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Page 10 / 10 of 9609 pokedex entries by sk372.

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.
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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.
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Weepintomb's tongue generates a swirling mist around the tip. This haze is toxic and mildly acidic, used to weaken anything that draws close so it is more easily grabbed by the tongue and swallowed up.
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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.
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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.
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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.
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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.
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Weepintail gulps up water quickly to create a vacuum to suck up prey into its mouth. The mouth at the tip of its tail dispenses an acidic substance to dissuade predators from sneaking up from behind.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Victreeseed drops to the forest floor to hunt, the impact causing spine-tipped vines to shoot out from its body. If it pierces into something, it reels the victim back in so they can be dropped into its open mouth.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Tentatini leaves bits of its shed skin behind to lure hungry Pokémon close to its den. Hiding out of sight, it seizes and shocks them with the sting of its tentacles once they fall for its bait.
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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.
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Tentanub's sense of smell only allows it to locate the general vicinity of its favorite mushrooms. It sticks its tentacles into the soil and roots around in order to finish locating its findings.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Tentaon requires the use of almost all its tentacles to properly lift and move its metal-covered body. This means it has difficulty moving and attacking at the same time, making hunting food quite the chore.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Tentanite was once equally feared and revered as a dark deity of storms and oceans. Its strange and fearsome appearance belies a gentle soul that tries to help those lost at sea.
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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.
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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.
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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.
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Tentanub is quite aggressive when it comes to foraging mushrooms. It greedily covets any fungi in the area, and will sting other creatures mercilessly to steal their mushrooms or keep them from stealing its own.
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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.
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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.
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Numerous tentacles reach out from within Tentatomb's spirit-like form. It is said that if one is seized by a tentacle, they will be dragged into Tentatomb's body and join the afterlife.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Tentagull glides in circles over the ocean searching for prey lingering near the water's surface. Once it spots a suitable target, it dives down into the water and wraps its wing-tentacles around them, paralyzing them with their sting.
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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.
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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.
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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.
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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.
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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.
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When Geode grits its teeth, its electrical energy surges and flows outside its body. With enough effort, it can even form fists made of electricity that pack an explosive punch.
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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.
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Geodos vents out its frustration by seeking out the largest rocks it can find and smashing them to rubble. Once a boulder has been broken, Geodos feeds on the smaller chunks of stone left behind.
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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.
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Georill leaps into lakes for recreation, though its heavy stone body makes swimming back out a chore. Groups of Georill will compete against each other to see who can make the biggest splash when hitting the water.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Gochou needs to strike the boulder bulbs on its antennae in order to make them light up. Their heavy weight makes them quite effective as bludgeoning tools in combat.
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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.
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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.
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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.
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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.
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Gotomb's stone can sprout small limbs in order to walk or climb to other cliffside locations. Using some of its power, it messes with stones located near the cliff edges to send rockslides down onto passersby.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Ponyans is somewhat timid and prone to slithering away rather than fighting back. It will wave the flame on its tail back and forth in front of the face of pursuers in order to dissuade them from following it further.
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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.
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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.
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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.
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Ponyshrew is quite jumpy and timid, curling up into a ball at the first sign of danger. It spins in place while curled up, intending to fend off the danger with the flames on its back.
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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.
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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.
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Ponymander will constantly race against each other in friendly competitions. The flames on their tails burn hotter and brighter as they pick up speed.
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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.
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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.
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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.
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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.
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Ponycool can walk on land with its tentacles, though its gait is wobbly, slow, and unsteady. It is easily scared while on land and will retreat back to the ocean at a moment's notice.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Slownite is a loving, gentle, and simple-minded creature. It loves giving people hugs and flying them around, but regularly forgets where it was supposed to go and flies about aimlessly instead.
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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.
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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.
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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.
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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.
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Slowdon possesses the power to move the earth through potent psychokinesis. It uses this power to reshape the ground into the perfect napping spot.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Slowpi is a curious sort that is always waddling after whatever catches its eye. The shell will bite it as a warning to deter it from chasing after something that is obviously dangerous.
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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.
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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.
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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.
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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.
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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.
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Slowtomb's presence actively drains the intelligence of those near it, though it itself is unaware of this ability. Its stone has limited sentience of its own, and tries to move Slowtomb somewhere where it will cause little harm.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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The flames poured from Magnemortar's hands have differing special properties. The fire from its right hand repels those it hits, while the fire from its left draws them closer.
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The screw on Magnekip's head reflects its overall mood. It lowers into its head when it feels sad or ill, and extends further upward the more positively it feels.
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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.
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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.
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Magnetomb is constantly emitting a weak magnetic pulse that interferes with any electronics in its vicinity. Due to its appearance, the scientist who discovered it initially thought it was the spirit of a deceased Magnemite.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Farziken always starts out its battles solely fighting with the leek it carries. If the fight proves formidable enough, it throws down the weapon and fights with its fists and legs, which are far more powerful.
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The leeks surrounding Fartomb make it always smell deliciously appetizing. To avoid being eaten, it envelops other creatures and causes the smell to stick to them in the hopes that they will be hunted instead.
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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.
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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.
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The leek-shaped attachment atop Faresect is not just an effective cannon, but doubles as a detachable rocket. It homes in on foes when fired, discharging an explosive burst of energy before returning to Faresect to recharge.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Doom is known for its great strength and relentlessness in battle. It can rip and tear its way through entire armies of opponents without stopping.
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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.
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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.
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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.
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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.
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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.
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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.
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Two pairs of flippers float alongside Seezone, used primarily to swat away nuisances that get too close. The flippers will clap against each other when Seezone is feeling particularly happy.
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Seedoof's fur insulates itself well against the ice-cold waters of its home. It gnaws off chunks of glacial ice and uses them to create icy dams in the water to call its own.
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Seerith attempts to pal around with Seel herds in hopes of sharing their meals. However, Seerith cannot swim as well as the latter, so it struggles to keep up during their hunts.
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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.
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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.
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Seeleo's rounded appearance and friendly demeanor make it quite popular as both a pet and an attraction. Many zoos feature performances from trained Seeleo as one of their major attractions.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Between the flapping of its wings and the wiggling of its tail, Dewjask can both swim and fly with high speed and agility. Its body cannot perform one motion without the other, so it is constantly flapping and wiggling no matter the terrain.
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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.
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Dewgast's body is made of soft malleable snow it can freely shift the form of. Touching the shovel in its head causes the body to temporarily lose its cohesion and melt into a puddle.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Grireon's entire body is poisonous to touch, but its rings are especially toxic and harmful. Curiously, its body becomes completely harmless while it is exposed to the light of the full moon.
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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.
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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.
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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.
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Gritomb houses itself within discarded containers that once held toxic waste. It slides through factories at night, searching for more waste materials it can consume and use to grow in size.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Munx's dancing movements compel those who see them to draw closer and dance along with it in its toxic environment. Those under its thrall will dance until their bodies succumb to the poisons around them.
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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.
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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.
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Muligatr inhabits rivers that have been contaminated heavily by pollution. It leaps from the water to pounce onto prey on land, smothering them with its sludgy body before dragging them back into the water.
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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.
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Mugeot's heavy sludge body hampers its aerial speed and mobility. It takes to the air in short bursts to fly over prey and drop weighty poisonous blobs from its wings to poison its target.
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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.
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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.
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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.
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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.
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Mutomb is said to be the result of toxic runoff spilling onto a haunted stone and forming a new entity. Mutomb radiates a visible energy from itself that causes intense poisoning in those around it.
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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.
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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.
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Some say Muesect came about when radioactive materials spilled across experimental machinery. The muck it spills from its cannon is lethally toxic and can corrode and degrade machines in minutes.
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When Mupuff sings, its toxic body causes its breath to be poisonous, with a visible haze coming from its mouth while it performs. This poison causes those who inhale it to pass out and miss Mupuff's performance, upsetting it.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Mumise was first discovered near a sunken ship that had been carrying toxic waste. It rots plants going underwater with a single touch before it consumes the rotted results.
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At times, Murorus will generate a dark-colored aurora from the spines along its neck. Though pleasant in appearance, the aurora is toxic and will poison those who get within a certain range.
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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.
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Musect's movement leaves behind a splotched trail of toxic slime. This ooze drains the life from any plants in the nearby area as it seeps into the ground, and highly poisonous fungi will later grow in its place.
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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.
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Mudash gallops across the land, stopping only at factories filled with pollution. It leaves toxic hoofprints in its wake as well as a poisonous smog from its mane that causes extreme lung distress.
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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.
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Toxic and corrosive materials ooze constantly from one segment of Muton. The sludge adversely affects its body, inhibiting some of its magnetic force and reducing the stability of its metal parts.
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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.
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Mutoise's cannons fire the sludgy, toxic material that comprises most of its body. As such, when it fires continuously for some time, it noticeably shrinks in size.
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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.
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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.
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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.
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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.
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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.
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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.
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Blastnium's four cannons give it impeccable offensive capabilities, particularly the two movable ones on its antennae. The water it produces has a strong herbal scent and works well for brewing rejuvenating teas.
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Blastpom enjoys pranking others by spraying them with water from the jet on its prehensile tail. Its overzealous nature and the strength of its cannon often cause the target of the prank to be knocked out by the blast.
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The water jets on Blastzor's back provide momentum that lets it achieve a frightening amount of mobility for its size and weight. Those expecting a slow and lumbering foe will quickly find themselves clamped by its sturdy pincers.
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Blastgon-Z's twin cannons function independently of its body and can fire fierce jets of water with great strength and accuracy. However, on occasion they may go haywire, spinning and spraying water in every direction.
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Blastile spends much of its time dutifully watering the plants of its forest home, ensuring healthy plant life all around. The cannons it uses for plant care double as highly effective defenses against intruders.
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Blastvoir uses a pair of twin water cannons on its arms to protect those it cares for. Once the high-pressure water is shot, it telekinetically manipulates the water to ensure it strikes even the most evasive of targets.
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Blastomb manifests itself as a mass of swirling water with a ghostly head in the center. The water launches from its stone at high pressure and over long distances, allowing it to roughly tackle foes the moment it manifests.
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Blastking's water cannons have enough strength to bore holes through the toughest of metals. It is incredibly lazy, however, and never fires more than a short burst to push away creatures that bother it while it lounges.
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Multiple high-power water cannons grow from Blasterra's shell, giving it a strong area of defense. The cannons are powered via nutrients from the soil that Blasterra absorbs through the palms of its feet.
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Blasterra is considered by many to be an impenetrable dreadnought of a Pokémon. Few even see its attacks if it goes on the offensive, as it snipes them with water blasts from its cannon from up to a mile away.
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Water jets attached to Blastblade's blades grant it extra techniques in combat. Aside from long-range projectile moves, using the force of the jets at the right time can vastly increase the speed of its sword swings.
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Blastquaza has perfect vision and accuracy with its cannons, able to snipe targets from its home miles up in the skies. It's thought that at max power, its water shots could pierce completely through the planet.
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Blastdreigon's hydro cannons pack enough force to bore holes into the ground within seconds of firing. It often gets carried away during combat and causes heavy damage to much of the surrounding battlefield.
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Blastelgon's sturdy full-body shell gives it impeccable defenses. It pops its head through a hole in the top for surveillance, and extends a water cannon from the front to blast away anything that tries to mess with it.
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Blastik can fire out bursts of webbing from its cannons like netting that trap larger creatures. It takes advantage of the target's immobility to bite them and absorb small amounts of static electricity.
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Blasteanie can manipulate the tentacles housing water cannons, giving it excellent accuracy with its shots. If said tentacles are severed, they will grow back within a week.
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Blastmite can fire a large amount of bubbles from both of the cannons on its side. These bubbles are tinted with a bit of magnetism, making it easier to hit metal objects or Steel-type Pokémon.
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Despite seeming to lack a normal head, Blastduo is able to sense its surroundings rather acutely. It is quite speedy and agile in combat, using leaping maneuvers to fire jets of water from its cannons at various angles.
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The water cannons growing from Blastdrio's body have rudimentary functional brains of their own. Blastdrio's main head can influence them to an extent, but they can act impulsively and fire water shots on instinct when startled.
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Blasts of water shot from the cannon in Blastler's claw hit with enough force to dent solid steel. It primarily uses it to repel other predators competing for the clams and shellfish it scrounges up for food.
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Schools of Magikarp often integrate Shellkarp into their ranks for aid in survival. While unable to swim as quickly, Shellkarp's tough shell means hunters will waste time futilely trying to prey on it while the Magikarp flee to safety.
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Shelltops's primary source of food is tough-shelled Pokémon like Cloyster. Its blades are sharp enough to carve through the shells, tearing them apart so it can feast on what lies inside.
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Shellkip buries itself into the mud near swamps in order to keep cool. It is easily spooked, and uses its tongue to scoop up muck and toss it at anything that gets too close for comfort.
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Shelltomb extends itself out from the shell it inhabits in order to better feed. Its tongue has a mild paralytic effect that aids it in consuming small Pokémon inhabiting the seabed.
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Shellidos's tongue is sensitive enough to alert it to the movements of others nearby. If it detects the approach of something, it whirls around and charges into others, striking them with the sturdy half-shell on its cranium.
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Shellpix has a very friendly disposition, often licking others affectionately with its large tongue. If threatened, it turns tail and retreats, releasing fireballs from the shell on its rear.
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Shellbas has been noted to be self-conscious of its appearance and rather shy, remaining still and shut when others are around. It only opens up in the presence of those it implicitly trusts.
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Shelltrum attempts to frighten others away by roaring and flailing its large tongue about wildly. It gets embarrassed and hides its face within the shell on its neck if this tactic fails to scare its target.
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Shellie has cool breath and a tongue that's cold to the touch. It's popular in warmer regions for helping cool down its owners on hot days.
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Shelliper rests at the ocean bottom, taking flight once a week to locate other food sources. It carries large amounts of water inside it to spit at anything that tries to attack it while airborne.
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Because most of its body is tender and sensitive, Shellchop trains itself to be nimble and mobile. It excels at blocking attacks with the parts of its body shielded by sturdy shell pieces.
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A strange and curious Pokémon that appears almost like an odd-colored Slowbro. Science remains baffled at the fact the main body can retreat completely into the much smaller shell.
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Shellmite hovers around coastal areas where the dirt and sands have high deposits of metallic minerals. Its tongue has a slight magnetic pull; it finds sustenance by dragging it through the sand to collect said metal minerals.
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Packing much greater size than a normal Shellder, Shellster has minimal offenses, and instead possesses a very rigid and sturdy shell. It often helps smaller Pokémon by letting them hide within it while it clamps shut.
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Spirits that linger where Shellder have passed away, Shelltly have a very sullen, sorrowful disposition. Being licked by one will cause a person to be overcome with an urge to cry.
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Shellgar hides with its shell closed on the sea bed, hiding amongst Shellder and pretending to be one of them. It waits for hunters or divers to come close before bursting its shell open with a ghostly cackle to scare them off.
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Shellby has been observed pinching its own tongue on occasion. It's thought that this stimulates the muscle in order to keep it highly sensitive to its surroundings.
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Sheller's oversized claw possesses a tremendous gripping force when clamping down. It crushes large objects within its claw as a threat display to deter predators from bothering it.
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Using a skull as armor plating and a broken spine from a Cloyster, Cloybone is an agile underwater hunter. It's adept at using the spike as a thrown spear to skewer fish to make its next meal.
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Cloywak uses spines from its cranial shell as weapons, coating them in a solid layer of ice to increase their effectiveness. When backed into a corner, it can retract its entire body within the durable shell to avoid damage.
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Cloyto can harden its gelatinous body to make itself more resistant to damage. When it transforms, it often adds shell-like coverings and spikes to better defend itself from attackers.
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With a shell too heavy for long flights, Cloydactyl instead lived as a fierce undersea hunter. Its wings allowed it to swim at high speeds, firing spikes from its shell at schools of fish, feasting on the skewered victims.
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A strange swirling energy fills the pearl within Cloyew's shell, which it guards fiercely. Some believe the pearl houses all of the vast psychic powers it is able to wield.
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Cloytress rests at the bottom of the sea floor, opening its solid shell partially in order to filter-feed. If it catches sight of something approaching, it quickly closes its shell and fires off pointed ice projectiles from the holes on its sides.
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Cloyts hides among clams and seashells on the seafloor to avoid danger. If caught, it creates psychic spines from the horn on its forehead to fire out and stun an attacker so it can attempt to flee.
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Cloytomb rarely moves, staying in one spot and guarding its territory fiercely. When intruders approach it extends its spectral form outward and fires off spines of ghostly energy in all directions to repel them.
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Cloycario wields a spear and wears armor created by the remains of Cloyster it has defeated. It can imbue the spear with aura in order to make it much more powerful in battle.
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Smaller Pokémon will often take shelter in or around Cloyterra's hardy shell. To defend them, it wields sharp points attached to its shell via lengthy extendable vines.
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Cloyquaza remains hidden in its tough shell in the ocean depths, only emerging when the ocean itself is in danger. It bombards threats with powerful beams of energy fired from its mouth and the spines on its shell simultaneously.
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Cloyrai lives in the pitch-black depths of the ocean, having a strong disdain for brightly lit areas. When its shell opens, those near it suddenly fall into a deep sleep wracked with horrific nightmares.
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Cloyesect fires intense beams of water or ice from the cannon on its front, closing its shell to endure nearly any retaliation that comes its way. The spikes on its shoulders can be fired as an effective attack as well.
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Cloyno imbues the pearls it creates with psychic powers, using them to hypnotize others so it may consume their dreams. The pearls have an ethereal luster to them that makes them fetch a high price among curio collectors.
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The shells on Cloyler's arms can clamp down with powerful force, though it disdains close-range combat. Instead, it creates and fires large pearls from the shells to pelt foes from a distance.
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Possessing a long-deceased Rhyhorn's remains, Gashorn intimidates foes with its imposing new body. If attacked, the stone plates separate to avoid strikes, then reform to counterattack.
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Gastly possessed a Tauros in order to cause damage and mischief. However, their possession has caused the Tauros to become incorporeal, so their once-destructive charges no longer cause actual property damage.
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Gasgon haunts dead electronics, projecting itself from the screen to screech at those who draw close to it. It's believed it dislikes humans for letting the machines die and discarding or replacing them.
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Gaslosion breathes out a dark mist of smoke that smells deeply of charcoal. Its preferred habitat for haunting seems to be burnt-out old buildings in remote locales.
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Gasowl usually keeps its wings tucked tightly to keep its gaseous body contained. At night, it unfurls its wings to shriek at prey, paralyzing them with fear and making them easily picked off.
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When many Gasfa gather together in the wild at night, they entertain themselves by rapidly falling to the ground in sequence in an imitation of a meteor shower.
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Gasbuff loves to haunt and prank the residents of the homes it haunts, floating before them and making spooky noises. However, its body is so lightweight that even air from fanning one's hands will send it tumbling away through the air.
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Gastata are considered pests of great nuisance, due to waiting until residents are asleep and then waking them with incessant spectral scratching noises in the walls.
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Gasvoir is said to appear before lonely souls at night, silently compelling them to pursue it. It is said those who follow it vanish without a trace and never return.
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Gastly has become the main spirit in control after fusion, the other 107 seeing it as the leader. This allows it to use the other spirits to focus and enhance its own ghostly abilities.
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Gasceus haunts ancient temples dedicated to the worship of Pokémon in the past. It has been observed possessing statues and changing their positions, but to what end it does this is not yet known.
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Gasesect fires orbs of condensed ghostly energy that instill great fear in those whom are struck. The projectiles phase through solid surfaces, so attempting to hide behind cover is pointless.
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Gasvenant uses its gaseous body to hide within trees and closely watch those traversing its forest. If one believes they saw a pair of eyes on a tree watching them, there is a high chance it was Gasvenant glancing their way.
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The gas Gaskoal expels induces chills and foreboding feelings in those immersed in it. Haunted house attractions employ Gaskoal in order to help further the spooky ambience with its smog.
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Gaskaboo is known to try and ingratiate itself within groups of Pumpkaboo in the wild. While the other Pokémon sleep, it hexes them to cause nightmares it can feast on all night long.
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Gaseal has been spotted floating around shipwrecks located in icy waters. It breathes out a chilling mist that covers the ship, seemingly just to continue giving its home an eerie atmosphere.
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An angry spirit that haunts the ocean, Gascanth creates ghostly rocks to fling at all who come near. The only creatures that escape its ire are Relicanth and its related fusions.
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Gasbra's spoon helps it channel ghostly energy, allowing it to cast minor hexes on others. It seems to have a particular affinity for using this power to annoy other Ghost-type Pokémon.
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Being incorporeal, Gasmite has a very weak magnetic charge inside. Even when right next to something its magnets should attract, the objects will only move slightly and slowly.
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A Haunter that retained its more gaseous state from Gastly, Gaster is often preferred to normal Haunter, as its mischievous nature seems less malicious than the norm by comparison.
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Many who come across Gaster forget the experience shortly after, as if it never existed. Some say Gaster does not exist in this realm of reality, only peeking into our world on rare occasions.
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The source of many tales of haunted caves, Gasnix hides itself within cavern walls, waiting for the perfect moment to snake out from solid rock and spook unwary visitors.
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Haungon pranks computer users by hiding itself in their machine and sending up floods of errors and malware reports. Fortunately, these are entirely fake and it causes no damage to the computer, only panic in the user.
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Hauntres's was considered a malevolent demon by many ancient civilizations. Its blazing appearance, combined with its cackling laugh and tendency to haunt humans for fun, made it quite the terror.
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A ghostly dragon spirit that haunts remote islands, Haunite is not particularly malevolent, but much prefers solitude. It conjures up fearsome illusions of dragons to dissuade people from approaching its home.
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A ghostly scourge of gardens, Haunkern claws at the dirt and uproots all the plants it can find. Opinions are divided on if it does this out of cruel spite or for some other unknown reason.
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Haunlia's ghostly arms beckon wanderers in the night to follow it. Drawing them to a secluded area, it treats those who follow its call to its hypnotic dance moves.
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Haundum is territorial and often winds up fighting others of its kind for the right to haunt a specific locale. When their ghostly hands clash against each other, eerie metallic screeches course through the air.
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Hauntomb is one of the more infamous Ghost-type fusions due to its malicious nature. It terrorizes people with dozens of scares a night, loudly and gleefully laughing all night at the fear they exhibit.
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Some say Hauntina is a being from a nightmare dimension, now in this world to haunt more victims. It creates shadowy hands that touch upon the shadows of others, making them feel the phantom limb's creepy caress.
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A fearsome nocturnal hunter, Haunpede's ghostly limbs poison and paralyze prey on contact. This leaves them helpless to resist as the ethereal hands carry the victim into its hungry mouth.
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Haunsand waits for children to finish building sand castles before possessing the finished product, twisting it into a terrifying visage so it can laugh at the young ones frightened reaction.
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Hiding deep within underwater caverns, Haunster beckons divers forth with its ghostly hands. Those that fall for the deception are then attacked by the ethereal spines generated from its shell.
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Compared to other members of the Gastly line, Haungar's ghostly antics are relatively benign. Its most common haunting is possessing and levitating furniture at night.
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Genchan uses a very unique fighting style that is tricky to defend against. If its shadow's punches hit the opponent's shadow, the foe feels the impact of its fists as if they physically connected.
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The fearful visage on Genfree's wings is effective self-defense. The visual alone often frightens away others, but if it fails, the "eyes" can release hypnotic waves that enthrall a victim long enough for Genfree to flutter away.
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Unlike some other Ditto, Gento retains its default face after transforming on purpose. It does this to unsettle and cause fear in targets with its uncanny, unwavering grin.
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When Genquil flares up the flame on its back, it creates a sound akin to a ghostly shriek. It delights in pranking and scaring people by creating the noise in the middle of dark nights.
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Genowl's eyes and chest pattern glow in the dark, creating an eerie smile that strikes fear into the hearts of those who see it. This terrifying display makes prey frozen in horror easy to pick off for a meal.
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A grinning spirit with a devilish personality, Genvoir is very adept at terrifying those it haunts. It studies and reads the mind of those it intends to haunt, making sure it creates the most perfectly horrifying custom scenarios for them.
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Ghostly auras trail behind Genchomp's limbs as it flies through the night skies. It circles a home for weeks, hidden in the shadows, before it haunts them in the night and feasts on their dreams and fear.
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Genwile revels in terrifying travelers passing through in the night. Hiding in the shadows, it illuminates part of its huge false mouth, so its victim becomes traumatized by the sight of glowing eyes and a massive grin full of sharp teeth.
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Genrachi carefully chooses victims to haunt and put through a test. Those that endure a week of its nightly hexes and visions will have it appear before them to grant a wish.
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The grin on Gensect's mushroom signifies its malevolent intent. It hides in the shadows of homes before letting out a creepy laugh that spreads spores which induce horrific nightmares in those infected.
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Genform's haunting activities seem to fluctuate depending on the weather. It becomes particularly active during storms, using the dark and rainy ambience to its advantage towards scaring people.
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Genlithe is a deeply loyal pet that makes for excellent home security. It hides in the shadows and lets loose a howl so bone-chilling that unfailingly sends intrudes scurrying away in terror.
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Self-conscious about its tiny true form, Gently will flare its ghostly aura into a huge, intimidating form to scare victims. This act leaves it too exhausted to pursue any who run away from the sight.
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Though weaker than a normal Gengar, Genter are craftier in their haunting. They wait until the perfect moment for their smile to appear in darkness, floating just before their hapless victim.
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Geno is said by some to be a messenger from the stars serving a higher purpose. Some tales say it will help grant the wishes of those who are heroic and pure of heart.
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In memory of its mother, Onwak fashions a whip of stone made to look like an Onix tail. It uses this formidable long-range weapon with utmost precision to protect lost young Pokémon.
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Its hollow appearance made discoverers assume it was a Ghost-type until further research was done. Onfing's clouds are made of an extremely fine gravel, giving the smoke a very grainy feel when touched.
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Many travelers have shared tales of fleeing from a grinning Onhorn charging at them during mountain travels. Sadly, Onhorn is simply excited and overeager to run towards a potential new friend, unaware of its intimidating visage.
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Onyu clings to the stone walls and ceilings of caverns near the ocean, its rocky appearance making it easy for it to blend in. Explorers sometimes mistake its eye glowing in the dark for gems, a mistake they quickly regret.
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Onbuzz's internal electricity can be seen sparking and surging through the lines in its stony body. It slams its fists together to create short-range electric bursts to knock back close foes.
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Ondle's diet consists entirely of stone. Due to its small size, it has a meager appetite; a decently-sized rock dragged back to its den can keep it fed for nearly two weeks.
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The membranes of Ondactyl's wings are made up of a smooth, reflective crystal. The edges are quite sharp, making them highly effective at cutting down opponents foolhardy enough to challenge it.
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Though Ondrill cannot fly, it slithers around at high speeds and can whip its stone tail with incredible strength. It is very territorial, claiming entire sections of caves for itself, responding violently to anybody that trespasses.
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Ontata resides in urban areas and seeks out hard objects to chew and chisel its teeth on. To avoid it causing damage to concrete structures, inhabitants are encouraged to carry rocks to offer and occupy stray Ontata they encounter.
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Only parts of its body have hardened into its evolved form's steel plates. This has given it a more potent bite force and extra defenses, but causes its movement troubles due to the new body's weight distribution.
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Onring carves specific scratches into the walls of its cavernous homes to designate its territory. For young Pokémon this also designates safe zones, as Onring protects them from predators.
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Ondour live in small packs in caverns across the land. It primarily feeds on stones rich in minerals, but packs have been known to work together and hunt Geodude on rare occasions.
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The trumpeting cry of Onpy is a surprisingly deep bellow for something of its size. Most Pokémon are frightened by the call echoing across cavern tunnels, but Onpy is actually quite friendly and playful.
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It urges Trainers to milk it, despite having no milk-producing organs inside its stone body. "Trying to milk an Ontank" has become modern turn of phrase for stubbornly committing to an impossible task.
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Both Oneon's tongue and tail can be extended to act as heavy and powerful weapons in battle. Rather than changing colors, it can change its appearance to match different stone textures.
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Onskull buries itself into cavern walls to spend most of its time sleeping. Many a traveler has thought of it as a mere decorative carving until its single eye appeared and stared back at them.
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Many hikers across the world have an affinity for Onki, as its tools are very equipped to help those traversing mountains. Wild specimens have even saved travelers in peril with their ropes and pick.
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Onon's diet consists solely of rock and stone easily crunched by its strong jaws. After it consumes enough minerals, it grows a new rocky segment for its tail.
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Onagon's dome is comprised of crystal layered over stone, making it dense and resilient to impact. It toughens the skull further by charging into cave walls or leaping from cliff sides.
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Onbat hides itself within stone walls waiting to ambush prey, tracking them via the slight reverberations in the rocks from every footstep. Once close enough, it hurls its stone body at its target headfirst to knock them out.
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The mixture of stone and crystal making up Ontrum's body gives it immense defensive and offensive strength. It crunches on most stones and gems for food, but hoards any diamonds it finds to decorate its den.
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Onedo finds ponds and lakes to embed itself near, pretending to be a rock formation. It has a gentle heart, and hopes that smaller Pokémon will flock to it and use its stony body as a safe haven.
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The mushroom-like stones on Onras's back fall off periodically to let new ones grow in their place. These discarded shroom-rocks are a beloved treat for stone Pokémon like Golem and Onix.
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Crystal scales that are nearly indestructible grow along Onmo-o's stone body. Their bright and shimmering sheen in low lighting makes them highly valuable to many wealthy and affluent collectors.
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The bananas growing on Onpius's body are made of stone as well, covered by a soft peel. Though inedible to most, many Rock-type Pokémon enjoy crunching down on them as a snack.
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When agitated, Onkey will dig furiously through stone in an attempt to dissipate its aggression. The more stressed the Onkey, the deeper and more erratic in shape the tunnel becomes.
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Ontle's large rocky head is the one part of its body that it cannot retreat into its shell when it is frightened. Fortunately, the stone skin makes it resistant to most forms of damage.
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Despite sharing the same body and stomach, the two heads of Onduo are selfishly greedy. They often fight over a single morsel rather than eat two separate, more filling meals.
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Oneel makes its home deep in underground lakes, swimming and soaking up the high mineral contents. It can often be spotted playfully balancing shiny gemstones it dug up on its nose.
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Drowbone lingers around urban areas at night, peeking into the homes of large families. It favors eating the dreams related to happy family memories, which staves off its own loneliness for a time.
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The ink Drowsea sprays can cause others to fall asleep if touched or looked at for too long. Once they fall asleep, Drowsea swims closer so it can feed itself on their dreams.
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Drowdos rampages through open waters, seeking out large groups to fire a special beam of hypnotic energy from its mouth. Once they have been forcibly lulled to sleep, it gorges itself on their dreams.
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Drowew is impish and selfish, only thinking in terms of its next meal of dreams. It will sneak up on others to put them to sleep, no matter what they may be doing and what the consequences will be, just to sate its hunger for their dreams.
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Drowlicky feeds on dreams, but has very discerning tastes. After putting someone to sleep, it extends a large tongue to lick them, sampling their dream's flavor; if the taste isn't palatable, Drowlicky leaves them to their slumber.
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Drowvoir will stand by its Trainer as they sleep, observing their dreams. Should a nightmare take form, it will quickly devour it so that their Trainer will maintain a peaceful slumber.
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Drowkyu simulates a pendulum by shifting its shadow tendrils into the proper shape. If it manages to hypnotize another, all it asks for while they are under its influence is to treat it as if it were their friend.
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The flame on its tail requires the consumption of dreams in order to keep burning. A bright, crackling fire signifies a Drowmander that has just finished gorging itself on a particularly delicious dream.
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Drowmander waves the flame on its tail in front of another being's face in order to hypnotize them to sleep. Once they've started slumbering, it feasts on their dream in order to keep its fire burning.
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The different eggs are responsible for different aspects of self-preservation, from hypnosis, defense, fleeing, and psychic offense. If even one is separated from the rest, Hypcute becomes unable to function properly.
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A terrifying amalgamation born of incomplete fusion between Hypno and Scyther. Hypther hypnotizes unfortunate victims into a stupor, before putting its scythe to grisly work.
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In and out of cyberspace, Hypgon appears to be held by a disembodied hand, acting as a hypnotic pendulum to swing about. All attempts to interact with the hand itself result in it vanishing before anything of value can be learned.
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Hypew's advanced psychic powers let it utilize multiple hypnotic pendulums at once. It is said it could easily hypnotize an entire city's worth of people in a day.
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Hyplava channels some of its psychic fire into its pendulum to boost its hypnotic abilities. The longer it takes to put its target under hypnosis, the more the flames on its body begin to burn out.
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Hyprak's pendulum can levitate in the air while remaining attached to it via webbing. It dangles down in front of others and swings its body back and forth, emanating a hypnotic pulse that sends the victim into a slumber.
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Hypma's aerial speed and maneuverability is so great that it can hypnotize several targets in a few minutes. Entire forests worth of Pokémon have had their meals stolen from them due to Hypma's antics.
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It can project a pendulum image from the circle on its forehead, full of psychic energy for hypnotizing foes. On full moon nights, its power grows enough to project multiple pendulum images at once.
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Hypking gets close to others in order to feast upon their dreams when they sleep. Doing this nourishes its mind, stimulating it and increasing its intellect as it consumes more dreams.
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Using its hypnosis, it entrances other rat-like Pokémon into doing its bidding, finding food for it so it can avoid any risks. Most Hypicate are rather fat and lazy as a result of relying so much on their thralls.
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If one matches their gaze with Hypown, they're already caught in its psychic grasp. Victims speak a nonsensical gibberish language while under its sway, but after being free, none remember what they were trying to communicate.
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Hypcross uses its horn to hypnotize Heracross it leaves near to. Once under its thrall, it commands them to pry bark from trees so that it can get the sap beneath with minimal physical exertion.
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Hypnub's large nose gives it a strong sense of smell, which it uses to seek out specific types of mushrooms in the dirt. The fungi it eats temporarily enhance its psychic powers and hypnotic capabilities.
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It subtly and rapidly shifts its antlers to vibrate the pendulums hanging off of them. Differing vibrations and frequencies allow for it to put its victims into different types of trances.
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Hypsey are helpful in places where hypnotherapy is offered. The sleeping trances induced by Hypsey are so potent as to remove months of stress in just a few minutes of rest.
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As it dances and twirls, those around it will catch glimpses of its pendulum and be hypnotized, watching the performance to the end. When Hyplia bows at the finale, its audience falls into a collective slumber, ripe for dream-eating.
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The halo over Hypinja's head is a powerful hypnotic device that puts those under its spell to sleep in seconds. It is said to consume a piece of the soul of anyone it sends into slumber.
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It uses two heavy pendulums as flails in battle. Powerful enough on their own, striking them together causes a shrill chime that sends foes into a trance, leaving them wide open to Hypcario's attacks.
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Hypgron sneaks into the domains of Aggron and waits for the perfect moment to hypnotize it, making it abandon its former home so Hypgron can take it without a fight.
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Its rings and pendulum are made out of an unknown type of metal. It hypnotizes weaker foes and orders them to leave; against stronger foes it uses the pendulum as a bludgeoning tool.
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When swinging its pendulum, Hypuff sings a lullaby in a low voice, enhancing its capability to put something to sleep before it eats their dreams. Those who've been hypnotized wake up with the lullaby stuck in their head.
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Hypmander swings its pendulum awkwardly in front of others, as it's still developing its hypnotic powers. Its tail noticeably dims in disappointment when its hypnosis fails.
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Hypbat first terrorizes its prey with its frightening appearance and piercing shriek, before using its pendulum to ensure there's no escaping the incoming bite and blood-draining.
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It uses its pendulum to reflect light rays underwater into the eyes of swimmers above, hypnotizing them. The victim believes they're swimming towards an undersea paradise, but in reality, they're headed for Hypedo's jaws.
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Hypvenant creates portals between its two trunks that cast illusions, luring hapless Pokémon with false promises of food and fun. Where the portals actually take victims is unknown.
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Hypmise lives in the deep sea, waiting for moonlit nights. It uses the light reflecting from its body to hypnotize other undersea Pokémon and command them to attack and sink passing ships.
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Hypetta lulls victims to sleep with a combination of pendulum movements and a whispered song. Those it sends to a slumber wind up singing in their sleep while Hypetta feeds on their dreams.
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The large pendulum on its back emits faint psychic waves to aid in hypnotizing prey in the forests. When hit, they intensify and radiate around Hypsect with a shrill tone, stunning prey so they can be struck down.
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In the past, unscrupulous sorts thought to use Hypdisc as a charm to hypnotize others into loving them. Fortunately, Hypdisc abhors false love, and will never use its hypnosis to force attraction.
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Hypizard swings the pendulum on its tail to hypnotize others into giving their all to fight it. Once it is victorious and has knocked out its foe, it takes its prize from the victim and devours their dreams.
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It swings the spoon it carries against its metallic chest, creating a sharp echoing sound that disorients opponents. It feeds on their confusion, weakening them before defeating them with psychic powers.
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Once it hypnotizes someone with its pendulum, Hyplem strikes its body with it. Each stone on its torso creates a different chime, triggering different commands for the thrall to obey.
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Though it is skilled at hypnosis, the three heads often argue on what to do with a victim once they have entranced one. The hypnosis often wears off and the victim escapes before they come to a decision.
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Hypgar flings out small ghostly pendulums, hiding them among the places it haunts. It then waits for the perfect opportunity to make them pulse with hypnotic waves, and send everyone within into haunted, nightmare-filled slumber.
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Bearded variants of Hypgar are noted to be less overall malevolent in their behavior while haunting, but are subsequently more stubborn and difficult to exorcise out of one's home.
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Its hypnotic power is so strong that it hasn't yet grasped full control over it. On occasion the psychic powers it sends into its pendulum may reflect back on itself and put it into a trance.
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Krabpod can blow bubbles from its front to communicate, typically with Caterpie and Krabby. It uses the pincer on the back of its body to cling to trees while it waits to evolve.
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The fusion of Krabby and Magikarp has almost nothing to distinguish it in battle or behavior. Most Krabkarp are created solely to be a high-priced delicacy in restaurants serving fusion cuisine.
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Krabgon catches fish with its claws, taking them back on land to eat. It tries to gather up enough food to make a perfectly square stack before it decides to dig in to its meal.
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Krabchu entertains itself by picking up small objects from the ground like shells and acorns, then tossing them into the air to shoot down with lightning bolts as a method of target practice.
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Foamy bubbles constantly flow beneath Krabvoir, letting it easily float on the ocean water. It uses telekinesis to lift up sea creatures into its large claws, though this is only for sport, and it tosses them back in shortly after.
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Krabwick snaps its claw to ignite a flame within its pincers as a way to frighten off attackers. Older members of the species tend to have charred edges to their claws from constant fire-starting.
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Krabphish is more than eager to throw its weight around with its large size and strong claws. Because of its bullying nature, it's not held in high regard by the Krabby or Corphish lines.
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Fusion has caused Kraby to exhibit much more aggressive hunting techniques, viciously snapping at and crushing fish and clams alike. There are signs its claws are beginning to develop minds of their own.
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Kingbone wields a bone in one claw to better defend itself. It has a difficult time in battle regardless, as its oversized claw is too heavy for its small body to properly lift.
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A ferocious undersea hunter, Kingdos possesses incredible crushing power in both its claws and its jaws. Even the strongest shelled Pokémon are crushed in mere seconds if caught.
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A majority of Kingtwo's psychic power is centered within its oversized claw. It pulls opponents towards itself with potent telekinesis, before crushing them with the giant claw's raw might.
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Due to having an oversized claw attached to a diminutive body, Kingew floats around at an odd angle. The large claw can fire bubbles that whittle away an opponent's fighting spirit with each hit.
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Its claw-like tail is quick to grab and crush prey, but is too short to feed its own mouth. Kingfarig tosses its meal into the air, then scuttles beneath to try and catch it in its jaws.
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Kingco rarely ventures out from its hiding spots unless it is fairly certain nothing else is around. If frightened, it uses its large claw to tear plates off its body and fling them as heavy and hard projectiles.
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Kingnub scuttles quickly whenever it senses tasty mushrooms in the ground. Its massive claw is essential for digging through the dirt quickly to claim its prize.
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Kingzone uses the magnetism inherent to its claws to pull small Steel-type Pokémon off the ground. It crushes the seized prey with its singular massive pincer.
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It gathers sand, mud and other materials in its super-heated claws to mold into projectiles. This molten ammunition impacts opponents with the force of meteors.
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Kingesect periodically emerges from the sea to hunt on land, its movements slow but its defenses making it almost unstoppable. The blasts from the cannon within its larger claw are particularly strong, blowing huge holes in the terrain.
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Kingkyu scuttles around the beaches attempting to make new friends. To defend itself, it forms two giant pincer claws out of the shadows beneath its disguise.
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Kingras can be found shuffling about on beaches during humid mornings. Its smaller claw is used to dig through the sand for food, while the larger pincer is used in self-defense.
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Kingkazam is quite intelligent and possesses great psychic power. It creates bubbles with its claws that are brimming with enough telekinetic energy that a single one popping would knock out anything in a 100 km radius.
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The pincer on its tail catches prey on instinct and drops it in front of its face when its at leisure. It may take hours for Kingpoke to realize food has been delivered, however.
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Kingbro scuttles around the shallows of beaches, picking up small creatures to eat. The shell-like organism surrounding its body derives sustenance from the scraps that fall from Kingbro's mouth as it chews.
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