat range.
Regiform's body is made of a uniquely malleable metal. When the weather conditions turn harsh, the metal shifts into new forms to adapt, and uses the elements around it to fuel its combat maneuvers.
Regiwhirl keeps itself moistened with pond water, as its metallic body functions less optimally when dried out. The large red orbs are able to scan 360 degrees to survey its surroundings.
This variant of Regiwhirl appears to have poorer senses of vision and hearing than others. Its speed in the water has increased, however, as has the energy output from the orbs on its torso.
As Regidude travels around mountainous regions, it stops regularly to grip and analyze various stones. Very few rocks seem to pass its scrutiny, though it is still unknown what criteria it is searching for.
The large amount of engines attached to Regidash's body let it dash around at blindingly fast speeds. At max velocity, Regidash could potentially circumnavigate the whole world in less than a day.
Regipoke's tail contains a large energy cannon that possesses enough force to decimate the landscape. However, Regipoke has forgotten it has that capacity, and rarely creates anything more than a simple beam of illuminating light.
When idle, Regitortle generates a strange type of energy from the tip of its tail. Its nature is unknown, as Regitortle immediately tucks its tail into its body when it senses another nearby.
Despite the heavy weight of its metal body, Regigong swims through frigid waters with great speed and agility. The beams fired from the dots on its head can instantly freeze whatever they touch.
Viletor's three heads each control an aspect of the flower's defense functions. Depending on which one is in control, the pollen spread can heal, harm, or immobilize those afflicted by it.
It can spread a paralyzing toxic powder from its wings to stun anything it flies over. Vilefree does this in order to ensure it has no competition in finding the sweetest honey and nectar to gorge upon.
As Vileon's skin dries out, the flower on its head emits an extremely pungent aroma. Vileon Trainers are advised to always be ready to moisturize it to keep their home from smelling horribly.
When Viletwo exerts psychic energy, thick and pungent pollen pours from the flower on its head. This pollen numbs and weakens the minds of those who inhale it, further giving Viletwo an edge over its opponents.
A playful but mostly harmless prankster. Vilew teleports before people, then douses them with pollen from its flower, leaving the victim coated with a repugnant smell for 24 hours.
Vileturn's flower flashes brightly when it expels a cloud of pollen underwater in self-defense. Those that aren't blinded by the light itself will likely still be blinded from contact with the pollen left behind.
Vilesire is completely unaware of the stench or toxicity of the pollen its flower spreads. It constantly seeks out companions, not understanding why they avoid it or grow ill after spending time with it.
A translucent flower emerges from within Viletomb's stone. The stench of the flower is almost overpowering, and those who manage to get near will find that it dispenses poisonous pollen to anything that gets too close.
Vileplup has been described as having a personality as toxic as the pollen it spews from its head. Extremely isolationist, even a hint of a trespasser in its forest is met with a barrage of spit-up seeds and poison.
Vileray has two different ways of debilitating its prey. The flower on its head spreads out blinding pollen, while the flower on its tail can send out thick puffs of a different pollen that causes paralysis.
A huge lumbering denizen of forests heavy with poisonous plants. The pungent spore clouds Vilegigas's flower releases can cause flora to grow on any surface, such as stone, metal or even human flesh.
It is best to keep Viledew in sunlight as long as possible. The longer it goes without direct exposure, the more noxious, cloistering pollen the flower on its head exhales.
Viletrum funnels the poisonous pollen from the flower on its head into its mouth, letting out thick clouds whenever it roars. Very few plants or people can be exposed to the pollen without getting extremely ill.
Vilewhirl always keeps its flower on the water's surface as it swims, absorbing sunlight that shines down on the water. If touched, the flower sprays a mist-like pungent pollen to deter predators.
Vilezee breathes out a soporific pollen before it consumes the sleeping victim's dream. A Vilezee that has recently eaten emits a remarkably better aroma from its flower petals than normal.
Necrobone keeps its weapon pristine to the point of it being highly reflective. It uses it to reflect light back on itself, as it cannot stand to be without some source of light on its body for too long.
Necrogon's presence on a computer almost always spells doom for the machine. Its body naturally absorbs the data and electricity of the machine quickly, shutting it down completely in minutes.
Light sources fuel Necrotu's body, giving it the energy to hop around and produce beams from its small wings. When darkness falls, it grows too weak for its small legs to hold its body up.
Necrovoir is capable of absorbing light sources around it. To protect its Trainer, it removes all light around them during travel so the resulting darkness will keep them hidden from sight.
Necrotic swims along the surface of lakes, its body absorbing light around it to sustain itself. Its tail can unleash prismatic beams of stored light energy in all directions should it need to defend itself.
A draconic being that absorbs sunlight as it flies high up in the ozone layer. It is said that Necroquaza will cast devastating beams of light down from its lofty heights to punish those that disturb the natural order of the world.
Necroquaza soars high up in the ozone layer, where it can most effectively absorb sunlight through its plated body. Legends say every 1000 years it will descend and vent the excess energy across the world via dazzling yet destructive beams of light.
Necropede seeks out sources of light, which give it sustenance. If something tries to move it from a light source, it will aggressively bite and poison them, its toxins causing intense internal burning sensations.
The petals around Necroplume's spire let it better absorb light sources for sustenance. It fires light beams from the tip of the spire, which temporarily drains the petals of their colors.
Though Necronaught is ordinarily not hostile, it reacts viciously to any attack on itself. Any impact it takes causes energy to surge through its dark armor, which it focuses into painful beams of light it fires in retaliation.
Stuffbone is skilled with a needle and thread, able to sew with quite a delicate touch. Many pair with young children Trainers and repair stuffed animals when they get damaged.
Stuffzing's body overproduces stuffing, causing it to have to expel the substance in small clouds. The stuffing quickly degrades once exposed to air, though during the process the stuffing releases a powerfully pungent odor.
Its lanky appearance makes it cute to some, unsettling to others. If the string on its back is pulled, Stuffmime energetically dances, and a jaunty tune plays from an unknown source.
Stuffew passes itself off as a stuffed animal in order to play with pure-hearted children. After the child ages and their bond deepens, Stuffew reveals its sentience and joins them as a lifelong partner.
Stuffret adores being able to cuddle others, wrapping its long, soft body around them. However, it underestimates its own strength and could accidentally wind up crushing its friends while wrapping them in its affectionate hugs.
Stuffper is very friendly and playful, often approaching strangers and dancing around them in celebration of new friends. One should be cautious though, as it likes to headbutt as a sign of affection, and packs a surprising punch.
Stuffvoir is always ready to dispense hugs, though its immense strength makes these embraces almost bone-crunching. Due to its protective nature, it has a hard time releasing its Trainer from a hug.
Stufftomb mimics a stuffed toy in order to be adopted by unsuspecting children. When night falls, its stuffing comes out and haunts the child with spooky noises and scary faces, feeding off the nightmares it gives them.
Stuffloom's stretchy arms pack an especially mighty wallop. It is aggressively affectionate, using its extended arms to wrap around others in embraces that are often uncomfortably strong.
Many have mistaken Stuffkoth in the wild for discarded toys due to their appearance and almost inanimate nature. They often become happily adopted by children who find them adorable and easy to care for.
One of Stuffisk's favorite tricks is to lay flat and play dead. In some cases the act is too convincing, and a not-insignificant amount have been abandoned or discarded as a result.
Some Stuffisk are so dedicated to the art and act of playing dead, they will even decorate their body with markings to signify the cause of "death." Most owners do not care for this habit in the slightest.
Stuffzee loves playing with children, sticking close to those it has befriended, particularly at night. If it senses a child having a nightmare, it quickly eats the dream even though it will likely make it sick.
Betine's back is very soft and plush, making it extremely comfortable to lay upon. It's quite happy to let people relax on its back while it ferries them across shores.
Begross's four limbs are so packed with power that a single step can crack the ground it walks on. It is surprisingly gentle and amiable, however, and able to give gentle hugs to those it cares for.
Betomb is highly protective of children, seeking to have the stuffed animal it inhabits taken home so it can better shield them. Its true form emerges when they are being picked on and retaliates with unrelenting fury.
Beram finds anything smaller than itself to be adorable, wrapping them up in tight, warm embraces. When doing so, if it senses the being has a dishonest heart, it will attempt to burn them with white-hot flames from its wings.
Betula hunts with a ferocity that seems almost excessive. Prey is captured by its silk webs, shocked while being cocooned, then pummeled to complete unconsciousness by its obscenely powerful legs.
As long as one allows Becorio to dance as it pleases, it is harmless. Attempting to disrupt its dance in any way, however, results in it punching the interloper with enough force to send them several kilometers into the distance.
Beizard engages in competition with its Trainer's other Pokémon over the right to show affection. It battles fiercely to earn the right to be first to hug and cuddle its owner.
Begar hides its mouth in order to make itself appear more endearing. Once something gets close, it opens its mouth wide and shrieks at them, laughing as they run off in terror.
Dhelbone is connected to a giant anchor via seaweed tendrils that act in accordance to its will. This lets it almost effortlessly wield the massive metal object as a devastatingly powerful combat tool.
Dhelther's heavy anchor arms can extend great distances and strike foes at range. It drops the anchors into deep water to hunt, the bits of seaweed on its arms growing and wrapping around small fish that swim near.
Dhelix territory is always located near rusty sunken ships, hollowed out to make room for itself. Some believe the Pokémon is a portion of these ships having developed a soul and sentience of its own.
Dhelvyle drifts around the remains of sunken ships, hunting the creatures that swim near. The seaweed growing from its body can extend and wrap around its targets with a nearly unbreakable grip.
Dheltile is most often found in waters with lots of algae or kelp to consume. Extremely solitary, creatures encroaching its territory are struck with its anchor-tail then throttled by the seaweed on its body.
Dhelceus uses its vast powers to tear apart shipwrecked remains and reform them into undersea castles to house itself within. It can generate tendrils of super-strong seaweed to restrain those who would dare trespass in its domain.
Dhelferno scavengers around sunken ships looking for trinkets to hoard. The most highly valued item is a ship's anchor, which it carries around to wield as a powerful tool in combat.
Dhelveon can sense when shipwrecks occur. Drawn to the extreme emotions, groups of Dhelveon float towards the survivors and calm them with their touch, before helping swim them to safety.
Some believe that Dhelxys came from a spaceship that crashed deep into the ocean depths. It gathers the remains of shipwrecks with its chain-like limbs, though none are certain what it does with the scrap it collects.
Dhelbas appears to reside near the wreckage of sunken ships. It hides amongst the debris out of sight, before using seaweed-like tendrils to ensnare small unwary prey.
Dhelmask is said to be the soul of a person lost at see, now tethered to a sunken anchor. Sailors tell tales that it will grab hapless swimmers with possessed seaweed and remove their soul so that it may have company in the afterlife.
Dhelsect will spend much of its time lying motionless on the ocean floor, mimicking a simple pile of seaweed. If something swims close, it springs to life and sends out kelp-like tendrils that drag its new prey down to be consumed.
Dhelkoal slowly walks along the ocean floor, massive amounts of seaweed spreading out from its shell. Any small creatures that swim too close are seized by the leaves and dragged into its shell to be consumed.
Sailors warn to watch for the sight of Dhelor shooting down from the sky. The tales say that Dhelor latches onto unfortunate ships with its anchor-tail before using its dense and heavy body to drag the ship down to the ocean floor.
Dheldisc blows small heart-shaped bubbles at others of its kind to communicate. Old sailors' tales say Dheldisc was born from the spirits of couples lost at sea.
Dhelrelp camouflages itself among seaweed gardens, waiting for hapless prey to swim by. It grabs them with kelp-like tentacles before breathing a noxious poison mist in their face.
Swift swimmers, Dhelnine's seaweed heats up as it moves around, leaving trails of hot bubbles behind. It's often seen guarding sunken ships from looters and scavengers.
Dhelcool cloaks itself in intimidating detritus and skulls to give itself an imposing, deadly appearance. Some think it's overcompensating for its rather meager strength and toxin.
Dhelta is a popular companion for small children, who enjoy riding it as it rocks back and forth at a slow and steady pace. Keeping its seaweed mane well-groomed is the best way to ensure it stays well-behaved.
Dhelbro has the remains of an old sunken ship attached to its tail. According to some, spirits haunting the wreckage will sometimes take control of Dhelbro for a short time and make it exhibit much greater strength and intelligence.
Dheler will take over sunken ships at the bottom of the ocean, claiming them as territory and chasing off intruders. It often wields the anchor from said ship as a weapon to help enforce its rule.
Dheltoise searches the wreckage of sunken ships, looking for items to adorn itself with. If two Dheltoise clash, the victor will steal some of the loser's accessories as spoils of war.
Mardrill makes hives in coastal regions, patrolling over the shallower parts of the ocean. It bullies other Pokémon with its stingers, which each contain a non-lethal but very painful dose of venom.
Marblade possesses two tentacles that end in sharp blades. Aside from being excellent weapons in combat, both contain spines on the blade that carry the most concentrated of Marblade's poison, making them very effective at debilitating its prey.
A sturdy piece of broken coral is Toxbone's particular weapon of choice, as the toxins in Toxbone's spikes are rather weak. When not using it to fight, it works quite effectively as a way for Toxbone to scratch its itchy back.
Toxstar uses the large limbs at the front of its shell to pin down prey long enough to administer venom from its many tentacles. Once paralyzed, it drags them back to its underwater home to consume them.
Toxtres ventures out only once a week from its island home to hunt. The flames on its wings generate terribly toxic fumes that leave those who inhale them paralyzed and wracked with pain, easily picked off by the hungry Toxtres.
Extremely rare to see in the wild, Toxew hides beneath the dome on its tail, turning invisible shortly after. Those pricked by its spines suffer a three-day long bout of amnesia.
Toxbat's spiked limbs work both for locomotion as well as hunting. It flies about until it spots potential prey, dive-bombing it from above and injecting powerful toxins into it with all four of its wings.
Despite its imposing appearance, Toxbull is only dangerous in an accidental sense. It is quite timid and jumpy, and swings at anything that startles it with its poison-tipped limbs without thinking.
The dark-colored fire that Toxoh breathes out is less dangerous than what comes after. The purple smoke its fire creates is incredibly toxic, being lethal if only a small amount is inhaled.
Toxtomb lets its spiny stone stick to cliff faces until it is time to leap onto something, poisoning and draining its strength with its spikes. As it siphons energy, its spectral form appears and cackles with glee.
Toxsharp is an extremely harsh taskmaster in regards to its leadership. It holds its troops to a high standard, with failure punished via being stung by its poisonous spines, leading to several days of excruciating pain.
Toxpede is perhaps one of the most aggressively venomous fusions in the world. Its many claws and spines offer it nearly countless ways to latch onto prey and deliver an incredibly debilitating poison.
Greedy by nature, Toxnea stakes a claim over desert oases and forbids others from approaching. Those that try get pummeled by painful backhands from its long arms, with spikes that each contain highly potent toxins.
Toxnine can fold its mane upward to act as a defensive cone for its head. It is mild-mannered towards terrestrial creatures, but has a bit of a bullying streak when it comes to ocean dwellers.
Toxizard hovers around archipelago regions, fishing and finding small Pokémon to pick on. It picks on weaker creatures so often that it is rarely prepared to take on an opponent equal to or stronger than it.
The type of flavors Hawltung tastes before a fight influence its combat style: sweet for defensive, spicy for offensive, etc. Many Hawltung Trainers work tirelessly to find meals with the perfect flavor combo to create the perfect fighting style.
Its vines can shape and extend to some extent, giving it more range for strikes and grapples than a first glance would suggest. It will even shape its vines into taunting or victorious gestures to psych out opponents.
Hawlkhan always brings its child onto the battlefield with it, though it does its absolute best to protect it from harm. Once it has nearly taken down an opponent, it lets the child strike the final blow as combat practice.
It throws down lightning bolts in front of it before every battle. This is primarily meant for dramatic flair, as Hawlbuzz prefers to use its physical prowess in battle over projectiles.
Hawlmar is found primarily in areas with active volcanic activity. A favorite pastime (and method of showboating) for Hawlmar is to leap from on high into a pool of lava, leaping out and shaking off the molten liquid, unharmed and unfazed.
Whenever Hawlgon appears on a computer screen, bombastic fight music accompanies it. It has great fighting spirit, often trying to get into tackling matches with a user's mouse cursor.
Hawlnite is quite proud of its aerial mobility, showing off with spectacular feats of speed and skill whenever it can. Hawlnite that battle in the wild even exclusively fight in the air; being grounded is considered a loss.
Hawlowl is a master of unarmed aerial combat, especially at night. Rivals get into fierce battles with one another while the forest is at its darkest, not stopping until one has been grounded and knocked out.
Hawlotto often get into fights over nesting area in the wild. After a spirited round of combat, it's customary for the winner to pluck a few feathers from the loser to use as part of the nest it later builds.
Its sharp eyesight allows it to detect even the faintest twitch of movement from its opponent, giving it exceptional reaction speed to attacks. It uses its tiny frame to dodge attacks until the foe is too exhausted to avoid its counterstrikes.
It shuffles and trots in place, rubbing its fur together to create a static charge that makes its tail shine brightly. This bright glow serves as the backdrop lighting for its dramatic moves in combat.
Hawlossom are much more passionate about observing battles than participating in them. If many gather together to watch a fight, their supportive dances and cheers can even bolster the strength of the combatant being cheered for.
It stands stock-still in battle, waiting for an opponent to make a move it can counter. When the chance arises, it devastates the attacking foe with dramatic jump strikes and stunning throws.
Hawlflora absorbs sunlight so that it may produce a bright shine like a spotlight on command. It does this to support allies in battle, providing dramatic lighting to give their performance added flair.
Hawleon has slight precognitive capabilities, which it uses to its advantage in battle. The gem on its forehead shines briefly when it successfully counters a move it saw in advance.
Hawlkrow challenges others of its kind to combat, with the loser forced to give up prized possessions to the winner. The fighting may be honorable, but the items fought for are often ill-gotten gains.
Always itching for a good fight, Hawlown stares down challengers, looking them directly in the eyes. Its eye emits a hypnotic ray that stokes combativeness in those who gaze into it, making them more eager to meet Hawlown in battle.
Some say the head on its back half is its evil side. While a bit playful, it does seem that while Hawlfarig wants to fight honorably, its back end seems to encourage the use of dirty tactics.
Hawlrow tries to sneakily poach the belts away from others of its species. Direct fights are uncommon, as Hawlrow considers a successful steal as a stronger example of its prowess.
It only shares the feathers it molts with those it deems to have an honorable spirit. People believe accessories made with Hawlmory feathers grant the owner a boost to vitality.
When readying itself for battle, Hawlpy will blow a tune with its trunk, hyping itself up with a personal theme. It will compose additional themes for its allies when it observes their battles.
Hawlphan has been observed taking in stray Phanpy and tutoring them in its ways. In particular, it teaches them how to roll and unfurl from said roll with the maximum amount of dramatic flair.
Hawltler is always itching for a good brawl to keep itself in shape. If no others seem in the mood to practice with it, it will use faint hypnotic powers from its antlers to stoke their fighting spirit and make them raring to fight.
Hawltank's size and robust body make it a potent powerhouse in combat, good for any Trainer's team. However, most find themselves quickly put off by its victory celebration, where it sprays milk above the heads of it and its teammates.
The vines comprising its wings and back flutter in the wind, giving the illusion of a cape. This illusion lulls foes into forgetting they are just as prehensile as the rest of Hawlgrowth, giving it an opportunistic advantage.
In combat, it moves with practiced and calculated grace and strength. Those who have observed Hawlia in battle are torn between describing its movement as fighting or dancing.
Hawleon has a distaste for using its camouflage abilities unless absolutely necessary. Hunters that think it will be easy prey because it stands out will be taught otherwise when grappled and tossed aside by its prehensile tongue.
Hawlqueen is protective of all the young Pokémon in its domain, considering itself their guardian. It makes sure they watch its fights, so it can extol virtues of strength and honor as well as teach them self-defense.
Some naysayers believe Hawlsol causes disasters just so it can look like a hero saving people from them. This is patently false; Hawlsol simply believes it can help people and look cool while doing so, but rescue is always the first priority.
Hawlwig battles with speed and finesse, many likening it to the movements of a ninja. Many Hawlwig will create their own victory gardens, planting a seed each time they win a hard-fought battle.
Hawlveon uses its ribbons to stoke the fighting spirit in others, so it can easily find a new opponent to spar with. The ribbons also double as effective methods in combat for grappling and throwing foes around.
Often called "The King of the Ring," Hawlking is incredibly bombastic and lives for the spectacle of battle. It only fights with opponents it knows will give it a challenge, as a fight that ends too fast is no fight at all.
Although Hawlfable enjoys a good brawl, it is not especially combative and rarely initiates. The only exception is during the full moon, when it gets a surge of fighting spirit, ready to battle at the slightest provocation.
Hawlpix uses its flame powers to force an opponent's movements in battle. It flings fireballs from its six tails to make them dodge and dip around until they're in the perfect spot for Hawlpix to land a critical strike.
Hawlki consistently practices its battle techniques in order to add more flair to its movements. On occasion, it will steal trinkets from passersby, refusing to return the objects until they watch it show off its new moves.
Hawlflame generates flames from its wings to make amazing pyrotechnic backdrops for its bombastic battles. It hates fighting in the rain or near the ocean, as it limits its ability to make a fiery spectacle.
When diving at prey, Hawlbat cannot resist the urge to add aerial acrobatics such as twists and loops. Sometimes it gets so caught up in its flourishing performance that its prey escapes.
Hawltrum is a large terror of a tyrant, ruling its territory with brutish methods, but it abides by a code of honor. Should another Pokémon defeat it in combat, it acquiesces to their superior strength and relinquishes its rule.
Hawlie's piercing cry is said to freeze opponents in their tracks, leaving them wide open for it to strike. It coats its entire body in solid ice before careening into an opponent with devastating force.
Despite living in the most frigid of areas, Hawlass has a personality that can only be described as "fiery." It practices its moves by creating ice statues of other Pokémon to grapple and toss around.
Most find Hawlbish endearing for its strong sense of justice and friendship, and its eagerness to prove itself in battle. Because it practices its moves in garbage dumps, however, its friends must learn to endure its pungent stench.
When two Hawlu meet on the field of battle, it's customary for both to engage in pre-combat song and dance rituals. Refusing to participate is considered a vicious snub towards the other's honor.
It grants water and safe travels to those lost within the desert sands, then disappears like a mirage. As those reporting it were exhausted survivors, Hawlturne was thought to be a hallucination until recent times proved it to exist.
It can create cold gusts of wind to chill and slow its opponents in battle. It also has the side effect of making Hawlrorus's wing-like flaps flutter in the wind, giving it a dramatic flair that it relishes.
It seems generally unresponsive to outside stimuli, but if fierce battles take place in front of it, it can be observed shifting slightly with the faintest of lights flickering within its hollow eyes.
Its eyes are alight with the fighting spirit burning from within. Hawlor charges into foes with full-bodied tackles from the air, impacting with force akin to a falling meteor.
Hawlithe has boundless energy, so prospective owners should be aware of how excessively it tends to act. Even a simple game of fetch will end up with parkour added so Hawlithe can add flair and burn off more energy.
Hawlbra prides itself as a master of hyping up the beginnings of a battle. As it chants sharp cries into its mic, everyone participating will be more fired up, eager to make a spectacle worthy of Hawlbra's hype.
With its massive intellect, it formulates dozens of counters for its opponent's moves. They say a Hawlkazam can calculate 1000 outcomes before the battle even begins.
Hawlsprout likes to get up close and personal in battle, assailing foes with spinning jump kicks and karate chops from above. Because of its leaf arms and spindly root legs, these strikes aren't as effective as it would like.
Matches between Hawlem in the wild consist of pushing and shoving to see which fighter can push their opponent's heavy body out of bounds. Hawlem is known to have a strong rivalry with Hariyama.
The poses it strikes in battle are controlled by the Shellder on its tail, biting on specific nerves to trigger a reflexive movement from Hawlbro. In victory, the Shellder even makes Hawlbro take a bow.
Its wings are tucked away and barely visible, too small to achieve flight. Combined with Hawlduo's running leaps, however, it can manage to glide for exceedingly long distances.
Hawleel is a common sight in circuses and water parks, reveling in the joy of entertainment. Aquatic acrobats and acts of juggling are its forte.
Hawlgar likes to haunt venues where nighttime Pokémon battling is common. It loves to interrupt fights with its sudden appearance, taking on both sides of the initial battle at once and turning the moment into a true spectacle.
Hawlnix's small arms are deceptively strong, allowing it to grip onto rock walls with ease. It uses this to help it strike from ceilings and make more acrobatic maneuvers when fighting in its cavernous home.
A Cacnair's body is highly effective at absorbing and retaining moisture within itself, so it is never seen drying out in the desert heat. If it comes across thirsty travelers, it shares some of the water within its body to rehydrate them.
Cacew is a bit jumpy and prone to smacking others with its cactus tail when surprised. It uses some of its psychic energy to heal the injuries it deals as a way to apologize.
The leaves that grow on Cacslash's back are nutritious and contain a lot of moisture within. It offers them to desert travelers to help keep them hydrated beneath the sweltering sun.
Cacwig needs a good amount of water daily in order to keep its body from drying out and becoming brittle. With some effort, it can grow and shoot spines from the shell on its back as a method of self-defense.
Cactuff leaps into desert oases and soaks up large amounts of water, its body growing larger and more rotund as it does so. It then carefully waddles away to spray and share the water with others who need hydration.
Cacnaught's sturdy armor helps protect it from multiple kinds of attacks, but its size and weight are a detriment to its health. It requires large amounts of water to function, wilting and falling apart quickly if it goes without water for too long.
Cacuk slinks through the desert, gathering sustenance by consuming the cacti dotting the landscape. The toxic trail its movement leaves behind will eventually grow new cacti, albeit ones with poisonous spines.
Cactly is a desert spirit that only comes out in the late evenings. If several congregate together, they can conjure up an illusion of a watery oasis to trick travelers.
Since it lacks teeth to bite with, Cactbat pins prey down by flinging sharp spines from its wings. Once a target has been immobilized, it can swoop down and begin draining its fluids.
Cactpede goes on the defensive by curling into a ball, its tough and prickly exterior providing ample defense. It fires highly toxic spines from its tail that cause rapid dehydration in those hit.
It forms its body into intricate castles to impress onlookers. The castles come with extra details depending on the Sandyvee: flames, thunderclouds, moats, a sun or moon, forests, snowmen and heart motifs have been observed.
Sandyret spends long stretches of the day napping on sunlit beachfronts. It enjoys playing with children, and will circle them with its long, sandy body to protect them from perceived threats and nuisances.
Sandybuff's sand is tightly packed, making it resilient to harm. It bounds around beaches, using its shovel as a makeshift microphone to practice singing into.
Sandypi runs about beaches and dives into sandcastles, claiming them as its new home. It cries and flings sand at those who would try to remove it from its castle.
Sandyoh is very elusive, hiding beneath the sands of remote beaches and rarely interacting with others. However, if something threatens its home, it whips up searing sandstorms that flicker all the colors of the rainbow.
Sandylax creates a facsimile of Munchlax in order to approach others and ask for food, beguiling them with its cute appearance. Donated food gets stored in the decoy's stomach, which returns the meals back to the main body.
Unlike many Mudkip fusions, Sandykip does not enjoy getting wet and muddy. Moisture causes its body to weaken and grow sluggish, so it tries to stay as dry as possible and avoid any water sources.
Sandyvoir is lonesome and shy, and has difficulty approaching others at the beach. It can usually only gather enough courage to approach children it thinks will be kind, hoping to find a playmate.
When Sandyvoir thinks it is alone, it will sing to itself in a voice many have described as hypnotically beautiful. It quickly flees into the ocean if it notices someone listening to its song.
Sandytomb lets its shovel be touched by children, aiding in the building of their sandcastles. Once the castle is complete, it possesses the sand sculpture in order to play with the kids more directly.
When at rest, Sandysaur appears to be little more than a giant flower sitting on the beach sands. Those who poke and prod the flower get a nasty scare when Sandysaur angrily rises up to its full size.
Sandyceus is quiet and gentle, enough so that it will regularly play with children on the beach. However, the shovel on its head is extremely sensitive; it will vanish instantly if anyone touches it even lightly.
Sandyferno has an almost manic compulsion to dig many holes in the sand at the beach it inhabits. If anything tries to dissuade it from this habit, it repels them with the blue flames on its tail.
Sandyroc rises up from the beach sands during the evening, patrolling its territory. It compacts and hardens the sand comprising its head when it needs to attack, making its headbutt stronger.
About half of Pator's body has been overtaken by a strong fungal infection. This mostly seems to only affect its mobility slightly, but some differences in its behavior and mental state have been occasionally noticed.
Pawak uses its own spores to grow hard and solid mushrooms on the bones it uses as weapons. These bone clubs release spores on impact that drain its opponent's energy over time.
The mushroom growing on Paking's horn makes it inefficient for skewering prey. Instead, the fungus releases spores on impact that have a delayed paralysis effect, letting Paking follow and pick off its prey once it takes effect.
Pamime does mime performances to distract viewers while it infects them with imperceptibly tiny spores. Those infected lose control of their motor functions and are compelled to mimic Pamime's movements.
Patops only needs to make a single cut with its blades to infect an opponent with a life-draining fungus. It then simply bides its time and waits for its prey to succumb to the effects.
The mushrooms circling Paleef's neck can make an effective home remedy for sickness when steeped properly. It waves its large leaf around to spread spores that help grow fungi in its forest home.
Padile's mouth is lined with spore-producing organs. If it manages to bite down on something, the marks left behind from the bite will begin developing painful rashes over the coming days.
Close examination reveals that Pados's webbing is not made of thread like most arachnid Pokémon. Instead, it is made of a very fine and extremely sticky fungal matter siphoned from the mushrooms growing on its body.
Patic is a gentle and shy creature typically sticking to the upper canopies of forests. Spores spread by its wings eventually become mushrooms that are believed to grant good luck when eaten.
The mushrooms growing on Patu are used to help with poor eyesight, but care must be taken when consuming. If not properly steeped before eating, a person may not be able to blink for some time afterward.
A company once used Pareep wool as the main ingredient in a line of cheap clothing. The line was quickly discontinued when it was discovered that wearing the clothes caused itchy rashes to develop on the skin.
Pawoodo infests trees with spores from the fungi on its hands. The infection causes them to grow mushrooms and change color, making it easier for Pawoodo to blend in and pretend to be another tree.
Pama sticks relatively low to the ground when in flight. Vibrations from its rapid wingbeat stimulate fungi in the area, helping keep its home flush with mushrooms for it to eat.
While Pakrow has annoying kleptomaniac tendencies, it is fairly easy to deal with. It will trade almost anything it has pilfered if offered a sufficiently large and tasty mushroom.
A parasitic fungus on Paking's head limits its typically high intelligence. Most of its displays of intellect come after it has been fed, when the parasite's appetite is temporarily sated.
One should be careful not to breathe deeply near Paown. The spores it produces will, when inhaled, negatively affect the language center of the brain, rendering a person unable to read or speak properly for some time.
The mushroom that makes up Pabuffet's tail is its true body, the rest being a decoy to deflect attention. Attacking the false form causes it to swing about and spread out suffocating spores around itself.
Pafish puffs up and fires off sharp spines from its body in self-defense. On contact, the spines release spores that infect the body with a fungus that quickly saps the energy of the infected.
It is highly advised not to drink any berry juice created by Packle. The fungi growing on it taint the process, and the juice could cause any number of unexpected side effects after consumption.
Honey was once used to lure and hunt Paursa for its mushrooms due to their sweet flavor. This practice was banned long ago, but unfortunately, poaching incidents do still occur in modern times.
The ink Pallery spews out is laced with mushroom spores. If an ocean habitat has many creatures swimming with mushrooms marking their bodies, a Pallery den is likely somewhere nearby.
Papy playfully trumpets at any creature that passes by it in the wild. Doing so also expels spores from its nostrils, which typically end up infecting those it trumpeted at.
When on a computer, Pagon2 behaves in a curious manner, poking at anything it comes across. The objects it interacts with grow harmless digital fungi that pop when clicked on.
The liquid on Pagle's tail that it uses to paint with is laced with spores from its mushrooms. Standing too close to its art while the liquid is still wet may result in hallucinations.
The egg that Pasey is happy to share with others is actually a unique type of mushroom that its body creates over time. It has strong healing properties, curing all but the strongest aches and illnesses upon consumption.
Parill bounces on the large mushroom on its tail as a form of leisure and entertainment. Each bounce causes the fungus to let loose spores that will create more fungi in the future.
The fungus on Palax's head increases its appetite and need for sustenance. It will gorge itself on every plant, berry, and fungus in a forest before moving on to the next.
Pavile is a thief known to pilfer items from those who sleep in the forests it inhabits. It tends to leave a mushroom plucked from its body behind after stealing as something of a calling card.
Pavoir spreads out spores from its head meant to pacify and limit aggression in others. Those infected by the spores also seem highly reluctant to ever leave Pavoir's side.
Patomb is believed to be the spirits of those who fell in the forest now haunting a single mushroom. Patomb attempts to invade the bodies of others to possess them and puppet their body around.
Pable fiercely defends forest fungi from others with its impressive bite. It hoards the mushrooms for itself to consume, which feeds the one on its head and helps it grow larger and stronger.
The teeth within Pawile's false mouth carry numerous spores at all times. It chomps onto anything near in order to infect them, ceasing aggression the moment it lands a solid bite.
Padily hides its upper body in foliage, making it appear to be a wounded Paras. When predators come near, it lashes out and grabs them with its tentacles, infesting them with fungus spores.
A solid mushroom cap protects Paidos's skull from damage when it headbutts others. The mushrooms growing on its back are similarly sturdy, and thus are completely inedible.
Pasol is a friendly creature that loves to rub itself against new acquaintances. Unfortunately, inhaling the spores its mushrooms generates fills a person with a sense of impending doom, limiting its ability to make friends.
Paskull floats around the darkness at a very slow rate, seemingly oblivious to the world around it. The fungus in its hollow skull twitches in the direction of perceived life, shooting puffs of spores on instinct.
Paterra has no problem letting smaller Pokémon rest on its back for comfort or shade, but it isn't recommended. The large mushroom dispenses spores that will cause irritating fungal growths on those afflicted.
The mushrooms all across Papass's head seem to have adversely affected its breathing. It is prone to sneezing fits, which spread large clouds of spores all around it.
Pablade's two blades work in tandem to infect opponents with mushroom spores. One blade dives around to fight and distract its foe while the other slips behind their defenses to make the infectious strike.
A single prick from Paiard's pointed limbs is enough to infect a person with rash-inflicting mushroom spores. It is not normally aggressive, however; it only infects others at the behest of larger Paras fusions that order it to do so.
Papunny's first instinct upon being startled is to swing its large ears at the surprise. Getting hit by these ears infects the person with fungal spores that cause paralysis, denying them the opportunity to chase the fleeing Papunny.
Pajask flies so rapidly and erratically that it is hard to keep track of visually. Its flight path can be tracked by the thin clouds of spores its fungus-wings leave behind as it flies.
Computer devices Patom enters are irrevocably infested by its fungus. After it leaves, the machine will grow holographic mushrooms on its monitor that cannot be removed.
Pamuku spends most of the day half-buried within loose soil and feasting on dirt. If threatened, it spews out a hunk of mycelium from its mouth that acts as an extra limb to pummel its would-be attacker.
Paki gains control of all the mushrooms it gathers and places in its pouch. Trying to steal one from it results in all of them dispensing a blinding cloud of irritating fungal spores.
Just like the rest of its disguise, the mushrooms on Pakyu are fake. It mimics the act of spewing spores into the air, though in reality it is merely flinging dirt and dust it has gathered up.
The mushrooms infecting Palous appear to affect its cognition. The two heads do not recognize each other as being another part of the same creature, leading to constant territorial infighting.
It is said that deep within fungus-infested forests, Parachi resides and will grant wishes to its visitors. All who have ventured into its domain have returned with hazy memories and mushroom-laden rashes.
Pacada looks similar enough to normal Paras that it took several years before researchers realized it was a different species. Its existence ignited a few theories of Paras and Nincada sharing common ancestry.
The mushrooms on its back exhibit a different parasitism than the norm. The mind seems unaffected, but the nutrients drained from the body leave Pakoth perpetually lethargic.
Compared to most Vigoroth fusions, Paroth seems decidedly calmer. It is believed this is due to the mushrooms infesting its body siphoning much of its excess energy.
Though the mushrooms growing on Paon appear normal, they are actually metallic and just as sturdy as its armor. Very few Pokémon have teeth strong enough to eat them, and even then the fungi are bland and tasteless.
Paron's body is quite sturdy, nearly as strong as metal. The mushrooms that occasionally fall off its body are equally hard and inedible; smaller Pokémon have sometimes been seen using them as bludgeoning tools.
Pagon attempts to fly by diving off of high cliffs to practice. The mushroom cap on its head cushions the blow when it hits the ground, releasing a large cloud of spores with every impact.
Paloon hides in the canopy of trees and dangles a lure to the ground below. Unsuspecting Pokémon that grab it are whisked up above to be infected by Paloon's spores.
Paeary defends itself by unfurling its mushroom-capped ears to hit foes with. Spores release on impact that leave the spot hit with a nasty and painful rash.
Papet is the subject of unsettling campfire stories. According to the tales, it waits until hapless campers go to sleep before extending its fungal core to the sleeper's head, infesting their brain with its spores.
Old civilizations used Paolett to assist in foraging. It has an innate sense of what mushrooms are safe for humans to touch and eat, helping gatherers avoid nasty poisoning debacles.
One must watch their step in forests lest they step on Pafisk. Upon contact, the many mushrooms on its body will release spores into the air, which will cause countless medical issues to whoever triggered the reaction.
Paeye subsists on gems, consuming a single stone over the course of a week or more. The colors of its mushrooms may change over time based on the type of gemstones it eats.
In ancient times, Patrum spread its spores around to mark its territory with fungi. It could sense intruders brushing against the fungi and rampaged viciously whenever a trespasser came forth.
One should not try to remove a Parunt's cloak from its body. Besides protecting it from the elements, it protects others from the constant generation of infectious spores happening beneath the cloak.
The mushroom caps on either side of Pasteel are harder than steel. It can fire strange beams of energy from its claws to the ground that cause mushrooms to instantly sprout and flourish.
Massive mushrooms grow across Pazma's body, requiring equally massive amounts of sunlight to sustain themselves. If even a small part of Pazma's body lacks direct light, the fungi quickly begin to dry and shrivel.
Parorus's mushrooms appear ordinary during the day, but at night they glow a shimmering rainbow of colors. Consumption of the mushrooms is discouraged, as they are highly hallucinogenic.
A separate pair of mushrooms have sprouted and siphon nutrients from the main fungus. This saps some of its hold on the host's mind, letting Pasect live a more normal existence.
Paladin fights with a blade and shield to defend others, though its movements are a bit stiff. It evens the playing field by releasing spores from its mushroom shield that weaken the muscles of its foe to slow them down.
Padisc spits out heart-shaped clumps of spores into the air. Inhaling these spores after the clumps burst causes a person to feel exceedingly euphoric and amorous for hours afterward.
Every time Pazagoon changes direction in its walking pattern, it causes its body to release spores. Pazagoon homes are easy to identify simply by zigzag patterns of fungal growth being present.
Padot spits seeds and spores at potential dangers from a distance before retreating within the cap of its mushrooms. While hidden like this, its mushroom cap seems almost indestructible.
Pain can swallow and digest nearly anything that goes into its wide, distended mouth. After digestion, it sprouts a new, unique mushroom that contains the combined flavors of everything it just ate.
Steam-like smoke emits from the mushrooms on Pamel's back when it is excited or stressed. One should be careful not to inhale the smoke, as it contains spores that will cause throat irritation.
It is assumed that the mushrooms infesting Pada affect its balance and cause it to be so erratic. Removing the fungi does restore some of its balance, but the mushrooms will always grow back quickly and return it to its default state.
Pacanth's body grows a rare fungus that was thought to be extinct until the species was discovered. It's believed the mushroom may have special properties that can reduce the effects of aging in people and Pokémon.
Pawrath seems driven to combat any and all that cross its path. It lashes out with powerful punches, each strike releasing countless infectious spores from the mushrooms that make up its fists.
The mushroom it holds spreads highly soporific spores when shaken. As its target becomes drowsy, Pabra uses this lull in mental defenses to begin siphoning intelligence from the victim's mind.
Having reached the pinnacle of intellect, Pakazam no longer needs to drain the minds of other beings. Yet it continues to do so, as the act itself has become an addictive thrill it cannot resist.
Anything caught within Pabell's mouth will be slowly digested over the coming weeks. Once digestion is complete, Pabell belches out a cloud of spores that will grow massive fungi in the future.
Palobone uses its shovel to help dig and form intricate sand sculptures on beaches it calls home. The sculptures most commonly depict happy Pokémon playing together with their young. It gazes at its creation longingly when finished.
Palo Jr. plays with small children on beaches by allowing them to manipulate its sand into whatever shape they wish. Once they've given it a form, it does a funny dance to amuse them before shifting back and starting the game over.
The leafy parts of Palofeon's body emit a salty smell loved by beach-dwelling Pokémon. If it gets too crowded for Palofeon's tastes, it slings out sharpened leaves made out of densely-compacted sand to disperse the crowd.
Palotomb generates a spinning sand tornado as a defense mechanism. The tornado shows a measure of sentience and malevolence, a face forming and cackling as it blows away its opposition.
The granules comprising Paloalga's body have been nicknamed the Sands of Time due to its power. It can whip up a whirlwind of sand that ages or de-ages whatever it surrounds.
Palobarel attempts to direct others near it to assist in building a dam made of sand. It gets quite dejected if the joint construction attempt ends in failure, retreating into the sand to sulk.
Palomeleon are incredibly combative should two of them meet in the wild. They strike at each other with the spades on their tails or by chucking heated sand at the other until one is forced to yield and retreat.
Palocruel lies inert in the sands, hiding its tentacles underground to maintain the illusion of being a simple sandcastle. Once prey steps near, numerous thorny limbs lash out and drag it into its hungry mouth.
Retracting its head and limbs into its body lets Palolem mimic a normal sandcastle at the beach. Those who try to damage the structure are in for a rude awakening when Palolem rises up fully.
Amasaur enjoys napping in cool areas with lots of sunlight, the ice crystal on its back glimmering brightly as it absorbs the light. Some Ice-type Pokémon enjoy licking the crystal, finding the taste sweet and appealing, much to Amasaur's chagrin.
Jewel-like segments of Amather's body glow faintly in the dark, illuminating its surroundings. Equally faint trails of light are left behind when it swings its scythes, cutting through any overgrown plants in its homeland.
Amafree flutters around colder regions in the early hours of the morning. Its wings spread a very colorful pollen that causes severe muscle weakness if exposed to large amounts.
The gem on Amalax's forehead emits a glow relative to how much it has eaten in recent times. On the rare occasion Amalax is full, it glows with enough intensity to illuminate its entire body.
A prismatic aurora follows behind Amaew as it flies through the frigid air. Travelers come from far and wide to catch a glimpse of its beautiful flight patterns.
Amapiny dislikes having others touch its hair, throwing tantrums if it gets tussled. This is because if it isn't properly kept, it disrupts its ability to generate pretty auroras from its hair.
Amaesta finds itself perfectly at home in both cold and warm temperatures. The tendrils poking out from its head vibrate and create colorful shimmers in the air around it.
The crystals within Amabink's body absorb light over time, releasing excess in the form of dazzling auroras. Jewelers sell its rarely-shed gems at an exorbitantly high price due to their beauty and demand.
Amape's fists leave small shimmering trails with each swing. The trails it leaves become brighter and more noticeable the angrier it gets.
Aurodactyl's wings reflect light while unfurled, creating dazzling aurora-like displays. These auroras are able to distract those looking up, making it easier for Aurodactyl to swoop down and snatch some prey.
Auronite's wings can create a dazzling aurora of light behind it as it flies. It often uses this as a tactic to defend weak creatures, distracting predators with the sudden shimmering display and spiriting away the would-be prey to safety.
Tales across time speak of a beautiful, glowing orb of swirling colors flying through the night sky in colder regions. These legends were speaking of Auroew, which projects a psychic aurora barrier to protect itself from harm while it flies.
The material on Aurogle's tail creates an aurora-like trail behind it when moved through the air. Using this, it creates breathtaking spectacles to wow those traveling through its frigid habitat.
Aurotar's shell is made of a crystalline material that glimmers in low lighting and creates a faint aurora around it. Many collect shards left behind after it evolves to be sold as high-priced accessories.
Considered a very widely-enjoyed treat within the Kalos region, Aurovoir is present on nearly every eatery's menu. Chefs will often decorate it with their own ingredients and accessories to add a custom flair.
Aurovoir is so rarely seen that many first sightings were assumed to be mirages. It moves with ethereal grace through the frozen tundras, its body covered with a moving, hypnotic aurora pattern.
When Aurochomp flies through the air at high speeds, its frills cast a shimmering aurora behind it. It takes to the sky to hunt, casting Ice Beams from the crystals on its body to freeze prey before it swoops down to grab them.
Aurolup dedicates a great amount of time and energy to great dazzling auroras using its frills. The displays serve no practical purpose; it simply wants to show off and impress others.
Aurogigas maintains a solitary lifestyle in the most frigid arctic regions. It removes chunks of glaciers to carve the ice into intricate statues of other lifeforms.
Aurono has poor eyesight, only able to naturally see its most immediate surroundings. At night, the frill around its neck can glow brighter in order to illuminate the area around it and help it see where it's going.
If another creature appears to be overheating, Auroful will fan them with its frills to cool them down. It sometimes gets overzealous, flapping too much and freezing the other creature solid.
An extremely solid ice crystal on Auroroc's head gives it a very strong Headbutt attack. When it lets out a triumphant howl after winning a battle, the frills on its back flutter and create a shimmering veil behind it.
When Auroish grinds its teeth, the jewel on its forehead glows bright and casts a thick aurora around it. This works excellently as a distraction that can help mask Auroish's form and make it easier to escape incoming predators.
Aurodaunt uses its frills to generate a colorful and mesmerizing aurora that draws in curious creatures. It fires freezing beams from its claws to immobilize its new prey before it shatters them into bite-sized pieces.
Rocklee trains relentlessly to keep itself in top physical condition. It wears makeshift weights on its body that it can remove in battle for a massive boost in speed.
Rockhoot is a friendly creature often residing in trees near to human domiciles. It learns the daily schedule of those nearby, so it always knows when someone is most likely free for it to visit and play with.
Rockern is friendly and needs only a small amount of sunlight and water daily to survive, making it an excellent first pet for young Trainers. The leaves on its head twitch rapidly when it is happy.
Friendly and loyal, Rockvoir seems to love nearly every living creature it comes across. Its kind nature often leads to it adopting a wild Rockruff it meets up with in the wild.
Rockslash is too gentle at heart to do anything more than play-fighting, preferring to retreat if a battle gets too rough for its liking. Canine Pokémon are attracted to its blade, compelled to lick and chew on it, much to its dismay.
Rockbat makes for an excellent home guard. It can bark at an ultrasonic frequency that causes extreme disorientation in those who hear it, making it very effective at deterring or helping detain burglars.
Rocklu is an adventurous sort, always exploring new locales. As a pet, it requires regular grooming, as the fluff on its wings gathers up lots of dirt and detritus from its adventures.
Tufts of fur keep the more sensitive parts of Rockras's body safe from the elements. Its mushrooms are safe to consume, but doing so strangely causes excessive hair growth in the consumer for a few days afterward.
As long as the sun is up, Lycanros will be raging. Only once the night comes will it behave with any semblance of calm and composure.
Lycanrom normally walks on all fours, riding onto its back legs when engaging in combat. An electricity-generating organ in its tail supercharged its muscles to give it faster movement and greater strength.
Beneath the large mane of fur on Lycansaur's back lies a small plant bulb. The bulb is fragile, so the heavy fur coat is there to protect it from outside harm as well as keep it warm.
A relentless undersea hunter, Lycanogre is extremely difficult for sea creatures to escape. It can shift the currents with a swing of its claws, and said claws easily tear through sand and stone to tear up any dens that prey thinks to hide within.
Very cocky, Lycanram goads its opponents with taunting gestures and raspy cackles. Once they strike, its grin grows wider as it withstands the attack and delivers a fiery headbutt in return.
Lycanrom channels the lightning generated by its tail into the crest upon its head. It brings its head down and casts powerful thunderbolts that scar the land in front of it.
Lycanrem stays perfectly still during the day, before becoming active and hostile during the evening. It strikes the ground with its head, creating an eruption of icicles in a line in front of it.
Lycandra goads opponents into thinking it is weak, letting them strike at its soft, slightly sticky body. When a foe's guard is down, it hardens the fur on its head and delivers a painfully strong headbutt.
After fusion, this Pokémon takes on the appearance of the Dusk variant of its species. It can flip between serene calmness and a fierce, relentless fighter at a moment's notice.
Melochan times its punches to the beat of music it hums to itself during fights. Songs based around the beats formed during Melochan battles are popular tracks used in sports films.
It practices music endlessly, trying to create the perfect melody. Its haggard appearance is due to using a Pokéflute to practice, ensuring it will not sleep until it finds that special song.
Many Melolax have perfected their song in the form of a beautiful lullaby. They continue to play this music even as they rest, perpetuating their sleep endlessly and drawing those near to join them in slumber.
Melown will place itself atop musical instruments which then begin playing by themselves. The music played by the instruments are ethereal, eerie tunes that seem impossible for any human to properly replicate.
The head on Melofarig's tail cannot sing, but clearly has an appreciation for the songs the main head sings. As the tempo picks up, the back half prances and dances about to the tune as best it can.
Melosey uses the drum on its torso to provide a beat for its singing. The gentle tune of its song has a rejuvenating energy that helps soothe the pains of injured Pokémon and encourages quicker healing.
Melomagius floats about listlessly, but those who venture close can faintly hear an ethereal melody play. According to legends, if its shackles were broken, it would spread a cursed song that would spell disaster for humanity.
Classical music is Melolicky's forte when it comes to singing. Its booming voice is often heard echoing across opera houses as it wows audiences with its perfect pitch and long-held notes.
Melovoir's song is guaranteed to soothe all but the most savage of hearts. Its voice is melodic, though it saves its most beautiful songs for only its Trainer to hear in private.
Melorith dances a strange dance that draws in the curiosity of Pokémon with prehistoric connections. The moves hypnotize them until the performance is done, and leaves them all feeling strangely drained.
If Melosol's song is heard, it means disaster is soon to strike the area. It intends for its songs to be warnings, but many have instead believed them to be summoning disasters.
As Melonape sings, its hair whips and roils like a burning flame, increasing in intensity when its songs grow faster in tempo. These songs can reignite the fighting spirit of even the most exhausted of Fire-type Pokémon.
Melowick sheds flames in the shape of musical notes as it wiggles and dances to its own tune. Those burned by the cast-off flames have some of their life force drained to fuel Melowick's continued dancing.
Melolure makes its home in desolate, haunted mansions, luring the curious towards it with its beautiful colors and haunting melody. Those that fall for the trick are then blasted with searingly hot beams of light from Melolure's body.
Melopede enjoys singing, but detests being heard. If it comes across someone listening to its song, it charges to deliver a venomous bite that causes temporary hearing loss in its victim.
Many pastry chefs employ Melopuff to assist them in judging the quality of their recipes. If Melopuff performs a lengthy, bombastic performance after consuming a sweet, the chef knows it has created something special.
Meloduck's soft and soothing songs can cure headaches to those that hear the music. Unfortunately, singing does nothing to cure Meloduck of its own constant painful headaches.
Meloeal happily sings to itself atop ice floes during the day. Others of its kind that come across it are compelled to join in the solo and turn it into a chorus. These concerts draw Ice-type Pokémon from miles around to gather and listen.
When Meloleo gather, they cannot resist bursting into a chorus of elated musical cries. These songs carry across the waters, instilling feelings of joy in those who hear them.
Melochop sings to itself during training regiments to keep its spirits and motivation up. Those who hear the song are themselves filled with a sudden urge to exercise and work out.
Melodude beats its fists on large rocks to provide a drum beat to the songs it sings. In some cases, it gets so passionately into the music that it drums too hard and winds up shattering the stone on accident.
Melofetchd sings a rhythmic song while swinging or occasionally spinning the leek it carries around. The tune is catchy enough that it has become quite popular on some online circles.
Sailors in the past shared grim warnings about the allure of Melogong's song. Though it means no harm when it sings, its voice is so pleasingly hypnotic that sailors would tear their ships apart through rough waters trying to get closer.
After growing and consuming enough food, Melopie stands upon a branch and pirouettes in place. This is the start of its evolution process, spinning thread around itself as it twirls, until it is completely wrapped in a cocoon.
Whenever Melogon2 has an audience in front of a screen it inhabits, it creates music and performs a twisting, twirling dance for them. Many find it hard to resist joining in the dance, the catchy music staying stuck in their head for days afterward.
In the midst of the most raging of thunderstorms, one may find Melokou prancing and dancing about. Its dance is said to siphon the storm's energy into its own body, fueled by the booming thunder and crackling lightning.
Melorill's large tail creates a melodic squeak on impact with the ground, which it uses to create a musical backdrop for its twirling, hopping dances. It is, however, very shy and will instantly stop dancing if it realizes it's being watched.
Melotomp's performances are best done in humid and muddy areas. It feels more confident in the mud and moves with much more grace and nimbleness while its body is moistened.
Melovoir's ability to manipulate its own gravity allows it to take particularly large, graceful jumps as part of its dance routines. Its dances soothe a savage soul; few bare witness to them and still have a desire to fight.
During Melorem's performances, its spins produce freezing air that creates ice statues for it to twirl around. Once the performance finishes, it gives a bow as all the statues dramatically shatter.
It is believed the wispy crescent ribbons attached to Cressmie's body hold a connection to the Dream World. Gazing into Cressmie's core while it glows causes the viewer to immediately fall into a deep sleep.
Cressnite cloaks itself in a magical veil to hide itself as it soars through the starry night sky, the only evidence of its flight being a faint rainbow trail of sparkles. Those that glimpse the trail before sleeping will have the sweetest of dreams.
Every night, Cressew whisks around the area putting people to sleep with psychic energy. Each person it sends to slumber temporarily links their minds with the others, all sharing the same pleasant dream adventure Cressew grants them.
Cresspiny has a knack for locating and collecting stones made of rare metals that landed from space. This has unfortunately made them highly sought after by unscrupulous sorts hoping to get rich off their collections.
Cresstomb's stone has a soporific aura, causing those near it to fall into a pleasant slumber. Once asleep, Cresstomb manifests itself and envelops its victims in order to consume their happy dreams.
Cressqueen watches over Nidoran colonies from afar. When it senses excessive strife among the pack members, it flies overhead and casts down sparkling dust that sends all the Nidoran into a peaceful, calming slumber.
Cressceus is extremely rare, believed to only appear during specific astronomical events. Catching even a glimpse of it in person is said to bless the viewer with pleasant dreams for the rest of their days.
Cressiard sees a personal duty in ensuring others get a good night's sleep. It patrols towns at night, finding sleepers and poking them; a light jab from its blades has the ability to induce pleasant dreams.
Cressogre lives an isolated existence deep within an undersea cavern. Though it prefers solitude, it is not aggressive to intruders: it simply puts them into a deep sleep before manipulating undersea currents to send them back to the surface.
When Cressish buries itself in the soil to sleep, its ring causes unique mushrooms to sprout overnight. The mushrooms are an effective and fast-acting sleep aid when consumed.
The shimmering material covering Cresslu's wings releases a faint sparkling stardust when it flies. A pleasant drowsiness washes over those that happen to come in contact with the particles.
When Cressrantis flutters the wings on its back, it releases soporific particles that send those afflicted into a peaceful slumber. It prefers peace and quiet, so it sends others to sleep often to maintain that solace.
Small scales shed from Cressmoth's wing scatter like stardust in the night sky. It flies quickly overhead, putting anyone under its flight path into a short slumber filled with pleasant dreams.
Cressape's first instinct upon meeting someone is to punch them and knock them out. It is believed this isn't a violent act, due to the unconscious victims having pleasant dreams of playing alongside Cressape.
Cresskazam uses its powerful psychic powers to put those near it into a deep slumber. Their dreams are pleasant but also serve to educate them; their intelligence is notably increased after waking up.
Cressmer's body is made out of an unknown substance, though it appears closely related to lunar materials. Prolonged exposure leads to drowsiness, and those who give in to sleep have pleasant dreams about space.
Clashing Bruxsir's two pincers together sends out pulses of psychic energy around it. Using this, it gives prey crushing headaches that leave them too wracked with pain to avoid its approach.
Bruxew grinds its teeth whenever it activates its barrier of psychic energy. The sphere-shaped barrier also causes the noise to echo and grate on the minds of those near it.
Bruxgon2 activates its psychic powers by grinding its teeth together, making a grating static-like noise. It primarily uses its power to generate a psychic shield around itself for defense.
A garish, multicolored flame surrounds Bruxtei's crest whenever it uses its psychic abilities. It races across the land, awakening dormant volcanoes in order to cause havoc among populations.
Bruxchu can generate lightning from both its tail and the circle on its forehead. The electricity it creates always comes out in a shifting, vibrant variety of colors, making combat a spectacle.
The organ floating above Bruxinja's head emits an odd, vibrant glow that draws others closer. Viewed from the front, it causes mild headaches and hallucinations, but it's said viewing it from behind will permanently damage a person's mind and soul.
Bruxtomb makes itself known by the sound of gnashing and grating teeth echoing in the distance. This irritating sound affects the minds of those nearby, making it easier for Bruxtomb to hex them with its ghostly abilities.
Bruxble grinds and gnashes the teeth within its large mouth as a way of showboating, proud of its giant maw. If it accidentally chips or loses a tooth doing this, it becomes almost inconsolable.
As a strange undersea being, Bruxceus detests intruders in its domain and repels them with pulsing psychic energy from its cranium. The deep-sea caverns it claims are often decorated with bright coral and undersea plants.
The protuberance on Bruxpuff's head wiggles about strangely as it sings. The gyration stimulates its psychic energy, cascading outward to better send those who hear its song into a deep slumber.
Bruxvenant grinds its teeth to send out psychic waves that disorient travelers and get them lost in the forest. While they wander in fear, Bruxvenant torments them further with its ghostly magic.
The appendage on Bruxrein's head pulses upon activation of its telekinetic powers. It uses the ability to manipulate the glacial ice of its home into gaudy ice palaces for it to live in.
Bruxra possesses strong psychic potential as well as strong teeth. Many rumors persist that a bite from a Bruxra will teleport you somewhere terrible, though these are unsubstantiated claims.
Bruxtly haunts homes at night, tormenting those that don't meet its standards of beauty. Because of its massive ego, there have been no records of anyone meeting said criteria.
Extremely vain, the quickest way to halt Bruxter's haunting sprees is to sully it with dirt and grime. It will hastily and obsessively run away to beautify itself, unlikely to return any time soon.
Paraorb has a hair-trigger temper and will explode at the slightest bit of surprise or stimulation. The explosion causes it to release countless fungal spores within a large radius.
The mushroom on Paraode's back mimics the appearance of Electrode, but also possesses a similar function: if agitated, it will burst open explosively, spreading paralyzing spores several meters around it, helping it escape predation.
Parator's movements suggest a constant feeling of confusion and unawareness of its surroundings. Examining beneath the mushroom cap reveals three shriveled and shrunken heads with glossy eyes.
With its mind completely taken over by the parasitic fungus, Parabone no longer feels sorrow or loss. It only feels the instinctive need to hunt others to infect with its spores.
It's never seen feeding, but has been observed constantly licking trees and grassy ground as it ventures forth. Within a week, the spots Paratung licked will be overrun with fungi.
Paragela's vines are shriveled and weak thanks to the nutrients drained by the large mushroom atop it. Old vines fall off regularly, replaced by new ones that are quickly drained and shrivel up like the rest.
Though infected by a parasite, maternal love still shines forth, now directed at young Paras. Ironically, Parakhan tries its best to make sure the Paras it raises never evolve and have their mushrooms overtake them.
Paraking's horn is an outcropping of sensitive mycelium that alerts it to other creatures nearby. It swims quickly to charge into them, its mushroom releasing countless infectious spores upon impact.
It transforms its body in order to replicate the forms of others it wishes to infect. Because it cannot get rid of the mushroom on its body even while transformed, however, none are fooled by the attempted deception.
A constantly-produced cloud of spores creates a mane around Paraeon's neck. Touching the cloud causes a tingling sensation, but prolonged contact will lead to temporary full-body paralysis.
Paragon's spores are harmless to biological creatures, but should be kept away from machines. Just a few will cause multiple fungi to grow within the machine and cause much damage to the internal components.
The mushroom cap aids in protecting the cocoon, while the mushroom itself infects the developing Pokémon within. The cocoon thrashes violently as it does so, before becoming perfectly still.
Paratops's claws have extremely sharp blades that can extend and retract at will. It infects others when it cuts them with these claws, stalking them until the fungal infection weakens them enough to be finished off with ease.
Pararet can infest healthy trees by slipping into holes half its apparent size. It chews on bark from the inside, its presence slowly causing the tree to develop multiple fungal growths over time.
The mushrooms on Pararos's head and tail will emit a faint glow in the evening, illuminating its surroundings. Any fungus grown from the spores it releases will also glow in the dark.
Parakern infests trees beneath the root, siphoning small amounts of nutrients over time. A lone Parakern will live under a single tree for years before having drained it dry and needing to move on.
Paraflora traipses around forests, looking to spread spores onto other living beings. The spores are harmless, only causing those contacted to feel sudden jubilation, unable to stop smiling for a few hours.
Parakrow uses its appearance to infiltrate Murkrow flocks, infesting them with its spores. Before long, the entire group will become its thralls, seeking only to gather food for it.
Paraking will pluck the mushrooms growing off of its main mushroom crown and plant them on others. These mushrooms dull the intellect of those implanted, allowing Paraking to be the smarter creature by comparison.
Paraown feeds by embedding itself into tree bark and siphoning nutrients from the tree itself. After it dislodges itself, the imprint it leaves behind will grow fungi, leaving a facsimile of Paraown's image.
Strangely, the small head on Parafarig's rear seems to exhibit more intelligence than its main head. Both are highly aggressive, however, with the rear head constantly blowing out infectious spores at any living creature nearby.
The mushroom caps that extend outside of Paratress's shell are no less sturdy. For defense, it can fire smaller mushrooms from within that pack a mighty wallop if they connect.
The heavy weight of Parasparce's mushroom leaves it almost immobile. It uses what strength it has to dig deep holes to live in, slowly consuming the soil over time to keep the mushroom nourished.
Paranub is often seen moving in circles in the wild. Its sense of smell alerts it to the scent of a powerful mushroom, unaware that it is chasing after the one atop its own head.
Pararaid is a nocturnal creature that possesses the ability to spit out a poisonous mist from its mouth. It seems to have a strong dislike of any and all Ghost-type Pokémon.