Page 8 / 9 of 8182 pokedex entries by sk372.
Wingpet is most often spotted in coastal areas, particularly places where Wingull gather. It tries to join the flock, but its appearance and eerie cry instead sends the birds flying away in terror.
Wingish greatly admires creatures able to take flight. Its often seen at beaches, gazing up at passing Wingull flocks and calling to them, waving at them and hoping to make friends.
Wingtrike always makes sure it has plenty of room to build up speed before it leaps into the air to take flight. The running generates internal electricity, and lets it leave a trail of sparking lightning behind as it glides through the air.
Individually weak, Wingamo gather together in great flocks to share electrical charges and increase their strength. Working together as one, they can fling down thunderbolts strong enough to bring down a Gyarados.
Wingrelp targets low-flying airborne Pokémon to hunt. It leaps from the water and glides on air currents long enough to spit out a poison mist that fells its target and sends them careening into the ocean.
Many sailors have Wingchop as their partners, in part because of its appearance looking identical to their typical uniform. With lots of energy and strength to spare, they are invaluable little helpers for ship work.
Wingcool's swimming capabilities are rather mediocre. In order to travel large distances quicker, it leaps from the water and catches the wind with its arms, letting the gusts carry its lightweight body.
The large amounts of water that Pelisaur gulps down with its wide mouth gets stored within the bulb on its back. It can spew a torrent of high-pressure water from said bulb to repel nuisances.
Places that carry a lot of cheese products take measures to repel Pelicate. If left unchecked it will hoard enormous amounts of cheese within its mouth before flying off to share it with Rattata across the world.
Pelivyle inhabits forest areas in close proximity to oceans and lakes. It goes out to scoop multiple fish into its large bill, returning to its forest to share its meals with smaller Pokémon.
Pelikip's oversized bill lets it scoop up large amounts of mud into its mouth. It keeps the mud on hand so it can spit it up at any time and enjoy a good puddle to soak and cool down in.
Pelilord carries huge flocks of Wingull and other avian Pokémon across the air and sea within its massive mouth. Many gather at beaches in the hopes of seeing Pelilord release a massive number of birds back into the wild.
Although Peliwellow has a relatively small mouth, it can store a large amount of food at a time. Its stomach will expand to accommodate the stores, the front of its body inflating as more food is collected.
Pelitty eats food in great amounts, storing it within its mouth to slowly swallow over the course of several days. For owners, this means that one needs to feed Pelitty around once a week, but the servings are obscenely large.
Pelin will dive into the ocean mid-flight before opening its wide mouth and inhaling vast amounts of water. It digests the liquid and any additional creatures sucked in for around an hour before taking flight again.
Peligoose's large bill allows it to store a lot of food at once in its mouth. It goes about stealing large amounts of food from Seviper; it does this not to eat for itself, but simply to deprive the serpent of food.
Pelirelp's large beak allows it to store a large amount of poison to exhale. Once it has stunned a creature with a huge cloud of toxic mist, it gulps them down whole in its oversized maw.
Surts's light body lets it playfully drift across the surface of lakes and ponds. It sings happily to itself while alone, but teleports away in fear the moment it realizes something else is nearby.
Surmander defends itself via blowing a stream of piping hot bubbles out from its tail. The burns left behind from the bubbles popping smell faintly sweet, like honey.
A sticky honey-like substance pools in Surtad's lily cap, attracting and capturing small insects. It offers the bugs up to bigger Pokémon in exchange for protection from other predators.
Surlett peeks up from bodies of water to take in its surroundings, but must retreat quickly; the scent from its cap is a sweet aroma that draws in many a predator quickly.
Surzagoon zips across the water in a quick zigzag pattern. No matter how often one bathes Surzagoon, its yellow-colored stripes are always sticky with a sweet-smelling nectar.
Surdot is sought after by predators for the highly sweet taste that comes from the cap on its skull. Conservation efforts are beginning to take place, as the species has little in the way of defending itself from being hunted to extinction.
When Surliper goes hunting, it glides low over water, skimming its feet across the surface. It stores a large amount of fish and bugs in its mouth before taking off, the stores of food lasting it weeks before it needs to hunt again.
Surda is highly intelligent and eager to help others, but at the same time is quite shy. It must be coaxed to share the answers to problem, as it fears being considered obnoxious in its attempts to help.
Surviper slithers quickly across ponds and lakes in the early morning. Its tail secretes a honey-like substance it smears on nearby surfaces to attract insects for it to eat.
Waving around the leaf on Masquerita's head generates a hypnotic wave from the circle in the center. The hypnosis leaves a target trembling and afraid to attack, giving Masquerita the chance to attack or flee at its discretion.
The eye-like patterns on Masquesol's wings cause it to look more intimidating than it means to. It tries to warn people to flee incoming disasters, but most assume it tries to hunt them or even cause the disasters to gain territory.
Patterns on Masqueveon's ribbons allow it to place them together above its head and mimic large, angry eyes. Looking into these false eyes deters most predators enough for Masqueveon to make a quick escape.
Meowbone uses the bones leftover from its fish meals as a weapon and tool. On occasion, it has also been seen using it to comb its fur and groom itself.
With a sufficient diet of coins, Meowfing emits clouds of gold dust from its pores. Though worth little economically, many enjoy using it to give some of their possessions a golden aesthetic.
In the past, unscrupulous sorts sold large amounts of Meowkarp, scamming others who believed they were shiny Magikarp. Since then, "buying a Meowkarp" has become slang for foolish purchases in some regions.
Meowdle sniffs out the unique scent of money with its large nose. It scrounges around most human homes, wriggling into tight spaces where loose change can be found.
Meowdile regularly goes diving in rivers and lakes to search for shiny objects, especially coins. If two spot the same prize, they latch onto each other in a biting contest until one yields.
Meowian congregate together in large groups on the starriest of nights. Most take a collection of coins and shiny trinkets they've collected, in order to trade amongst the others for new things to collect.
Meowpi enjoys picking up loose change and sharing it with others. The only coin it will absolutely refuse to part with is the one upon its head.
Meowtu is fascinated by shiny reflective objects, curiously captivated by its own reflection. In the wild it can spend hours gazing into the eyes of its reflected image.
The coins around Meowflora's face absorb and store sunlight and heat. It goes into low-light areas and shines the stored sunlight onto wilting plants to help rejuvenate them.
Meowbull pleads with its cute face and small whines in order to receive handouts from people. Few can resist, and as a result Meowbull has a reputation for being an extremely spoiled pet.
It has a selfish nature, stealing coins and crushing those that would threaten to take them away. Fitting its greedy nature and the symbol on its chest, it's become commonly seen used by Team Rocket members.
Meowchu is a prankster, often shocking others to get a rise out of them or swipe something from them. Flicking the coin on its forehead will make it cry and behave, at least temporarily.
Coins are Meowvoir's favorite thing in the world, and it cannot resist collecting and hoarding them. Even its beloved Trainer will have a very difficult time trying to get it to part with any of its gathered coins.
Meowful will jump at any opportunity to collect any loose change it spots, swinging its limbs wildly at any who try to take the coins from it. Despite its small and plush stature, these strikes can easily knock over the burliest of beings.
Meowsian is considered a good family pet thanks to its even temperament compared to others of its family. All it craves is regular affection and an occasional shiny bauble, and it remains content.
Strangely, consuming small coins assists Meowduck in soothing its painful headaches. Excessively eating them will lead to it developing stomach cramps instead, however.
Meowta has a bit of a mischievous streak, and enjoys suddenly flaring its flames up while being pet. The flames remain harmless, but it revels in the startled reactions it gets from its victims.
Meowmer slinks around urban areas, attempting to find discarded coins to absorb into its slimy body. If Trainers graciously donate spare change to it willingly, it gives a thankful cheer in return.
Trainers of Whismbone should try their absolute best to keep it in good spirits. Its timid and lonesome nature causes it to be easily prone to crying fits, and the decibel level of its cries can easily shatter glass.
Whismbat is quite timid and easily scared, hunting with quiet echolocation to find small insects to eat. Predators should beware, however; if frightened it will let out a titanic shriek with enough force to send an Onix through a cave wall.
Whismbink's mouth is covered by its stone torso, making its cry sound muffled. Even so, it can cry loud enough that it causes it body to vibrate and create small sonic booms around it.
The muscles of Whismgull's wings are connected to its vocal cords, needing to cry out in order to flap them. A sizable flock of Whismgull in flight is quite the cacophony to come across.
Many find Whismitty's cute appearance endearing and adopt it as a pet, but caution is advised; while generally low-maintenance, if upset Whismitty will let out extremely loud meows that can rattle houses.
In the morning, Whismeal climbs atop ice floes and lets out a cry to greet the day. This shout is so loud it often causes chunks of ice to break off of the floe it sits upon.
Whismlektrik sneakily attaches itself to others in order to drain blood. Once its presence is noticed, it gives a loud shout, the force of which blows it and its target far away from each other, allowing it to flee.
Whismra generates its psychic energy through the act of screaming. This naturally makes training it or battling with it an incredibly noisy affair.
Loudodor tends to hang near garbage dumps, where it has easy access to lots of trash to consume. Due to this diet, its breath is absolutely putrid, and its strong lungs cast the toxic stench over large distances.
Despite a grumpy appearance, Explax is generally not hostile, but it can still cause problems. After gorging itself on tons of food, it tends to let out a massive reverberating belch that can cause damage to anything nearby.
Explax is intelligent enough to play human video games, but has a very sore temperament towards losing. Many Trainers have lost their gaming equipment due to Explax's screaming tantrums after a loss.
Expcor tries to be a stealthy attacker, waiting for the perfect opportunity to swoop. Unfortunately, it can't resist uttering a booming attack cry when it dives, alerting its target to its incoming strike.
Expquaza's mighty cries can be heard even as it flies through the ozone layer. It rarely descends down to ground level, as even a small shout from it could cause lasting damage to its surroundings.
Expnaught is a juggernaut with a propensity towards guarding humans and smaller Pokémon. With only one bellow, it could send a heavy tank toppling over.
Despite its small stature, Explett's sound-creating organ in its head is very potent. Even without using its max volume, it can easily create cave-ins with a single cry.
Makurogue spends every waking moment training and honing its body eagerly. Even when it sleeps, it may still mimic its training regiment, reliving its practice even in its dreams.
Rival Makutomp get into mud wrestling matches to hone their strength and skills. The quality of a match is determined not just by victory, but by how well-coated its body is with mud by the end.
For the sake of training, Makuts uses its psychic abilities to sense what creatures near it would be willing to spar with it. It is still rather meek, so it makes sure to seek out opponents that aren't too strong or intimidating.
Makuolu is impressively stubborn, almost never accepting defeat and getting back up from any loss. In fact, the more it loses, the more its aura starts to flare as its determination to surpass its opponent is stoked.
Extremely tenacious, Makubat picks fights constantly with those bigger than it. Every time it gets swatted down, it gets back up with renewed vigor and energy, training itself to grow stronger.
Makueye searches caves for progressively larger and harder gems to strike its fists against. Once it's able to shatter a gem with its punch, it searches for the next most durable one to continue its training.
Wishing to train its body to perfection, Makura spars with any Pokémon it can. Once it's exhausted, it teleports elsewhere to recuperate, then returns right back to its training.
Despite its small stature, Haribat's wings possess a startling amount of strength and energy. Those attempting to hunt it often find themselves hurtling through the air from a single slap.
Skitferno is quite playful and a bit rambunctious. It regularly swings its tail close to the faces of others to agitate them until they chase after it, seeing it as a fun game to play.
Skitruff's cute appearance and loyal demeanor make it a highly popular pet. It's full of energy and stronger than it looks, however, so it is a bit more difficult to properly raise than first glance would suggest.
Highly curious and playful, Skitra teleports right up to anything that catches its eye. Many a Trainer has been startled by a friendly Skitra happily dropping onto them out of thin air.
Playful yet mercurial, Delvoir is constantly on the move, seeking new things to interest it. It overextensively explores its surroundings during the night, but is always back home by the morning.
Deljask spends much of its time sleeping, but its senses are quite sharp. The moment it senses something approaching too close, it flies off at an incredibly quick speed to find another place to nap.
Medgon2 spends much of its time meditating, in order to enhance its databanks and calculation abilities. Within computers, meditating for long enough will cause visible ribbons of data to flow into its head.
Medchar is a budding master of meditation, able to balance itself perfectly while deep in a meditative state. It is drawn to the scent of burning incense and prefers meditating near the aroma.
Medplup meditates often to center and hone its mental state, but it is still a bit jumpy in temperament. If something startles it during meditation, it reflexively backhands the interruption with its powerful flippers.
Medyena makes for an excellent home guardian. It meditates often to hone its senses and detect when an intruder draws near, springing into action quickly and subduing them with psychic powers.
Medivoir meditates constantly to keep its mind and body sharp and its soul at peace. Its training gives it powerful precognition, letting it foresee opponents' moves and react calmly and accordingly.
Electxen's fire manipulation ability is still burgeoning and requires practice. When it fails to ignite the stick it carries normally, it zaps one end with lightning from its body to set it alight.
Electzagoon generates electricity in its fur by running about in a zigzag pattern. The more it runs around, the greater the electrical burst it will inevitably discharge.
Electnoone generates electricity while running, gathering more internal energy the faster and longer it runs. After a point, it even begins leaving trails of crackling lightning behind it as it dashes around.
Flocks of Electgull can be seen often during storms at sea. They fly directly into the storm clouds, coming out crackling with electricity they've absorbed from within.
Perwak are arrogant fighters, but have something of a code of honor. They prefer to fight a weapon-wielding opponent, if only so they may dramatically disarm them in battle and gloat.
Perow is a fierce hunter, but also a highly finicky eater. It hunts and eats only certain parts of prey such as Arbok and Raticate, then leaves the rest for scavengers to pick at.
In some ancient civilizations, Perkiss was tasked to guard over precious locations. Those who wished to enter would have to pass tests of intellect that Perkiss judged over.
Perlup has an independent streak and a sense of superiority to the point that it rarely, if ever, allows anything to touch it. Getting too close without its permission results in a flurry of slaps and scratches.
With its aerial speed and quickness of claw, Perjask is adept at taking anything it wants. Most often found in urban areas, it will snatch up prey and human meals in equal measure.
Haughty by nature, Perfable rarely lets itself be seen by humans and only comes out during the dark of night. It is more amiable during the full moon, but only slightly; it quickly becomes standoffish again the very next night.
Vain and territorial, Perflame will not suffer the indignity of anything being in close proximity to it. With a disdainful backhanded flap of one wing, it spreads embers all over any who would dare invade its space.
Pernx is highly independent and hates being touched. Those that try to pet it without its trust and approval will see it hiss and shed sparks from its fur, the only warning they get before it uses its claws and electricity in full.
Permander is smug and egotistical, intensely proud of the flame on its tail and regularly flaunting it towards others. If enough attention isn't paid to the beauty of its flame, it uses it to set things on fire as petty vengeance.
Persect will spread spores on spots it claims as its territory. The spores are harmless but irritating to the eyes and nose of anything but itself. Trainers have found that spraying Persect with water helps discourage this behavior.
Perape is a very difficult Pokémon to raise due to its behavior. Spoiled and moody, if it doesn't get what it wants, when it wants, it flies into a tantrum of swinging fists and slashing claws.
Perchoke's aggressive combat style has been dubbed the "Fist of the Beast King." It's popularity resulted in a supporting role in a popular television franchise, though its roles often suffer an unfortunate fate.
Percruel lurks near the shallow waters of oceans, waiting for large gatherings of people. Its greedy nature compels it to appear before these groups and use its many tentacles to steal as many shiny baubles as it can to hoard for itself.
Domestic Perdrio are often reported as showing highly spoiled behavior. The three heads constantly fight over food, toys and affection.
One should be wary of provoking a wild Manegon. The dust clouds its wings kick up are also supercharged with its electricity, leaving its foes blinded and beset by powerful discharges of lightning on all sides.
Plustini's shed skin still retains a residual charge of electricity within it. Scavengers looking for a quick snack end up receiving a nasty jolt when they take the first bite.
Pluskip has quite the happy-go-lucky personality. It can often be seen palling around Mudkip in the wild, prancing around their mud hole home, and spreading sparks as a sign of joy.
Plusvoir cheers on allies from the sidelines, its dances and chants creating psychic pulses to boost them. Plusvoir's cheers are said to make an ally's greatest strengths even greater.
Pluspuff sings chipper, upbeat songs to cheer on its allies and boost their morale in battle. It rubs its cheeks to create sparks that it can fling into the air to add to the flair of its performance.
Plusedo's pointed teeth carry a strong electrical charge in them. The bite itself is painful enough, but the real harm comes from the paralytic effect that takes place shortly after, leaving prey unable to move and escape being hunted.
Plusetta's song and dance routines are meant to boost the spirits of its friends while they fight. Pokémon on the offensive fight even more fiercely when Plusetta's cheers back them up.
When Pluslett pops up from underground, it can't help but cheer on battles it observes. It creates small bursts of sparks with its ears to encourage the combatants to do their best.
Plusitty slaps its tail against the ground to great spark showers meant to cheer others up. It clings to others and nuzzles against them, generating static electricity that recharges its own energy.
The orb on Plusink's head is seemingly filled with a type of positive psychic energy. The faster it bounces in place, the more positive energy fills the area around it, making those near it feel more upbeat.
Clacking Minsel's claws together produces small spurts of blue sparks on contact. Minsel often uses this ability as a way to soothe and entertain its young when it gets upset.
Mintomp sends out electrical pulses through the marsh to sense the movements of others. This gives it an advance warning of intruders, making it easier for it to hide itself away for safety.
Mints's psychic powers leave it very in-tune with the emotions of others. It's drawn to those displaying sadness and other negative emotions, compelled to approach them and try to cheer them up.
Minvoir cheers on allies from the sidelines, its dances and chants creating psychic pulses to boost them. Minvoir's cheers are said to boost an ally's weaker traits and reduce their shortcomings in combat.
At maximum speed, Minjask's rapid movements leave behind blue-tinted afterimages of itself. Visible for only a split-second, these copies dissipate in a quick burst of blue sparks.
Minetta's song and dance routines are meant to boost the spirits of its friends while they fight. Pokémon at a disadvantage get a powerful second wind when they witness Minetta's cheers.
A large number of electrically charged fungi grow on Minsect's back. Its mood worsens the more fungi are present, so it attempts to scrape against surfaces to remove them and lighten its load.
Minitty uses its tail to perform minor electric shows to cheer on others. Once its energy is expended, it flops onto the ground and recharges by napping for up to 14 hours.
Lost Cubone are instinctively drawn to the light from Volwak's tail. Seeing it at night means they will find a safe haven, protected by Volwak's battle skills until the dawn breaks.
Vololu uses its budding aura to cause parts of its body to glow in order to communicate non-verbally with others of its kind. The process is tiring, so it can only convey short simple messages.
Volsect uses a flashing light pattern from the mushroom on its back to lure in smaller Pokémon. Once they draw close enough, it lets out a bright flash to blind and stun them so it can infect them with its spores.
Volobat's nose glows when it inhales, dimming with its exhales. This can be a welcome beacon for lost travelers, as it tends to live in cavern areas near open paths to the outside.
Gulpchic opens its mouth wide to swallow large amounts of food at once, which then burns and digests within its heated stomach. After meals, it burps up smile fireballs once it finishes digesting.
Gulpkip can open its mouth wide to swallow up food and water in amounts equal to its weight. It naps after a meal in muddy areas, the mud seeming to help it digest its food better.
In the morning, Gulpdew's bud splits open and emanates a sweet scent. It clamps down on Bug Pokémon drawn to the smell, digesting them whole over the rest of the day.
Gulpedo gorges itself by charging forward with its mouth massively distended, swallowing up anything in its path. Once it stops, it simply floats around passively until its massive meal is fully digested.
While digesting its large meals, Gulpgoo's body produces an excessive amount of slime, puddling all around beneath it. The slime carries strong acidic properties similar to its digestive juices.
Gulptrike can open its jaw to startling lengths and swallow larger creatures with relative ease. As it digests and gains nutrients, sparks of electricity run across its body.
Gulpviper swallows its meals whole, only needing to eat once a day or so. Its meals digest and get processed into a paralytic poison that coats its tail, which it uses to immobilize future prey.
Gulprelp is an underwater omnivore that opens its mouth wide to swallow meals whole. Digestion fills an internal poison sac it uses for its poison breath; going too long without feeding would render it defenseless.
Swalode's prodigious appetite is a danger to itself and others. If it gorges itself on far more than it can handle at once, it may explode and spread the contents of its meal and its own digestive juices all over the surrounding areas.
Swalew is able to swallow food larger than itself. After the meal is digested, its body pulses out a toxic psychic wave that makes anybody too close begin to feel sick.
Swalvoir uses its vast psychic power to create a black hole within its mouth when it opens wide. This makes for an extremely powerful suction that lets Swalvoir take in a vast amount of food all at once.
Food consumed by Swalslash digests into poison stored within its large bulb. It uses said bulb in battle as a shield, the impact of attacks causing it to spew its poisonous contents all over the attacker.
Swaloud can swallow its meals whole in its oversized mouth. When it lets its maw hang open, one can audibly hear the sounds of its body digesting its latest batch of food.
Nukip regularly partakes in cool, muddy water to cool itself and gain nutrients. Thick plumes of steam rise from the hole in its hump as its insides cool down.
Nutomp enjoys cooling itself off by soaking in mud puddles. While it soaks, the amount of steam it produces from its back increases by close to fifty percent.
The organ that generates smoke within Nuolu is the same that controls its aura. As such, during moments of high emotion, the smoke it emits will be tinted blue as it mixes with its aura.
Nuink bounces on its spring tail to release steam out of the orb on its skull. It must do this constantly, or the steam building up within will cause debilitating health problems.
Cameziken moves carefully at a battle's beginning, luring opponents into thinking it has low mobility. It then uses eruptions from the rocks on its back to propel it around at high speeds, and takes foes by surprise with agile movements and kicks.
Camekip can often be found placidly soaking itself in volcanic hot springs, unfazed by the boiling waters. It erupts similarly scalding water from its back should it need to defend itself.
Camevoir has a calm demeanor, rarely responding to aggression towards itself. Threaten its Trainer or allies, however, and a violent eruption of steam from its body will occur before it attacks with relentless fury.
Pulling on Camecash's whiskers causes it to erupt steam from its back with enough force to make the area around it tremble. As this is also very painful for it, this results in a very angry and vengeful Camecash.
Camecanth swims around the waters surrounding volcanic islands. It crawls onto shore around once a week to blow off steam from its pores, lest it overheat and become sickly.
The orb on Spoew's head houses much of its psychic energy. It regularly bounces itself on its spring-like tail, which stimulates the rest of its body and recharges the orb to full.
Spokip needs mud on some part of its body in order to keep functioning. If it lacks sufficient muddy covering, the orb on its head begins to dim as its strength starts to fade.
Spochop's psychic potential is directly tied to its muscle strength, so it trains virtually nonstop. Whenever it flexes its muscles, the orb on its head glows brighter.
It spends most of the day among the tree branches, snacking on the tree leaves. Should it get a surging headache, the psychic pulse may cause all the leaves on the tree to fall off at once.
Psyorb should be given a wide berth where possible. It is prone to painful headaches, and when the migraines begin, the pain causes it to explode in a mix of psychic and electric energy.
The eggs Psysey makes are particularly effective in alleviating headaches when consumed. Because of its constant migraines, Psysey is constantly eating its own eggs.
The blades of Psyther's arms are actually soft membranes akin to webbed feet. Though ineffective at cutting, those struck by its swings develop crushingly painful migraines shortly after.
Using the pincers on its skull gives it a headache afterward. The more force it exerts, the stronger the headache; trying too hard to crush something with its pincers may cause it to pass out from the migraine.
Psyras is willing to ferry others on its back, but must be reminded of its course constantly due to its poor memory. Its appealing design inspired a popular line of bath toys for young children.
Psylax spends most of its time sleeping, as the moments it is asleep are the only time it doesn't suffer constant migraines. As a result, it reacts very poorly to anything that disturbs its slumber.
Psynite has strong flight capabilities, but flying for too long gives it painful headaches. It typically crashes into the water during flight to submerge its head and soothe the pain.
Psydrill is highly territorial of its nests, buzzing around ready to fend off trespassers. Unfortunately the constant headaches it suffers mess with its focus, making its defense inaccurate and less effective.
Psyew's psychic potential is vast, which it uses to soothe and heal those around it. In particular, the minds of those around it become clear, free of pain or negative emotions.
As it absorbs sunlight, it emits psychic waves around it that cause mild headaches in those nearby. Psyflora remains blissfully unaware of its effect on people.
Psysire is so simple-minded that its constant headaches don't even register as pain to it. The only sign of a migraine flaring up is a series of blinks, followed by a light scratching of the head.
Psyrow's belligerent behavior can be curtailed by pinching the hairs on its head, but as this act causes it to suffer a painful migraine, it's considered a cruel and inhumane way of behavioral correction.
Psycross possesses two consciousnesses: one in the body, and one in the horn. The consciousness within the horn suffers constant headaches due to so often being used as a bludgeoning weapon.
Psycross's multicolored body makes it look quite comical and strange to most. Its body is segmented, and it can launch the middle segment of its body like a projectile, the segment returning shortly after like a boomerang.
Psydour attempts to warn away intruders with a series of angry quacks. Though amusing to most, if this warning isn't heeded, it follows up by coughing up several volleys of boiling hot bubbles.
In ancient times, Psytler antlers were used by shamans for medicinal rituals. Ground into powder and mixed into a drink, it created one of the first headache curatives.
Psygle often starts an art piece, before suffering a headache that makes it forget the original idea and begin painting a new one connected to the scraps of the old. This odd methodology gives its artwork a very distinct and surreal look.
Psylax gorges on berries to ease the pressure within its skull. When its tummy is full, its headache is gone, and for a short period of time, it reaches a zen-like state.
Psylicky uses its large extendable tongue with great dexterity to grab large amounts of food. If a headache strikes during this, it flails its tongue about wildly while in its pain throes.
Psykip's beak is surprisingly strong, able to push up heavy rocks thrice its size. The fin on its head is very sensitive to temperature change; should the temperature shift too rapidly, Psykip gets a headache.
Psyeon can often be seen pondering to itself, though what it contemplates is uncertain. One can tell if it's feeling confusion, as a confused Psyeon's body constantly shuffles through different colors.
Psylord can produce large amounts of bubbles to help its buoyancy and keep it riding along the water's surface. Occasionally it produces too much, and floats through the air until enough bubbles pop and send it back down.
Some say that the universe was created inadvertently when a Psyceus's cosmic powers surged too strongly for its mind to contain. Many debate on what would happen to the world should another similar surge occur.
Bathing in the waters on Psyterra's back is a soothing process that leaves almost anyone completely refreshed afterward. Psyterra encourages it as well, as it gets headaches without the presence of another in its waters.
Psytic pokes its head out from the water, hoping to play with young children near the shoreline. Unfortunately, when children draw near and it happily rises to its full size, it often accidentally scares them away.
Coming from a world different from ours, Psytina seems not entirely compatible with ours, causing it to suffer from headaches. When they strike, the psychic backlash opens up a few portals to this other dimension.
Psyblim must inflate its cranium in order to gain altitude, giving it intense headaches the higher and larger it goes. Naturally, most specimens prefer to stay grounded as much as possible.
Psyxorus's sharp beak can cut through thick trees and even metal with relative ease. Swinging its head around causes it to develop migraines, which makes it behave even more aggressively due to the pain.
Using its psychic powers recklessly will cause the material of Psykyu's disguise to rupture at the head and lose stuffing. It will hastily drop whatever it was doing and retreat in order to repair the damage.
Psykoth lives an extremely simple and lethargic lifestyle. This is due in equal parts to its own personality, as well as the fact that even small amounts of strenuous activity cause its head to hurt.
Psyroth flails and runs about at random, behaving noisily and chaotically. If it didn't, the overabundance of testosterone in its body would cause it to suffer painful headaches, so it must burn off energy ceaselessly.
The bubble Psysis floats in is a protective barrier from external stimuli. Its head is extremely sensitive, so if the barrier is popped, it suffers excruciating migraines until it regenerates.
The desert sun often gives it a headache, which it solves by submerging it in the sand. It's not uncommon to see a small group of Psyile together, all with their heads, and only their heads, underground.
Psyfisk submerges itself at the bottom of ponds and mud puddles. Should something tread upon it, it flings them into the distance with psychic powers triggered by the headache from getting stepped on.
Psyrunt aggressively stomps around the marshes and ponds it rules over, bullying smaller creatures with streams of blown bubbles. It quickly flees in terror at the sight of anything larger than itself, though.
Psylass generates extreme amounts of cold in its body, which gives it headaches if it doesn't vent it out regularly. It breathes out a freezing mist when it does so, often accidentally freezing anything that happens to be nearby.
Psyful has been noted as being one of the most affectionate Pokémon around, always seeking hugs and cuddles. This is beneficial to Psyful as well, as the soft embrace of another soothes its aching head.
Psymise carries with it a large anchor far too heavy for it to lift for prolonged amounts of time. It inevitably collapses and gets crushed by the anchor, resulting in painful headaches.
Psynea's arms are heavy and spine-covered, making them effective at clubbing enemies that get too close. However, sensitive nerves in its limbs connect to its brain; hitting a foe will inevitably give it a splitting headache.
In the rare moments when it's not suffering a migraine, a beautiful shimmering aurora flutters behind Psyrorus's neck. Witnessing this moment is considered a sign of great fortune.
The weight of the mushroom presses on Psysect's skull and causes it strong headaches. Removing the mushroom relieves it for a time, but a new one will grow within a week after removal.
Psysopod's size and strength give it confidence to take on opponents with great eagerness. Should it come down with a headache, however, it immediately turns cowardly and runs to hide until the pain subsides.
When a headache strikes, Psydisc's powers surge and cause sudden spikes in amorous feelings in those around it. Lakes with Psydisc populations inhabiting it are known to be romantic retreats for couples.
Psyzagoon hops about marshes and swamps in zigzag motions. It's thought that its constant headaches mess with its sense of direction, causing it to constantly change which way it moves at random.
Psysian is a bit of a low-maintenance pet, as acting too rambunctiously will cause it to develop painful headaches. Instead it spends most of its time napping and nuzzling against those who care for it.
Self-fusion has enhanced Psyduck's psychic potential to its maximum. Now the only way it can vent the pain of its headaches is to create miniature black holes with its mind.
Finally freed of its constant migraines, Psyduck can relax and think clearly. It enjoys gazing into its reflection on the surfaces of lakes, thinking deeply about the world around it.
Psykey normally has an aggressive and territorial temperament, lashing out at travelers it comes across. However, should a headache strike, it immediately forgets its rage, running away while clutching its head.
Psywag hangs around muddy ponds, soaking its round body in the cool water and playing in the grime. It rhythmically slaps its tail against the ground when nervous or excited.
Psywhirl fans find it endearing for its rotund body, simple disposition and goofy plodding gait. Some zoos are starting to use Psywhirl iconography to make it something of a mascot to appeal to children.
It uses telekinesis to lift up large boulders to smash with its fists as a form of training. Psychop often overexerts its psychic powers during these regimens, leading to nasty headaches afterward.
The stick it carries is charged up with some of Psyfetchd's residual psychic energies. Those hit by it will suffer painful headaches for up to 48 hours afterward.
When frightened, Psyder quickly retracts and snaps its hardened shell shut for defense. Sometimes it closes so fast it snaps down on its bill before it fully retracts, causing mild headaches.
Lacking proper claws, Psyby goes around digging up wet sand and dirt to uncover small creatures to snack on. It submerges itself in water regularly, as being on dry land too long gives it painful migraines.
Psyler's body constantly generates bubbles within, blowing them out its mouth periodically. Going too long without release causes a painful tension headache, resulting in an explosive Bubblebeam to relieve the pressure.
Spinorb needs to spin rapidly in place to generate the internal electrical energy needed to explode in combat. It's constantly dizzy as a result.
On the rare occasions Spinlax is seen up and about, other creatures give it a wide berth. Its wobbling gait means it could topple over at any moment, and crush anything unfortunate enough to be where its heavy body lands.
Spinew's flight path as it floats through the air is very erratic and nonsensical. Despite seeming eternally confused, it has sharp psychic senses that alert it to any approaching danger or incoming attacks.
Spinret is beloved by many for its soft fur, sweet nature, and adorable appearance. Its lack of balance, coupled with its long body, does make it clumsy and prone to knocking over many household decorations, however.
Spinsel's long limbs and lopsided movement make it tricky to deal with. Foes and prey alike find it almost impossible to predict where its wobbly movements will go as it swings its sharp claws around seemingly at random.
If one spots a Spinmory in the sky, taking shelter is recommended. Though entirely non-aggressive, its rotating and haphazard flight causes it to fling off heavy pointed feathers in random directions, which can cause quite the injury.
Spintop spins around in a strange wobbly manner, yet retains a perfect internal balance, making it difficult for foes to strike or predict what angle it will strike from. Despite all the spinning, it's surprisingly never seen acting dizzy.
Spinmagius casts powerful hexes by spinning rapidly to increase its ethereal powers. This often leaves Spinmagius dizzy afterwards, but the wildly unpredictable curses this lets it create are well worth the setback.
Spinvoir is a devotee of dance, enthusiastically putting on performances for others whenever it can. It has a very unorthodox swaying style of dance, but the shows it puts on are unforgettable.
Spinling creates a distinctive chiming call by swinging an organ in the back of its throat around in a certain pattern. The patterns are different depending on the Spinling, so no two cries are exactly alike.
Many professional athletes are beginning to take notes from Spinchoke's fighting style. Its swaying, unpredictable movements make it very difficult to hit or predict which direction its next attack will come from.
When retracted into its shell, Spintle moves and spins around with a haphazard series of motions. When it comes back out, it appears quite dizzy, and its walking style is no less off-kilter.
Zanew has an instinctive distrust of any serpentine Pokémon. It holds them in place with psychic powers before raking its sharp claw against them, leaving slight gashes as a warning not to trifle with it.
Serpentine Pokémon are not allowed to be anywhere near Zantile's habitat. The edges of its tail are razor-sharp, used to bludgeon and cut any of these Pokémon that it catches sight of.
Zanvoir has a prickly personality, often taking a swipe with its large claws at anything coming too close. It takes a long time to warm up to others, but when it does, it is fiercely protective.
Though not outwardly aggressive, Zantales are incredibly vindictive if slighted. Many folk tales speak of Zantales cursing people and turning them into serpents before hunting and tormenting them for days on end.
Zanlu has a strong vendetta against serpent Pokémon, particularly Seviper. It cannot resist swooping down and swiping at them with its wings, though due to their soft cloud cover, its strikes do little damage to its rivals.
Though Zanruff often acts aloof to its Trainer, its loyalty should never be questioned. It defends them stalwartly, doubly so if it catches any serpent-like Pokémon approaching.
Zanliper has a vicious antipathy towards any sort of serpentine Pokémon. It swoops down to claw at them until weakened enough that it can attempt to swallow them whole into its large beak.
Zanmel is cautious, warning away others by creating small spurts of magma from the hole in its hump. The only exception to this is Seviper, of which Zanmel will immediately go on the attack and attempt to douse them with magma.
Zanviper's aggression is at the point where it sees every other Pokémon as a rival. It strikes viciously at any new encounter, determined to leave a scar that marks the start of their intense rivalry.
Seras sneakily waits for when it sees Lapras carrying passengers, striking in order to double its potential prey. Lapras have begun traveling in groups more often in order to reduce the chances of being attacked by Seras.
Sew uses its cute appearance as a facade to get closer to victims. It strikes with the blade on its tail, which is coated with a venom that appears to tailor itself to the DNA of whomever it strikes in order to be the most debilitating.
Setomp is a devious and sneaky creature that hides itself by coating its body with mud and hiding in swampy areas. It flings the mud coating its tail-blade, tainted by the blade's poison, as its first strike.
Sevoir is sly and can be rather deceitful and manipulative. It is not uncommon for it to use a soft voice and kind gestures to lure others into false senses of security before taking a swing with its sharp and poison-tipped tail.
Seferno's tail fire burns a toxic substance coating the blade, creating poison fumes. It often creates bladed weaponry coated with the substance to give it additional reach to poison its targets from a longer range.
Sebish is very defensive and aggressive, wielding a dangerous blade. The blade is coated with poison and garbage from Sebish's home; a single cut is very likely to develop a terrible infection.
People are explicitly banned from approaching Sevanha-infested waters. They are considered extremely dangerous due to their pack hunting, vicious temperament and highly-potent poison coating their oversized fangs.
Sedo is an extremely vindictive and stubborn hunter, never giving up once it has targeted something. It has been known to beach itself due to its stubbornness, leaping onto land attempting to chase after escaping prey.
Sedisc's cute appearance masks a devious and aggressive hunter. It lures others close with its innocent looks before its mouth opens to reveal highly venomous fangs ready to bite.
Though Secoon has little mobility, it isn't lacking in self-defense. Besides its fangs and poison points, it can fire small needles made of poisonous silk short distances to deter predators.
Many assume that only Sescoon's fangs and spikes are dangerous, but extreme caution is needed. Though not as potent as its points, even the silky cocoon covering its body is poisonous to the touch.
When Seink bounces in place rapidly, the orb on its head generates a dizzying psychic wave that paralyzes those too close. While its victim stands immobile, Seink springs towards them, ready to cut them with its bladed tail.
Extremely aggressive, Seviper will seek out groups of Zangoose to take them all out at once. It will even strike down wild Seviper, so that there's less competition towards fighting its eternal rival.
Selrock gathers energy from the sun in order to float around. It spins around horizontally at rapid speeds, its many poison-coated blades cutting through anything unfortunate enough to be caught in its path.
Seal is a bit overzealous in its attempts to hunt others. It leaps and swings its bladed tail, but often topples over in the process, taking a bit of time to get itself properly reoriented.
Though not usually aggressive, hunger causes Secanth to become a vicious hunter. With fangs coated with poison and a bladed tail, it can wound and cut down prey quickly and efficiently.
Secruel is a vicious and territorial undersea creature constantly attacking any other Pokémon it comes across. Its stingers and bladed tail both contain different types of virulent poison, making it easily able to debilitate a target.
Seton's wings are razor-sharp, drawing blood with just a light graze. The center head detaches the other heads in battle, which spin around rapidly and become whirling, slicing dervishes of pain.
Lunapod floats itself to the highest limbs of the tallest of trees to wait out its evolution, protected by its stone cocoon. When the full moon is out, the cocoon emits a radiant glow.
The amount of toxins expelled by Lunazing's pores waxes and wanes with the phases of the moon. Inhaling the toxins has the odd effect of temporarily lessening gravity's effects on the afflicted.
The only time Lunaros is not prone to charging down anything it sees is during the full moon. As it runs, its fluffy mane releases a sparkling material akin to stardust.
Lunavoir's psychic powers are their strongest when the moon is full. Lines connecting the stars on its cloak appear just before it uses its telekinetic abilities, forming constellations.
Lunalrock is listless and inactive during most of the day and night. At dawn, as the sun begins dispelling the night, it can show off massive amounts of solar and lunar power.
Solchic needs to bask in sunlight for at least an hour in the morning or it will behave groggily for the entire day. Its eyes can cast beams of warm sunlight, which it uses to heat up its meals before eating.
Solade fights its best when in the presence of direct sunlight. Basking in enough of the sun's rays allows the blades extending from its elbows to become pure fire, to devastating effect in combat.
Solceus constantly radiates a strong solar energy, enough to power solar-powered machinery to full capacity in seconds. Some say that every 1000 years, Solceus flies into the sun to recharge its own power.
When sunlight is plentiful, Solagon is able to levitate, and spends all its time enjoying this pseudo-flight. If the sun sets or becomes obscured, it immediately loses the ability and plummets to the ground head-first.
Solatone is listless and inactive during most of the day and night. At dusk, as the night begins overtaking the day, it can show off massive amounts of lunar and solar power.
Soleal hovers around glacial areas, embedding itself in the ice. Its warm body causes the ice to melt from contact, and Soleal seems to derive a sense of relaxation from the sensation of the ice melting against its body.
During the daytime, Soltail swims near the water's surface to absorb sunlight. When night falls, it dives to the dark depths and uses the stored energy to hunt its prey using extreme heat.
Barew's body is coated with a layer of slippery slime, making it difficult to hold onto. It is an affectionate sort, floating up to strangers and rubbing on them, smearing its slime across them in the process.
Whiscko's whiskers are believed to sense fluctuations in plant life around it to determine which plants are close to blooming. Using this, it moves from tree to tree to be the first one to pluck berries as they ripen.
Whislett avoids dry areas, moving more easily through mud than soil. Observing its digging patterns has shown it grows more erratic in the hours just before an earthquake strikes.
A hard layer of tightly-woven silk lies beneath Corpscoon's carapace, giving it extra defenses in exchange for its low mobility. Its spines carry a paralytic toxin that will stop aggressive hunters in their tracks.
The marking Corphish gains on its head after fusion is seen as a symbol of power and status by normal Corphish, causing them to flock to it. This is a problem for Corphish itself, as it vastly prefers solitude.
Though Corpby's claws have exceptional gripping power, it more often uses them for fisticuffs and as bludgeoning tools. It scoops up and smashes shellfish from shallow waters to get most of its sustenance.
Goltwo is antisocial, tending towards keeping itself far from other creatures. It has a soft spot for Psyduck, however, using its vast mental abilities to alleviate the headaches that plague them when it comes across them.
Golkou cuts through the water at lightning speeds, diving within to hunt fish before breaching onto land and racing across the region. It only slows down during thunderstorms, where it calmly basks in the rainfall.
Goltic is a marvelous swimmer, cutting through the water at an extremely rapid speed. It picks fights with larger creatures just to evade their strikes and keep its maneuverability honed.
A legendary figure depicted in some paintings as the guardian of the most pristine lakes across the world. Should it surface from its home beneath the waters, it will blast intruders with blasts of steam shot from its tail.
Once Golbarel begins building itself a dam, it will accept no others anywhere near the lakefront it lives in. It smashes the dams Bidoof and Bibarel create, and steals the broken wood to use for its own.
Underwater, Goltrum is a surprisingly swift and silent hunter. Most fish won't even realize they're being watched and hunted until it's too late, and an entire school has vanished into its hungry maw.
Goldisc are competitive swimmers, racing others of their kind constantly to establish hierarchy among a group. It's said those who spy these races in real time will have a tumultuous love life.
Balbone is a skilled little craftsman most known for the spinning toys it creates from mud, clay and the like. It happily shares the toys with friendly human children, but seems wary about giving them away to adults.
The stand Balto resides atop is necessary for its transformations, spinning it around and letting Balto mold its body to a new form. Should the stand cease its rotation, Balto's body will lose cohesion and return to normal.
Balper loves making friends, but said friends should keep a careful distance. It expresses joy by spinning around rapidly, often accidentally smacking things with its long, solid ears.
Whenever Baltress feels threatened, it rotates rapidly while firing sharp spiky projectiles from its body. The spinning is necessary for the defensive measure, as it can't fire its spikes while standing still.
Baltop is almost constantly rotating in place, and maintains a perfect balance, righting itself immediately if anything knocks it over. It gets very sick and weak if it stops spinning for more than a few moments.
Baldum uses the claws on its underside to grip tightly onto cliff faces, before turning and grinding until it removes a chunk of stone. It gathers up these rock chunks to make a personal den for itself.
A potent battler and grappler, Balchamp incorporates spinning into a majority of its techniques. It's particularly noted for its lariats as well as a powerful spinning piledriver.
The many eyes on Claygon2's rotating head can focus and analyze anything near it in seconds. Many places with sensitive data use it as a way to watch out for any viruses or other digital abnormalities.
Multiple eyes on Clayziken's body allow it to sense challengers coming from any direction. Its disembodied hands can fire highly-condensed beams of concentrated fire or energy.
Though Clayvoir appears to be perpetually asleep, it constantly manipulates several objects through telekinesis. It's theorized the eye-like orbs that float near it allow it to see its surroundings even while sleeping.
Castras floats across the region, offering to ferry others on its back. Its body adapts to the weather conditions around it, changing to ensure its passengers are protected from the elements.
Casto can transform itself into other Pokémon, or alter its own form to suit the weather. In some rare cases it can combine the two processes, creating weather-based forms for the Pokémon it mimics.
Castvee's DNA is especially unstable and malleable. Both the weather conditions and its habitat will affect it over time, leading to potentially countless variations in its appearance.
When Casteon goes for a swim, its body morphs to adapt itself to the water conditions, such as freshwater, saltwater, swamps, etc. This shifted form remains for around an hour after it returns to land.
Castdrill guards the hives of other insect Pokémon with quick flight and sharp stingers. The texture of its wings and the type of toxin its stings deliver differ depending on the weather.
Castew's psychic foresight alerts it to incoming changes to the weather. Using its exemplary control over its own DNA, it shifts itself into new forms to preemptively adapt to the upcoming weather.
Castgrowth's many vines change texture and color to adapt to the weather around it. When it changes back, some occasionally will be stuck in their transformed state, so Castgrowth with a few discolored vines are a not-uncommon sight.
Because past sightings of Castceus involved watching its form change in response to the weather, old civilizations believed Castceus controlled the weather itself. This is false, but it can create localized weather effects in a short range around it.
Facsimiles of weather-based Pokémon form on Casterra's back. One can typically estimate upcoming weather by seeing if one or more of these imitations becomes active.
Castedge is becoming an increasingly popular companion. It senses upcoming weather and opens up automatically, shielding its Trainer from the elements while soaking up sun or precipitation to further sustain itself.
Castveon's prismatic ribbons cast out small rainbow sparkles as they waft about. These tassels can affect the mood of others around it, with the emotional effect varying depending on the weather.
Normally, Castkyu remains sedentary and transparent in appearance, but when weather conditions become extreme, it lights up and becomes active. The color of the light it casts depends on what type of weather surrounds it.
Depending on the weather around it, Castxys can drastically alter its physical form. Research currently theorizes the weather may also affect its approach in battle between attack, defense or speed.
Castpuff sings a different type of song depending on the weather of its surroundings. No matter the beat or tempo of its song, its music is always effective at putting the listener to sleep.
Castbas's body alters in response to strong weather conditions. It seems happier when its body begins to transform; some believe it is self-conscious about its normal appearance.
The cloak Castrunt holds tightly to its body reacts to outside stimuli, adapting to protect its wearer from the elements. This lets it traipse through almost any inclement weather condition without a problem.
Castlass is wary of humans and rarely appears before them, watching them from somewhere hidden. The weather of its surroundings seems to play a part in how it decides to deal with humans trespassing on its home.
Castish generates strange psychic bubbles through the protuberance on its head. When the bubbles pop, they emit bursts of sunlight, snow, sand, or wind.
This trio floats around on a cloud at high speeds, looking for criminal schemes to stop. Many cities and towns attribute it to regularly saving the day from evil.
The orbs circling around Castreon radiate a warm heat not unlike sunbeams. It is fond of plant-life, so it's common to see it levitating one or two of its orbs near plants to ensure they get plenty of sunlight and warmth.
The flame on Castmander's tail increases in relation to warm and sunny weather. On particularly hot days, the flame may grow too big for the orb on its tail to fully contain it.
Castria spreads its wings wide and casts out a warm, pleasant energy as long as it feels the touch of sunlight upon it. Its arrival on sunny mornings is always heralded by its beautifully melodic singing voice.
Castcargo's back contains a constant source of water, eternally heated to boiling by its own body heat. The scalding water can't fully be contained by its shell's weak membrane, so it constantly leaks the hot liquid as it moves.
Casturne absorbs rainwater from other areas into its body before traveling to arid or desert areas. Once there, it creates rain clouds to dispense precipitation where it is most needed.
Castskit's thin legs allow it to skim across the surface of water quickly, absorbing liquid to strengthen and bulk up the liquid barrier around its body. If it absorbs too much, however, it grows too heavy and sinks.
Castvoir seems to appear and vanish within snowstorms. It has appeared before those lost in blizzards, calming the storm to help guide and warm wayward travelers.
Trorb explodes if someone tries to touch the bananas that grow on its chin. The small smoking craters left behind after an explosion carry the strong scent of bananas into the air.
The grassy fronds across Troeon's body are prickly and sharp. To protect itself and the fruit on its neck, it can electrify and fire them as needle-like projectiles that deliver paralyzing jolts.
Many have hunted after Tropunny in the past, seeking out the extra flavorful bananas that grow on its tail. As a result, it is very distrustful of humans, and sightings in the wild grow increasingly rarer.
Troitty naps in the sunlight to nourish the banana-flavored fruits that grow on its body. It shares these fruits with its young as well as family and friends it is particularly close to.
Troleo slams its body against trees to knock down sweet berries for it to gorge on. The banana tusks can be harmlessly removed and consumed, but as a snack, they are highly fattening.
The small fruits that grow on Troamo's body are packed full of flavor and nutrients despite their size. Care should be taken when collecting, as the fruit will carry a small residual electric charge after being plucked for several hours.
Because Troduo's beaks are made of similar material to bananas, it has an easy time gathering food. Insects will flock towards the sweet scent of fruit, only to be snatched into the mouth they were flying towards.
One can tell the nature of a person by the cry Chingbird makes after observing them. A high-pitched chiming means they are nice, while a low-pitched chime indicates naughtiness.
Chingpy communicates by swinging its trunk around and creating a jingling sound. The more agitated and stressed Chingpy is, the faster and more frantic the chiming.
A bell-like organ resides within Chingelia's mouth and the flowers on its hands. An excited Chingelia will make quite the cacophony as it rings all three simultaneously.
Chimevoir enjoys breezy days that allow it to let the wind waft its body and limbs about in dance-like motions. It generates a soft and soothing tone from the orb on its chest that calms the nerves of all who hear it.
Whenever a temple was built in the past, Chimevoir would approach within a week of completion. Friendly and dutiful, even in the present day it can be found helping temple workers with their daily tasks.
When in Chimeceus's presence, other beings will constantly hear a faint, musical chime every other second. It's said those who hear it for too long will be brought under Chimeceus's thrall and become its eternal servant.
Flicking the nub on the top of Chimekyu's disguise produces a chime similar to Chimecho's cry. The sound is usually distorted or off-key, and Chimekyu spends hours of the day tuning it to try to perfect its tone.
Chimehita's fists make a high-pitched chime whenever they hit something. The sound of wild Chimehita training with each other in the wild can get quite cacophonous.
Chimemite's note-shaped magnets create a musical hum when vibrating and activating their magnetism. Electronics in the vicinity will begin emitting a series of noises that create a beat for it to dance and sing to.
By concentrating hard, Spheorb can create a layer of frost and snow all around its body, before bursting it outward in a small explosive blizzard. It does this to create a snowy landscape it can play in.
Spheode spends a majority of its time sleeping in snowbanks. Though generally friendly, it's advised not to disturb its slumber; it's quite grumpy if woken up, and will explode in irritation.
The clouds puffing out of Sphefing's pores are scentless and quite chilling. Many people take it in as both a pet and a cheap form of air conditioning.
Sphebat makes its residence in the coolest part of any given cave. When hungry, it swoops down and breathes small bursts of chilling breath that slow down prey and make it easier to bite down and drink some of their blood.
Sphevanha travel in schools for safety. While not terribly strong as individuals, when in danger the entire school will descend on a target and breathe chilling air onto it, the combined efforts freezing it solid, allowing Sphevanha to flee.
Spheink springs around icy areas, looking for others to play with. Once it finds somebody, it introduces itself by blowing large bubbles from its head that pop into snowflakes.
Friendly and curious, Sphecanth often leaps onto land to observe things that have caught its eye. It seems to forget it lacks mobility out of water, and spends several minutes slowly shuffling its way back to the depths.
Though it is less mobile outside of water, Sphecool prefers to be on land, shuffling around with the help of its tentacles. The orbs on its head can radiate a chilling mist to defend itself, and its tentacles possess a freezing toxin as well.
Manvee's temper largely depends on its surroundings. Though still volatile, Manvee living in the areas around Viridian City seem to be the calmest variety observed.
Mangon's temper flares up easily, often involving it damaging the data within a user's computer. Unfortunately, trying to expel it just makes it angrier, causing it to rampage more and cause even more damage.
Mankey's anger and Beedrill's aggression combined to make a dangerous, almost feral Pokémon. Mandrill descend en masse on anything nearing the hive to viciously beat and sting it into submission.
Extremely ill-tempered, Mangey flaps and screeches furiously at anything approaching its home. If it fails to intimidate, it kicks up large amounts of sand or dust to cover a quick escape.
Though Manpip has an aggressive temperament, it's still light enough to be carried easily by wind. Many have seen an airborne Manpip flailing angrily as the breeze forces it away from the target of its ire.
Seeing someone possessing a sparkly item sends Mankrow into a jealous rage. It will fly at and attack the item's owner furiously until it can steal the item from them. It forgets its stolen trinket the minute it spies a new one.
It trains hard to control its anger, but still has regular bursts of violence in battle. Some say the types of attacks it uses while in this rage hint at what form it will take when it evolves.
It has a vicious temperament and destructive tendencies, grabbing and crushing anything it can wrap itself around. This is because crushing things is the only effective way Manbok can relieve its stress.
As Mantank gets angrier, its bodily functions intensify, including its milk production. Milking is therefore a dangerous job, as milkers are encouraged to enrage it as much as safely possible before extraction.
Manlax live in very small groups, competing constantly for food and fighting to steal snacks from the others. These fights can get so involved that the food is forgotten completely and stolen by another wandering Pokémon.
Mangross's four brains are not attuned to each other properly, leaving it confused and aggressive. It flies into a rage at the slightest upset, its heavy metallic limbs swinging and clawing at anything in its vicinity.
Simpleminded but temperamental, when Mandoof gets angry it begins gnawing on anything it can sink its teeth into. A particularly frenzied Mandoof can fell a large chunk of forest before calming down.
Temperamental to the extreme, one should consider themselves lucky if an angry Manwile only hits them with its fists. Its most vicious attack is grabbing a foe with its false mouth and slamming them all about.
Manplup's combination of fur and feathers keeps it insulated from the cold. However, if its fur grows too much, it will begin to overheat and grow angrier and more belligerent.
When angered, heavy rapid breathing can be heard from Manpass's nostrils. Its flaring temper causes mild magnetic disruptions in its surroundings, displacing dirt, rocks and other small particles.
Manolu tries to maintain an even temper through training and meditation. It cannot keep its rage suppressed when in the presence of those with negative emotional aura, however.
With its large mouth, Manbat lets out a fierce shriek of anger just before it begins swoops and attacks in rage. If particularly angry, it may scream for so long that it passes out.
Athletes once believed that eating Manras's mushrooms helped with muscle strength. While there is some truth to that, the extreme increase in aggression that accompanies it resulted in a ban on harvesting the fungi.
Mankie hides away in the shadows to quietly observe its surroundings. Should anything disrupt these stakeouts, it flies into a frustrated rage and attacks whatever broke its concentration.
When Manor's anger peaks, its eyes start radiating a powerful red glow. It slams the ground with its fists to take to the air and launch itself at anything nearby so it can beat it up out of anger.
The best way to calm down an angry Manth is by giving it a shiny coin to fawn over. Because it only works a short time per coin, keeping Manth perpetually placid can become costly.
Due to constant headaches, Manduck is very ill-tempered, lashing out at anything nearby in a pained tantrum. The more intense the headache, the more viciously it swipes at everything around it.
While not as strong as normal Primeape, they are not as volatile in temper either. They often guard troops of young Mankey, as well as keeping the more aggressive ones in line.
Manchop's entire torso grows hair normally, but most are seen lacking patches of fur, due to its tendency to rip its own fur off in a furious display before attacking whatever triggered its ire.
Manchop is considered a rather dangerous Pokémon to come across, especially for novice Trainers. Its great strength combined with its hair-trigger temper can result in very destructive temper tantrums.
Due to its punch-happy nature and hair-trigger temper, Manchoke has massively developed forearms pulsing with strength. Most specimens are noted to get very angry if the contrasting size of their legs is pointed out.
Seanaw takes great pride in the size and styling of its whiskers. Groups will often get together and compare their styles, and battles spurred on by jealousy are fairly common.
Walring is considered the apex predator of most of the frozen regions it calls home. Tremendously powerful, it can rip huge chunks of solid ice from glaciers to chuck them as heavy projectiles.
Walrill's ball at the end of its tail contains a large amount of cold air, the length of the tail connecting to its lungs. By squishing the orb, Walrill channels the cold air to breathe a freezing mist to defend itself with.
Walvoir appoints itself as the guardian of flocks of smaller Ice-type Pokémon in frigid regions. With a wave of an arm, it can cast a freezing blast of air or a number of psychically-controlled icicles.
Walran's tusks contain a venom that will cause chills in those bitten. It prefers not to bite unless pressured, instead repelling potential problems with small but potent puffs of freezing breath.
Walbat's fangs are extremely sharp, a necessity in order to pierce the tough hides of Mamoswine and Walrein, its chief source of blood to consume. It breathes out a cold mist and stirs it up with its wings to hide its approach.
Whenever Waletta sings, a small snowstorm forms around it. Many Ice-type Pokémon are drawn to the melody and the sight, forming a crowd of eager fans for Waletta to perform for.
Walcanth is extremely hardy and resistant to cold, to an almost ridiculous degree. Once, a specimen found frozen in ice for approximately 10000 years was thawed out and showed no health or behavior complications whatsoever.
The pearls on Clampvoir's body are linked to it through psychic energy. When it needs to defend itself or others, it detaches the pearls and sends them careening towards foes at high speeds.
Clampveon uses its ribbons underwater to sift through the ground and find pearls, seemingly having an innate sense for their locations. Clampveon is a popular companion for deep-sea divers and treasure hunters for this reason.
Clampoom drools a sweet liquid from its mouth that fills up the clam shell it resides in. It has to regularly open up to empty the shell, whereupon it is swarmed by undersea denizens eager to taste the liquid.
Clampink bounces around in the shallows of coastal areas. The bouncing motions fuel the pearl's psychic powers, which it primarily uses to create a protective shell over it when predators are near.
Huncko hunts by finding small ponds in the area and dipping its tail within. Once something bites onto it, it flings the creature into the air and swallows it whole.
Sitting on the ocean floor, Hunsect remains as still as possible for much of its time. It waits for things to swim close, whereupon seaweed-like tendrils launch from the dome on its back to ensnare its prey.
Gorew projects an air of false innocence and kindness, palling around with others beneath the sea. Once the new friend lets its guard down, Gorew sticks its narrow mouth into them and drains their blood.
Goreans's tiny, pointed mouth delivers a numbing venom upon piercing a victim. The resulting dulled sensations leave the target completely oblivious to Goreans sucking out their body fluids.
Above or beneath the water, Gorevoir moves with almost unparalleled grace. It doesn't enjoy battling, but when it does, it fights with a ferocity that borders on sadistic.
Reliorb floats around the deeper parts of the ocean, sleeping during the majority of its life. Disturbing its sleep too much results in it creating an explosion when it inevitably wakes up in a bad mood.
Relibone carves a unique instrument out of bone to carry with it always. It functions effectively as a club in battle, while outside of combat, Relibone uses it to play a lonesome, melancholy tune while it's alone.
The weapon Reliwak carves from bone is a solid club it wields with remarkable efficiency in battle. It also works as a musical instrument, which it uses to play powerful, soulful bits of song when alone or with its closest allies.
Relikhan is a doting, loving parent to its child. It picks a spot deep in the ocean to raise its young carefully, and tends to only allow it to play with other small Water type Pokémon until it's older.
Relito's shell resembling Relicanth lets it blend in among areas where the Pokémon is commonly seen. It shuffles about on the seabed, eating scraps of food leftover from Relicanth's meals.
Relinite appears to be one of the oldest known Dragon-type Pokémon. It has a calm personality and treats almost everything else as if it is a child, no matter its actual age.
Relinaw's rocky jaw has a powerful bite force, being almost impossible to remove by force once it clamps down. It has a strong taste for coral, despite its typical habitat being nowhere near such things.
It is believed some Reliking specimens have been around for millennia, and retain knowledge from that time. Historians are trying to communicate with these specimens to learn more about the ancient world.
Relibok has been spotted inhabiting old ruins in dry and arid regions of the world. Its rough, tough skin needs to remain dry, so it often coils around stone pillars to soak up the sun's heat throughout the day.
An ancient sea guardian depicted in a few murals from one of the oldest island civilizations, Religia's cry can summon tsunamis. It shows little patience for those who do not properly respect the ocean.
Relilade extends sharp blades made of bone from its elbows in combat. Its stone-like body makes its movements more rigid, but give it a sturdy defense that lets it counter with carefully calculated cuts.
A halo of stones is always rotating slowly above Relinja's head. There are whispered rumors that staring into the gap in its back will accelerate one's aging, advancing one year for every minute of gazing.
So long as it isn't hungry, Relidily sits stationary and doesn't respond to much stimulus. Once hunger strikes, its mouth opens and a dozen sticky tentacles begin reaching out for food.
Relisol has been spotted lingering around various spots across the world, pawing lightly at the ground and appearing pensive and forlorn. Research into these locations reveal them as the site of natural disasters across history.
A massive leviathan of the sea, Relilord's body is made of extremely solid stone. Its simple mind and tough body mean it barely registers anything as a threat, so it placidly swims by, completely ignoring attacks made on it.
The purple points of Reliran's spines are hints of the venom it carries within. The mild toxin is also present in its bite, which causes the muscles of the victim to become rigid and stiff, hindering mobility.
Even the areas on Relirino's rough hide without purple spots carry hints of its poison, so caution is advised. Though not very mobile, it is aggressive and will attempt to bite or scrape its body against intruders to poison them.
Reliveon displays low amounts of activity and mobility in the wild. Its main defense is touching others with its rocky feelers, which causes the muscles in the area touched to lock up and become immobilized for a time.
Highly aggressive and territorial, the poison in Reliking's claws and spines can paralyze a foe in seconds from just a scratch. It uses its titanic strength to fling its immobilized victim far away from its territory.
A Pokémon thought to dwell in the deepest ocean trenches since ancient times. A single breath can churn up violent undersea whirlpools that it uses to repel intruders encroaching its territory.
Ancient stories told tales of Relitina as a demonic being that consumed the souls of the elderly. This was believed because Relitina appeared beside those elderly before they passed on, watching over them in their last moments.
Relijask can fly at high speeds, but only in short bursts. The rapid wing movement flakes off the stone covering around them, leaving them vulnerable. It hides away after longer flights to let the plating regenerate.
Relilurk has been sighted roaming around the oldest known temples from ancient civilizations. Because of its slow movement and using only physical attacks, some historians believe it is a prototype design created before Golurk.
Each Relimask carries with it a unique old piece of parchment. It's believed by some that the paper depicts a map toward the most prized possession of the soul that reincarnated to become Relimask.
A complete fossil record of Relitrum was only recently unearthed. In the most distant era of prehistory, it resided in coastal areas, preying on fish and other ocean-adjacent creatures.
Relirock was first discovered slumbering deep within ancient ocean ruins. As the ruins predate almost any other discovered civilization thus far, it is believed Relirock is one of the most prehistoric species in existence.
Relice's rocky body is perpetually frigid, to the point of frostbite risk with only a few seconds of direct contact. It freezes things that it finds interesting with a cold breath, decorating its cave home with them.
Religast was first sighted on what is believed to be one of the first islands formed on the planet. The dried bone and sand of its body is quite brittle, and falls apart easily; Religast reforms itself multiple times a day.
Relior splashes down into the ocean from up-high, floating around idly until it musters up the energy to fly again. It emits a strange, but fortunately harmless, radiation from the core within its shell.
A trio of heads inhabiting rocks, Relitrio is rarely seen outside the deepest parts of cavern complexes. It curiously observes those who enter its habitat, but begins flinging rocks in tandem at those who venture too close.
Relirain forms wings made of water stored within its body to fly around. It needs to submerge itself to refuel its stores, otherwise it may dry out, lose its wings, and fall to the ground nearly helpless.
Relisian's tail works effectively as a tool to scare off potential aggressors. It has the appearance of a second face, and an organ within allows Relisian to make a hissing, rattling noise from it when it feels threatened.
Reliviper's fangs are laced with a toxin that causes wounds to heal slowly and bleed more profusely. Once it delivers its bite, it cuts at targets with the sharpened stone blade on its tail.
Relidaunt clacks the jaws of its skull-like claws to intimidate others before viciously clubbing them with its limbs. Multiple chips in the stone of its pincers is a sign of a Relidaunt with tons of combat experience.
Relitail's whole body is sturdy enough to withstand the crushing pressure of the deepest ocean. It uses the thickest part of its tail as a club to defend itself from other deep-sea denizens.
Relibyss extends a pointed tongue from its mouth that it drains the fluid of others with for sustenance. It hides in tunnels dug in stone, poking out to strike when prey is unaware of its presence.
Woobpom uses its nose to stick to walls when it is time to sleep. While sleeping, its tail grows incredibly sensitive and reactive, swatting and slapping at anything that gets too close to it.
Woobtile's wings are too small to keep it aloft for long. It sticks itself to the highest parts of trees it can reach, using its nose to keep itself stuck to the bark while it sleeps.
As a form of affection, Woobvoir is fond of sticking its nose onto its Trainer's forehead, arm or similar. This usually results in the Trainer carrying a heart-shaped mark on their skin that lingers for the day.
One can always tell if Woobtom has recently been inside of an electronic. Sporadically decorated upon the screen and within the object's data will be several heart symbols.
Woobdew sustains itself by feeding on the positive emotions of those around it. Once it's had its fill, pink heart-shaped bubbles are blown from the orb atop its head that create euphoria in those close by when they pop.
Woobcoon's body is covered with a thick layer of hair over a hardened silk cocoon. It sticks to the ceilings of caves using its nose while it waits for the completion of its evolution.
Woobgalge is a curious sort often drawn to following ships that pass through its territory. It sticks to their hulls with its nose, but this causes problems as its mucus is mildly corrosive and will cause damage if it stays clung on for too long.
Swoosol appears to crowds that have avoided or survived disasters. It mills about between them, the heart mark on its forehead emitting a faint pulse that calms frazzled nerves.
Tynaplup gather in small groups solely for the sake of safety in numbers. The group will lock flippers to share and channel electricity towards the group leader, who fends off enemies with powered-up electric bolts.
Sparks fly through the air when Tynaedge swings its blade around. If an opponent tries to keep their distance, it discharges small lightning bolts from the tip to zap and paralyze them.
Small bits of electricity can be seen flaking from Tynaobat's wings as it flaps. Though individually weak, a group of Tynaobat together can chain their lightning and make more potent assaults on potential dangers.
Tynalektrik's electric abilities are barely stronger than that of a Tynamo. It pals around with schools of them in order to share electrical power together, its size helping it intimidate smaller predators from picking on its brethren.
Eelgon's cranium acts as a powerful electric generator and storage unit. The panels making up its teeth slide back before it discharges stored energy with powerful moves like Zap Cannon.
Primebuzz swings its arms around to generate electricity as well as flare up its already angry temperament. The Thunder Punch attack it delivers after doing so is absolutely devastating.
Primeras is willing to ferry travelers, but those without passengers will get violently jealous if they see the act. The two Primeras will get into a physical brawl, with the hapless passengers caught in the middle.
Full of intense anger, Primew can only think of beating things up to vent its frustrations. It will hold entire groups of people hostage with telekinesis just to use them as punching bags.
Although its temperament makes it liable to rage at anything, one must take care to never touch Primegeot's flowing mane; doing so sends it into its most violent rage as it flaps and creates tornadoes of wind all around it in anger.
Though less outwardly aggressive than Primeape, Primesey is incredibly protective of the eggs it carries. Even a single crack, and it will lay waste to all its surroundings in a rage.
Primevoir tries to control its ceaseless rage, but needs to vent out the anger by punching something or it will become ill. The only thing it will absolutely refuse to pummel is its Trainer.
Legends speak of Primeceus as a dispenser of divine punishment. Those who incite its ire would find it appear before them and pummel them with 1000 fists made of pure divine energy and wrath.
The fire at the back of Primenape's head is symbolic of its rage, burning hotter and wilder the angrier it gets. If it's barely smoldering, something is seriously wrong with Primenape's health.
The circular stones that move along with Primepass are thought to be some type of limiter for its intense power and rage. It has mild telekinesis capabilities that let it hurl these heavy stones at anything that earns its ire.
Nominally well-behaved, Primeram loses all sense of reason in the presence of dishonesty. It thrashes its heavy arms about, flames building up inside it until it becomes a raging inferno striking down those that defile truth.
Primefairy's anger is tied directly to the phase of the moon. It's always raging, but the rage is quite a bit more tempered during the full moon, so it behaves marginally less violently as a result.
An ancient golem created in time immemorial, Primesteel appears to have gone berserk, targeting anything in sight as it rampages across the land. Scientists and historians debate what its original purpose could have been.
Primeturne stomps around desert areas just itching to find something to fight and vent its anger on. Its legs and fists carry spines it can fire off as it swings, making it difficult to fully escape its raging strikes.
Fusion has caused an even bigger temper to be packed into a smaller body. Primekey has so much pent-up rage that if it isn't allowed some outlet to vent its temper, it risks its own organs shutting down from stress.
Normally Primeler keeps its lower arms tucked close to keep its guard up, but if it truly gets beyond angry at something, it will unleash four-armed fury on its target until it is pummeled into unconsciousness.
Perpetually angry, Primemite channels all of its anger, magnetism, and electricity into the fist on its cranium. This causes it to fly towards enemies at ludicrous speeds to deliver a powerful full-body punch.
Eelekvoir is nominally playful and kind, but has a less than stellar relationship among Electric-type Pokémon, due to its habit of using its sucker-like skirt to grab onto Electric-types and siphon some of their voltage to bolster its own.
Each of the mouths on the ends of Eelektales's many tails can fire orbs of condensed fire or electricity. Few can withstand the elemental assault when it relentlessly fires volley after volley in combat.
Skrets is a timid underwater creature that rarely ventures far past kelp fields. If it feels threatened, it spreads a cloud of toxic ink from the appendage on its forehead.
As Skrevoir swims and twirls about underwater, its flowing skirt creates a swirling vortex of poison that sucks in those nearby. Those pulled in and afflicted by the toxins find themselves drained of any and all hostility.
Fusion has intensified Skrerelp's poison to a degree that it leaves a trail of toxic mist behind it as it swims. Its body must constantly leak out the toxins or the poison would begin to become detrimental to its own health.
If one spots a Dragalreon with its rings glowing and pulsing, do not approach at any cost: the glowing rings are a threat display, and if the warning is ignored, it will shoot out rings of incredibly powerful poison.
Dragalia is a mischievous trickster. It lures in an audience with the captivating twirls of its dance moves, but these same movements leave behind a trail of powerful poison that it uses to incapacitate its viewers.
Dragalvoir is kind but shy, hiding in the deep levels of the ocean among the swaying kelp. It only allows those it trusts to approach its home, and flees while leaving behind a cloud of poison if it feels threatened.
Those that intrude on a Dragalass's territory will become victims of its breath, which encases them in a block of poisoned ice. Even those rescued and thawed out will be terribly sick for weeks afterward.
Dragalett creates tunnels to travel through via poison it secretes that can easily corrode stone. The pools of poison it pops out of linger for weeks and are deadly to the touch for all but other Poison-type Pokémon.
Growlee pairs strong kicks with the ability to heat up its limbs to a scalding degree. Those who pick fights with it often wind up retreating with paw-print-shaped burns on their body.
The tufts of fur growing from its pores need to be regularly removed for Growlfing's health. The repugnant-smelling hair clumps are sometimes used as a treat for domestic Trubbish and Grimer.
Growlbuzz can draw fire into its body and absorb it to some extent. Working together, a team of Growlbuzz could suppress a raging forest fire in less than an hour.
It is usually well-behaved, but becomes very competitive in the presence of another Growlmar. The different Growlmar will try to outdo the other in fire-breathing prowess, regardless of surroundings, so owners should take precautions.
Growlquil are inquisitive creatures, seeking warmth and sniffing around for sources of heat. Firefighters use them to smell nearby small fires and snuff them out before they grow larger.
Growlowl is an excellent nocturnal hunter, with superb senses of smell and sight. Many have become partners paired with night-shift policemen and security guards to help spot and chase suspects.
A Growldos playing fetch will use its webbing to eagerly catch the stick from afar, often before it even hits the ground. Sometimes after reeling it back, it will throw the stick instead, expecting its Trainer to fetch, too.
Growlotto has strong territorial instincts. Even if it drives off an intruder with its barks or flames, it may follow their scent and fly after them to continue teaching them a lesson.
Growlfarig sniffs around wooded areas looking for the best spots to graze for grass, nuts and berries. Though it has no sense of smell, the head on the tail will make sniffing motions as well.
Law enforcement agencies have begun training Growldour for special units and operations. Their sense of smell and natural-born teamwork skills make them efficient partners, particularly for search parties.
Growlans makes for an excellent tracking companion for hunters. With its sense of smell and its thin body, it can sniff out and give chase to a target into all but the tightest of hiding spots.
Growlcko steadfastly guards the forests it inhabits from intruders. It often carries a smoldering stick in its mouth in order to make itself seem more serious and intimidating.
Normally well-behaved, a Growlsol acting out is a sign of it trying to tell its Trainer something. For instance, digging many holes in the yard suddenly is a sign an earthquake is approaching.
Growlark casts an illusion over itself to take on the form of a person's most cherished pet. It does this because it wants to make as many friends, make them happy and play with them as much as possible.
Growlalga adores its Trainer and spends as much time as possible by their side. It subtly slows the flow of time, just to extend how long they can be together.
Friendly and curious, Growloon floats around sniffing and memorizing hundreds of scents. Carnivals often offer Growloon up to children as a prize for winning at their games.
The leaf-like hair on Growlish's head tends to ignite when it feels threatened. The burning flame also makes it emit an acrid aroma that helps deter predators.
Growlcorio will greet a Trainer returning home with a welcoming dance and cheerful barks. It radiates heat during the movements, so those coming in from the cold find it very refreshing.
Growlsteel is very loyal and protective of its Trainer, standing watch outside any room they inhabit. It ignites its palms as a warning to potential intruders, with a low rumbling growl emanating from its core.
It is recommended to teach a Growlth early about respecting ownership; its affection for shiny coins and its Trainer often leads untrained Growlth to steal coins to present to its Trainer as gifts.
Growlth are an incredibly lazy species, lazing around homes and pestering owners to cook its favorite type of pasta. It is most lethargic in the mornings, preferring to conserve its energy.
Growlbra keeps its mind sharp by playing a game of fetch with itself. It flings its spoon into the distance, catching it with its psychic powers and bringing it back, testing how far it can throw and how quickly it can retrieve it.
Growlsprout will pull down vines and burn the severed pieces to ash before burying it in the dirt. The mulched mixture is an effective fertilizer for helping new plant life grow.
Growlmer like to hang around waste disposal areas, helping with getting rid of trash. It burns up piles of garbage before gobbling up the smoldering refuse that remains.
It knows its messy form and nasty smell make it difficult to be near, but it still pines for companionship. Many kind souls take pity on its plight and adopt it despite the goop and stench.
Believed by many civilizations to be a guardian deity of humanity, Arcaceus appeared in times of great crisis to spirit away and rescue entire cities and villages at once. Statues dedicated to it are still prominent across the world.
Arcalga's loyalty and devotion to its Trainer is peerless. It might even go back in time to rewrite history if it would even slightly improve its Trainer's life.
Arcarai's loyalty towards its Trainer is absolute. It has honed itself to control its nightmare-inducing ability, and sentences those who insult its Trainer to painful nightmares about being burned.
Arcaxorus's loyalty towards its trainer is unparalleled; it is always ready to rush to their defense. It moves at fantastic speeds, igniting the blade-like tusks it possesses to make its cutting swings far more powerful.
Arcalurk is an unfailingly loyal companion to those it grows attached to. Some specimens seen in the wild are believed to be centuries old, still guarding the resting place of their dear departed Trainers to this day.
Arcatrum's combat specialty is great balls of fire lobbed out of its powerful jaws. These condensed flame orbs are said to hit with speed and force akin to a meteor impact.
Arcatrum gives aggressors a chance to walk away, intimidating them with short growling roars and small bursts of flame from its mouth. Those that persist bothering it typically wind up thrown across the horizon from its titanic strength.
Firefighters have begun appointing Arcasand at strategic locations across cities. The hydrants on its sides can generate high amounts of water, making it effective at being a first responder in combating fires that break out.
Arcater's loyalty to its Trainer makes it effective against being haunted. It patrols its owner's home at night, immediately attacking any Ghost types that try to invade and cause mischief.
With every kick Charlee makes in battle, the flame on its tail grows, flaring in tune with its fighting spirit. A battle between rival Charlee can turn into a blazing inferno of fire and feet.
Those who view Charnx's hip-shaking dance are compelled to join in, but Charnx only accepts the most skilled of partners. Missteps are met with a barrage of thrown fireballs.
Wild Charsir compete for food by getting into powerful grappling matches, slamming their pincers against one another. If the battles run long enough, their pincers even ignite as their fighting spirit flares up further.
Charas will ferry travelers across the oceans, but only after it has been bested in battle to prove the passengers' worth. It guards those it ferries with fierce flames and piercing shards of ice.
Charew seeks to prove itself in battle by besting a member of every single Pokémon species in combat. It can conjure up burning orbs of flame in seconds using its powerful pyrokinesis abilities.
If two Charma meet in the wild, an aerial dogfight is inevitable. The two will bite and bash against each other in a battle for supremacy, their flames heating up and their wings beating ever faster as their fighting spirits ignite.
The flame on its tail constantly emits the smell of burnt leaves. The size of the flame grow as its want for battle increases; if the entire tail is engulfed, Charfeon will likely attack the next wild creature it sees.
As Charlia dances about, it whips up flames with its hands. These fireballs are equally effective as a flaming spectacle for its dances as they are in combat.
Charlia that have perfected the art of their special dances manifest the image of a dragon behind them as they dance. This flaming spirit can even separate and fight alongside them in battle for a time.
It is fiercely protective of its Trainer, able to fling psychically-controlled fireballs should they be threatened. Charvoir has been known to compete with its Trainer's team to see if other Pokémon are worthy of guarding them.
Charvoir's vast physical and mental power makes it feel as if there are few Pokémon that could give it a challenge. It is a rare sight to see it put in any more than a cursory effort in combat.
Charceus appears rarely across the land, materializing to fight opponents it thinks will give it a satisfactory battle. According to those who have seen it, it is particular about its foes and will only fight Fire- or Dragon-type Pokémon.
The watery membrane around Charsis can be seen boiling due to the core's heat. When enraged, the boiling increases to the point the membrane may burst and send scalding liquid all around it.
It refuses to sink its fangs into a weak opponent. If it deems an opponent worthy, Charbat drinks its blood to try and siphon the power of the challenger.
Charedo is a vicious undersea hunter that takes down huge prey in seconds. It is highly combative with others of its kind, even ignoring a fresh meal for a fight if it spots another Charedo in the vicinity.
Charetta sings fiery, passionate songs meant to stoke the fighting spirits of those who hear them. Its own thirst for battle spikes by the end of a performance, often challenging the strongest in its audience to combat once it finishes singing.
Charsect's large mushroom is constantly burning, a symbol of its raging passion for combat. When it breathes a large plume of fire, the flames on its back recede slightly, letting one see the charred texture of its mushroom.
If two Charwellow cross paths in the air, their combative nature compels them to test each other's strength. They fling fireballs from their double tails while swooping around, before engaging in close-quarters combat with their fangs and talons.
The flames at the tips of Charloud's frill burn larger and more intensely in accordance with its battle cries. When it bellows at the top of its lungs, it creates lengthy pillars of fire shooting in multiple directions.
Highly combative by nature, Charduo is always on the lookout for something to fight. If it goes too long without battling, the two heads will start getting violent towards each other.
Polibone blows bubbles through the wand it carries, usually as a form of greeting and communication. With practice, it can even blow bubbles in the shapes of others, particularly those close to it.
Small of stature and strength, Polideen flees from conflict with its swift swimming capabilities. If cornered, it will blow water and bubbles in a chaotic spiral pattern to confuse pursuers.
Polito's body requires lots of moisture to maintain its elasticity, so it's rarely seen far from ponds and lakes. It entertains itself by blowing bubbles in the shapes of other creatures and objects.
When frightened, Poliquil creates a flow of piping-hot bubbles from its back in self-defense. When it does so, one can see its spiral-shaped inner organs visibly glowing from the heat production.
A playful denizen of ponds and lakes, Poliret likes to prank others swimming by swimming in a spiral pattern around them until they get dizzy trying to follow its movements.
Polima does a quick flying swoop over insect-heavy swamp areas, blowing bubbles that catch the bugs within them. It then makes a second return swoop to consume the captured prey.
The mucus on Poligle's head provides it with a constant source of ink with which to draw. Because the substance is always black and white, all of Poligle's artwork is similarly monochrome.
Polilicky's body is filled with bubbles, giving it a very light weight and a wobbly gait. It can even extend a tongue made of bubbles from its mouth to grasp objects with.
Polislash waits beneath the waters of lakes until something draws close to the edge to get a drink. It then leaps from the water while curled into a ball, landing atop to the target to stun them long enough to drag them underwater.
The foamy bubbles atop Poliloon's head help keep it moisturized while airborne. It must submerge itself in water to rehydrate once these bubbles are gone.
Polifisk's main defense mechanism is in its plaintive expression, hoping that potential hunters will take pity on its sorrowful look. Those that don't will get blinded by a bit of inky spit in their eyes before Polifisk flees.
Poliras's mushrooms will shrivel up and fall off if its body becomes too dry. As such, it inhabits swamps and ponds in the wild, places where a source of moisture is always close by.
A protective bubble shields the sensitive plant connected to Policolo's brain. The plant can be seen wiggling and vibrating to music alongside Policolo's dance moves.
Polin's body is soft, stretchy and faintly slimy. To defend itself, it blows bubbles as big as itself that burst with a surprising amount of force on contact with other creatures.
Polin eats refuse strewn about near ponds and lakes, swallowing the garbage whole. Once it digests its meal, it lets out a short belch typically accompanied by large bubbles from its mouth.
When submerged, Poliuk's body becomes translucent and blends into the water save for its eyes and mouth. It's accidentally frightened several people with its sudden appearance, though it only wants to play.
Polimar-inhabited ponds have rising steam due to the high body temperature of their inhabitants. Polimar blows several bubbles as a friendly greeting to others, but the bubbles will burn a person if they are too close when they pop.
Typically docile, messing with a Polikarp's whiskers is a quick way to incite thrashing anger, as it takes great pride in the swirling curl and making sure it always keeps its proper shape.
Polivoir can make the pattern on its lower half swirl around, creating a hypnotic effect on those that stare at it. It uses this as a defensive measure, fleeing while the victim is put in a lengthy stupor.
Polilord is noted for its beefy muscular arms that always bear some sort of marking upon them. Should two Polilord pass each other as they swim, they communicate through a series of quick flexes.
Polikey beats its chest before leaping to attack a target. The slime that coats the center of its torso is faintly toxic, so its punches slowly weaken a foe as it pummels them.
Preferring a life of solitude and training, Polinite resides on remote islands far removed from humanity. It does not take kindly to uninvited visitors, but will show respect should it be bested in combat.
The light on Politurn's head can emit a stunning flash to incapacitate foes, though it is loathe to use it unless truly desperate. It much prefers pummeling an enemy with its fists in honorable combat.
It may look comical, but Poliwile being able to effortlessly move a massive fist while possessing a diminutive body is a testament to its strength. A Mega Punch from it could send a Golem straight through a mountain.
Policeus's appearance is heralded by the sudden appearance of multiple whirlpools surrounding a pillar of light. It is rarely seen, only appearing when it must stop the most destructive of Water-type Pokémon from causing irreparable damage.
Politic inhabits clean water and is extremely hostile towards polluters. It has been known to attack and sink boats after seeing garbage tossed from the ship into its waters.
Polinette hides within a false body that allows it to look more imposing. Even if its disguise is forced off of it, one should not underestimate the strength and ferocity with which it can punch its foes.
Records of Poliwrath in ancient Kanto documents suggest this may have been Poliwrath's normal form in the past. It lounges about, commanding loyal Poliwag and Poliwhirl to do its bidding.
Lacking in brains but excelling in brawn, Polipoke keeps itself strong by taking a swing at the nearest thing it can. In most cases, this results in it punching its own tail.
Though it appears aggressive, Poliduo's first instinct on meeting others is to entertain them with hand-puppet shows. Those that don't seem entertained earn its ire, however, and it reacts violently to this criticism.
When wearing the bones of Alakazam, Abone exhibits stronger abilities due to lingering psychic energy in the skeleton. The same energy causes Abone to no longer sleep as soundly as it once could.
It is timid despite its size, running away from threats before teleporting to safety. Because it continues running after teleporting, Abhorn has a tendency to appear out of thin air and smash into things head-first.
As it transforms, it uses its psychic powers to also copy its target's mind as closely as possible. This has sometimes led particularly skilled Abto to forget their true self until the transformation wears out.
Abdos sleeps for a majority of the day, but maintains a psychic link with any web it has spun. When it senses prey getting caught, it quickly teleports to the web to consume them so it can resume sleeping.
Whenever Abfa teleports, it leaves a faint scattering of stardust behind. Though it lacks the value of normal stardust, some collect it and use it as a glittering decoration for their accessories.
Absaur's bulb absorbs sunlight while it sleeps, powering its psychic abilities. After it teleports away to avoid predators, the bulb noticeably sags and wilts slightly.
One of the only things that will make Abursa awaken and come out of hiding is the scent of honey. Catching just a whiff makes it spring awake and teleport to the source of the sweet smell.
Absol sleeps for up to 18 hours a day. Its psychic powers alert it to people in danger nearby, teleporting near them and then whisking them away to safety, all without ever waking from its lengthy naps.
Sailors are advised to tread carefully in areas known to be Ablord habitats. Though the creature itself is nonviolent, should it sense a threat and teleport away, its sheer size would cause havoc wherever it reappears.
Abpix defends itself by creating a trio of floating orbs of fire. If an opponent is not defeated or deterred once all three are used, it retreats by teleporting away.
The purple flame on its tail is an indicator of its psychic potential, flaring up when it uses its telekinetic abilities. Staring at the flame too long has been known to cause mild headaches.
Abish spends much of its time swimming while simultaneously sleeping. The protrusion on its head is a powerful psychic sensor, letting it sense danger in the area and teleport to a safer part of the sea.
Sensory organs within the spines on Abpin's head alert it to the presence of others nearby. This lets it know when danger approaches and teleports to safety, even as it sleeps most of the day away.
Abple spits silky threads at intruders that draw near its home. Though the thread only has enough grip to slow something down, it gives Abple enough time to safely teleport somewhere safer.
If Abmur senses something sneaking up on it, it suddenly lets out a bellowing shriek of terror to alert other Pokémon to the danger, before quickly teleporting itself away to safety.
Able cheers on others by teleporting constantly around them and showering them with sparks to inspire them. This act tires it out quickly, leading to it sleeping for several hours after a cheer session.
After fusion, Abra's psychic powers have reached their maximum potential. It no longer needs to teleport away to safety, as it can psychically strike back against others even while it sleeps.
The two heads sleep in shifts, each one slumbering for 12 hours at a time. This allows Abduo to always be aware of its surroundings so it knows when to teleport away from incoming danger.
Abduo's two heads take turns sleeping for up to 12 hours at a time. If it senses danger approaching, it uses its strong legs to leap into the air out of danger, before teleporting away to ensure it escapes to safety.
Aby gathers spoons and similar objects littered across beaches to practice its telekinesis with. Battles are occasionally waged between them as they covet one another's trinkets.
Kadaode feeds on electricity to stimulate its brain and increase its intellect further. Absorbing too much too quickly causes it to explode with psychic energy that leaves it and anyone in the vicinity unconscious.
Kadabone's mind powers are powerful enough to telekinetically remove all the excess material from a bone in seconds, leaving a perfectly-shaped spoon in its place. It rarely lets others touch the carefully crafted item.
Its shapeshifting abilities have evolved to the point where it can copy a target's mind perfectly, including all their memories. Trainers often have Kadato help them to remember past events.
Using telekinesis, Kadatops can immobilize even gargantuan prey with ease. Once unable to move, it draws closer and readies the sharpened metal blade on its arm, primed to carve up its next meal.
Highly intelligent, Kadaew spends much of its time isolating itself in meditation and contemplation. Those that manage to impress it with their own intellect are said to be granted a measure of psychic power from it.
Kadarita waves the spoon-like appendage on its head to send out psychic pulses around it. These pulses stimulate the minds of those around it to behave more passively, reducing the risk of being attacked.
Kadaursa is a crafty, sneaky little Pokémon with an insatiable sweet tooth. It uses telekinesis to levitate its spoon into sweets to steal and eat, with a marked preference for honey products.
It shakes the end of its tail to release psychic waves, immobilizing prey so it can crush them in its coils. Some regions sold severed Kadabok tail-tips as novelty spoons before it was deemed inhumane.
Kadalax uses telekinesis to gather food and feed itself. Because it rarely moves around and uses its mind powers to get sustenance, it has a rather weak body.
Kadadon uses the spoon its carries to test its skull's firmness, knocking the spoon against its head and listening to the noise it makes. If the sounds indicate an area weaker than the rest, it goes to train that spot's toughness via headbutts.
The rapid beat of Kadajask's wings sends sonic waves that resonate off of its spoon and cause disorientation in those around it. This makes it very adept at evading predators as well as stealing meals.
At night when the moon is full, Kadafable's advanced telekinesis is even more powerful. It uses it psychic powers and its spoon's reflective surface to project an image of the full moon for it to prance around.
Highly intelligent, Kadarachi reads the minds of others to learn their wishes. It is very choosy about what wish it will grant, and seems to prefer granting simple desires rather than anything grandiose.
Kadaxew attaches some of its broken tusks to its spoon to create a makeshift axe. Using psychic powers, it wields the tool as a powerful weapon in combat.
Kadaturne is a master of quick-draw psychic powers, challenging Pokémon that excel at projectiles to duels. It lobs concentrated psychic energy from its spoon that cracks through the air like a bullet.
It is thought that the mushrooms on Kadaras's back enhance one's intelligence, so poaching reports run rampant, requiring conservation efforts to be taken.
Kadameleon is highly intelligent, but its ego and competitiveness often get the better of it. Rivals compete in telekinesis, but as their battle continues, it almost inevitably devolves into a vicious physical altercation.
Kadabra's tail has grown to massive size after fusion, to the point it would be immobile if not for psychic powers. Some believe the tail's growth indicates it has a secondary organ within related to its psychic powers.
Kadachoke is eager to impress others with brains and brawn. Solving complex equations while lifting massive weights is child's play for Kadachoke.
The spoon-like appendage dangling from its mouth emits psychic waves that disorient weak-minded prey, letting them more easily be seized by telekinesis and lifted into Kadabell's waiting maw.
Kadadude generates muscular fists of stone via the power of its mind. These psychic constructs pack a mighty wallop, yet cannot be gripped or countered like normal, physical strikes.
Kadaton shifts and rotates its orientation depending on which power it's using most strongly. The starred one on top denotes higher magnetic force, the mustached one psychic powers, and the remaining one for when both are in equal measure.
Kadaduo's two heads are connected to its body via a psychic link, allowing them to float around independently. This allows Kadaduo to more easily avoid attacks from others and respond with a combination of kicks and telekinesis.
Its mind has grown so vast and powerful, it remembers the lives of every being it has become, even when not transformed. Historians believe Alato is key to preserving cultural history for the future.
Alaew is said to be one of the most intelligent Pokémon in existence. Its advanced telepathy lets it explore the minds and know everything about another Pokémon within seconds of making eye contact.
Alagon2's spoons act as extra processors that help it to better compute and calculate data it takes in. The spoons all rotate around it at high speeds when it is particularly deep in thought.
Alavoir's vast intellect serves it well in protecting its beloved Trainer. It appears to always be thinking of contingency plans based around its Trainer's safety, no matter how outlandish the scenario.
Alaleon lives a solitary existence, but keeps a close mental eye on other Pokémon around it. If a great danger approaches, it teleports in to defend the weak from it with its great mind and bulwark of a body.
Alapunny's psychic senses are honed to the pinnacle, in order to let it be aware of its surroundings at all time. Though timid at heart, it defends itself from attackers with powerful kicks.
Mafing's pores puff out clouds of smoke whenever it flexes the muscles in its arms. The odor is pungent, but notably helps stimulate muscles, making it worth the stench in the eyes of some athletes.
Mafree consumes a carefully-calculated diet of flowers most cohesive for its muscle growth. It's quite protective of these specific varieties, hitting those who try to pluck them with a powerful punch to the face.
In order to train its strength, Magey flaps its wings rapidly to gauge the speed of the wind gusts it creates. Competitions between Magey can result in many smaller Pokémon getting caught in the crosswinds.
Mavoir hones its muscles with constant training for the sake of protecting and impressing others. It constantly comes up with greater shows of strength to show off to its friends and Trainer.
Though the main body is rather weak, the muscles in the false mouth are incredibly powerful. It uses them to grapple and crush foes into submission, before flinging them far away from its territory.
Marina carefully watches over young Nidoran in the wild, keeping them from getting too rowdy and protecting them from harm. Its muscle strength is enough that it could toss a Pokémon several times its size over its shoulder.
Mainch flexes and stretches its arms whenever it eats. This exercise works to strength both the muscles in its arms as well as its jaws simultaneously.
Maile often pair into small groups to train and strengthen themselves as a team. This usually takes the form of using their noses to lift and toss large heavy rocks to each other in turn.
Maile strengthens its muscles by digging through the desert sands throughout the day. It is able to rear up on its hind legs for a short time to deliver powerful punches to defend itself.
Maolett train constantly to hone its skills, particularly the ways of sumo as befitting its shape. It smacks the stone on its chest to hype itself up before giving it all its got in the fight.
Construction crews in beachfront areas must be wary of Magast, as it has a bad habit of stealing concrete powder from their stores. It's thought that it does this under the belief that consuming the powder will strengthen its sand-like body.
The mushrooms on Maras's body are a reasonably effective muscle stimulant. However, Maras is quite protective of them and packs a surprising amount of physical prowess to deter those who would try to remove them.
Fusion gifted Machop with an extra set of powerful arms, similar to its future evolution. It develops a slight ego as well, often refusing to use two of its arms until an opponent proves themselves.
Having evolved the build but not the full strength of Machoke, Machoke are considered the apex of the Machop form. Until they evolve fully, they spend their time training young Machop to new heights.
It trains its rock-hard arms almost every waking hour, punching stones into powder as practice. By pushing hard against the ground, it can launch itself to great heights and scale mountains.
It's said that Mawak uses a bone as a weapon to give others a fighting chance. Should it throw its bone to the side and aim to use its own fists, you've succeeded in making it truly mad.
The muscles in Madon's arms are directly tied to the rotation function of its drill-like horn; the harder it flexes its limbs, the faster its pointed horn will spin.
Manx commits to a ritual involving a bizarre combination of dancing and flexing its muscles. Viewers are compelled to join in, though Manx harshly judges those who don't have the ideal physique for its tastes.
Matini flexes its tail regularly to exercise the powerful muscles in its lower half. The hand at the end has spectacular grip strength, making it easy for it to grab those who would try to prey on it and send them flying.
Maew shows off to others by flexing the pair of fists on its dual tails. If its viewer doesn't act sufficiently impressed, it runs off pouting in shame and embarrassment.
Trainers have reported seeing their Magma focus intensely and begin bubbling at a high rate. Researchers theorize it is attempting to manifest arms to flex with, but no successful attempt has been recorded.
Mallery calmly lies in wait for other creatures to come near, itching for any reason to show off its strength. Anything that falls into the clutches of its muscular tentacles will have a difficult time escaping.
Malord variants that appear to be wearing a golden gauntlet are said to be blessed with almost infinite power, and could eliminate half the world with a snap. It is commonly seen searching for vividly-colored gemstones.
A warrior of unparalleled strength and rage, Mablade also possesses a fierce paternal instinct. Anything that harms a child in its presence is doomed to suffer its boundless wrath.
Making are often appointed as the head of labor in some fields, assisting Machoke with construction and moving efforts. It sometimes takes on too much work for itself in an effort to prove its strength, however.
The belt it wears helps regulate its ability to make ultrasonic cries. If it were removed, the decibel level of its cries would be enough to deafen any creatures within a 100 foot radius.
It maintains a strong training regiment as a way to curb and control its more violent tendencies. Sometimes this temper still flares up in battle, leaving it disappointed and sullen afterward.
Seeking the perfect balance of brains and brawn, Mabra commits itself to honing both body and mind. It perfectly schedules an equal amount of physical training and meditation, down to the millisecond.
Fusion has caused part of Machoke's next form to manifest prematurely. Machoke is not in control of the powerful extra limb, causing it no small amount of distress.
Mata is a rather troublesome entity in the wild. In its eager haste to show off its strength, it has a tendency to run at people and hit them with a "playful" clothesline, often knocking them unconscious.
Matly is territorial over the places it chooses to haunt. It will forcibly exorcise other Ghost types from the premises using its powerful arms.
Maew's small stature belies a lot of power in both its limbs and its multiple tails. It uses its psychic powers to hold opponents in place before delivering a 100-punch combo with its tail-fists.
Mados's muscular arms lack the dexterity to weave complex webs, so it instead ensnares prey by using a single strong thread like a lasso. Once a target has been reeled in, the fists beat it into unconsciousness.
A Maicate problem is considered the worst job for Pokémon pest control specialists to be called for, due to their strength and tenacity. Often an entire team is needed just to take care of a single Maicate infesting a home.
Mazor considers itself the strongest of the clawed Pokémon, a title it defends fiercely. When not honing itself, it cleans its claws to make sure they always have a pristine shine for it to flaunt.
Proud of its strength, Madon dares any it comes across to challenge it and hit it as hard as they can. It gifts the belt it wears around the head to the first challenger that manages to make its durable, heavy body flinch.
Mamence's pride in its strength makes it something of a bully, pushing others around with its immensely powerful arms. In the wild, it appears to have an intense rivalry with Hariyama.
Matrum uses its four massive arms to pummel prey into submission before devouring them. It actively refuses to eat anything it hasn't properly punched beforehand, even a treat from its Trainer.
Bellew prefers living alone in the jungle snacking on insects. If bothered, it spits a small glob of mild acid onto a person's head; the acid is laced with psychic energy that gives the target a migraine.
Bellswine's three heads hide within its overgrown, sturdy body until it's time to feed. All three heads must eat a large amount of insects to sustain its heavy girth.
Bellgon2's head pops up from its body when its surroundings are sufficiently bright. Should the area around it grow darker, it tucks its head into its body until light returns.
Bellgon-Z's three heads work in tandem to fire seeds from their mouth to repel opponents. It seems to have a strong vendetta against Ghost-type Pokémon for some reason.
Bellwile uses its false mouth to hide among groups of Bellsprout in the wild. The fake mouth secretes an acidic sap that stuns the plant Pokémon, making it easy for Bellwile to prey on the unsuspecting group.
Bellceus's roots are said to be able to extend for miles underground in mere seconds, letting it sense the health of plants across entire continents. One drop of its sap-like drool can supposedly revive dead plant-life instantly.
Bellgrigus's hand-like roots flit around, digging among the dirt and trees of its surroundings. When it finds a nest of insects, it awakens with a manic expression before the coffin opens up and shovels the bugs hungrily into its body.
It spits a sticky, smelly fluid at trespassers from its perch on cave ceilings. This fluid also tends to attract lots of small insects, so most travelers avoid Bellbat habitats.
The heavy leafy fronds covering Belleanie's body protect it from the elements as well as attackers. The leaves are coated with a sticky, toxic substance that leaves painful, acidic burns on bare skin.
Bellrorus's frills change color and become more vibrant as it absorbs sunlight into its body. It shakes the frills to shed pollen to paralyze or poison predators chasing after it.
Belladin's oaken carapace is sturdy, but hinders its mobility greatly. It stores seeds in its stomach to spit out as projectiles to ward off potential predators.
Squirtbone defends itself with the bone, skull, and shell fragment of fallen Blastoise. It tries to appear brave, lowering the skull to obscure its face so nobody can see it cry.
Squirtvee blows bubbles at attackers before retreating into its shell for protection. The shell's coloration will change depending on its surroundings, particularly just before evolution.
It prefers swimming to flying, able to swim across entire oceans in a few hours. It follows along ships it comes across, watching over them and guiding them through rough waters.
Squirtma's wings are as sturdy as its shell as well as waterproof. When in danger, it tucks its whole body into its shell to hasten its flying retreat, diving into the nearest body of water.
Now lacking a shell but gaining a streamlined body, Squirtans has become adept at agile swimming, both offensively and defensively. For its own safety, it rarely slithers onto land before it evolves.
Squirtgon-Z can tuck its limbs into its shell despite lacking holes, the body parts disappearing and reappearing with little puffs of binary code. Sometimes the appendages reappear in different positions from where they vanished.
Living in small groups, Squirtplup entertain themselves by tucking into their shells and letting one of the group smack them with their blunt wings. The one that can slap a fellow Squirtplup the farthest distance becomes the leader.
Whenever an attack strikes its shell-like shield, a burst of bubbles comes forth. It uses these bubbles to distract an opponent and leave them open for a fierce counterattack.
Squirtagon's skull shares the same sturdiness as its shell, though it isn't invulnerable. When it hurls itself from cliffs to practice flying, it blows multiple bubbles just before hitting the ground to lessen the impact.
Squirtrum can sometimes be spotted lingering around groups of young Pokémon, acting as something of an older sibling. Its intimidating size and attitude lets it cow the rambunctious ones into behaving better.
When it teleports away from danger, it leaves behind a bubble of water floating in the air. One can faintly hear an echo of Squirtra's cry from within before it pops.
Squirtler's claws and shell all bear markings that make it appear to be a group, making predators think twice about attacking. Sometimes, when lonely, it will talk to its own claws, and then pretend they are responding back.
Weepinfree spreads a sweet-smelling pollen on tree bark with its wings before flying away to wait. When it returns later, its large mouth inhales all the little bugs lured to the scented spot.
A cool nectar drips from Weepincuno's mouth as it perches on the branches of tall trees. The nectar pools at the base of the tree, drawing in insects that Weepincuno freezes solid once enough have gathered to make for a suitable meal.
Electricity surging along Weepinkid's prongs is a sign of it charging up its signature attack. It belches out a blob of lightning-tinged stomach acids that burn and paralyze whatever gets splattered by the projectile.
Weepindoof assists Bidoof in dam-building by carrying large logs with its wide mouth. The sappy saliva left over after it spits them out acts as an adhesive that helps increase the dam's sturdiness.
Weepinble hides among the thick canopies of trees, covering itself with foliage to remain undetected. When prey passes below, it drops down from above with an open mouth, ready to swallow its target whole.
As it swings its leaf-like arms, it emits scents to attract potential prey closer. Once within range, it inhales deeply, vacuuming small creatures into its open mouth.
Weepinile buries itself in warm sand until prey comes in close proximity. Once it leaps out, it spits out a mouthful of sand laced with digestive enzymes from its mouth to cover and incapacitate its target.
Weepinsteel's extendable limbs have great reach and strength. It drags prey from far away into its wide-open mouth, which closes shut before flooding itself full of digestive juices to melt its prey down.
Although it may not look it at first glance, Weepinkazam's "mustache" is actually a pair of prehensile vines. It grabs onto foes within range to wrap around them and leave them susceptible to psychic onslaughts.
Weepinbell has a voracious appetite, often consuming prey almost as large as it is, but because of its weak stomach acids, it will spend weeks digesting its meal before it has to hunt again.
Should a Weepinbell attach to a Slowpoke's tail, the toxins from the plant cause the body's color hue to change drastically. Its behavior changes as well, seeking more sunlit areas and adding large amounts of insects to its diet.
Victreebuzz uses a pair of electrified vines from its body to grab its prey and shock them into paralysis. Then it tosses them into its mouth, where the juices will digest them.
Victreekarp falls from trees to aggressively flop and chase after potential prey. By the time it manages to catch something, it's too exhausted to actually consume the captured creature.
Though both heads use lure tactics to capture prey, only the front head can actually consume it. The rear head simply captures smaller prey for Victreefarig to save for when larger, more fulfilling food is scarce.
Victreetei roams from jungle to jungle across the region, using its whip-like tail to seize prey and swallow them whole. Its stomach contains molten lava as digestive juices, melting down its meals in seconds.
Bidoof colonies consider Victreedoof a nuisance, as it consumes wooden logs, often doing so by sneaking near their dams and stealing whatever it can before waddling away.
Victreeclops uses its disembodied hands to grab prey and drag them into its mouth. It is said that Victreeclops will digest a creature completely, then forever hold their soul trapped within its body.
Locking gazes with the eye in Victreeclops's mouth casts a hypnotic hex. Victims are drawn to march their way into its open maw and provide it with its next easy meal.
Victreeceus's stomach acids are strong enough to dissolve anything tossed into its mouth and gain essential nutrients from it. This makes it surprisingly easy to care for, as Trainers can simply feed it any useless items they need to be rid of.
Leaves on Victreefable's back form wings that let it take a limited form of flight. It uses its vine-like tail to snatch berries and other snacks to feed into a hole in its head usually covered by another protective leaf.
A hunter inhabiting dense jungles and swampy areas, Victreeduck uses a combination of faint psychic powers and a noxious miasma breath to incapacitate prey before hoisting them into its wide mouth.
Victreeal's spherical body is filled to the brim with a toxic and acidic compound. It spews it out in self-defense with enough force to send its small frame flying backwards.
Despite having been physically blinded by the Victreebell on its head, Slowbro functions just fine. The plant's secretions actually seem to enhance the host's psychic abilities slightly, making it moderately more aware of its surroundings.
Tentabone uses the sting of its tentacles to hunt while underwater. On land it is less effective, so when outside water it wields a bone with one tentacle to give it an edge in fights.
Its legs are retractable and extremely dexterous, able to extend to lengths of almost three meters. Tentalee will extend its legs mid-kick in order to wrap around an opponent and crush it with its powerful constriction.
Tentadeen is a swift swimmer with a bad temper. Anything that catches its ire will be smacked ruthlessly with its tentacles before getting a painful venomous sting from its horn.
The core contains most of its energy, which it can transfer to its tentacles to give them more potent strikes in battle. The tentacles change in color and glow brightly when supercharged.
Its tentacles contain poison, but its potency is so weak that victims rarely develop any symptoms. It has to ensnare prey instead and hope that its target isn't strong enough to wriggle out of its grip.
Tentato has a difficult time transforming into others if the subject isn't standing perfectly still. To help with that, it stings them with paralytic venom from the tips of its tentacles.
Tentato of this color have a more potent venom in their tentacles, paralyzing victims much more rapidly. Once immobilized, Tentato can better study their features to more accurately transform into them.
Tentagon is able to travel through land, sea and cyberspace equally, moving about on its long tentacle limbs. It occasionally stops to flash the two orbs on its head repeatedly; it's not yet known why it does this.
Tentaew's tentacles can generate concentrated psychic-electrical energy. When fired, these projectiles have an instant paralysis effect on whoever gets hit by the energy bolts.
Tentasola's colorful body makes it easy for it to camouflage itself among the vibrancy of coral reefs. It lies in wait until fish swim too close, and grabs and drags down hapless prey with its stinging tentacles.
Tentavoir drifts aimlessly among the wide open spaces of the oceans. Sensing the minds of others, its tentacles reach out on instinct to sting anything that draws near with a numbing venom.
The orbs on Tentawile's false mouth can light up in ways that attract Tentacool. It lures stragglers away from their group, so that it can snatch them up into the imitation's jaws once they stray too close.
The orbs on Tentalord's face can emit a flash of light bright enough to stun and blind any Pokémon in a huge radius. Once they are disoriented, Tentalord uses its tentacles to grab and reel in whichever ones look the tastiest.
Tentaiard marches onto land to hunt food for its Tentacruel leaders. The tips of its blades secrete a powerful neurotoxin, paralyzing prey so they can easily be dragged underwater and made into an offering.
Tentatic's tentacles appear dangerous, but have no venom in them, only being used to grab potential prey. What appear to be whiskers on its head are the true prehensile appendages it uses to deliver painful paralyzing stings.
Tentatom tends to hang around maritime resorts and other populated beach areas. It pranks people with stings from its tentacles, which affect auditory senses and make the victim hear nothing but static for a time.
With its grinning expression and grabby nature, Tentamer gives a bad impression at first glance, but it's actually harmless. Its tentacles possess no poison, and its grabby nature is just because it loves to hug new friends.
Technically blind, Tentabas flashes lights from its bulbous eyes in order to visualize its surroundings. The tips of its fins contain stingers that can leave nasty gashes and inject a paralytic poison.
Tentaling makes for excellent household pest control, as it perches on high ground out of sight, before swooping down and lashing quickly with stunning tentacles. It then dutifully tosses away or consumes the downed prey.
Escaping from a Tentabat on the hunt is an arduous process. It swoops swiftly and silently, and even those that evade its bite will contend with tentacles extending from its mouth that paralyze with a single touch.
A very speedy swimmer beneath the waves, Tentaedo maneuvers quickly and gets itself as close to prey as it can, before extending stinging tentacles from its mouth to grab and drag prey into its hungry jaws.
Highly antisocial, Tentasect's tendrils whip out from underneath its cap and lash at anything that comes near. Those struck develop boils on their skin that look uncannily similar to fungi.
Tentadisc can sometimes be seen milling about near Tentacool mating grounds. It flashes lights from its orbs that disrupt the mating rituals, though its reason for doing so remains unknown.
The many tentacles sticking out of Tentascoon's cocoon grant it protection from potential predators. It grabs and wraps up anything that gets too close with toxic threads that cause stinging pain on contact with skin.
Tentaduck's enlarged cranium houses a brain brimming with psychic potential. Those hit by its tentacles will be inflicted with the stinging pain of constant headaches for up to a week.
Tentape's fists are actually extendable tentacles that it keeps retracted until necessary. Its long-range punches sting a victim with a paralytic venom that keeps them from escaping the rest of its assault.
Said to be one of the smartest undersea denizens, Tentakazam meditates at the bottom of the sea, repelling others with bubbles of psychic energy. It's said that a cult worshiping Tentakazam exists somewhere in the world.
Tentapoke is a sociable aquatic creature, with a questionable way of bonding with others: its tentacles can inject a venom that temporarily reduces cognitive functions, so that Tentapoke can enjoy company as simpleminded as it is.
Its slimy, squishy body allows it to maneuver its way into locations nearly a quarter its size. If threatened, it blinds attackers with lights from the orbs on its heads before flinging toxic goop at them.
Tentaby hunts with a three-stage strategy, snapping its claws to get a target's attention, blinding it with flashes from the orbs on its head, and finally immobilizing prey by stinging it with its tentacles.
Tentabone grabs bones from the bottom of the ocean, wielding at least a half-dozen at a time with its many tentacles. It boards and raids ships passing by to pilfer food and any trinkets it finds interesting.
Tentayu buries most of its body into the sand, leaving only the starfish shape visible, until prey stumbles close. It then reveals its tentacles and gives chase, able to swim quickly and run just as easily on land, making escape very difficult.
Tentatini uses its beak to sift around the ocean floor digging for clams and crustaceans to eat. The point of its beak produces a nerve-affecting toxin that paralyzes those pierced by it.
When Tentatwo exercises its massive psychic powers, strange symbols emanate from its hands. Some claim staring into these symbols will cause a person to become Tentatwo's eternally mindless thrall.
Tentaew's many tentacles connect directly to its brain and its vast psychic potential. Touching other Pokémon's heads reduces them to a childlike state that is interested only in playing with Tentaew.
Tentasire looks far more intimidating than it actually is. It would much rather hug than hunt, though embraces are ill-advised due to the neurotoxin within each of its many tentacles.
The tentacles on its head are used in conjunction with the lower ones to brace its body; the force of the ink it shoots from its mouth is so great, all its tentacles are needed to keep it from rocketing backwards.
Tentagon-Z is highly territorial and seems to view the entire ocean as its personal domain. Being touched by its tentacles adversely affects the vocal cords, causing a person to speak in disjointed and broken sentences.
Tentaking rarely moves from its lair in the ocean depths, its many tentacles able to grab any prey that swims too close. Some fiction novels depict Tentaking as a deity with power beyond mortal comprehension.
Tentatom can use its many tentacles to affect multiple electronics at once. It enjoys invading shops and causing havoc by causing many machines to go haywire simultaneously.
It ejects its tentacle-like innards and forms complex gestures with them to communicate with others of its kind. It seems to mostly be a way to inform others of hunting spots and areas where predators abound.
Tentarona hunts beneath the sea, using the orbs on its back to suddenly heat the waters around it to scalding temperatures, then using its many tentacles to drag those stunned and burned back to its den for consumption.
Scales generated from the flapping of Tentarona's wings both poison and burn those afflicted by them. Few can withstand the pain for more than a few moments before collapsing and becoming its next meal.
Though mostly harmless, Tentamer has a mischievous streak. It enjoys hiding partially submerged and waits for something to approach it curiously, before rising up and scuttling quickly towards them to send them running.
Tentaturne's spines possess a paralyzing venom that leaves those punctured immobile almost instantly. Once they're unable to move, Tentaturne closes in so it can drain them of their fluids.
Each tentacle can release a numbing neurotoxin into the system of anything it touches. Though good for hunting prey, Tentaduck mostly uses it to soothe its constant painful headaches.
It possesses the strength of Tentacruel's 80 tentacles packed into a mere two. It can easily knock away much larger Pokémon, and its hyper-potent venom could incapacitate a Wailord with a single touch.
Its tail has a potent sting easily capable of stunning prey for Tentapoke to eat. Because it's so forgetful, however, it only remembers to actually reel in the prey once every ten stings or so.
The prehensile cannons extending from within its shell give it fantastic offensive and defensive capabilities. If one should be severed, a reserve from within will extend to replace it.
When underwater, the orbs on Tentaler's large claw glow and pulse in a way that hypnotizes and draws fish closer. Once its prey ventures too close, it snatches them up into its inescapable crushing grip.
Geobone removes its skull cap in private to mourn its loss. Older Geobone can be identified by smooth lines on their face where tears have caused erosion over time.
Geobuff's tiny stature belies just how much of a punch the fist on its head possesses when swung around. Its balance is a little lopsided, so it often falls over after punching something.
Geotar is quite proud of the sturdiness of its body. It often invites opponents to take the first hit on it, responding with a solid counter-punch when the foe's blow is inevitably stopped by its resilient stone form.
Geovoir is a bit quick to jump to the defensive when confronted with new things, punching them with its strong stone fists. Trainers should work to reign in this habit so their Geovoir does not strike at every new acquaintance.
Geoterra communicate with each other via a series of signs and gestures using the many hands growing upon their backs. It's thought that the more hands a Geoterra has jutting from its shell, the more intelligent it is.
Geokoth is very lazy and has strong antisocial tendencies. It lounges around in places where scattered rocks and pebbles are plentiful, pelting them at anyone that approaches it.
Geodew waddles around sunny mountainous areas during the daytime. It's said that every few months, the stone fist on its head will open up to reveal a precious gem.
The bubble exterior is nearly as tough as the stony body of the core, and is thus incredibly difficult to pop. Doing so is ill-advised, as Geosis will fly into a violent rage until its bubble reforms.
Geocorio's dances are equal parts elegance and grandstanding. If it senses an onlooker isn't impressed with either its moves or its build, it maneuvers itself closer through innocuous dance steps before delivering a stone-fisted backhand.
Geolu is convinced it can fly if it tries hard enough, despite lacking the necessary attributes. Trainers are warned to watch for falling Geolu as it leaps from cliffs and plummets while flapping its arms rapidly.
Georantis enjoys surrounding itself with wild flowers it has collected. Should anything try to disrupt its meditation within its flower garden, it knocks them out via clapping its huge hands on their skull.
It churns up smoke within its body to strengthen itself, including letting it hurl its heavy body long distances. After particularly taxing movement, it releases the pent-up smoke from its mouth.
Krabby often keep Geoby in close company, as their strong arms allow them to hurl stones at flying Pokémon that would normally hunt them. Afterward, it flexes triumphantly before its grateful charges.
Gravegeot is slightly vain, proud of the long mane of hair-like stone on its head. It washes and polishes the rock often until it gleams, and is particularly vicious against any who would dirty it.
Graveicate keeps its large teeth healthy and strong by gnawing on the many rocks and stones strewn about mountains and caverns. It's become a nuisance to Rock-type Pokémon as it sometimes gnaws on them as well.
Gravedreavus can make itself incorporeal and possess stone. If one's mountain travel seems fraught with far too many near misses with falling rocks, it may be a Gravedreavus playing pranks.
Because it eats small rocks as well as berries that grow near mountains, Graveckle's juice is described as having a slightly grainy texture. It's a popular beverage choice among hikers and campers.
Gravepy often play with each other by using their trunks to grab rocks, throwing and dodging the stone projectiles. Unfortunate Geodude and Roggenrola sometimes get used in these games as well.
It generates energy internally by curling up and rolling about the mountains. It enjoys charging up enough energy to shoot bolts of lightning at large rocks to shatter them to pieces.
It shatters large rocks into bite-size pebbles with the large arms on its head. Afterward, all four arms will take turns shoveling the stone morsels into its hungry mouth.
It rubs its back against stone walls to grind down the rocky spines on its back when they grow too large. Spears using broken-off spines as the tip have been found dating back to ancient Kanto.
When standing still, Gravepass will swing and rotate its multiple arms with no discernible pattern. Researchers theorize these movements adjust and regulate its internal magnetism.
Gravefisk clings to cliff faces, waiting for hapless travelers to step on it. When they do, it grabs onto them with its strong arms and rolls down the cliff-side, carrying its target down with them.
Using all four arms, it digs through caverns in search of raw precious gems. After successfully snatching some, it cannot resist prancing about in triumph before consuming its crystalline meal.
Gravesect crawls atop large boulders and siphons nutrients from them. The boulders turn hollow and brittle as a result, crumbling to dust once Gravesect has fed from them completely.
It uses all four arms and even its tail to grab stones in order to pelt them at trespassers. Should this warning be ignored, it will fly into a deeper rage and roll at its target, howling all the while.
Each fist can punch a hole in stone with ease, making Graveape a formidable opponent. A raging Graveape once reduced an entire mountain peak to dust in a day before it calmed down.
Its strong rocky forearms make for a potent offense. Its other set of arms seem malformed, but in actuality it keeps them tucked close to help protect weak spots on its torso.
Gravechoke's flexing isn't just for showboating; every flex temporarily stores more energy in its stony arms. If allowed to flex enough before release, a single punch could crumble an entire mountain range.
The fist on its tail is used to smash stones into chunks small enough for it to eat. When it chews on the rocks, sparks can sometimes be seen as it crunches on the stones.
Gravedash have been found in depictions of royal houses in historical Galar and Kalos. High-ranking knights would ride them across dangerous territory, where speed and defense were both paramount to survival.
The three parts of Graveton maintain a connection via a strong grip, rather than any magnetism at work. Curiously, the bond this way is even stronger than the magnets; nothing has been seen able to pull them apart.
Graveel makes its home at the bottom of cold underground lakes. Records indicate some Lapras have been saved from poachers by Graveel rocketing from the depths and attacking the interlopers.
Its hardened stone body and powerful drill horn give it incredible offense and defense capabilities. Godon are known to battle Tyranitar over territorial claims for mountainsides.
Goras inhabit pristine underground lakes. Ordinarily a creature of solitude, should travelers need to cross its lake, it will oblige them. It sings a rumbling song that echoes across the cavern as it does so.
Goew removes stones from its own body to use as psychically-controlled projectiles in battle. In a pinch, it can use all the stones at once to form a sturdy spherical shield around itself.
Fur manages to grow from Goicate's rocky skin, forming a coat that sheds once a year. Carpeting made with its fur is popular in some regions due to emanating a natural earthy scent.
Gochu are always producing electricity within their stony body; if not released periodically, the built-up energy will explode out of it. Entire chunks of their mountainous homes have been destroyed this way.
Govile keeps its claws sharp by scraping them against the stone plates on its body. A desperate or crafty Govile may remove one of the stones of its head-crest and use it like a dagger.
Godum uses its clawed lower half to grab cave walls and tear out large chunks of rock for it to consume. Gems embedded within the stone get saved and collected into small personal hoards.
Gosol have an innate sense of how stable rock and stone in the area is. Those in the mountains have come to know that if one sees a Gosol running past them, they should follow, or be caught in a landslide.
Golurk carefully remove, crush and reshape parts of the mountains they reside in over time. It is thought that they are attempting to turn these mountains into vast temples for a civilization that no longer exists.
Its rocky exterior made it near invulnerable in the ancient world, helping it claim large amounts of territory for itself. Its only weak spot is a small area on the neck where its stone skin is least durable.
Govenant is said to appear in mountains being drilled or tunneled with no regards to the Pokémon dwelling within. It enacts a terrible vengeance on those who do not respect the mountain's inhabitants.
Beneath Goice's rocky exterior lies a core that generates immense freezing energy. It can instantly create thick clubs of solid ice to use to crush anything that stands against it in the wild.
Goice claims glacial cavern areas as its territory, residing deep within their depths. It breaks off large thick crystals growing from its own body to use as clubs in battle.
When using its powers in battle, the seams between the stone plates of Gobink's body glow brightly. Its said that beneath the stone is a crystal so radiant it would blind a person instantly if beheld.
Gochoke is never seen without carrying its prized and heavy stone boulder. It can be observed developing its strength by pushing the sphere uphill, but it always loses its grip, and subsequently the rock, when it nears the top.
After fusing, Golem gains more power and accuracy thanks to its extra eyes and arms. These new features adversely affect its ability to condense itself into a sphere and roll over its opponents, however.
Ponysir's pincers are quite hot to the touch, even catching on fire should it get angered enough. It snorts and clacks the hooves on its arms together as a warning for others to stay away.
Its body is still developing, so Ponytres's flight capabilities are rather poor. It flaps vigorously just to stay airborne, flinging countless embers around it with every swing of its wings.
Ponyew is timid and will create a psychic shield covered in flames around itself at the slightest provocation. The fire does not burn those who touch it, merely acting as an intimidating deterrent.
Some variants of Ponypy result in an appearance resembling Ponyta's Alolan counterpart. It possesses trace amounts of Fairy power within, typically manifesting as colorful sparkles trailing it as it rolls around in a ball.
Ponygon2 moves with an odd gait, as if not yet adapted to its own form of locomotion. It moves a set distance in one direction, then a short hop to one side, its path resembling an L-shape.
Ponybok traps its prey with a two-pronged attack: it stuns victims with disorienting color patterns from the horseshoe marking on its chest, and slithers around them quickly, trailing fire to create a circle of flame that leaves them with no escape.
Ponygigas's initial movement speed is very slow, but every step builds up steam. It's said that if given enough time, its power will build to the point it can run laps across the world.
One half of Ponyink is safe to touch, but the other is always hot enough to burn on contact. If it spins rapidly enough, this half grows hotter, combusting and firing a gout of flame in front of it.
Despite its stout build, Ponykoal is compelled to try and trot at high speeds. Flames rise high from the pores in its shell as it trains to reach speeds higher than the average human walk speed.
Ponyor radiates fire speckled with bright stardust from its body. It twists and twirls playfully through the air, pairs often forming to spiral around each other in recreation, creating vibrant fiery displays.
Ponysian is a bit vain, preferring to keep its fur and flame stylized and groomed in a specific way, avoiding the touch of others that may mess it up. Thus, only those it truly trusts are allowed to pet it.
Ponychoke goes on long daily runs in order to keep its muscles strong, its legs especially. It can run at top speed for an hour straight before beginning to tire.
Ponyduo trots across the land with a quick, if slightly clumsy, gait. Eating mostly seeds, the two heads will hold their food above the other's flame, lightly toasting their meal before consuming it.
When casting Hypnosis, Ponyzee's flames burn at their brightest. The consumption of the dreams of its victims seems to be what keeps its flames burning, as a hungry Ponyzee's flames are dim and flickering.
Rapidon's churning drill fuels its fiery mane: the faster the rotation, the more billowing its fire is. Its large size hides an incredible top speed; Rapidon can burn across vast distances in minutes, trampling everything underfoot.
Its wings are composed entirely of flames, spreading sparks with every flap. It has complete control over these flames, so the sparks and embers will not burn anything unless Rapifree wills it.
When Rapifarig's fiery mane vanishes, one should take immediate defensive or evasive action; the fire is all being stored in the tail, which it will spew out in a massive jet of flame at its target.
Turning its body at high speeds lets Rapilix become a flaming drill able to tunnel through bedrock with ease. The tunnels it digs this way smoulder with still-burning flames for hours after it's finished digging.
Rapiursa always enjoys a good chance to sprint at top speed. In the wild, when a source of honey is discovered, small groups of Rapiursa will gather to race to see who can reach the sweet treat first.
Rapirow can reach blistering speeds in the air, with a top speed of 80 mph. It has to land to hunt and forage, though it is less maneuverable on its feet than in while airborne.
Rapichu channels fire all across its body to aid in defense, while keeping vast stores of electricity built up inside. When it needs to attack, it channels all the lightning into its horn and fires powerful bolts from the tip.
With its quick feet and precognition, Rapisol quickly evacuates those it perceives as being in potential danger. Emergency response teams across the world are beginning to recruit Rapisol into their ranks.
The flames burning across most of Rapimander's body are an indicator of both its health and its top speed. The fastest and healthiest Rapimander have the largest and most luxurious of fiery plumes.
Fire trails behind Rapiselia as it races across the daytime sky at remarkable speeds. The three hoops of fire on its body can flare up to massive sizes if it needs to defend itself.
As Rapisect scuttles about, it releases small embers containing spores that sink into the ground. From these spores will eventually grow a type of mushroom noted and sought for its spicy flavor.
With a smaller, more developed body, Rapita can reach greater speeds than before, though it takes time to acclimate to its new top speed. Its new potential gives it a bit of an ego and temper, so its behavior is rather volatile.
One of the speediest Pokémon on the land, Rapidrio can race across an entire region in a few hours. As it runs and leaps, it leaves behind flaming hoof-prints in its wake.
Five of the clutch mindlessly join together by biting their tails, surrounding the smarter sixth member in the center. This protects the center one physically, letting it protect the others with its psychic powers.
Orphaned due to Slowpoke Tail poaching, Slowbone wields its mother's tail as a weapon to defend other Slowpoke colonies from suffering a similar fate.
It charges at anything approaching its territory, but with its small legs and heavy upper body, Slowhorn moves at a snail's pace. It gives up long before it does any damage, and often forgets why it tried to charge in the first place.
Unscrupulous sorts once thought Slowros would be the key to profit by tripling Slowpoke Tail production. However, Slowros tails were far too bitter to be edible, ruining the plans.
Its frightening expression scares off intruders and hunters, but Slowdos is as dim-witted as its Slowpoke brethren. While swimming, it may mistake its own tail for prey and accidentally injure itself.
Though harmless and friendly, sighting Slowgon on one's devices is considered a nuisance. Its presence causes technology to lag and run at a weaker and slower pace.
Its lethargic lifestyle means it rarely gets up and moves around for any reason. It takes so long to do so that by the time it is on its feet, it has forgotten the reason it wanted to move in the first place.
When able to think properly and fully concentrate, Slowtwo utilizes incredible psychic power. These moments of clarity are incredibly rare and brief, often going years between minute-long displays of potential.
Slowring is easily attracted to the scent of honey, gathering the thick substance on its paws. It often appears enamored with the look and smell of it, forgetting to actually eat the honey after obtaining it.
When spooked, Slowbok flares its hood, the imagery of which causes attackers to be stunned and confused as their minds are suddenly overwhelmed with inane questions and half-baked thoughts.
Slowceus's potential power vastly outstrips its intellect. Because of its simple mind, it can never activate its true abilities, but it happily lives a quiet life of solitude near lakes, unfazed by its own limits.
Slowdon possesses the power to move the earth through potent psychokinesis. It uses this power to reshape the ground into the perfect napping spot.
Slowquaza aimlessly floats around the atmosphere, descending to dip its tail in the ocean to catch sea life to eat. It sometimes forgets to actually eat hooked creatures, instead carrying them high up into the air while attached to its tail.
Slowrai invades the dreams of others to consume them, its powers wreaking a bit of havoc on the mind. Those attacked by it wake up with their minds hazy and some of their memories missing.
Slowbas is considered a good beginner's aquatic pet due to being very low maintenance in both food and behavior. Many children find its vacant stare gazing back at them through a tank incredibly endearing.
When Slowpet tires of flying, it turns invisible and rests itself on the head of another creature. Those currently serving as Slowpet's perch feel their minds become clouded and find it difficult to think straight.
Mushrooms similar in appearance to Slowpoke tails grow on Slowras's back. Consuming these mushrooms causes the eater to lose their memories of the last few hours.
Sloweal dips its tail into the water to catch fish. Due to its lightweight body, it often gets dragged along by the caught fish, leaving it bobbing lazily atop the water's surface as it's carried away.
Its intelligence has degraded to the point it has become sedentary and barely sentient. Fungi grow on its immobile body, which still radiates an instinctive psychic energy to defend itself from outside stimuli.
Fusion has given Slowpoke a marginal increase in intellect. Instead of using its tail, it now fashions crude fishing poles in order to fish up Shellder and other aquatic life to feed on.
Slowmer is used by some to remove Poison Pokémon from lakes, as Slowmer's goopy tail has a taste those types find irresistible. Slowmer doesn't feel the bites, so it's simply happy to be helpful.
As Slowuk oozes about aimlessly, it forms itself into a variety of shapes and sizes. This is because it easily forgets what it's supposed to look like, reshaping based on faulty memories.
Slowno attempts to hypnotize others by swinging its pendulum in front of them. Unfortunately, its simple mind causes it to often get distracted by its own swinging, hypnotizing itself instead.
Slowby's pincers can move surprisingly quickly, snapping onto potential prey and gripping tightly. It often forgets why it grabbed something, however, and releases most of its meals back into the wild.
Warak's large tail helps it swim through the water more quickly and agilely. It weaves underwater webs in rivers that catch fish that it will later drag out to consume.
What appears to be a tail is actually condensed silk. Wardos swings it about to catch bugs and even fish beneath the water before detaching the tail and spinning a new one while it feasts on its meals.
Infighting among Warferno groups is common as they battle to establish hierarchy. The more scars upon a Warferno's shell, the more respect it commands among the tribe.
Multiple overlapping shells grant Warpede a strong amount of defense against attacks. While on land, it has a mild disposition; beneath the water, it is a skilled swimmer and deadly hunter.
Warvern inhabits caverns in coastal areas, coming out during the night to hunt. Its can seamlessly dive from the air into the water without losing speed, taking unsuspecting prey just below the surface by surprise.
Warsect only goes on land for short amounts of time, hiding away in riverbeds in order to protect the mushroom on its shell. There are some people who believe eating Warsect's mushroom will increase a person's swimming skills.
Warwhirl is rather touchy about the swirling bit of chest fluff on its torso, grooming it often. Unless it gives permission, anyone reaching to touch it will get a swift punch.
Wargar is a deft swimmer able to turn its body transparent while underwater. Doing this, it hides away until an unfortunate victim swims by, whereupon it manifests itself right in front of them with a bloodcurdling shriek.
Using a Slowpoke Tail with a Shellder attached as a club is Slowbone's primary method of self-defense. Sometimes a Slowbone will remove its own tail to arm itself, seemingly unaware of any pain or discomfort the process causes.
Though it appears large and imposing, Slowdos is one of the most docile Pokémon to own, ignorant of its own appearance. Some wild Slowdos have even been seen frightened by their own reflection on water surfaces.
The Shellder biting down on Slowstar's head seems to cause it mild discomfort. It can sometimes be seen attempting to pry it off, but to no avail.
The Shellder on Slownite's tail possesses wings strong enough to lift its entire body despite their size. Slownite dangles limply and vacantly as the Shellder transports it through the air.
The Shellder biting its tail leeched psychic energy from the host, growing more intelligent. Now smarter than the host, it bites specific nerves to force physical responses and make it more formidable in battle.
While biting onto Slowew's tail, the shell has siphoned some of its psychic power, as well as its intellect. Slowew lacks self-preservation instincts, forcing the shell to use its stolen powers to protect both of them.
A strange poisonous Shellder is attached to Slowdos's lower half. This gives it a venomous bite, but Slowdos often forgets it even has fangs to begin with, accidentally biting its tongue and causing it to swell.
When attacking, Slowbat uses the weight of the Shellder on its tail to drop quickly and heavily from the sky. However, its four wings struggle to lift its heavy body back off the ground afterward.
It habitually gnaws on objects within reach, out of nothing more than simple curiosity. Slowicate even gnaws the Shellder on their tail, though this is discouraged as the hard shell damages their teeth.
Slowpoke's body is almost entirely protected by an incredibly large and sturdy Shellder, giving it great defenses. It has rather low mobility though, so it rarely moves far from its home territory.
Slowgon-Z's mind has become almost empty of coherent thought due to its glitched nature. On rare occasions, the two bodies may swap heads, leading to the appearance of Slowpoke biting Porygon-Z's tail.
Slowgon-Z's disjointed body leaves it able to kick its own head at distant opponents in battle. Despite the potential for causing concussions, Slowgon-Z seems unfazed by its cranium being used as a projectile.
The shell on Slowvoir's lower half weighs it down, so it uses telekinesis to move itself. It has a dim mind and vapid personality, but if its Trainer is in danger, it can show a remarkably sudden burst of intelligence as it comes to their aid.
Slowblade's twin blades lack coordination, and do not appear to share the same mind. One fights with precision and calculated defense, while the other lazily swings itself around in random directions, or hardly moves at all.
The shells on Slowquaza's body appear to be slightly too tight for its body, causing discomfort that its dim brain doesn't quite understand. This causes it to angrily lash out indiscriminately at others, making it highly dangerous.
Though blinded by the Shellder biting onto its head, Slowagon now has the advantage of a much sturdier headbutt. The bite's venom also stimulates its brain functions slightly, giving it a smattering of psychic abilities.
The shell on Slowtik's body limits its jumping ability to an extent, so it restricts itself to small targets on the ground to cling to. As it siphons static electricity by biting, the shell glows faintly.
Curious and gentle, Slowlass tries to look after lost travelers by taking them into its embrace. Unfortunately, it always forgets it has a freezing touch, so these hugs render the target of its care frozen solid instead.
Slowcorio's simple mind results in its dances being little more than lightly swaying in place and waving its arms. Despite this, on occasion these movements can create very potent psychic pulses.
Slowodor's limbs constantly leak foul-smelling liquid garbage due to the diet of refuse it excessively eats. Slowodor regularly drinks the liquid as a beverage, giving it absurdly foul, toxic breath as a result.
Slowzagoon moves about in a zigzag pattern, due to the shell on its tail. The shell nibbles on its tail constantly, and every bite causes it to change direction mid-stride.
The three heads of Slowtrio are not very intelligent and easily distracted, occasionally wandering off from each other. The third head strangely resembles a Shellder after biting a Slowpoke's tail.
A number of Shellder have bitten onto Slowbro's limbs and altered its development. It exhibits remarkable battle prowess in both offense and defense, but shows little signs of self-awareness.
Slowter floats around shorelines at night, rather aimless in its flight path. When it sticks its tongue out at others, a face resembling Slowpoke's can be seen on the appendage.
Slowby's claws have minds of their own, and may be more intelligent than the main body. Slowby stands vacantly still, until a claw raps its head and instructs it to move towards food or shelter.
Its oversized claw has a mind of its own, with a strong hunting instinct. It snatches prey in its jaws, then begrudgingly gives the scraps to its dim-witted host, for the sake of their shared survival.
The gas emitted from either side of Magnefing contains differing chemical compositions. Should the opposing clouds be forced together, small but potent bursts of electricity are created.
Magnelax is omnivorous, but has a particular taste for anything metallic. Magnelax sticks small objects like nails, bolts, and such to its magnetic face, saving them to eat as snacks after a lengthy nap.
Magnew has a pair of magnets floating near it at all times, bonded to it both magnetically and psychically. A prankster at heart, it likes to use the magnets to cause disruptions to personal electronics.
Magneffy uses magnetism to float around the farmlands it tends to inhabit, quietly observing other creatures. When happy, it wiggles the magnets on its feet and flickers the light on its tail-bulb.
Magnerow's head can rotate completely, communicating with others of its kind by twisting it to specific angles in sequence. Flocks tend to gather most often near radio towers.
The two rattles on its tail course lightning between them when it shakes them to warn threats. If its warning goes unheeded, it doesn't hesitate to fling lightning from its tail to fry its attacker.
Magnepy can shoot out showers of sparks from its trunk when agitated. When it flaps its large ears to cool itself, its magnetism surges, drawing metal objects towards it.
Magnegle uses the magnet on its tail to gather up metal shards it comes across. Once it amasses enough, it makes complex art sculptures out of the accumulated scraps.
After using its magnetic powers, Magnesly appears to cry from its singular eye. In actuality, it is simply venting excess moisture created by its body when its magnetism surges.
Magneinja floats near active electronics, which slowly power down and die near its presence. It then travels to dead, discarded electronics, whereupon the old machines spring back to life.
Being licked by Magneon's wire-like tongue temporarily leaves a faint residual magnetism on an individual. Magneon changes its color depending on its own current polarity.
Magnetic charges in each of Magneslash's weapons help give it an advantage fighting Steel-types. When a battle turns desperate, it supercharges its shield and blade with electrical voltage.
Magnefable's magnetic abilities appear to be affected by the current phase of the moon. During the new moon, it doesn't even have enough strength to levitate its own body.
Magneki uses magnetism in order to steal and hoard any keys from any people it comes across. Curiously, its magnetism only affects keys, as no other metallic objects will cling to it.
Vibrating Magnerona's many magnets cause it to release heat-wave pulses all around it. Most of its body is covered by small metallic hairs that are superheated and scalding to the touch.
If one hears the sound of high-pitched static in a cave, it is the call of a Magnebat on the hunt. A single bite delivers a paralyzing jolt, ensuring prey won't escape it as it feeds on their blood.
Magnetik is often spotted within factories, clinging to machinery and biting into it to siphon electricity. The amount drained is tiny and negligible, so most businesses simply let them have their fill and move on.
Magneoom lives a very indolent lifestyle and rarely moves about much. Found typically in abandoned buildings overgrown with plants, it dispenses a noxious cloud of magnetic dust from its flower to repel others.
Magnesteel's exposed wiring and stiff, jerky movements suggest it is not operating at peak efficiency. It regularly pilfers machines for their parts, searching for bits of technology to help fix its inefficiencies.
Magnecanth is attracted to scrapyards filled with old technology, where it floats around aimlessly via magnetism. It subsists largely on discarded nuts and bolts commonly found in these junkyard locations.
As Magneta trots along, mechanisms in its body churn up greater and greater amounts of electricity. At max speed and energy, lighting courses constantly from the screw on its head and the one on its rear.
Though appearing corporeal, the magnets on each side are just as ghostly as the head. It is said that those with malevolent souls will feel an otherworldly tug while near Magnetly.
Magnenix's magnetism is strong enough to keep its entire body attached to the ceiling of its cave dwellings. More than a few Trainers have been spooked by a curious Magnenix dangling from above to get a closer look.
It emanates strong magnetic pulses that can disorient foes and lower their guard. Its attacks come so quickly, opponents believe themselves to be attacked by three Magnechan at once.
Magnedactyl suspends itself in the air through the power of magnetic fields located within the membranes of its wings, limiting the need to flap. In rare moments when it moves its wings, the flapping disrupts any nearby electronics.
Magnelax's sleepy mannerism can cause havoc in urban areas, as its magnetism increases drastically while snoozing. Anything metallic within fifty feet will be drawn in and stuck to it until it wakes up.
With potent magnetic sensors and three giant powerful eyes, Magneligatr has acute awareness of its surroundings. It is said even tiny insects moving miles away won't escape its sight.
The magnetic pull of Magnegon2's three heads needs to remain equal to function at its best. Occasionally one head will exhibit greater strength than the others, pulling Magnegon2's movement in that direction.
A pair of Magnemite follow Magnechu closely, working together in all things. Some theorize that their magnetic waves have resonated and linked them together mentally, allowing all three to think as one.
Twin Magnemite units are attached to it via a cable-like tail. They and Magnechu share a mind, allowing them to make three-pronged lightning attacks in battle with great synchronicity.
Each of Magnemortar's arms dispenses a different color of flame, blue or red. The heads on its legs emit a magnetic pulse that pulls foes closer while it shoots flame, ensuring greater chances to burn its opponent.
Magnevoir's three heads share a single mind, allowing it to survey a large range while transmitting information instantly. Typically, one head will always stick close to its Trainer to make sure they are protected.
Magnewile's jovial look hides a trickster that uses magnetism to limit others' movements, thought to be via manipulation of iron content within blood, so it can get close enough to bite. It's become popular in Paldea due to its appearance.
Magneno's three eyes emit magnetic waves that interfere with each other, severely diminishing its vision. It has to resort to using a different sort of wavelength from the magnet on its head to sense its surroundings.
Magnelia uses powerful magnetism from its limbs to draw in Steel-type Pokémon. Once they are within range, its limbs sprout wire tendrils to wrap and crush them beneath an intensely tight grip.
Magnetrum preys on smaller metallic Pokémon, using the pair of powerful magnets on its hand to draw them nearer. Once they're within range, it pounces and rends the metal apart with its steel jaws.
Some variants of Magnetrum seem to lack any features aside from a basic metallic frame. These versions are fragile yet agile, adopting hit-and-run tactics in order to hunt down Steel-type Pokémon.
Magnerock's stone body is held together by powerful magnetism, making it near impossible to crumble. Its magnets are especially effective on Rock-type Pokémon, with Magnerock able to grab and fling them around with ease.
The extra heads on Magneras's back can separate from the main body and operate independently. However, they must return to recharge within five minutes or be rendered inert.
Its unique magnetism has attracted Magnemite, which attach to its face and accompany it. The two can detach from Magnecanth at will, often finding loose scraps of metal to bring back for it to consume.
As it dashes across the land, it gathers ambient electricity in the air to store in the clouds along its back. When fully charged, thunder can be heard rumbling from within these clouds.
A twist of fate caused one body to become the center of what should have been two trios. Due to the mismatched conjoining, it is nowhere near as strong or coordinated as it should be.
Its magnet it carries is for to assist in stunning and hypnotizing mechanical Pokémon. Once they are incapacitated, it uses the magnetic pendulum to siphon power from its victim.
Should Farbone come across strewn bones while on its travels, it uses the stick it carries to dig a hole into the ground so that it can give the bones a proper burial, even leaving its stick behind as a marker.
Farbuzz sends voltage from its fists into its leek, charging it up with lightning. Its weapon cuts through the air with brutal swings, leaving arcs of electricity behind.
Fargon is rarely seen without its trusty leek by its side. Should it be deprived of the stick, it hastily crafts itself a new one out of whatever materials it can forage nearby.
Fardos funnels all its electricity into the leek it carries when in combat. Every swing of the charged-up weapon creates arcs of powerful lightning that let it dominate the battlefield.
Farew's leek is packed full of its own psychic energy, and able to manipulate the flavors of food with just a touch. It distracts travelers in order to stir their food with its leek and make it much more delectable.
Fartata can't resist chewing on the delicious leek it carries in its mouth, having to replace it often after eating it completely. Some even resort to fighting Farfetch'd for its leek when desperate.
Farleep tries to scale massive mountains using only the stick it carries for movement. No matter how far it falls back, it will keep scaling the mountain, intent on getting over it.
It savors the leek it carries, eating it slowly over the course of several days. Once fully consumed, it flies into a panicked frenzy until it can find a replacement, and the process begins anew.
Fartik hitches rides on larger beings while looking for a proper stick to call its own. Most times it uses worn-down bits of leeks discarded by Farfetch'd.
After finding a leek fitting for a creature of its small size, Fartik acts more confidently and battle-ready. Despite this bravado, its strength and electric charge, even combined into its new weapon, is rather middling at best.
Farling is often seen pecking at its leek-like tail, and was first thought by observers to be an attempt to constantly preen itself. It's now believed that it does this simply because it likes the taste of its own tail.
A quick way to foil a Farbat attack is to steal its leek and jam it in its open mouth. The leek is too precious to break by biting, so Farbat will be too distracted removing it to give chase.
Farsect defends itself with a leek it procures. Should it lose its weapon, the mushroom on its back will sprout one over the course of a day, ensuring it never goes long without a leek to wield.
Farchamp uses a fighting style that combines two bare fists and two that wield a pair of solid leeks. The style is a bit showy, often involving flexing poses or leek-twirling before every strike.
Fusion appears to have unlocked latent DNA in Farfetchd, bringing its form closer to one found in Galar. Unlike its Galarian counterpart, Farfetchd forgoes honorable combat and favors dirty tactics.
Farfetchd looks similar to its Galarian counterpart, seeking out exceedingly large leeks to wield. It has the vicious temperament of a bully, aggressively swinging its weapon at anything it deems weaker than itself.
A second head comes from the bulb on Dosaur's back, placed at the end of a lengthy vine. The second head uses its vantage point to keep an eye out for trouble and warn the main body.
Dobone keeps the three skulls of Dodrio with it to stave off loneliness. At times, it can be observed chirping at the heads, waiting for a response that will never come.
Dodrill can get quite territorial, and those that get too close will be pecked rapidly by the heads on its hands. After the assault, Dodrill usually suffers from headaches or a bit of dizziness.
A second head with its own brain rests at the end of Doew's tail. The tail-head is quite curious, and may psychically seize control of the body just to investigate something that has caught its interest.
The two heads selfishly fight over any captured prey, battling for the right to eat their spoils. Over time, one will grow oversized as it consistently wins these fights for food, while the other slowly withers away.
Each head has an organ in the back of its throat that produces light. Dochou squawks and generates rapid alternating flashes of light to scare off invaders.
Dogon2 is believed to have a second mind within its body to enhance its thinking capabilities. It does not mesh with its core mind well, however, often causing it to stop what it is doing to sift through sudden extra information.
When Dopent heats up its flames, the head atop its hat melts from the generated heat. It is said that when the head melts completely, Dopent will perish.
The lower head picks up bits of food and passes it to the other as the gears rotate. When one head sleeps, the other exerts twice as much energy to keep the gears turning.
The two mouths of Dopuff sing at the same time, but rarely sing the same song. As such, it often cannot send others to sleep, as the mismatched duet is too cacophonous to be effective.
A second head extends from the center of Doplume's huge flower. For self-defense, this extra head can breathe out a large plume of noxious-smelling pollen to stun attackers.
Both of Doplume's heads can breathe out a noxious cloud of pollen sourced from the flower they emerge from. Once an attacker is stunned by the stench and paralyzing effect, it hastily flees.
Doizard has a combative personality, but its two minds are simple and lack a bit of cohesion. It often tries to take on two different opponents at once, and becomes unable to properly focus on either in the battle.
Even when sleeping, Dosprout has been seen bobbing and weaving away from incoming assaults. It's believed its body contains a second nervous system that is aware of its surroundings, dodging on instinct even while the head snoozes.
When the head on Doizard's tail opens its beak, a burning flame can be seen within. This secondary head helps keep Doizard aware of sneak attacks and provides a second mouth to breathe intense fire blasts from.
Although it is primarily aquatic, Docool has little difficulty going onto land to seek food. Its tentacle legs give it a wobbling, undulating gait that many have described as unnerving.
The two heads at the tail are more intelligent than the main head, but lack control of the body. The duo takes turns between hunting or fishing for food and trying vainly to get Dopoke to move around.
Hieroglyphs in ancient ruins depict creautres very reminiscent of Dodoom. What has been translated of them thus far refer to them as beings tasked with dragging wicked souls to the afterlife.
Three minds seem to inhabit Dogon2's body, but they are not properly synced to each other. Dogon2 may exhibit wild mood swings as different minds fight over and take control of the body.
Many are captivated by the unique sound of Dovoir's song. Though it only sings by itself, it sounds like a choir of three voices singing in perfect harmony.
The three masks it holds each depict an aspect of its former life as a human. One depicts the face of the body, another the face of the mind, and the last the face of the soul.
Two of Dororus's heads are aggressive and territorial, while the third is more amiable. The middle head often tries to dissuade and interrupt the others' attacks so that the target of their ire has a chance to flee.
Doduo retained the heads of Doduo while growing the three heads of Dodrio. The trio is rather protective of the duo, and works together more harmoniously than usual for the sake of their less-evolved kin.
Wielding multiple pendulums simultaneously, Dono has massive levels of hypnotic strength. Unfortunately, during hypnosis, it can occasionally hypnotize some of its own heads, leading to chaos.
Curious and affectionate in nature, Seesea happily swims up to divers and others in the water. It likes to tag those it is particularly fond of by spitting a jet of ink at them to mark them as a friend.
Seedeen chisels holes in the surface of the frozen lakes it inhabits, providing it spots to leap to and fro quickly. Its strength in aquatic leaps makes it popular as a performer in aquarium venues.
Seefish is always eager to play with new friends it sees, hopping onto land to get closer. Unfortunately, every hop causes it to shoot out pointed quills from its body, making strangers less inclined to let it come near.
Seeran's ears are sensitive enough to hear the movements of prey even through solid ice. It sits atop ice floes until it senses fish come close, before diving into the water to poison its target with the horn on its head.
Seeagon charges headlong into sturdy ice floes to harden its horn and skull. Glacial chunks falling off in polar circles are often attributed to Seeagon honing its strength.
Seester sticks its tongue out from within its closed shell to sense its surroundings. Shy by nature, it only opens its shell and explores an area if the coast is almost completely clear.
Dewlee's strong legs give it a lot of underwater mobility, swimming with speedy, agile movements. It trains them by kicking huge chunks of ice until they shatter.
Although amphibious, Deweon's unique limb structure makes it more suited for water than land. Hard needles of fur launched from its body are used to either freeze or electrocute aggressors, depending on its whims.
Dewtwo resides in frigid arctic areas, watching over the other denizens from a distance. If something intrudes upon the natural order of its habitat, it creates orbs of frozen psychic energy to take the problem out.
Dewbuffet's tail is extremely sensitive and tucked carefully close to its body at all times. A simple touch to it will drive the normally docile Pokémon to attempt to bury its horn into whatever touched it.
Dewinja floats around silently in the water, seemingly oblivious to anything around it. If something approaches it with hostility, the ice crystal above its head grows spikier and fires out multiple Ice Beams in the aggressor's direction.
Dewchomp's body is incredibly sleek, made for cutting through the water at high speeds and for unparalleled maneuverability. It prefers retreat to battle, disappearing from sight in mere seconds if it feels conflict is brewing.
Due to its stem being made of solid ice, Dewsaur must live in frigid areas to survive. The flower atop its back can release a cloud of freezing mist to immobilize anything that tries to attack it.
Dewquaza lives deep within the coldest parts of the ocean, only occasionally coming up to the surface. When above the water, its body generates a thick cloud of mist that freezes those who come too close.
Dewtales's large tail helps it greatly in maintaining high speed and maneuverability underwater. Though quite friendly, it dislikes having its tail touched, dispelling those who try with a blast of icy wind.
If Dewcolo sees a group of people gathering, it claps its hands and moves rhythmically to try and get them to dance. Many have trained groups of Seel in the wild to groove to their personal beats.
Dewform takes on slightly different appearances depending on the weather and temperature around it. It can harden the curl on its head into a horn capable of punching through solid ice.
Before fusion was discovered, Griorb were thought to be Voltorb that survived attempted consumption by Grimer, but were left permanently tainted by the poison sludge as a result.
One egg within a clutch has become toxic, leaking from its shell. Its psychic powers let it remain functioning despite spilling out, though its appearance causes disarray amongst its clutch-mates.
Gribone's weapon appears to be a bone at first, but is actually a bit of malleable toxic ooze it can reshape at will. Aside from a club, it often turns it into an extending hand to grapple foes or grab distant objects.
Its tongue has been colored by all the filth it devours. The smell left behind from its saliva after it licks something is almost impossible to remove completely.
Grikarp have been largely derided as being "even uglier than a Feebas," but despite those claims, a surprising number of people are endeared to it, citing it as having a strange charm to its odd appearance.
It tries to emulate Ditto to endear itself to Trainers and Pokémon. No matter its actions or what form it takes, Grito can never hide the foul, repellent stench it emits.
Gridos was first discovered in what remained of an old power plant infamous for its pollution amount. Machines touched by its goop will malfunction as the goo seeps within and overcharges them with electricity.
Griew's body is made up of toxic and sludgy materials. Those who touch it directly believe they have temporarily gained psychic powers, but are in reality simply experiencing mild hallucinations from the toxins.
Great care must be taken when raising and handling Gridile. Its playful bites of affection are highly prone to infection; a single untreated bite could lead to a week of nausea and dizziness at the least.
Grigey was first discovered in a forest where illegal toxic waste dumping occurred. It feeds on detritus left behind by dead rotting trees as well as certain pungent fungi.
In a last-ditch attempt at self-defense, Gribat can fling all four of its gooey wings at an opponent, covering them with muck and poison while it falls to the ground and attempts to slip away, hiding until the wings regenerate in a few hours.
Gribat's semisolid body composition makes flying difficult, and it spends about half its time grounded before fluttering off. On rare occasions, the pools of grime it leaves behind can gain sentience and become new Grimer.
It oozes its way into people's homes by sliding through even the tiniest of gaps. If a pungent smell starts infesting a home overnight, a Gritata infestation has begun.
Griper makes its home in muddy, filthy waters, nourishing itself with pond scum and discarded trash. It enjoys "sharing" its beloved stinky water by splashing those who pass by.
Grickle consumes berries that become berry juice within its body. It sticks to walls or trees to mark them with its berry juice, though it's not known if this is a territorial action or something else entirely.
Gridour packs harass garbage workers in tandem in order to steal bags of trash and eat the rotten contents. They have even been seen harassing and hunting Trubbish in some areas.
Gribok's form mimics an Arbok to scare off most threats. Though Gribok itself is not hostile, it is also not defenseless beyond mimicry, as its body is still quite hazardous to the touch.
Due to most of its body being viscous and slimy, many underestimate how solid its skull actually is. It laughs deviously when something attacks and ends up hurting itself against its skull.
Griki collects lost or discarded keys amongst garbage and filth and seeks out their former owners to return them. Due to its stench permeating on the keys it collects, those it finds are reluctant to take their keys back.
Grion can retract its gooey form into its iron shell for defense and resemble a normal Aron. Staying that way requires effort, however, and it will inevitably need to ooze out and relax once danger has passed.
Though it means no harm and only wishes to help, Grink has become a problem in factories by working its way into machinery, attempting to replace cogs and mucking up machines.
Grieye oozes its limbs into cave crevasses to dig out gems and minerals to consume. The crystals it eats pass through its body and become mildly radioactive once left behind.
Before further research, Gridisc was thought to be a result of pollution affecting Luvdisc colonies. Superstitious folk believe that fishing one up is a sign that their love life will turn sour.
Griduck consumes garbage and sludge to soothe its aching head. If it eats too much in one sitting, however, its headache will worsen and it will lose its solid shape, becoming a toxic puddle until it recovers.
Grilithe is a very friendly and loyal pet, but its noxious aroma makes it difficult to find an owner. Garbage dumps often adopt it as a mascot and to easily feed it its favorite meal of stinky trash.
Gricool have been deployed in large numbers to clean oil spills at sea. They swarm the spill en masse, absorbing and consuming the oil, even removing it from other Pokémon that may have been coated by the spill.
Gripoke has a friendly nature, content to linger among human garbage to seek food and companionship. It seems unaware of its repugnant smell repelling most it tries to cuddle up to.
Griuk are actually a welcome sight for factories where polluted runoff is inevitable. They consume every drop of the toxic waste eagerly and are remarkably friendly to humans.
Its appetite for garbage and pollution is endless, devouring it all quickly and processing it in bursts of gas around it. Some Muzing have even been seen attempting to inhale and consume their own gaseous expulsions.
Toxic runoff from factories polluting ponds where Magikarp reside resulted in the creation of Mukarp. Though they look deformed and ill, they are actually stronger and more hardy than the average Magikarp.
The cocoon helping Muna evolve further is not very sturdy, but its body generates so much incredibly pungent and toxic muck that few dare risk approaching it.
While in flight, Muotto drips toxic droplets from its body down to the ground. Even if immediately cleaned up, the spots its goop touched become black and barren for years afterward.
A troublesome pest due to its malleable body allowing it to infiltrate any tight space in a home, Mutata gnaws around inside walls, weakening structures and leaving a pungent aroma lingering anywhere it nibbles.
Muflora loves to stand among flowers in fields and soak up the sunlight, but its toxic body quickly causes the plant life around it to wilt. This has given it a very sullen personality as a result.
A result of Raticate infestations within highly polluting factories, Muicate will use its amorphous body to more easily infiltrate buildings, gnawing endlessly on anything that comes close to its oozing maw.
Muown's presence signifies that the surrounding area possesses some highly toxic material. Muown itself is also moderately radioactive, so keeping one's distance is greatly advised.
Mulord floats around more polluted sections of the ocean, its wide mouth emanating a foul odor. Anything unfortunate enough to swim into its mouth or get caught on its sludgy body will be absorbed into it slowly over time.
Mudon is said by some to be a manifestation of the planet's rage against human pollution. The molten muck it flings from its body coats and erodes anything it touches until nothing is left but a bubbling toxic ooze.
Pollution in areas where Feebas live has resulted in this deformed, unfortunate Pokémon. Mubas lashes out at any who view its misshapen appearance, forever enraged at becoming more hideous.
Muang is believed to have first come from broken parts of pollution-producing machinery. Its ooze is highly corrosive; a few drops will burn down a large computer to nothing within an hour.
Muxure prefers to live in muddy or swampy areas where its gooey body can more easily soak into its surroundings. Its tusks are rigid and pack a potent punch when swung, and just a scrape will cause a nasty case of poisoning.
The two mouths of Mubat appear to feed and digest separately from each other. Feeding the top mouth more apparently makes it smarter, while feeding the bottom more seems to make it stronger.
It hides itself in grimy, filthy areas such as landfills and other polluted areas, laying in wait amongst the refuse. Should something step on it, it grabs hold and delivers paralyzing jolts of electricity.
Mutrum hunts by flattening and obscuring the toxic sludge of its body and pretending to be nothing more than old bones. Anything that gets too close gets sucked into its gooey body and absorbed for sustenance.
Composed of icy sludge, Mulie's outermost layer of toxic ice constantly thaws and drips as it floats around. If enough of the sludge pools during winter, Grirunt may form from within the ooze.
Muk's toxic body seems to have corrupted the normally-meek personality of Goodra. Mudra seeks to embrace others with its body and coat them in the debilitating poison it constantly oozes.
Muish has been spotted deep in the depths of waters troubled by heavy pollution. Extremely antisocial, it uses psychic powers from the gem it carries to repel anything that ventures too close to it.
Some say the first Mucruel was created when chemical runoff spilled onto an unlucky Tentacruel. Mucruel is an undulating mass of toxins and tentacles. The black sludge that drips from each limb can dissolve the toughest material in seconds.
Many theorize that the fusion is incomplete, but thanks to Slowpoke's dim mind, it hasn't even noticed. It lazes near polluted rivers, living in blissful ignorance of its own mismatched form.
Mumer appeared from scenes of massive pollution spills in the ocean, absorbing other Grimer that formed at the same time. Their putrid odor is matched only by their appetite for the foulest of garbage.
Blastode's cannons can alternate firing high-power water spouts or bolts of lightning. Firing both simultaneously for too long may cause it to explode from excessive energy output.
Blastlee possesses water jets at the back of each foot. The powerful force of water expelled gives its kicks extra speed and power in combat.
Blastros is very protective of its territory, charging at any intruders it spies. Once it gets at point-blank range, high-pressure water from its cannons launches its target across the horizon.
Blastgon fires projectiles at foes using the cannon on its tail. In the real world, it fires streams of normal high-pressure water; in cyberspace, it's a stream of pure binary code.
Blastcuno lives a solitary life residing in areas with frigid waters, and does not take kindly to intruders. The water shot from its cannon instantly freezes over when it hits a target, leaving them frozen solid.
Blastew's excellent psychic prowess lets it freely control the movement of the jets of water fired from its shell. It playfully distracts others by whipping the water around in circles in spirals, rarely actually splashing someone.