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FusionDex

Page 5 / 10 of 9609 pokedex entries by sk372.

Keceon's camouflage ability is unparalleled, able to seamlessly blend into its surroundings in seconds. It can even extend this ability to anything it is holding onto when its colors start changing.
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Keceus's camouflage ability is so great that it can not only turn invisible, but intangible as well. Folk tales say that the feeling of being watched means that Keceus is observing you from an unseen vantage point.
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Kecwig hides among shrubbery, camouflaging itself while using its long tongue to grab berries and fruits to eat. It digs holes with its tongue after eating and plants the seeds from the fruit it consumed.
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Small Kecleon fusions like to gather in small groups on Kectle's back, attracted to the berries growing from its bushes. When Kectle camouflages itself, it warns its passengers so they can match its color changing.
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Kecferno's tail flame constantly shifts through a rainbow of colors as it burns. It can shift the fire's color to match its own as it camouflages itself with its surroundings, though it takes considerable effort to maintain.
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After stealing keys, Kecki alters their colors with its unique physiology to make them harder to retrieve. Yanking its tongue forces the keys to return to their original color.
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Kecolu cloaks itself in a faint aura that matches its surroundings, giving it camouflage capabilities. The process is energy-intensive however, and can only be done for a few minutes before Kecolu becomes exhausted.
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As the gears turn, Kecink fires out extendable tongues to catch insects to consume. Should the two tongues collide when extended, sparks will fly from the impact point and Kecink will be disoriented for a time.
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Kecmander is considered a relatively easy pet to care for, with a simple diet and disposition. In addition, the flame on its tail changes color based on its mood, making it easy to tell when it is content or not.
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Kecish hides among any flower patches it finds, changing the color of its leaves and body to blend in. Any unsuspecting insects that fly overhead get caught by its extendable tongue lashing out and snagging them.
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Kecoom's flower emits different types of pungent smells depending on the color it shifts itself into. This lets it attract and repel a variety of creatures so it can snack on a balanced meal of different kinds of bugs.
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Kecbat uses ultrasonic soundwaves to detect the movements of creatures drawing near. It only does so in short bursts, as using this technique disrupts its camouflage ability, leaving it vulnerable.
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Kecful enjoys being played with by children, but is a bit fickle in personality. If it doesn't feel like playing, it uses camouflage to hide from the kids until it feels more amiable.
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Keclucha is a trickster in combat, using camouflage to disappear on the battlefield. It deceives foes by tapping them from one side with its prehensile tongue before striking from the other side with a bombastic aerial attack.
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Kecgast attempts to blend into its surroundings to try and secretly agitate the many noisy beach-goers it deals with, but fails each time, as it can oddly never seem to properly match the color of sand.
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Cowardly and opportunistic, Kecpod uses its long tongue to steal parts of a meal from others before quickly turning tail and fleeing, using its camouflage ability to blend into its surroundings as it hides away.
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When faced with a threat, Kecladin camouflages itself to hide away and pick its foe off from afar. Its quills retain camouflage for a moment after firing, making them tricky to see coming and avoid.
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Kecdisc's color-changing ability is partially affected by the emotions of others near it. It prefers being near loving emotions, its body turning bright pink as it soaks in the positive feelings.
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As Keczagoon runs about in a zigzag path, it switches between two colors depending on which direction it's running. The two color combinations are unique among each member of the species.
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When it dashes in a straight line, Kecnoone's colors change and shift, creating a colorful blur. Once it comes to a halt, it's usually a completely different color pattern than before it started running.
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One can tell how well a Kecduck is feeling just by looking: should it begin to suffer headaches, it loses control of its camouflage ability and begins to shift through all manner of colors and patterns until the pain subsides.
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Sometimes Kecpoke will forget that its tail is used for fishing and instead dip its extendable tongue in the water. This often leads to the ridiculous sight of an alarmed Kecpoke attempting to sling a Magikarp or Shellder off its tongue.
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The magnetic pull of Kecmite's "ears" keeps its also-magnetic tongue perfectly centered when extended. If the tongue begins drifting to a side, it's a sign Kecmite is becoming ill.
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The tiny claws at Belpod's underside allow it some mobility, and its shell is metallic and sturdy for great defense. Should it still find itself cornered, it can use mental waves to call nearby bug Pokémon to assist it.
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Belto's mind is strong enough to assess another being's attributes with just a glance. To protect itself, all of its transformations retain a thin but sturdy layer of metal around the body, bolstering its defenses.
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Belchu lifts its tail during thunderstorms, attracting lightning to strike and recharge its internal stores. At max capacity, the electricity constantly arcs between its ears.
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Though Beldum appears identical to Metang, research has shown it is inferior to the real thing in both strength and intelligence. Some anti-fusion protest groups use this as evidence to decry fusion technology as unnatural.
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Fusion has resulted in an appearance resembling a state between Beldum and Metang. Beldum's physical might has been boosted greatly, but its mental capacity has barely increased at all.
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Beltomb's stone floats around via a unique magnetic field it generates. It needs to latch its claws into a solid surface before it is able to manifest its spectral form from the stone.
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Belveon links its ribbons with others of its own kind to communicate. When brushed against Steel-type Pokémon, the ribbons cause them to act mildly dazed for a short period.
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When it feels threatened, Belpix manifests a likeness of ears and six tails on its body using its internal energy. This is a warning to others, and failure to adhere to it will cause it to release more of its stored-up firepower on them.
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Belxio discharges huge amounts of electricity through the claws at the end of its tail. When releasing voltage, its singular eye notably dims and flickers.
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Belbat is not blind like many Zubat variants; its single eye is hidden in its mouth. When hunting, it flies in front of its prey and blinds them with a flash of light from its eye before using its fangs to drain blood.
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The iron-tipped claws on Metlee's feet give it a powerful grip capable of crushing stone. It is a relentless combatant, extending its legs to grapple far-away foes and toss or slam them around.
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Metsey carries Beldum around in a hollow slot in its torso, protecting it from harm. Metsey seeks out others of its kind so its Beldum can meet another and merge into Metang.
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Metdos can channel incredible amounts of electricity into its powerful, pointed claws. It apparently takes offense to the existence of lightning rods and has been known to tear them down with its bare hands in a rage.
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Metew manipulates two large metal claws using telekinesis, using them to tear apart targets while remaining at a distance. When it grows tired, it connects the large limbs to its arms to recuperate its spent psychic energy.
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Metbat flies through the air at ridiculous speeds, its powerful metal wings keeping it aloft with ease. It crashes prey against the nearest surface with its powerful arms, before tossing them into its mouth where iron fangs wait.
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Metpi has the cheerful disposition of a naive child. It easily gets clingy towards others, grabbing onto them to keep close. Because of the massive grip strength its claws have, it's difficult to pry it away once it gets attached.
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Metreon's movements are slow and methodical, as if it carefully calculates every motion it makes. Its metallic body takes on a different hue in the moonlight, while the rings on its body begin glowing brightly.
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The claws on Metsaur's feet have a powerful grip, making it hard to knock over in battle. It communicates with others of its kind by extending and linking their metallic vines together.
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Metvoir is quite intelligent and reserved, but its protective streak hampers its self-control. If it thinks its Trainer is in danger it won't hesitate to attempt to tear apart the potential problem with its powerful iron claws.
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Metdoof's steel claws possess a far stronger grip than its simple mind realizes. It tries to help create dams for Bidoof, but usually winds up accidentally crushing the logs to splinters instead.
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Metaldo's sturdy claws let it easily dig out dens in the bottom of shallow waters. A solitary creature, it rarely comes out of its den unless hunting or defending its home from intruders.
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Metogre's streamlined body lets it cut through the ocean depths at a marvelous speed. By clanging its fists together, it can create underwater shockwaves powerful enough to create water spouts on the surface.
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Metesect embeds its claws into the ground and hunches down in preparation to fire its cannon. If it fails to do so, the recoil from its powerful blasts would send it flying backward.
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Some students use Metpent as a study aid, as gazing into the light on its head stimulates the brain and temporarily increases intellect. It comes with the caveat of reducing one's energy and tiring them out quicker, however.
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Metik's dense body and strong claws make it difficult to remove once it latches onto a creature to feed. Fortunately, its small size means it drains very little static electricity in order to sate its hunger, leaping off once it is full.
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Metoom's drool emits an odd metallic scent that attracts Pokémon like Klink and Magnemite. To avoid being harassed, it swings its head and strikes with the hard metal leaves on its head.
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Metitty wields a heavy wand that doubles as its own tail. Psychic energy is filtered from its mind into the wand's orb, which radiates powerful telekinetic pulses once fully charged.
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Metlem's claws are strong enough to stick deep into stone walls and keep its own heavy body suspended with little effort. Rivals have been seen tearing chunks of their opponent's shell off to add to themselves as a mark of victory.
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Metby's heavy body leaves it scuttling slowly among the shallows of the ocean. The strength of its claws ensures that any prey it manages to catch will not be able to escape.
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The grip strength within each of Metler's claws can crush with titanic force. It subsists primarily upon Cloyster, able to tear apart their protective shells with ease.
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Metauna's steel shell is near impervious, protecting its evolving body within. Its massive four claws will rend apart anything that attempts to disturb its evolution process.
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With unmatched speed, strength and intelligence, Metatops was an amphibious apex predator of prehistory. Fossil records indicate even hunting Tyrantrum as prey was not uncommon.
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Metanite is always seeking out strong opponents to test and hone its might in battle. It usually tosses a sword to its foe before a fight so they can clash blades honorably and equally.
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Metadra's presence alone is enough to give even the most aggressive of underwater Pokémon pause. The massive cleaver it holds can be swung with speed equal to its own incredible mobility, making short work of its opposition.
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Metaziken's four limbs strike with speed and intensity belying its heavy weight and appearance. Striking the ground with enough force lets it create pillars of fire to put pressure on its opponents.
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Metadily's extremely heavy weight makes it barely mobile while resting on the seafloor. It uses psychic powers to draw prey close enough for its many limbs to grab and crush its next meal.
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With its high intelligence, it can quickly ascertain the weakest spot on anything it spies. This makes it easily capable of incapacitating foes or shattering structures with a single calculated strike of its metallic skull.
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Metasharp possesses one of the sharpest tactical minds of any fusion. It prefers to move as minimally as possible, conserving energy so that it can seize victory with only one or two heavy blows.
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Metarade's arms emit a scent pleasant to Steel-type Pokémon. Once they draw near, it ensnares and crushes them with metallic vines before dragging them to its home so it may drain them of nutrients.
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What appear to be large ears are actually an additional set of massive claws. Those that think Metapunny will be easily picked on will find a rude awakening when it makes to tear them apart with their claws' massive grip strength.
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Metatula's webbing is made of a highly conductive metal, making it perfect for shocking captured prey into submission. The few who resist its electricity are crushed by Metatula's massively powerful steel claws.
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What appear to be claws on each limb are actually additional fangs, capable of biting and absorbing blood. As long as even one of Metabat's points punctures a foe, it can feast on them.
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Bibone gnaws down bits of wood with its teeth, forming it into a handheld weapon. The weapons made differ across the species, from clubs to swords to spears and many other types.
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Bichan trains its fisticuffs by punching logs, chipping away until only splinters remain. Some have been trained to punch down wood into specific forms, after which the owner can sell the makeshift carvings.
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Though it lacks the digits to help lift wood, Bisea still helps Bidoof build their dams. It spits out a sticky ink that works as an adhesive, increasing the sturdiness of logs stuck together with it.
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Although harmless, Bigon's appearance on a desktop can be a bit of a nuisance. It's compelled to rearrange file locations into a dam of sorts, causing clutter and disarray for the computer's user.
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Binium's long neck lets it hold and place wooden logs high to assist Bidoof in dam-building. The leaves around its neck make a sweet scent that keeps Bidoof happy and tranquil.
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Bieon's power to change colors is partially connected to its buck teeth. When it gnaws on something, its body will slowly shift hues to match whatever it is chewing on.
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Bitomb generally does not come out of its stone unless it detects the presence of fallen trees nearby. It then emerges fully, gnawing the wood until it is perfectly shaped to fit into a dam, then retreats back from whence it came.
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Biceus appears rarely, usually in lakeside regions where Bidoof are common. Using its mighty powers, it reshapes dams that Bidoof have built into a facsimile of its own form, then vanishes mysteriously.
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Biveon is often found accompanying Bidoof groups in the process of making dams. It uses its ribbons to help move logs around, as well as helping relax tired Bidoof who need a rest.
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Bitias flies at high speeds, zooming about to gather wood to help Bidoof build their dams. Without realizing, it sometimes steals the wood from other Bidoof to help the current Bidoof it's helping.
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Biang hovers near Bidoof building dams, rotating slowly as it analyzes the wood they gather. It fires the front gear to shred and destroy logs it deems structurally unworthy to be a part of the dam.
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Bitrum sometimes assists Bidoof by shattering thick logs into splinters with a single bite. It does not help with building dams, only wanting to break wood to satisfy its aggressive urges.
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Biselia floats around lakefront areas, sleeping during the day and being active at night. If one dreams about becoming a Bidoof while they sleep, it's because Biselia floated past them during their slumber.
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Bicruel uses its many tentacles to quickly put together dams using flotsam gathered from the ocean. It sits atop the finished construct and idly waves at any ships passing by.
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Bizee sneaks up to Bidoof dams at night and eats the dreams of the Pokémon sleeping within. It then gnaws on some of the outer logs of the dam, marking the dam as one it has successfully eaten from.
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Spirisaur emerges from both the top and bottom of its bulb-shaped stone. When it fends off danger, ghostly vines will emerge from the mouth of the part of it that resembles Bulbasaur.
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Spiripie's keystone shuffles slowly among the tree branches as it searches for leaves to eat. It generates bits of ghostly energy from its antennae in order to ward off potential attackers.
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Spiriorb has a volatile temper and may explode at any given moment. Its explosions spread out a ghostly miasma that can cause a myriad of strange effects on plants and wildlife.
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Spirilee's keystones act as its feet when it manifests fully. Its kicks pack quite the punch, but it always holds back slightly for fear of damaging the precious keystones.
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Spirifing regularly sends out little puffs of its own ghostly body from its keystone. As the puffs of spectral energy dissipate, one can faintly hear an echo of Spirifing's cry.
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Spiripod partially pokes out from the stone cocoon it inhabits to check its surroundings. It extends a thread of spectral energy to reel itself up to tree canopies if it feels it is in danger.
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Spirizing sightings have been linked to spiritual locations wracked and ruined by pollution over the years. When the spirits inhabiting the body manifest, anything in close proximity begins slowly losing the ability to breathe.
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Spirihorn's simple mind responds aggressively to movement detected in front of its keystone. Its ghostly form takes hold of the statue and attempts to charge down whatever it sees passing by.
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Spirisey carries in its pouch what look like stones, but are actually a unique kind of egg it is delighted to share with others. While very crunchy, they are indeed extremely nutritious.
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A strange quirk in Spirikhan's manifestation causes part of it to take the form of a child with its own unique sapience. The child will sometimes try to playfully escape the parent, despite the two technically sharing a body.
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Spirisea will blow glowing ghostly bubbles to illuminate the dark ocean depths around it. The bubbles return to its body shortly, so it must keep up a regular rhythm in order to keep its surroundings lit.
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Spirifree hides among Metapod colonies, typically resting in the upper branches of trees the latter dangle from. It manifests in defense of its brethren, spreading paralyzing spores with its wings onto potential predators.
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Spiriyu emerges from a jewel sometimes found at the bottom of the ocean. One can tell when the jewel houses a Spiriyu due to the swirling ghostly energy seen within.
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Spirimie rises up from the cracks within the gem housing it. Some say it is a combination of the spirits of many fallen Starmie gathered into a single jewel.
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Spirinx's stone body vibrates in a hypnotic way to compel others to stare at it. Their stares feed it the energy to manifest and begin dancing in a way that grants it further control over its thralls.
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Spirisir manifests in defense of Bug-type Pokémon that are being picked on in its presence. It captures the bullies between its mighty pincers and attempts to crush them for their cruel behavior.
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Spirikarp makes itself look as frightening as possible when it manifests. It does this as a scare tactic, as it is too weak to properly defend itself if its target is not frightened away.
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Spiridle is easily spooked and quick to sting those that startle it. Its horn produces a venom that causes the victim to experience troubled nightmares of Spiridle's cackling face for up to a week.
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Spiridos emerges from an unassuming keystone to rampage and ravage the areas surrounding it. It is said that Spiridos's body houses the souls of some of the most violent and aggressive beings to have ever existed.
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Spiriras only shows itself to those in mortal peril at sea during the darkest of nights. It ferries them to the safety of land; by the time the passenger has turned around, Spiriras's ghostly visage will be gone.
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Spirito can freely transform into other creatures and objects, but remains tethered to its keystone. If it moves too far from the stone, its transformation falls apart.
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Spirieon can fire off tiny electrically-charged needles from its rocky mane. Folklore in some regions says that those who are pierced by the needles will one day join the collective of spirits that inhabits its stone.
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Spirigon is said to be Porygon corrupted by over 108 viruses afflicting it at once. It acts in a glitched, distorted fashion, and its presence corrupts and damages electronics it inhabits.
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Spirinyte emerges from within the fossilized remains of an ancient Pokémon. It has a strange effect on the minds of those who get too close while it has manifested.
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Once Spiristar emerges from the fossil it inhabits, it passively alters the minds of those around it. Their wills slowly degrade until they are completely compelled to do Spiristar's bidding.
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Spiriuna hides among crowds of Kakuna for safety. Though it has difficulty emerging fully from its stone, it will expel ghostly energy from cracks in the stone in order to defend itself and its brethren.
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Spirito usually manifests underneath the fossil it inhabits to scrounge food up from the sands of the ocean floor. It emerges suddenly from above when startled, hopefully scaring off whatever potential danger made it do so.
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Many have mistaken Spirilax's keystone for a Snorlax sleeping in the wild. Its cry while resting within the stone sounds like deep, reverberating snoring.
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Spiricuno's manifestation from its keystone creates a freezing mist around it. It's said that any creature frozen by its mist will have its soul drained in order to increase Spiricuno's power.
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When Spiridos erupts from within its keystone, the skies near it darken and become tumultuous. The longer it remains outside the stone, the more aggressive the thunderstorms it creates become.
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Spirinair is said to house the souls of 108 fallen Dragon-type Pokémon. It has a calm and serene personality, but shows little mercy to those who try to touch its keystones without permission.
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Dragon-type Pokémon Trainers in the past would leave Spirinite keystones in locations they considered sacred Pokémon sanctums. Spirinite would manifest when it sensed fear in its brethren, protecting them from harm.
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Spiridrill tethers its keystone to the same branches Kakuna hang from. In order to protect its cocooned brethren, it manifests its spectral form to defend them, stinging fiercely at any potential threats that come close.
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Spiritwo's psychic abilities are practically without peer. It can put up to 108 creatures under its control and manipulate them simultaneously without straining its own mind.
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Spiriew possesses a truly massive array of psychic and ghostly abilities. Some say it is comprised of 151 spirits, each the soul of a different departed Pokémon species.
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Spiririta emerges from its stone in the form of a leaf, swinging itself around to ward off others. The leaf emits a sour scent strong enough to give most creatures pause.
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Spiriquil responds to its keystone being touched by flaring out from its back. Its ethereal form is very hot and will burn those who are too close when it erupts from the stone.
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Spiridile likes to emerge from its keystone to give others a friendly bite. Despite meaning no ill intent, this is quite dangerous as Spiridile's ghostly teeth can cause many negative afflictions, and it refuses to let go once it has chomped down.
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When Spiritret emerges from its stone, it floats up high to survey its surroundings with keen eyesight. It acts as a lookout for small woodland Pokémon, alerting them to encroaching dangers.
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Spirihoot emerges from its keystone at the same time every day, letting out a shrill cry before retreating. If its stone is moved to a new area, it will not appear for several days as it readjusts its internal schedule.
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Spiriowl is curious and will emerge from its keystone to quietly observe travelers in the forest. Because it tends to come out only when the night is at its darkest, it has terribly frightened many of the people it wants to observe.
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Spiriotto is a bit territorial and will attempt to blow smaller Pokémon away with its Gust attack. A strange and eerie wail can faintly be heard within the wind its wings create.
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Spirichou makes a strange and sickly glow from its antennae to draw curious creatures to follow it. It strings them along until they are completely lost before switching off its lights and attacking from the ensuing darkness.
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Spirichu will curiously poke its head out from its keystone whenever it hears the approach of other creatures. Its body is slightly unstable, so it spontaneously generates small bolts of lightning for as long as it is exposed to open air.
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Spiribuff's small, round body emerges from the bottom of its stone and inflates slightly if it feels it is in danger. It moves around by bouncing its whole body off the ground.
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Spiripi's shell appears to contain several spirits within. The main spirit that comprises the body is protected by these other spirits, which leak from cracks in the stone to strike out at any threats to the main body.
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Some people will carry around Spiritic's keystone as a good luck charm. It does seem to provide a bit of extra luck, though seemingly at the cost of others near the holder suffering bad luck in exchange.
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Spirigeot flings powerful gusts of wind laced with its own spectral energy when it flaps its wings. One can see the visage of Spirigeot's face within the miniature tornadoes it creates.
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Spiriffy manifests itself as bits of ghostly wool located around its keystones neck and head area. It pulses in the presence of potential danger, filling itself with electric energy that will spark off if anything so much as touches it or the stone.
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Spiriros's tail absorbs the light around it, turning the surrounding area pitch-black and leaving its tail-orb the only source of light. Desperate travelers following the light in hopes of salvation are led astray and never return.
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After photosynthesizing enough sunlight, Spiriossom emerges partially from its keystone. Its body sways and dances in place, causing nearby flora to sway and mimic its movements.
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When Spiriwoodo emerges from its stone, it extends parts of its body to coat other nearby trees with ghostly energy. This alters their appearance to make it more difficult to discover Spiriwoodo hiding among them.
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The spirits inhabiting the stone form limbs to hop around swamps and ponds. Spiritoed then extends its face out from the mouth like a tongue to shriek at and scare away potential aggressors.
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Spiripom's form emerges from the tail of its Aipom-shaped keystone. It is mischievous by nature, turning its ghostly form into a giant hand with which it can grab and play with any creatures that pass by.
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Spirikern sprouts up from the top of its keystone during the early morning, behaving extremely warily. It is very weak until it absorbs the morning sun's rays, whereupon it becomes much more lively and cheerful.
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Spirieon can sense the emotional state of others from within its keystone. It ignores joyful or angry people, but emerges in the presence of sadness, hoping it can do something to bring some measure of comfort.
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Spirireon's ability to manifest is dependent on the phase of the moon. The full moon grants it maximum power, but nights of the new moon leave it almost completely unable to emerge from its confines.
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In olden times people would give offerings to the stone Spiriking inhabits in order to hopefully be granted a boon. Supposedly Spiriking would possess others for a short time, temporarily granting them massively boosted intelligence.
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Spiricate haunts suburban homes, pestering the denizens by spending much of the night making scratching noises in the walls. Its presence frightens off wild Rattata, making it effective at keeping more damaging pests away.
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Spiribuffet manifests in protection of its keystone, which is extremely sensitive and fragile. It absorbs blows with its ghostly body before returning the damage inflicted twofold and inflicting curses alongside its counterstrike.
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Whenever Spirifarig emerges from its stone, it manifests as an almost exact copy of the stone's shape. The keystone's eyes glow brightly whenever Spirifarig uses some of its psychic abilities.
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Spiritress is unable to properly defend itself as long as it is outside of its keystone. From within the stone, it can fire off sharpened spines made of its own ghostly body out from the keystone's pores.
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Spiribull goes around seeking to be spoiled and pampered by others. If it doesn't get the attention it craves, it wails and emits cursed ghostly energy that causes a myriad of paranormal problems until someone comforts it.
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Spiribull creates chains with its own ghostly body, linking the arms of its keystone together. These chains are mostly used for entertainment, such as jump rope or lassoing playmates.
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Berry Juice created within Spirickle's shell emits a faint and somewhat eerie glow. Many are hesitant to drink it due to this, but the juice itself is harmless, if a bit sour in flavor.
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Spirisel lies in wait until it gets a chance to pilfer items from travelers. It leaps out from its keystone quickly and slashes at Trainers' bags, cutting them open and letting it snatch some of the spilled contents.
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Spiriursa uses its cute appearance to mask a sneaky nature. When travelers pay it no heed due to its meek actions, it stretches ghostly limbs from its body in order to steal any sweets they might be carrying.
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Spiriring has an ill temperament and typically behaves quite aggressively when it emerges from its keystone. Smearing honey on its stone while it is hiding away will make it behave more calmly the next time it manifests.
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Spirigma can only move its keystone after it has been exposed to extreme heat. Once the stone cools off, Spirigma becomes immobile until its temperature can be raised once more.
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Spiridour functions best in a group of a dozen or more. The members of the pack feed off each other's spectral energy, allowing them more strength and coordination when it is time to hunt or fight together.
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Spirigon2 is said to have been created by placing 108 powerful programs into a single vessel. It has a lot of power within cyberspace, but behaves erratically and may randomly turn aggressive.
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Spiritler haunts forests at night, driving off those who would potentially endanger the Stantler herds within. Touching its keystone will cause a psychic surge that creates a migraine in the perpetrator strong enough to knock them out.
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Spirigle paints murals by emerging from the tail of its keystone and rubbing its body against surfaces, which leaves a faint, ghostly residue. This causes the artwork it creates to have an ethereal glow in low lighting.
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Spirichum is a curious Pokémon that can't help giving a kiss to anything new that marches close to its stone. The kiss tends to make a person's skin tingle and develop goosebumps, but is otherwise harmless.
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Spiritank's spirit-like form has a milky complexion. The udders of its keystone leak a milk-like liquid when squeezed. The liquid should not be consumed, as it will make a person ill and cause hallucinations.
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Spirisey offers those who are feeling unhappy to hold onto its keystone. If they accept, its spectral body envelops them for a time, emptying their mind of negative thoughts and giving them time to enjoy pure bliss.
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Spirigia causes tempests at sea when it emerges from its keystone, the flap of its wings stirring up massive winds and waves. It tends to emerge some time after a lethal shipwreck has occurred, as if angry at the lives lost to the ocean.
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Spirioh perches on the tallest of towers in the evening, its many ghostly feathers emanating an eerie spectral light. Some parts of Johto believe it is inhabited by the souls of those lost to flame.
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Spirichu shows off its vast electric power by shooting lightning from its tail and raining it down on its surroundings. Spots struck by its lightning bolts will emit a ghostly mist from the scorch marks left behind.
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Spirikiss is very sensitive to hostility and strife. To give itself peace of mind, it emerges from its stone to curse those around it and forcibly remove any negative thoughts from their minds, no matter the adverse mental effects this creates.
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When Spirishrew's keystone is in danger, it surrounds it with ghostly energy in the form of a sphere. It then rolls the sphere away at high speed, carrying the stone to safety with it.
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Spirifeon is said to be formed when the spirits of deceased plants conglomerate into a single stone. It siphons the life essence from nearby plantlife in order to sustain itself.
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The temperature around Spiriceon's keystone drops significantly whenever it manifests itself. The stone is always cool to the touch and covered with a faint layer of frost.
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Spiricor clings to rock walls while it lies dormant, remaining completely motionless. When it hungers, it leaps from the wall suddenly to swoop at its prey, creating a stinger of paralyzing ghostly energy to attack with.
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Spirivyle acts in defense of verdant groves that grow its favorite berries. The sharp leaves on its wrists separate and act according to its will when it grows agitated, cutting at those who have vexed Spirivyle.
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Spiriziken manifests in the presence of strong fighters it can test its mettle against. It strikes with incredible speed, able to swing 108 punches and kicks within the span of a minute.
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Spirikip hides in mud puddles waiting for others to walk by so it can leap out and scare them. If they do not get scared by its antics, it angrily kicks mud at them for ruining its fun.
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Spirits can sense the emotions of others from within its keystone. If it senses a kind person in distress or danger, it manifests from the stone's horn to come to their aid.
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Spirinja writhes about from the hole in the back of its stone, and seems unable to fully hide itself within. Some say the spirits inhabiting it are unstable and must absorb the souls of others to temporarily relieve their discomfort.
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The many spirits inhabiting Spiridum's stone manifest a spiritual arm that allows it to float around or grab and crush aggressors. The spirits are not entirely in sync, however, causing it to behave erratically at times.
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Spiridoof's buck teeth continue to grow even when it is hidden within its keystone. It gnaws on its own stone when manifested in order to keep them from growing too large and cumbersome.
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A swirling mass of ghostly energy resides within Spiriwile's false mouth. It's said that any creature snatched up into the mouth will have its soul devoured and stored within Spiriwile's keystone.
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Spiririth lies in wait, pretending to be an upturned and helpless Anorith. When predators swim near looking for an easy meal, Spiririth emerges from its keystone and envelops them completely.
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Spiridos emerges from the fossil it inhabits in order to protect itself from potential harm. It can temporarily harden its skull to be as solid as steel so that it can knock anything away with its powerful headbutts.
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Spiridon solidifies part of its skull in order to deflect damage from attacks. Striking its skull in this state produces an eerie wail that sends shivers down the spine of most creatures.
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Spiridon inhabiting an Armor Fossil caused some to believe it was the spirits of fallen Bastiodon from prehistory. It can solidify the skull of its spectral form in order to make it hard enough to stop almost any attack in its tracks.
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Spiriking is only occasionally seen in full due to its lazy nature making it not want to put the effort into manifesting its full form. It typically only does so in order to move its keystone somewhere closer to food.
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The many spirits inhabiting Spiriking's stone are all lazy by nature, rarely exerting the effort to manifest its full form. Disturbing it while it rests, however, will incite a very quick and violent retaliation.
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Many once believed Spirinoir was an evil spirit made up of the most heinous of souls. The orbs of ghostly energy floating around it were said to be souls attempting to escape the collective in order to wreak greater havoc.
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Some legends say Spiriceus is the result of 1000 souls possessing an Arceus statue and achieving sentience and untold power. Gazing into the swirling aura ring around its torso is said to give a person a glimpse into the afterlife.
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Seeds can be planted on the back of Spiritle's stone and grow with seemingly little issue. Plants that grow from its stone do tend to emit a ghostly green glow at night, however.
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Spiriterra's shell appears to function as a connection to the spirit world. During times of high stress, spirits will manifest and come to Spiriterra's defense, using all manner of ghastly powers.
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Spirilup tries to intimidate larger Pokémon by blowing a large amount of bubbles made of ghostly energy. The bubbles are weak, but make shrill and ghastly noises with each pop.
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The sword embedded in the ground emits a faint aura that compels people to try and pull it out. Once they venture too close, the spirits possessing the sword lash out and attack in an attempt to add to their numbers.
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Spiriedge emits a faint glow from its blade in order to compel others to try to pull it from the stone. Once they do so, its tassel wraps around them and takes hold of their mind, forcing them to obey its whims.
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Spiriblade sharpens its blade-shaped keystones daily to keep them in top condition. If either stone gets damaged, it will cause the other to fly into a slashing frenzy.
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Spirislash is said to carry the souls of hundreds of knights from history within it. Those who take hold of its blade and shield begin acting more gallant and noble.
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Spiriard has a simple mind and a relatively weak will. It will blindly follow the commands of whomever most recently touched its keystone.
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Those who gaze at Spirisharp's keystone for too long become compelled to follow orders whispered by an unseen voice in their ears. These orders mainly consist of presenting offerings of food or trinkets to the keystone.
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Spirigon emerges from its keystone during the dark desert evenings. Its wings create a mist of ghostly energy as well as a strange, vibrating buzzing noise, both of which cause disorientation and hallucinations in those within close range.
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Spiridon's immense spectral power allows it to shake and move the very crust of the planet, reshaping it as it sees fit. It is said to have been born when the first landmass formed many millennia ago.
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The air surrounding Spiriquaza seems to grow still whenever it emerges from its stone container. It's said that if Spiriquaza fully manifested, its body would stretch all the way up to the ozone layer.
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Spirialga carries the ability to manipulate and travel through time. Some people of the past worshiped Spirialga, believing that it would absorb their soul and allow them to experience all of time as a part of it.
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The portal linked to Spirikia's tail suggests the spirits inhabiting the stone artifact may have come from some other dimensional space. Some researchers theorize it may even have a link to Ultra Space and Ultra Beasts.
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It takes a bit of time for Spirigigas to fully mobilize the statue it inhabits due to its sheer size. Once it does manage to get the stone moving properly, it becomes a near-unstoppable colossus in battle.
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Those touched by Spirirai's ghostly energy will fall into deep slumbers fraught with terrible nightmares. It is said to feast on the fear its victims emanate while under its influence.
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Spiriloom uses its ghostly body to take unassuming opponents by surprise. It extends spectral limbs from the keystone's arms to land punches from far away with elongated arms.
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Spiricott is a prankster that loves to pop up from its keystone and cause trouble. Aside from startling others, it lets out little flecks of ghostly energy upon emerging that can cause sneezing fits.
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Spiridile is highly aggressive and will lurch from its keystone to chase after anything that touches it. Once it has locked onto a target this way, it will never give up its pursuit until it has captured them.
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Spirigrigus were used by ancient royalty to guard their most precious treasures. It was believed that any thieves that were caught by Spirigrigus would have their souls siphoned and trapped forever within its ghostly body.
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Spiritula generates threads made of electrified ghost energy from the multiple limbs of its keystone. It's said that those who get ensnared by the webs it weaves will have their energy drained and transferred into Spiritula.
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Spirilurk has been seen guarding the remains of temples related to civilizations known for their mystic beliefs. It is said Spirilurk houses the souls of some of those civilizations' last inhabitants.
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Ghostly will o' the wisps float off from Spiripix's multiple tails and swirl around it, acting as protective wards. They fly off and home in on a target the moment it steps within range, singing the target with spectral fire.
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Spirimuku will emerge from its keystone in a sudden and almost violent manner to whack away anything getting too close. The spines on its stone will levitate slightly while its body is exposed.
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Spiriki's key-shaped keystones have the mysterious ability to fit into any lock. It picks the locks of many a home in order to make off with any loose keys it can pilfer.
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Spirino's face is trapped within its keystone, limiting its ability to see. It navigates by carefully slipping tendrils of ghostly energy around and feeling its surroundings.
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Spirilous manifests with two separate heads that are constantly at odds with each other. It is not uncommon to see one head aggressively try to force the other back into the keystone.
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Spiridreigon's destructive urges are said to be due to the myriad of souls inhabiting it being unable to coexist properly. Whenever it manifests from its multiple keystones, it leaves devastation in its wake.
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Spirikoth rarely exerts the energy needed to manifest its whole ghostly form out of its keystone. It mainly does so when it needs to eat, a process it does at an incredibly slow rate.
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As soon as Spiriroth emerges from its stone, it goes on a hyperactive rampage, flailing about and screeching wildly. It only retreats back to the keystone once it has exhausted itself, which could take days.
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Spirimer moves by bouncing its large and rounded keystone about. Though the stone is quite heavy for the average person to lift, it can float upon the water's surface easily thanks to Spirimer's powers.
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Spirinx's ghostly body naturally emits a faint glow, casting off small sparks when it trots at higher speeds. It is friendly by nature and will lead lost travelers through the darkness to somewhere safe.
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Spirinch stays motionless in the desert within its keystone until something small enough draws near. It then lunges from the stone's mouth to grab and attempt to drag its target into the stone's maw.
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A buzzing sound from within Spiriva's keystone indicates it is about to emerge and go on the offensive. The buzzing comes from the rapid beat of its wings, which emits supersonic waves that cause disorientation and migraines.
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Spiribas keystones are known for being misshapen and rather ugly. It has an aggressive temperament, but it lacks the strength to manifest much of itself, so it cannot cause much damage when it attacks.
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Spiriagon slowly marches its keystone towards cliffs before flinging it off the sides. Just before it hits the ground, it flares its spectral form out from its skull to cushion the impact and keep the stone from shattering.
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A shell-shaped stone houses the many spirits that make up Spirielgon. It conserves energy and rarely moves, its ghostly form emerging from small cracks in the stone only when it feels truly threatened.
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Spirink resides in the stone-shaped gear, which rotates slowly at all times. The longer it spins before unleashing its power, the longer the spirits inhabiting it can remain manifested.
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Spirimander emerges from the tail of its keystone, its spectral body emitting a pleasant warmth. If it isn't feeling well, it will only partially poke its face out from the stone's tail.
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Spiridew can typically only manifest from the bottom of its stone in order to move around. If the keystone gathers enough sunlight, it will open up for a short time and allow Spiridew to emerge more fully.
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Spirish infiltrates groups of Shroomish in the wild thanks to its keystone's resemblance to the latter. When the Shroomish sleep, Spirish manifests and siphons some of their energy for sustenance.
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Flecks of Spirionee's gaseous body fly off when the wind grows strong. Inhaling these little flecks will cause a person to experience strange hallucinations and fantasies, believing themselves to be an entirely different person.
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Spiritik uses static electricity siphoned from others to keep itself manifested outside of its keystone. The stone itself can absorb static electricity just by being touched, and takes only a little energy to be fully charged.
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Spiriseed involuntarily emerges from its keystone whenever the stone is sufficiently impacted. Strong enough impacts will cause it to erupt forcefully and fire off pointed spines of ghostly energy.
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Spirixew's tusks are not technically a part of its keystone, but are treated as precious all the same. If one of them is broken, it frantically searches for a replacement stone of suitably high-quality.
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Spiriolett is said to house some of the souls of the inhabitants of ancient civilizations. It spends its time constructing small statues made of rocks it gathers, though the meaning of the structures it creates is currently unknown.
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A ghostly flame covers Spiriling's body whenever it emerges from the keystone. The fire is quite warm but safe to touch; it will never burn anything unless Spiriling wills it to.
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Spirifisk stretches out along the ground near its keystone, hiding among the shadows. It waits for an unassuming traveler to step on it, whereupon it latches onto their legs and delivers a painful jolt.
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Spiripede is sneaky and opportunistic, hiding its keystone among foliage until something weak wanders by. It then quickly leaps out from the stone to deliver a venomous bite before scurrying back into hiding.
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Spirirunt is a greedy little thief, emerging from its stone to swipe anything that catches its eye from travelers. It lets out a screeching roar that sends a wave of ghostly energy at those who dare try to pursue it after it has pilfered something.
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Spiritrum is said to be the spirits of over 100 Tyrantrum locked within a single fossil. Upon manifesting from its source, Spiritrum lets out a chilling roar that causes other Pokémon with prehistoric links to freeze in fear.
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Spirirunt's body is sensitive to the elements, so it rarely exposes itself much past its protective keystone. It has been noted to be a bit more willing to emerge from hiding in warmer temperatures.
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Spiribish relocates its keystone towards garbage dumps and other places where it is likely to have trash littered nearby. Its stone slowly absorbs the garbage into its body, turning it into energy.
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Spiriodor scoops up garbage in its large claws and consumes it in great amounts. The trash is absorbed into its spectral body, causing it to have an abhorrent stench whenever it manifests.
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Spirivanha is difficult to make come out of its keystone, unless it catches the scent of blood. When it does, it emerges in the blink of an eye, its jaws gnashing fiercely as it tries to tear into whatever is causing the smell.
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Spiriedo's stone rests in the deeper parts of the sea, waiting for anything to swim by and be snatched up by its spectral form's jaws. It attacks with blinding speed and frenzy if its prey happens to have still-fresh wounds.
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Spirilu forms wings from its body to carry its keystone from one location to the next. Despite the stone being decently heavy, a strong enough breeze can disrupt Spirilu's flight pattern.
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Spirimy is timid and rarely emerges from within its keystone. It moves around by secreting a spectral ooze on the stone's underside that lets it slip and slide around.
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Spirigoo's keystone is much larger than its actual body. This results in the stone being too heavy for it to move, greatly restricting its movement speed.
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When Spiridra emerges from its keystone, it bears a resemblance to a form of Goodra from centuries in the past. It leaves goo behind on everything it touches, which causes skin to tingle before it evaporates a few seconds later.
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The keystone acting as Spirirock's torso allows it to move the rest of the stones attached to it. It can even separate all of its stones to form a rocky tornado in combat, easily reforming itself after the attack is finished.
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Spiriplume emerges from between the flower petals of its keystone. Its body produces a strong odor and is borderline lethal if one remains in close proximity for too long.
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When Spiriapex manifests, it keeps sharpened chunks of its keystone within its spectral body. Its ghostly energy imbues these shards with unique toxins that can be quite deadly if allowed to pierce the skin.
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Spirilucha fights by maneuvering its keystone with great agility and showmanship. It never gives up a fight; even if its keystone is heavily damaged, its spirit-like body will emerge to continue fighting.
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Spirinea's keystone should be kept as dry as possible. It reacts negatively to moisture, emerging from the stone and swinging its spiky arms around angrily. The spines cause a person to suffer severe chills if pricked by them.
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Spiriturne can usually be found in desert areas that are particularly arid and devoid of flora and fauna. It rarely emerges fully from its containment, usually just firing spines of spectral energy at intruders who wander by.
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Spiriras's main body extends out from a pair of strange mushroom-shaped stones. Some say Spiriras is actually an amalgamation of the spirits of people who perished from eating poisonous fungi.
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Spiriselia's keystone floats around at night, fueled by the light of the moon. Those it passes over fall into a pleasant sleep, though their dreams seem to contain the whispers of over 100 mysterious voices.
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Spirish grinds the teeth of its keystone in order to be able to manifest its spectral body. As it does so, the stone lets out a pulse of psychic energy that pushes back anything in the immediate area.
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After the many spirits of Spirimo-o manifest themselves from its stone, the body can often be seen toying with the many glowing spheres on its body. It is believed these spheres let it silently commune with other Ghost types in the region.
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Spiripod is extremely timid and rarely comes out of its keystone. The main reason it emerges is when it needs to quickly flee and drag its stone elsewhere to remain safe.
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Spirimantis fires small projectiles composed of its own spectral body out of the holes in its keystone. It regenerates whatever energy it uses, but firing too much in a short period of time will leave it exhausted.
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Crystals that grow on Spiribink's body have long been sought as supposed sources of great mystic power. Retrieving them is highly dangerous, as Spiribink will attempt to rain hexes upon those who try to touch them.
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Spiripin is excitable and easily startled. When taken by surprise, it instinctively creates spines of ghostly energy all across its body and keystone in self-defense.
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Spirinat's body forms a protective shield around its stone when it emerges from within. Touching its body causes a person's skin to tingle and develop extremely itchy rashes within just a few minutes.
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To protect others, Spirinaught stretches out and distracts aggressive Pokémon and draws their ire. Once it succeeds, it partially retreats into its massive keystone, which is highly resilient to damage.
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Spirikoal is thought to be the spirits of an old island civilization that worshiped Torkoal, their souls joining together in idols carved in its shape. It resides in volcanic areas, warning travelers away from perilous conditions.
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Spirigeist feasts on the fear of others, emerging from its keystone to strike terror in those that step into its domain. With its eerie song and frightening visage, it is easily able to horrify travelers enough to sate itself off their terror.
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When Spirilix hungers, it simply emerges from its keystone while emitting an extremely sweet scent. Lured Pokémon will lick its body and immediately fall into unconsciousness, helpless to avoid being consumed by Spirilix.
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Some believe that Spirior's origins can be traced back to somewhere deep in space. Its stone shell is incredibly durable, but can still be damaged; a unique spectral energy seeps out from any cracks that form.
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Spirimeleon emerges from the tail of its keystone to roar and bellow at others, as it is highly territorial. If the intruders are not deterred, fire erupts from the stone's hollow eyes to further scare them off.
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A superstition exists related to Spiridisc and its keystone. It says that touching the stone will curse a person to suffer 108 failed relationships before ever having a chance at finding true love.
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Once Spirizagoon emerges from its keystone, it always runs about in a zigzagging pattern. Some say its movement is due to the spirits comprising it not fully agreeing on which direction to run.
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Once Spirinoone manifests, it runs in straight lines at top speed until it exhausts itself completely and retreats into its keystone. It may disappear mid-sprint, causing its keystone to skid across the ground or crash into things.
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Spiricoon has a difficult time emerging from the sturdy keystone containing its body. It can usually only manage to cover its spines with ghostly energy that helps fend off attackers.
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Spirifly manifests wings from its keystones to relocate when the conditions around it become dangerous or uncomfortable. The flapping of its wings releases a ghostly pollen that induces weakness on those that come in contact with it.
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Spiriscoon extends spines made of ghostly energy to prick anything that gets too close to its keystone. Those pierced by them find themselves suddenly experiencing paranoia and an intense urge to run far away from Spiriscoon's location.
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Spirileaf uses its nose as a flute to create a strange and off-note song during the forest evenings. Most creatures find the song instinctively unnerving, but Ghost-type Pokémon are drawn to come closer and listen.
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Spirigull uses small ghostly limbs to fling itself off tall surfaces. It manifests spectral wings to glide across the skies, its ethereal limbs unaffected by conditions like wind and weather.
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Spiriskit entertains itself by using its ghostly limbs to skirt and skim across the water's surface. It drops its stone into the water's depths to avoid danger, swimming back up once the coast is clear.
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Spirimur uses its spectral body as ears that are highly sensitive to loud noises. If the noise around it gets to be too much to handle, it vibrates its keystone, creating a loud screeching noise that hopefully drives off the source of the noise.
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Spiriloud is a number of spirits inhabiting a stone remarkably similar in shape to a boombox. Its haunting, distorted cry sounds like 108 voices shrieking in unison.
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It is said that Spiricham is the soul of 108 martial arts masters working in complete harmony. In combat, it utilizes graceful physical strikes in tandem with orbs of ghostly energy controlled by its mind.
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Spirisian is quite needy once it desires attention from its Trainer. It will haunt them throughout the house and never give them a moment of peace until they give it an adequate amount of patting or treats.
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Spiribeat will emerge from its stone in response to sweet scents wafting its way. It flickers the spectral light its wings emit to alert others of its kind to the presence of the sweet smell.
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Spirimise flickers a light from within its keystone to draw in curious Bug-type Pokémon. Once they've gotten close enough after falling for Spirimise's lure, it springs out of the stone in order to attack.
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Spirin emerges from the mouth of its keystone to envelop objects and consume them within its ghostly body. Once it has fully dissolved something, it slips back into the narrow entrance of its stone to digest.
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The mouth of Spiriot's keystone is hollow and seems to lead far deeper than its physiology would suggest. Spiriot tries to lure others in to explore the depths within its maw, but few take it up on this offer.
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Spirimel lets loose some of its ghostly energy from the hole in its stony back when stressed. The energy feels cold, yet burns a person's skin like scalding steam.
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The spirits inhabiting Spirida seem to be unable to fully cooperate with each other. As such, whenever it emerges from its keystone, its movement is wobbly and uncoordinated.
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Spirilrock's ghostly form grows stronger the more sunlight its stone is exposed to. At the height of the day it can float around freely, but without a light source its keystone plummets to the ground and leaves Spirilrock almost immobile.
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Spiriboach is always restlessly undulating when it emerges from within its keystone. Its stone is coated with a slippery slime that makes it difficult to grab hold of.
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Spiricash causes the ground around it to tremble slightly when it manifests from its keystone. Its whiskers can extend out great distances to act as lashing whips against its foes.
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Spiriduck moves with an odd, stumbling gait that some believe is due to the body being possessed by many spirits. When it exerts psychic powers, a ghastly and ghostly aura flares up around its body.
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Spirieal forms its round body around its keystone, carrying it with it as it rolls around. It leaves a splotch of frost on anything its body knocks into while rolling about.
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Spirikey gets quite angry if anyone steps near its keystones, even if by accident. It springs out from the stones and leaps to go on the attack, biting and clawing in a wild frenzy.
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Spirirein's manifestation is accompanied by a powerful freezing mist emanating from the mouth of its stone. When it retreats back into the statue, the cold temperature of its body forms a layer of frost around the stone.
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Spiritail maneuvers its keystone to rest within holes in the lower depths of the ocean, waiting for prey to draw near. The last thing many an underwater Pokémon has seen was Spiritail's glowing body lashing out at them from the darkness.
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Spiricanth hides at the ocean bottom pretending to be a simple rock, using the spirits possessing the stone to move about when the coast is clear. An eerie glow radiates from it while it swims.
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Spiriape's manifestation grows larger the more rage it feels. It shrinks as it vents the anger in combat until it completely exhausts itself and retreats into its keystone.
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Some believe Spirinine is the conglomeration of many lost Arcanine spirits combining into one being. When it howls at night, a chorus of identical howls join in, even if no other creatures are nearby.
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Spiriwag will not emerge from its containment while its keystone is dry. Once the stone is properly moisturized or coated with mud, Spiriwag will eagerly come out to play with those around it.
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Whenever Spirira senses danger approaching, it will teleport to safety. Its keystone teleports away first, its spectral form lingering for a second or two after before disappearing as well.
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Spiribra's spoon is just another part of its spectral form, used to help it mentally focus and better harness its psychic abilities. If the spoon is somehow separated from it or destroyed, it simply forms a new one.
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The stone belt around Spirichop's waist is said to house the spirits of over 100 powerful fighters. Said spirits are believed to take control of Spirichop's limbs in combat, giving its moves greater strength and finesse.
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Spirichoke emerges from its keystone in the presence of strong Pokémon, flexing at them as a challenge to compare their strength. If its challenge is not met, it grows bored and retreats back into its stone.
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Spiridude wears its keystones like armor to protect itself in battle. It uses ghostly powers to levitate nearby stones and use them as projectiles, distracting foes so it can get up close and deliver solid punches.
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Spirilem moves by tucking into its keystone and rolling around at high speeds. It typically manifests only to stop itself and go searching for food.
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Spiripoke dips its ghostly tail into rivers in order to fish. However, it often forgets to make its tail solid enough to interact with, so the river denizens swim right through it instead.
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Spiribro is quite the dimwitted creature. It has often been seen attempting to flee or escape from its keystone tail, as if it has forgotten they are permanently attached.
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Spiriton's keystones emit a unique magnetism that keeps them forever linked in close proximity. Even the strongest of Pokémon cannot force them to separate more than a few millimeters before they snap back together.
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Spirieel gather together on ice floes floating on the frigid waters. They compete against each other by pushing their flat keystones off the floe and seeing how far they can skip themselves across the water.
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Spirider tends to inhabit underwater caves in large numbers. Many undersea cavern explorers have been terrified by the sight of multiple Spirider opening their shells curiously, their glowing faces dotting the cavern walls.
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Spirister remains shut within its closed stone shell most of the time. If it feels bothered by the presence of others, the shell opens and Spirister stretches out with a frightening cackle to scare them away.
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The mischievous Spiriter cannot resist cackling as it emerges from its keystone, intent on causing a bit of minor havoc. It reaches out with its disembodied hands to touch unsuspecting passersby and send a paralyzing chill down their spine.
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Spirigar is bursting with ghostly powers, to the point that its keystone can barely contain it properly. It seeks to use its vast range of abilities to cow all other Ghost-type Pokémon into submitting before its might.
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Spiriby prefers to use its spectral claw against others rather than the claw-shaped keystone it emerges from. The stone claw is stronger, but Spiriby seems unwilling to risk damaging it.
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Lucabone wields aura-infused bones with incredible finesse. Strikes made by these enhanced weapons leave painful aura burns behind that take ages to go away.
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Lucafree can sense the aura of plant life around it, letting it know which flowers are the healthiest and most full of pollen for it to sample. It refuses to eat from plants that don't have a strong enough aura.
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Maritime workers consider Lucaras invaluable in times of disasters at sea, especially during the night. With its ability to sense aura, it can locate those in need of rescue more effectively than the naked eye.
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With a powerful fighting spirit, Lucato will only copy opponents it deems worthy enough, fighting in its normal form until then. Its transformed state retains a faint flickering aura emanating around it.
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Lucanite will only allow itself to be trained by those who possess a kind aura. Although it disdains violence overall, harming those it cares about will ensure Lucanite uses every ounce of its aura strength to defend them.
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To appear taller and more imposing, Lucatret raises itself up with its tail. It can even use aura generated from its tail to boost itself further upward, to try and intimidate particularly large opponents.
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Lucaotto is a very feisty and combative Pokémon, presumably due to excessive aura generation. Rivals will fight in midair, then continue into direct fisticuffs once downed and forced to fight on the ground.
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Lucaros's tail orb channels light as well as its aura. Aside from creating blinding flashes, it can surge its own power enough to create mighty aura waves that can knock back entire groups of enemies.
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With the ability to sense the auras and the minds of living creatures, few can hide their true motives from Lucaeon. Law enforcement agencies are beginning to consider employing it to assist in lie detection during interrogations.
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When idle, Lucagon2 curls itself around a data sphere it creates. Holding the sphere brings it comfort, but it can also use the orb as a powerful thrown projectile when it feels threatened.
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Lucasey infuses its eggs with aura based specifically on the aura it senses from those not feeling well. With the infusion, the eggs are specially enhanced to be more effective at curing the person's ills.
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Lucavoir uses aura sense in conjunction with psychic abilities to judge the threat level of anything that comes near its Trainer. It can launch a volley of countless Aura Spheres controlled by telekinesis to protect its beloved companions.
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Lucavoir's psychic abilities and aura manipulation combine to make it a formidable opponent. Its senses give it amazing foresight, and the large aura projectiles it counters with take out most foes with a single shot.
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Lucatomb can concentrate and project its aura in the form of a ghostly visage. Should this projection envelop the body of another, it can drain their aura and leave them severely weakened.
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Lucaceus's skill with aura is nearly unmatched. It can freely manipulate its own incredible aura and even use it to form copies of itself or its opponents to aid itself when in combat.
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Attracted to Lucaterra's sturdy aura, Lucario will sometimes climb onto its back and train themselves. When this occurs, Lucaterra's normally calm personality shifts to becoming fiercely protective of its passengers.
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Extremely powerful and prideful, Lucaleon flares its own aura often, taking any chance it can get to show off its strength. Even the smallest slight against it will see it indignantly respond with viciously sharp aura slashes in retaliation.
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Lucark's illusory powers are so effective it can even perfectly recreate the aura of others as well as their form. It's said the goal of every Lucark is to master 1000 auras.
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A powerful aura cannon rests on Lucaesect's back, capable of firing devastating beams of aura energy. It only chooses to use this on opponents that have given it a decent enough fight to warrant its full power.
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Lucarade extends thorny vines made up of its own aura from the flowers on its hands. The aroma its flowers emit is said to increase the fighting spirit of those who smell them.
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The webs Lucatula spins carry some of its aura-detecting nature within. Those that are pure of aura can touch the threads and feel no shock or stickiness, but evil hearts will be jolted and stuck nigh-instantaneously.
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Lucalurk patrols dark caverns, using its aura-sensing capabilities to detect intruders. If it sense no evil it ignores the target, but shows no mercy in repelling those with detestable auras from its home.
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Lucainch's large jaws give it an impressive bite to use on intruders. It is quite aggressive, coating its jaws with a small amount of aura in order to make the bite inflict a painful burn as well.
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Any coin Lucath grabs is infused with a small amount of its aura. Should anybody steal its coins, even if they themselves were stolen, it will be able to sense them and inevitably pilfer them back.
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Lucagar uses its mastery of aura to flare up a powerful blaze of spiritual energy around it, shaping it into whatever fearsome monstrosity it thinks would most frighten its opponent senseless.
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Lucano's pendulum is formed from its own aura manipulation, ensuring that it never loses its method of hypnotizing foes. It prefers to hypnotize those with evil auras in order to forcibly change their ways.
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Lucaler's oversized claw makes for a deadly accessory in combat. Already powerful on its own, it can focus aura into the claw and create concentrated aura orbs it launches with incredible force.
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Gibrita is prone to biting onto any tree it comes near, leading to forests it inhabits having many with chunks of bark missing. The earthy scent wafting from the leaf on its head intensifies after its meals.
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Friendly by nature, Gibret gently nips and tugs at others when it wants to play. It's particularly fond of being given something to hold in its mouth and then playing a game of keep-away.
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Gibans is quick to bite anything that crosses its path. Though the venom in its fangs is relatively weak, it travels in small packs that run the risk of biting en masse and causing a much more harmful poison accumulation.
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Gibrogue trains itself to hone its strength and temperament, but it is still a bit of a sore loser. If it gets overly frustrated about a loss, it is likely to grab onto its victorious foe and begin biting them in anger.
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Gib Jr.'s dancing and mimicry efforts are slightly hampered by the weight of its large head, giving it a wobbly gait. If it hears anyone laugh at its plight, it will try to bite them.
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Gibray's excellent vision lets it scope out prey from long distances and even through solid rock. Its bite can deliver a powerful paralyzing shock; once prey is bitten, there's no escape.
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Gibful, with the appearance of a stuffed animal, is beloved and sought by many children. It behaves well enough as a pet, but has a tendency to bite too hard if agitated or excited.
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Gabchou surges quickly through the water in silence, blasting potential prey with a blinding flash of light once it gets close enough. While the prey is stunned, it circles around and attacks from behind while they're defenseless.
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Gabreep owners must take care to shear it often, as the buildup of electricity in its wool will agitate it and increase its aggression. An overgrown Gabreep will gnash at anything near, while a sheared one is completely docile.
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Some generations ago, people would traverse mountains to hunt Gabtar. A controversial medicine said to greatly improve vitality was brewed using ground-up Gabtar scales as a main ingredient.
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Gabdum clings to surfaces with its rear claws to ready itself before launching an attack. It lunges its whole body in the direction of its target, jaws opened wide in preparation to bite down.
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Gablie goes on the attack and bites at anything that enters its territory. Those bitten by it will likely become frozen solid as it latches onto them and exhales its freezing-cold breath.
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Garpod rubs its cocoon against surfaces to sharpen it to a fine edge. When threatened, it hops towards the threat in an attempt to tackle it and cut it with its cocooned body.
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Gartwo is a solitary creature that becomes very vicious to those who refuse to leave it to its own devices. Using telekinesis, it can propel itself through the air at blinding speeds, cutting down foes with its pointed claws.
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Making its home in forest areas near the ocean, Gartler is highly territorial. It scratches deep gashes into trees to mark its territory and warn others to stay away lest they wish to be cut just as deeply.
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Gartank is incredibly dangerous to milk, as its udders are pointed and extremely sharp. If successfully done, the milk it produces is highly energizing and very good for bones and muscles.
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Escaping from a hungry Garbell is not easy. Even if one runs from the tree it hangs from, it can fling itself and extend its leaves in a way that lets it glide through the air in an attempt to swallow fleeing prey whole.
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Garter loves to frighten others by jetting through the air at high speeds and pretending to cut at its target with its floating limbs. Its devious mocking cackle remains in the victim's mind long after it has vanished to find another to scare.
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Venutu's huge flower weighs heavily on its tiny body, limiting its mobility. To compensate, it propels itself short distances by using powerful vines that extend from within its flower.
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Venutoed is known to have a strong dislike of the taste of fresh vegetables. Many have attested to seeing Venutoed act as the villain in strange dreams they've had in the past.
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Venusparce's wings aren't strong enough for it to take off and fly. If it needs to move around quickly, it fires the drill-tip on its tail, connected by an extendable vine, lodging it into surfaces to pull and swing itself around.
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Venusey is very dedicated to the plant that it carries in its pouch. This is due to the plant's ability to, when properly cared for, dispense a soothing and healing mist of pollen that can cure most any ailment.
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A unique type of pollen is spread with every flap of Venuoh's wings. Blooming flowers grow even more vibrant at the touch, while old and withering flowers quickly burn to ash to make way for newer and healthier plants.
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Spotting a Venuslash in the desert is a good sign for weary travelers: since it needs plenty of fresh water to nourish its large flower, it makes its home close to oases where water would be plentiful.
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Venuziken keeps a set of thorny vines wrapped around its fists any time it enters combat. It uses them as whips and lassos to reel in evasive opponents before striking them with massively powerful kicks.
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Venuvoir's psychic powers let it manipulate the plant-life around it, growing flowery vines from the ground to protect itself and others. Its large flower can generate a thick protective barrier of pollen and flower petals as well.
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This variant of Venuvoir lacks the typical enormous flower atop its head, hampering its photosynthesizing capabilities. It needs to spend a larger amount of time basking in sunlight to keep itself energized.
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From within the plant on its torso, Venuceus can sprout up to a thousand vines to defend itself. It resides deep within verdant forests, surrounded by plant life and Grass-type Pokémon that seek its protection.
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Venumence is able to fly using the large wing-like flower petals on its back. It uses vines that extend from the petals' bases to grab onto surfaces and assist it in landing more smoothly.
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Venuquaza flies above the clouds, gathering sunlight with the flower on its head. If it is forced to descend from the skies, it devastates opposition with an intense Solar Beam.
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Venurona's leafy wings absorb and store vast amounts of sunlight. It flies deep into the darkest parts of the rain-forests to cascade the stored light across plants that need it, helping keep the plant-life healthy and verdant.
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Venutrum lumbers around the deepest parts of lush forests. It uproots trees with ease thanks to its powerful jaws, clearing out open spots for it to lay down and nap while absorbing copious amounts of sunlight to sustain itself.
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When Venuselia flies through the air at night, the flower on its back releases colorful spores that bloom vibrant plant-life. The resulting plants that grow have fragrant scents that put those that smell them into a deep and pleasant sleep.
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When Venuish grinds its teeth, the flower on its head undulates and changes the color of its petals. The different hues appear to correspond to the type of psychic power it tends to unleash.
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Venuling will often hide near the flower on Venusaur's back, blending in with it. It aids the larger Pokémon by helping it with grooming and removing small parasites from its back.
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Nidobuzz bangs on its chest to produce electric sparks from its spines. It uses the display as an intimidation tactic, typically done to protect smaller Pokémon it has grown fond of.
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Nidokarp cannot help itself seeing small Pokémon being bullied, leaping to their defense. Though it is pitifully weak, the poison in its barbs is just enough to disorient a foe and let Nidokarp and other creatures slip away.
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Nidoto keeps to itself at the ocean bottom unless it sees a larger Pokémon bullying a smaller one. In that case it leaps onto the larger one's back and injects poison into it with its four underside claws.
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Nidoffy rubs its own fur to generate sparks and electricity along its claws. It uses the voltage it gathers to make little light shows to entertain children and young Pokémon.
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Nidoh has a strong parental instinct over the smaller forest creatures that roam its home. Drawing too close to them will cause Nidoh to breathe an acrid and mildly poisonous rainbow smoke as a warning.
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Nidoking's burgeoning maternal instincts mixed with its aggression to make it a fiercely strict guardian. Those it takes under its wing are trained harshly, and punished even harsher for misbehavior.
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Nidoking thinks of itself as a mediator between members of Nidoran clans. Its aggressive nature makes most of its mediation consist of aggressive displays meant to cause both parties to cower in submission and cease fighting, or else.
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Nidoroc takes turns with others of its kind to circle around their young and defend the pack. It delivers a single painful and mildly venomous bite as a warning to intruders to back away before it gets even more violent.
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Mawking's large tail hides a secondary mouth more ravenous than the one on its front. Many would-be hunters become prey when its tail opens up and takes a large bite.
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Though they all share the same body, each of its many mouths has its own appetite. As such, it is always hungry, and always searching for the next meal to shove into its starving maws.
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Mawlosion has a volatile temperament and is easily angered. Once its fury is triggered, it retracts the flames on its back and focuses all its fire to its head, breathing massive plumes of fire all around it in an aimless rage.
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Mawking, in order to meditate on its deep thoughts, can shut its shell tightly around its head to shut out external stimuli. In this state, the orb glows and telekinetically tosses aside anything that comes too close.
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Mawrill's tail hides from sight while its body emits a shrill sobbing noise. When something draws near because of the noise, Mawrill's tail swings from its hiding spot to take a bite.
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Mawtomp's false mouth is primarily used for intimidation. If it fails to frighten something off, it uses the false mouth to scoop up and spit out a large amount of mud in order to give it a better chance to flee.
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Mawvoir lures other Psychic-type Pokémon near with a veneer of innocence and kindness. Once close, its false mouth snatches them and holds them within itself while Mawvoir drains them of psychic energy.
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Maweon's extendable tongue contains an entire false mouth with a crushing grip and pointed teeth. It has hunted down Pokémon much larger than itself, dragging them back to its den with the giant jaws.
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The strange stone Mawtomb is connected to can split in half to reveal hollow insides. It is said that those trapped within this stone maw will have their souls swallowed up.
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This form of Mawile was first recorded being sighted in the distant region of Galar. It was noted as being quite popular among members of the group known as Team Yell.
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Old folk tales say that Mawceus devours the souls of the wicked, storing them in the false mouth on the back of its head. The stories further say the stored souls are used to fuel its wicked powers, used to cast hexes upon the irredeemably evil.
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A toothy plant grows upon Mawig's head. Though Mawig itself is docile, the plant has a limited mind of its own and is very defensive, biting at anything that draws near.
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The large mouth on Mawtle's rear breathes out a sweet mist that carries a berry-like sweet scent. This haze has a strong paralytic effect; those stunned by it are quickly swallowed up into its jaws.
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Mawchar is a bit of a prankster, luring others close with a falsely innocent and naive persona. Once close enough, its false mouth on its head opens to spit fireballs at them as a malicious little prank.
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Mawpass remains almost completely still, biding its time. When unsuspecting prey wanders within range, it uses powerful lung capacity to inhale its new meal into its jaws, which clamp down and allow no escape.
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The false mouths on Mawolu's ears are specialized sensory organs. They open wide in order to sense the auras of those nearby and determine whether or not they are a danger to it.
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Tricky and malevolent forest spirits, Mawtump lull others into a false sense of security with the false wooden face they wear, pretending to be comforting or concerned so they can slip up closer to a victim and take a big bite.
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Mawras's claws double as mouths, letting it store some food for later. The mushrooms on its back release a faint pheromone that attracts smaller creatures close to it, making hunting easier.
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Mawetta lives within abandoned homes, pretending to be a normal piano. Once an unsuspecting adventurer comes near, it springs to life and chases after them, gnashing its toothy maw.
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Mawtox's wingspan plays a crucial part in its hunting and eating habits. Flapping spreads small bursts of acidic, digestive fluids that melt down its prey and make it fit for Mawtox to consume.
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The tips of Mawgull's wings contain points that act like sharp teeth. It divebombs towards prey and swings its wings like biting jaws to hold prey in place while it pecks at them with its sharp beak.
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Mawphish's claws show faint signs of sentience. After a successful hunt, sometimes its claws will move against its will and attempt to steal and swallow food for themselves, despite lacking their own digestive functions.
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The false mouth on Mawrelp's tail is where the majority of its poison breath is stored. It uses it to blast creatures by surprise before consuming them after the toxins take hold.
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Magnetism within the jaws of Mawton's twin false heads pulls prey in closer to be bitten. Its small and cute appearance has inspired waves of merchandise, particularly in Paldea.
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Mawduo's twin mouths lie in wait, secreting faint smells to draw creatures in to be devoured. The two often try to steal food out of the other's mouth, despite sharing a stomach.
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It buries itself in stone, leaving only a single part of its tail exposed above ground. When something touches this stone, Mawnix leaps from its tunnel and devours the unfortunate victim before diving back underground.
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Tentacles protrude from a small portion of Lilpod's hard shell. Small insects that float within range will be snatched and pulled inside to be consumed as fuel to speed up its evolution.
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Lilras dwells in areas with lots of kelp for it to feast upon. It has been observed batting around clams and shellfish on the ocean floor for fun.
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Although it only has one extendable tongue, the antennae on Liltoed's head generate a similar sticky saliva that can trap insects for it to consume at its leisure later on.
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Lilts hides itself in underwater dens, timid and afraid of most other aquatic denizens. Its many feelers sense the presence and emotions of others around it, letting it know when it is safe to peek out.
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The tentacles on Lilvoir's head can spread out and grab things thanks to a sticky fluid coating on them. If it feels overly protective, it sticks itself firmly to the ground, grabs its Trainer, and refuses to let them go until it thinks it is safe.
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Liliard's lower body has excellent gripping power. It grapples onto larger opponents and ceaselessly stabs away at them with its blades until either victorious or knocked out.
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Lilrachi's underwater habitat appears to be linked to where meteors fell into the ocean in prehistory. It remains relatively inactive, but nights of meteor showers see it becoming a much more active hunter.
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Lilithe prefers to spend more of its time swimming in shallow waters than being on land. The sticky tentacles making up its tail grab onto small creatures and heat up to cook them into its next meal.
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Several sticky tongue-like organs stretch out from Lilem's core. As it trudges around mountain areas, these limbs stretch out and grab anything in sight, dragging it back into its hungry center.
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Pokémon always seen together in a pair, sharing an obviously strong bond. The younger appears more energetic and naive, and is protected by the more aggressive and introverted older one.
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Lilnix keeps itself coiled on the sea floor, presenting itself as much smaller than it truly is. It springs forth and extends when prey draws near, surprising them and grabbing them with its sticky tentacles.
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Cradgia inhabits the deepest regions of the ocean, shuffling up from the floor's sands when it comes time to hunt. Its large hands are covered with minuscule sticky tentacles that make escaping its grip all but impossible.
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Cradtyke inhabits shallow waters, waiting until it sees a large amount of small creatures congregating. It leaps out of the water and rolls around, its sticky appendages capturing the tiny morsels to be dragged back into the water for consumption.
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Cradgrowth lives on the ocean floor, typically covering its body with seaweed and kelp. Its massive extendable arms reach out and snatch large fish that swim too close, making them easy meals.
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Cradvoir extends sticky tendrils from either of its hands to immobilize opponents. The tendrils also work effectively to catch small insects, one of its preferred sources of sustenance.
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Cradtomb is an ambush hunter, waiting until unsuspecting prey is next to it before manifesting suddenly. The outer edges of its spirit-like form adhere to living things, grabbing hold and making them easier to completely envelop and consume.
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The tendrils growing from Cradveon's head are coated with a faint layer of a sticky substance. It prances through forests catching bugs to eat with its ribbons.
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Cradno has limited eyesight, but its feelers on its neck make up for that with intrinsic senses of its surroundings. The moment an insect buzzes by, the feelers snatch it up and throw it into Cradno's mouth.
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Cradew is friendly and docile so long as it is not allowed to grow too hungry. If it does, a Cradily-like appendage emerges from its bud and attempts to grasp and devour anything it can grab hold of.
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The eyes on Cradbat's body are false markings; its real eyes reside within its always-gaping mouth. The tendrils on its back extend to grab onto anything it latches onto, making it increasingly difficult to pry off as it feasts on the prey's blood.
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Cradty's headbutt doubles as a way to grapple its foe. The sticky tentacles on its head latch onto its opponent with a powerful grip, allowing it to lift them up and swing them around with relative ease.
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Due to Cradleaf's pointed nose being a weak spot, it has developed a countermeasure. If its nose is pinched, the small tendrils on its head extend to grip the attacker and hold them still so it can pummel them in retribution.
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Cradnine is very loyal and protective of its Trainer. It stands guard by their side constantly and will whip out sticky appendages from around its neck to ward off perceived potential dangers.
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Those put to sleep by Cradno's hypnosis dream vivid visions of a prehistoric world. Some scientists think exploring these dreams further could lead to archaeological discoveries.
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Anokarp's body is too heavy for its small limbs to swim properly, so it shuffles and hops along the ocean floor. Unable to hunt proper prey, it settles for filter-feeding through the dirt, sand and mud.
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The feelers on Anoret's sides alert it to fluctuations in temperature and air pressure. Using this, it can tell when a cold front is approaching, and dig itself a den to hoard food in and wait until warmer weather arrives.
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Anowoodo hides amid underwater plants in an attempt to camouflage itself. The many eye-stalks on its hands give it strong vision, but also present multiple weak points foes can take advantage of.
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The stalks jutting from the sides of Anopip's head are its actual eyes. The eye-like pattern on its face changes depending on its mood.
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Anoraid's eye stalks can shift and rotate to a degree, giving it a wide range of vision. This helps increase the accuracy of the bullet-like shots of water it spits from its mouth at others.
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Anotomb inhabits fossil chunks typically found on the sea floor. It is a curious sort and often comes out to investigate creatures that swim close to it, though its appearance coupled with its sudden manifestation often scares them off.
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Anoceus's eyes are quite powerful, able to see clearly for miles in all directions. Even the tiniest of bugs won't escape its sight as it hunts for them around the coastal forests it tends to inhabit.
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Anomence's impressive size and wingspan cuts an imposing visage, but its behavior is simple and non-confrontational. It spends much of its time in the air, swooping down only to dig up tree bark and feast on insects hiding beneath.
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Anoveon's eyes, attached to the end of ribbon-like feelers, give it a wide range of vision. However, the ribbons are easily blown about by the wind, hampering the effectiveness of its sight.
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Anotina resides near shorelines, patrolling the area for prey swimming within the shallows. It sends out shadowy tendrils into the water to ensnare creatures to eat, preferring being on land to diving into the water itself.
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Anotios soars along coastal areas, its many wings able to pick up faint changes in the wind and judge the ocean's currents. A curious sort, it sometimes approaches humans on the beach to observe them up close.
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The markings on Anomer's face, coupled with its large size, are effective scare tactics to frighten off some predators. It submerges itself halfway into the sand at the ocean bottom, filter-feeding for most of the day.
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The feathery plumage hides gills that allow Anorunt to function underneath the water as well as on land. Due to its mass, it doesn't swim well, instead walking along the ocean floor and digging for food.
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The mushrooms growing on Anoras's back are a type thought to have gone extinct millions of years ago. As the fungi can only grow on Anoras itself, care is taken to protect the species to help further scientific research.
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A false eye sits upon Anopuff's head, primarily used for intimidation. It can regrow if removed, and the fake eye has been used as a very niche and very tart snack food in some circles.
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Anonix tunnels through the ground, the outcropping on its head sticking out to help it maintain its direction. It pokes its eye-stalks above the dirt to scan its surroundings before emerging fully.
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Armorb rolls around the depths of the ocean, shuffling its claws through the sand to dig for food. If it thinks it has chanced upon a prey's den, it creates a small explosion with one claw to blow away the sand and reveal the morsels within.
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Armtops hunted by hiding beneath the ocean sands, springing forth when large prey swam near and tearing into them with quick movements of its bladed arms. Fossil records indicate its preferred prey was Lapras.
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Many assume the sunglasses-like area is Armtrum's eyes, but they are actually on the side of its head. This aggressive Pokémon dominated the ancient world, bullying smaller creatures into giving it food or face the consequences.
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Armaura is primarily found in cooler, wetter regions of the world, subsisting on moss, algae and the occasional insect. The frills on its neck and head are coated with a very faint layer of frost.
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Armo-o lives in small groups nestled around shallow waters. It uses its front claws to groom others of its kind, keeping the scales on their heads nice and clean.
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Crandle leaps headfirst from tree branches to give a solid headbutt to creatures below. If the impact doesn't knock them out, it follows up with poison from its stinger to further weaken them.
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Craneon bathes in water constantly to keep its cranium clean and pristine. It's not aggressive by nature, but anything that causes its dome to become filthy is in for a painful, pointed charging headbutt.
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Crantini sheds its skin regularly, which leaves its domed skull soft and weakened afterward. It immediately goes around headbutting things to quickly toughen it back up.
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Cranew is quite impulsive and prone to charging into others to headbutt them as an attempt to establish dominance. Fortunately its body is rather light, so the headbutts aren't too damaging to the victims of its surprise attacks.
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Cranown does not take kindly to others trespassing in the ruins it inhabits. It spins through the air and tackles at others, the spines on its cranium causing painful gashes if it connects.
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Cranvoir is a bit overly zealous in its defense of its beloved Trainer. Unless taught otherwise, its first instinct towards unfamiliar people is to freeze them with psychic powers before using a charging headbutt.
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Cranveon's territorial nature leads it to charge at anything moving within its perceived domain. It headbutts its target before wrapping its ribbons around them, holding them in place so it can keep headbutting them.
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The hard plating on Cranpuff's head produces a sharp clanging that varies in pitch depending on how it was struck. It headbutts things and uses the tone created to help it tune its singing.
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Once Cranvanha catches the scent of prey, the whole school is compelled to charge and crush them with their hard skulls. Many members of the school end up crashing into others in this frenzy and knocking each other out.
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The top of Cransect's mushroom is remarkably solid and heavy. To defend itself, Cransect will leap from the ground and fall mushroom-first onto its foes in an attempt to crush them.
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Rival Cranmeleon in the wild compete against each other by butting their solid craniums against each other. Each impact causes the fire on their tails to flare up explosively.
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If Rambone taps the bone it carries onto its solid skull, it's a challenge. Rivals in the wild charge into each other to see who has the stronger headbutt, and the loser forfeits their prized bone.
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Ramew has an aggressive and territorial streak: its first instinct upon seeing something new is to charge it down and headbutt it. If anything dodges its initial dash, it makes a second attack with the spiked club at the end of its tail.
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Ramlosion charges down its prey while initially only running at half its top speed. Letting its quarry believe they have a chance to escape, it flares up the fire on its tail and uses it as a booster to close the distance.
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Ramkrow is loud and abrasive, barking out orders to any Pokémon smaller than it. Most learn not to resist its commands, lest they be on the receiving end of a violent and crushing headbutt.
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The crystals growing on Rampardos's body are extremely sturdy; only impact with another Rampardos will chip them. Their rarity and vibrant shine make crystal shards a highly prized commodity.
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Its cranium is so sturdy that it's thought to be completely invulnerable. Once, a misfired cannon shot struck a nearby Ramdon; the cannonball shattered on impact, and Ramdon neither flinched nor noticed.
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During rival battles in the wild, Rameleon will use both their hard skulls and the spiked club on their tails to force the other to submit. The victor burns the loser with flame breath as a mark of dominance.
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Shielbuzz clangs its fist against the shield on its arm as a challenge, seeking strong opponents to fight. Striking the shield on its head temporarily enhances its body's electrical generation.
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Shielrogue carries a heavy shield as tall as it is to give it better defenses in combat. If a battle turns desperate, it may toss the shield aside and fight with a berserk fury.
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It is still developing its dance and mimicry skills, and is quite self-critical. If Shiel Jr. fails to perfectly copy a dance or action, it hits its own resilient skull plate while throwing a tantrum.
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Shielperior play with each other by launching small rocks from their hands at the other, reflecting them back at the thrower by bouncing the stones off of their solid skulls.
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Shielvoir always stands close to its Trainer, regarding itself as something of a bodyguard. It creates psychic shields in front of itself and its allies, bouncing attacks back before flinging its constructs at the attacker.
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Shieldoof is very laid-back unless bothered while gnawing on wood. If something disturbs it during this process, it immediately headbutts them with the very hard and rigid plate on its skull.
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Shielsect goads and agitates others in order to draw them into attacking it head-on. It does this because the mushroom on its back is nourished by absorbing kinetic energy from impacts to Shielsect's sturdy faceplate.
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Shielra's body is covered in strong armor, making it less timid as most attacks glance off its body. It typically only teleports away when stubborn aggressors won't leave it alone.
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Bastiouna's extremely resilient cocoon stores the kinetic energy of strikes made against it. If something attacks it, the force they applied will be immediately rebounded back, injuring its attacker while its shell remains unharmed.
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Bastiobuffet wields a shield nearly as tall as it is for defense. Kinetic energy from the shield being struck transfers to Bastiobuffet's body, empowering its subsequent counterattack.
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The top and bottom layers of Bastiotress's body are nigh-impenetrable, with only the small area between them being vulnerable. To protect its weak spots, it fires high-speed metal shards from the holes on its sides.
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Bastiotei travels quickly across the land defending the weak, stopping bullies mid-strike with its sturdy skull. It gives the perpetrators one chance to back away and avoid conflict, acting mercilessly to those who don't heed the warning.
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Bastiovoir is highly protective of its Trainer, standing before it as a bodyguard. It quickly responds to any sudden movements nearby by erecting psychic shields around its Trainer, boxing them in completely until they are sure it is safe to exit.
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Many have carried Bastiotomb's stone as a sort of protective charm. It manifests in response to perceived danger, creating a defensive wall of ghostly energy that is nearly indestructible.
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Bastioish's durable body makes it able to take a head-on collision from a speeding car and barely flinch. Its rocky leaves are less sturdy, however, and may fly off after a sufficiently powerful impact.
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Bastioselia has occasionally been spotted by people just waking up, vanishing as soon as it realizes it has been seen. It is said it watches over sleeping people, defending them from spirits that would cause the sleeper to suffer nightmares.
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Bastiocanth's heavy plating gives it a supremely slow swim speed, but makes it near impervious to predators. A rampaging Gyarados was once knocked unconscious after it charged straight into a Bastiocanth aimlessly swimming by.
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The super-tough defensive parts of Bastiouk's body are still malleable to an extent. It can shift the location of these sturdy plates on its body, letting it defend itself from those who would try to attack its weak points.
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Slapie spends much of its time sleeping inside trees. It only wakes up to devour every leaf on the tree in a feeding frenzy, then goes straight back to its constant hibernation.
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Slagela lumbers around slowly in tall grass areas, poking around for food and swatting at anything that bothers it with its huge arms. Its vines, if removed and steamed, make a meal that invokes drowsiness in those that eat it.
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Because the joey spends most of its time sleeping and requires little food, Slakhan is a rather lax parent. It is one of the few Kangaskhan fusions that allows others to hold its young for extended periods.
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Slafree takes its time consuming the nectar of entire fields of flowers. It violently punts anything that comes too close while it is eating; even much larger Pokémon can be sent flying by its kick.
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Extremely sedentary, Slagey is rarely seen airborne, perching on a single branch for most of its life. A few small bugs or a single berry will keep its hunger satisfied for a month.
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Tiny and lazy, Slaper only needs to feed once a week, loafing the rest of its time away. Even yawning is treated like a strenuous activity for Slaper.
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Highly attached to their Trainer but extremely lazy at heart, Slavoir uses psychic powers to subtly influence its Trainer to live a more indolent lifestyle like it does.
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Slatomb generates a draining effect from its body whenever it appears, causing those near it to become lazy and drowsy. Slatomb does not seem to do this consciously, but also does not seem to care.
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Slawile stores berries in its false mouth so it can lengthen the time between hunts for food. Occasionally, it may injure itself trying to store too much at once in this effort to be lazy.
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Power radiates from every inch of Slaceus's body, but it rarely moves, too lethargic to unleash its vast strength. Stories say if it were to unleash its true power, the planet itself would rupture.
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It rarely moves, so an ecosystem of small Pokémon flourishes on its back. This suits Slaterra just fine, as it can feed on leftover bits of their meals that fall from above, letting it remain sedentary longer.
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Just a simple brush from Slaveon's ribbons causes waves of lethargy to overwhelm a person. This effect leaves the afflicted party feeling lazy and listless for at least a week.
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Legends say it sleeps somewhere far above the clouds, and that should humanity's follies wake it from its slumber, it will descend with great fury and put all of humanity to rest.
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Slablim enlists help from Drifloon in order to fly, as it's too heavy to float on its own power. It commands them to carry it to areas rich in fruit, so it can drop down and gorge itself.
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Slapuff's singing is quite cacophonous, as it doesn't bother to practice and hone its skill. Listeners often feign sleep to make it stop more quickly; the resulting indignant wrath is still less painful than its song.
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Slabas is usually content to float placidly in water, ignoring most of its surroundings. Should something agitate it, however, it will fly into a thrashing rage potent enough to give a Gyarados pause.
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Many falsely assume the two Pokémon work in tandem to trap unfortunate victims, but in reality the Slaking is trying to save any creature Palossand tries to sneakily capture and hide within itself.
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Slaish is content to lazily swim around the ocean at a slow and leisurely pace. If anything bothers it, it grits its teeth and sends out a shockwave of psychic energy to knock everything out within 200 meters.
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Its wings have atrophied from lack of use and even the fire on its tail hardly smolders when it deigns to move around. If angered, however, Slaizard's fire will erupt into a blazing inferno used to immolate the target of its ire.
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The twin flails of Nidoblade strike hard and fast against all opposition. Though normally it carefully coordinates its attacks, if a child is in danger it goes berserk with protective instincts and enters a whirling frenzy to smash the threat.
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Nidoking is powerfully aggressive, but also has a strong maternal instinct to protect anything smaller than it. Some have even been seen getting into fights with Kangaskhan over who could better protect the child.
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Abzing appears before others and blows smog that takes the form of images of imminent disasters. Many misinterpret the smoke as a curse rather than a warning, giving Abzing a poor reputation.
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Abchu creates images made of sparks above it in an attempt to warn others of impending disasters. Because its powers are weak, however, the images are vague or misinterpreted, and its warnings often go unheeded.
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Some ancient civilizations appear to have made offerings to Abossom in exchange for its dances, said to bring good fortune. If it refused an offering, it was considered a sign of looming disaster.
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Absly possesses the ability to foresee disasters, crying when it receives the precognitive visions. Researchers have found it cries differently depending on the kind of disaster, and use this to more quickly decipher its warnings.
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In the past, many thought a swooping Abcor intended to steal their life away with its scythe-shaped tail. It is now known it is actually diving to protect them, pushing them away from perceived danger.
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Abvoir is believed to be a blessing to its Trainer and a curse to others. Many think that its deep desire to keep its Trainer safe leads to it granting luck to them, while passing bad luck and disasters onto others.
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The scythe Abvoir wields causes many to fear it as a reaper of souls. However, it is in truth a gentle soul who only uses the weapon in defense of those who cannot protect themselves.
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Abwig has been seen gathering plants and seeds and placing them in specific areas of grasslands and forests. It appears these collections are meant to be markers warning travelers that danger lies beyond the flora it sets up.
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Ablade's two blades work in tandem, always striking in battle with a perfectly equal number of swings. Some believe that one blade is cursed while the other is blessed.
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Abking uses its strength and intimidating appearance to frighten villages into evacuating before disasters strike. In the past it was believed to be the cause, but now it's known that it merely acts the villain to hasten people fleeing to safety.
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Abwick appears in dangerous locales, drawing people to follow by lighting the wick upon its head. Those who don't follow the flame will wind up meeting a terrible disaster of some kind.
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Abkyu seeks to improve the poor image of Absol, by doing good deeds while disguised to resemble it. This slowly garners it the friendship of Absol and humans alike as the damaged reputation is repaired.
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Water gathered within Abtad's lily pad goes through a unique purification process. Drinking the water after it has been treated gives people a sense of calm and serenity, even in the face of danger and disaster.
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People often come across Abeal rolling around in circles and clapping in their direction. Most assume it is being playful, but this is actually Abeal's attempt to warn them of incoming danger.
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Aby serves as a warning sign for humans to evacuate beaches. If one sees a massive group of Aby scuttling onto land, it means a turbulent ocean storm will soon arrive.
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Duscute's shells are fragile, so they band together tightly and try to frighten off any potential dangers. Working together, they can use psychic powers to project a fearsome skull visage above them to better scare off attackers.
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Dusdra lurks in the darker parts of the ocean, hiding among rocks and seaweed until it's time to strike. Its single red eye lowers into its ribcage to give it more visual range to scope out its next prey.
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Once it's charged up enough energy, Duskid lets loose red-colored sparks from the prongs on its head. These special electrical bursts leave those hit afflicted with a minor curse of fear, leading to trembling and paranoia.
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Milk sourced from Dustank emits an eerie glow at night. The milk makes most creatures slightly nauseous, but Ghost-type Pokémon adore the taste and can consume it with no problems.
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Seeing Dusgia in flight was considered a deeply bad omen for sailors. The legends said that locking eyes with it would cause it to follow one's ship and harass it unceasingly until it was sunk.
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Dusnaut's red eye puts those who gaze into it into a short-term trance. While under its spell, Dusnaut uses them to get fruits it from trees it can't reach, then dismisses them from its control.
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Said in some legends to harvest the souls of the malevolent, Duspom swings a massive scythe wielded by the skeletal arms jutting from its body. It lets out a distinctive cackling shriek as it reaps its target.
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Duspert submerges itself in swamps save for its head, appearing to be nothing more than a skull upon the ground. Hapless travelers that wander too close may be grabbed and dragged beneath the muck.
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Dusvoir at first appears like a Gardevoir wearing a simple cloak. However, opening the cloak reveals a floating skull visage guaranteed to send tremors of fear into those it reveals the sight to.
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Dusveon can be seen occasionally milling through graveyards. It comes up close to those mourning near a loved one's grave, brushing them with its tendrils to provide them with some level of emotional comfort.
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Dusdon was depicted in ancient drawings as a resident of the underworld that rose up to punish those who did not respect the planet's majesty. Stories say it would rend the land asunder, opening crevasses up to swallow civilizations whole.
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A single eye peers at others from the multiple holes in Dusgigas's torso. The fate that befalls those who meet its gaze differs depending on which slot it views them from.
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Dustom is considered a bit of a menace, due to the fact that any electronic it possesses will cease to function after it leaves it. Sadly this is unintentional and involuntary on Dustom's part.
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Duselgon moves very little, awaiting evolution while protected by a shell made of dense and sturdy bone. Those that gaze into its glowing red eyes too long swear they see the image of a demon developing within its shell.
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Duslass stalks frigid, snowy areas in the dead of night, only its singular red eye visible in the darkness and snow. It is said that once it has its sights on a person, it will drain their soul and leave behind a frozen husk.
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Dusapex seems to primarily inhabit ocean areas with a history of shipwrecks. It is said to ensnare and cover its prey with its spike-covered tentacles and drain the soul from their body.
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Dusty loves to cause problems in the dead of night, frightening, attacking and even pickpocketing hapless travelers it sneaks up on. Alone it is a nuisance, but it is common for gangs to form and become a true menace to nearby societies.
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Dusmeleon's tail-flame is said to be able to burn away the souls of those it bests in battle. It has been noted that when rivals battle in the wild, the victor's tail flame increases in size while the loser's decreases.
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Smaller Ghost Pokémon like Gastly and Shuppet will hide within Dusloud's mouth for safety. When Dusloud is in combat, it sends out its compatriots to help assist it in battle in exchange for being their safe haven.
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A faint and chilling mist escapes from Dusrein's mouth with every breath it takes. It is said that if it appears before travelers lost in the cold, they will soon succumb to the elements.
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Alone, Dusamo is fairly weak and powerless against most opposition. As such, it travels in schools together, scaring off predators by simultaneously making their stark red eyes glow bright.
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Dusra has incredibly weak defenses, but a lot of determination. In battle, it constantly teleports to endlessly dodge until its opponent gives up out of exhaustion or frustration.
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Dusbell's hunting strategy is to phase through foliage in the darkest of night, startling its target with its stark skull-like visage. With its prey frozen in fear from the display, Dusbell swallows it whole.
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The bones on Dusmite's side emit faint levels of magnetism as well as a strange spiritual aura. When the bones vibrate and rattle, other Ghost-Type Pokémon in the vicinity gather around it.
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Duster is a mischievous spirit that revels in its frightening appearance. It delights in appearing suddenly in the darkest of night, cackling wildly in order to terrify its chosen victims.
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According to legends, Dusno first appeared somewhere in Lavender Town, seeking fresh meat. Several different ghost stories in the region use Dusno as their main focus.
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What appears to be Duscsea's mouth is actually where its singular eye resides. It sneaks up on swimmers from the darkness of the ocean, draining their energy the moment they meet its gaze.
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Dusctret raises itself up with its tail to get a better vantage point, casting an eerie red light with its singular eye. Some say a Dusctret's gaze stares right into the soul of other creatures.
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Very simpleminded, Duscsire typically plods around bodies of water located near graveyards. It creates spectral balls of water with its large hands, and lobs them at passersby, mostly out of boredom.
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Duscown entrances those who pass by it in the dark with the red glow of its eye. Its victims stand motionless before it as it manifests disembodied hands that reach out to grab and carry them off into the darkness.
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Ghostly gray flames flare from the cracks in Duscargo's shell when it is angry. Though it has low mobility, its disembodied hands can reach out quite a distance to grab foes and drag them closer to be burned.
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Using psychic and ghostly powers, Duscvoir can create floating hands to help in its endeavors. It typically uses these to grab and punish unruly Ghost types that are misbehaving and pranking others.
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When in combat, Dusclade extends blades from its elbows comprised of a strange spectral energy. It's said that these blades will cut an opponent down to their very soul.
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Dusctomb is believed to consist of 108 of some of the most evil spirits gathered together as one. Many also say it sustains itself by consuming the souls of the innocent.
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Duscleon extends a red spectral energy from parts of its body. These blades and talons are incredibly sharp, and rumored to be able to slice through to an opponent's soul.
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A ghostly mist surrounds the largest gear making up Duscklang's form. Attempts to disrupt this gear's movement result in the smog coming to life, gripping the assailant and tossing them aside.
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There are some that believe Duscgigas is a malevolent spirit taking revenge for humanity's damaging of nature. Supposedly its disembodied hands will grab victims and forcibly bury them underground.
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Duscgrigus resides in ancient crypts, lying dormant with its eye socket seemingly empty. If a graverobber should stumble upon it, however, its singular eye will appear, glowing red as it attempts to drag the thief into the hollow socket.
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Duscobat's heart-shaped eye has a hypnotic effect on those who gaze into it. It's said to be more effective on the lovelorn and those who have recently suffered heartbreak.
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Duscbat casts hexes on passing Trainers, though it has been discovered the spells are not malicious in nature. Heart-shaped marks appear on those affected, and their amorous feelings spike for days afterward.
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Duscdash's giant eye glows brightly in the dark of night, as does its crimson flames. Superstitions say that if you catch one staring at you, it is a sign of impending doom.
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A Dusknoir has taken pity on the soul of a dead Cubone yet to avenge its mother. The skeleton walks again, granted a fraction of Dusknoir's power with which to finish its business.
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Duskwak is said to communicate with the spirits of deceased Marowak through the skull staff it holds. Supposedly the spirits grant it strength and bolster the ghostly powers it wields against others.
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A hollow spot in Duskpod's cocoon lets it protect Caterpie within itself. If anything tries to disturb the little ones, Duskpod unleashes a ghastly aura from its shell to defend them.
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Duskzone emits a strange magnetic force that affects all electronics in its vicinity. Strange and eerie visuals and sounds appear on the devices, believed by many to be from the afterlife itself.
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Strange ghostly energy can be fired from the holes in Duskperior's palms which cause a variety of strange effects on those struck. Some say it can suck the soul of others into its palms as well.
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It is said that Dusklade is tasked with bringing others to the afterlife, but feels honor-bound to give its targets a fair fight for their soul. If defeated, it bows out with grace, never to bother its foe again.
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Dusksol's crescent hair is said to let it communicate with the spirit world. Some say its mind is haunted by the whispers of those who lost their lives to natural disasters.
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Staring into Duskclops's glaring red eye can paralyze a victim with fear. Horror stories say that once its prey is immobilized, Duskclops's upper body detaches and sucks the frozen target's soul into its being.
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On the rare nights Duskquaza descends from the skies, the many eyes on its body glow as it flies across the land. Many believe it is searching for doomed souls to absorb and take to the afterlife.
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Duskdew's bud gains nutrients by absorbing starlight and moonlight. In the distant past, people were convinced the black-petaled flower that blooms on its head would steal the souls of those nearby.
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Duskcorio is said to be deeply in tune with the spirit world. With just a few graceful motions of dance, it summons ethereal flames into its hands. Viewers swear to hear the voices of departed loved ones from within these flames.
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Markings on Dusksect's huge mushroom glow in the dark and resemble an eerie face. This frightens off most who see it, though Dusksect itself is actually rather docile.
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Absorbing rainwater allows Duskform's body to grow in size and power. With enough absorption, it can manifest disembodied hands that it supposedly uses to drag unfortunate souls to the afterlife.
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The markings on Duskchoke's body glow ominously whenever it flexes its muscular body. Some say it keeps itself in shape by consuming the souls of those it bests in battle.
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Wailorb enjoys placidly floating around buoys in the ocean, but has little patience for having its leisure time interrupted. Ships or sea creatures that float by risk getting hit by a powerful explosive burst.
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Many Wailorb have less volatile tempers than others of their kind, but they suffer a bit from their kin's bad reputation. They often float around looking for companions, but most run off to avoid an explosive altercation.
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Wailorb's fierce glare is a testament to how temperamental it is. If agitated even slightly while underwater, it explodes with a force equal to the most powerful of depth charges.
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Wailtor traipses through forests, its elongated neck giving it a massive vantage point. If it spies areas lacking hydration, it sprays water from its spout to nourish the surrounding plant life.
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Wailbone is found at the ocean floor, where the skulls of Wailord lie. Small groups live together within the massive skeletal remains, working together to defend their home and family.
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Spinning the star on its back allows Wailmie to swim swiftly through water and even glide through the air after breaching. Above water, its gem releases bursts of fine misty water to keep itself from drying out.
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Wailras's large size and buoyant body allows it to ferry large amounts of people at once. It's often used as a budget alternative to luxury cruises across the ocean.
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An ever-present bubble around Wailpi's mouth allows it to traverse on land. It can expand the bubble to contain its entire body and float through the air, drifting along with the breeze.
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Wailperior's hide is tough yet soft, bouncing back almost any attack and turning into nothing more than a glancing blow. High-pressure shots of water spheres can be shot out from the holes in its palms.
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Each of the vines that make up Wailgrowth's arms end with spouts that can shoot out water. It uses these to create and manipulate whips of water to smack away anything that gets too close or aggressive.
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Wailshrew curls into a ball when it sleeps on the beach, often winding up mistaken for a beach ball and played with by beachgoers. Its hide is soft yet sturdy, so it rarely even notices being used for recreation while it naps.
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Wailpede's appearance is akin to a rather large beach ball. It is quite light despite its size, so it spends its time letting humans play with it at the beach, bouncing it through the air.
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The large bubble on Wailsect's back helps keep it hydrated when it ventures onto land. Owners of domestic Wailsect occasionally decorate it by placing something within the bubble, which does not appear to harm it in any way.
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Wailiper's titanic mouth means it scoops up a truly massive amount of water when it swoops down to hunt fish. Researchers warn that having too many Wailiper in the wild risks depleting the oceans over time.
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Wailta is still learning to swim, so its speed underwater is only moderate. The bubbles on its body fill with oxygen quickly when stressed, allowing it to breach to the surface hastily to escape danger.
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The thread that Arcpie generates in self-defense is supernaturally strong, with even the most physically-imposing Pokémon unable to break free when sprayed. The threads dissipate in an hour, turning into a sparkling dust before vanishing.
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People are very fearful of angering Arcorb due to its volatile nature and stores of power. At full force, it's believed its explosion could take out a sizable chunk of a continent.
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Arcorb strongly resembles the Master Ball, though it's not known which one's appearance predates the other. Some Trainers swear Pokéballs more effectively catch Pokémon in its presence, but this is only speculation for now.
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Tales state that each egg is supposed to contain an essence of existence itself: time and space, mind, body and soul, matter and antimatter. Old tomes state that creation rests in the center, protected always by the others in the clutch.
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Arcwak is able to create bone-like weapons from thin air to help it do battle. Rumors have said it could even form and animate an entire skeleton to assist it if it so chose.
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Arckhan considers its young sacred, raising them for a divine purpose beyond mortal keen. If one approaches without the parent's approval, Arckhan will attempt to erase them from existence.
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As Arcking is a powerful ocean denizen, few will run the risk of agitating Arcking and putting it on the offensive. It can cut through the water at breakneck speeds with a horn that can puncture steel before releasing a burst of light energy.
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When Arcyu spins rapidly, it generates star-shaped light projectiles all around it as a way of repelling others. If this fails to deter attackers, it follows up with a beam of pure light from its core.
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The rings rotating around Arcmie contain eyes it can use to view its surroundings, giving it 360 degree vision. They can also generate a shield of light around it, giving it near impregnable defensive measures.
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The gems on Arcmie's body and rings glow white when it prepares to attack. Beams of piercing white light fire from these spots, and arc through the air to home in on its opponents.
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The constructs that Arcmime can create through miming are some of the most detailed and intricate among Mr. Mime fusions. It makes elaborate set pieces and shows intense dedication to the solo performances it puts on.
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Arcsir's carapace and shell are quite heavy, making it rather sluggish in movement. To compensate, it can extend beams of energy from the pincers on its head to give it a great deal more reach for snagging prey than first glance would suggest.
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Arcfree's wings spread tiny sparkling scales down with every flap. It makes its home on mountain tops, where vibrant flower gardens grow thanks to the properties of the scales it disperses.
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Stories etched into temples near the ocean speak fearfully of Arcdos's temper. Many offerings were made in order to keep it from going on a potentially civilization-ending rampage.
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Arcvee is in full control of the marvelous adaptability of its body, able to rewrite its DNA on the fly to adapt to its surroundings. This makes it capable of enduring even the most taxing of conditions with little issue.
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First recorded locked in a cabin's basement, Arcvee's form changes based on the perception of those who view it. No matter the form it takes, one thing remains common: Arcvee values its freedom above all else.
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Arceon can fire up to 1000 electrically-charged needles of light from its prickly fur. It's said that these needles will seek out those with wicked hearts, and burn them twice as painfully as divine punishment.
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Arcreon stands tall and imposing, always itching for a good fight. It actually detests when fights are too one-sided in either direction, always hoping for an adversary that will give it an equal battle that lasts as long as possible.
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The flames born from Arcreon's internal flame sac burn a fantastically bright white. They crackle and undulate in majestic ways while burning, and some say gazing long enough in the fire may bring enlightenment.
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Arcgon absorbs all the data within a computer it inhabits to fuel its appetite and its power. Some believe if it consumes enough data, it will attain a new form with unparalleled power within the digital world.
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Arcto is being sought out by researchers due to its ability to easily detect fossils beneath the ground. Some believe it may even be able to resurrect fossilized creatures without the need of machinery.
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Some temples in the Kanto region depict Arctops as some kind of purification agent. According to the translations, Arctops's scythes cut to a person's soul and cleave out the darkest parts of them, purifying them.
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Arclax spends much of its life sleeping soundly. To ensure its slumber is undisturbed, it radiates a mental pulse that causes anything that gets within 100 feet of it to fall asleep instantly, only waking when it does.
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Arcuno's four frigid wings command ice at an unparalleled level. With a single flap, it can summon a thick blizzard to blind or freeze those who would attempt to interrupt its solitude.
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Arctini is said to only inhabit the purest bodies of water, vanishing the moment a drop of filth contaminates it. Some believe that Dragon types that consume its shed skin will gain some of its supposedly-divine power.
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Rumors circulate that Arctwo is the result of illegal experiments attempting to make the ultimate Pokémon. Those that have ventured out to where it reportedly lives reappear elsewhere in the region with no memory of their travels.
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Stories about Arctwo say that its mental abilities are so vast that it could reshape reality to its whims. The sheer scale of its power is said to be the reason it isolates itself from humanity, and few have reported ever seeing it in person.
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Those that manage to venture forth and find Arctwo in the wild are judged on sight. It reads their minds to determine their motives, teleporting those that fail away while allowing those that pass to test their mettle against it in combat.
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The scent that wafts from Arcrita's leaf is perceived differently by whoever smells it. No matter the specifics of the scent, the aroma is always one that will have a calming effect on the one breathing it in.
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Each column in Arclava's rings can burst forth with strong pillars of pure-white flame. It's been shown that in the past, this fire was used specifically in the holy rituals of some ancient civilizations.
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Arcdile is very proud of its teeth, which always remain pristine and powerful. Bite marks left behind by Arcdile's jaws glow faintly with a white light for the next three days.
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Pidgey bring bits of food to Arcgey as offerings, so it rarely moves from its home in holes within trees. Its shed feathers have been made into rare quills worth a fortune.
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Arcligatr's hide is near impervious to harm, and what injuries it does receive heal up within a day. It's quite territorial, blasting away intruders near its riverside home with roaring torrents of water from its mouth.
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Arcba uses the ring behind it to float around, rotating to avoid attacks. From the front, it fires short bursts of light from its fists, while star-shaped projectiles launch from the spots on its back to defend itself.
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Arcian's many fists can strike rapidly, sending out little bursts of light energy with each swing. It strikes so many times so quickly that its attacks resemble a miniature meteor shower.
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Archu's potential is almost limitless, but it is still learning to control aspects of its power. If it gets too excited, it may release a blinding flash of electric sparks that knocks even itself over from the force expelled.
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It is said that Arctu gazes into the future and works to shape the future to its own ends. It is believed it only partners with Trainers whose actions will affect the future it hopes to create.
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Arctoed's croaking cries reverberate across the swamps it inhabits, drawing forth members of the Poliwag family. Enthralled and seemingly empowered by its voice, its followers loyally serve it from that point on.
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Arcpip is typically content to let the afternoon breeze direct where its lightweight body flows. If it wants to quickly change directions, it summons a contrasting breeze to whip its body the way it wants to go.
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Arcluff's wings and head decoration are made of densely-packed pollen fluff. It dispenses it carefully as it floats across the land, the pollen helping plants grow into the most vibrant and healthy of specimens.
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Arctata is a tricky household pest to get rid of. Its teeth can cause a lot of damage in a short amount of time, but upon discovery it teleports away and hides until it can return when the owner isn't looking.
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The ring above Arckern's head adjusts its position to absorb the most sunlight possible at any given time. If in danger, the ring responds instinctively and fires off the stored energy in a blazing Solar Beam attack.
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Arcflora's head can levitate above its body and radiate a light almost exactly the same as the sun itself. The beams of light it generates can completely revitalize flowers that bask in its rays for only a few seconds.
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Arcper has an innocent and playful personality. Quite fond of muddy spots, it can instantly form a small pond or swamp in the nearby terrain so it always has a place to splash around in.
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Arcsire is a powerful prankster, though ultimately harmless at heart. It can turn any surface into a mud puddle, using this power to cause passersby to trip into them and get filthy.
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Arcreon is typically only seen at night, flying through the air while illuminated by the full moon. Sometimes it can be seen casting a small beam of light towards the moon itself, though it is not known for what reason it does this.
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Although Arckrow tends to live a solitary existence, it still functions best with a flock. To this end, it creates illusory copies of itself to distract or frighten others so it can make off with food or belongings.
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Arcking possesses a great intellect and a benevolent personality. However, it requires those who seek its knowledge to pass a rigorous series of trials, and few, if any, have been known to succeed.
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Strongly defensive of its forest home, Arcsaur does not take kindly to intruders. It strikes out with glowing whips of vine and fires shining seed bullets from its bud to repel those who are trespassing.
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When Arcicate gnashes its teeth together, the noise compels all rodent Pokémon nearby to bring it food and trinkets. This power over them causes it to live an indolent lifestyle, lazing in its den while its subjects tend to it.
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Arcown's eye is said to see into a person's soul, and judges them accordingly. Those judged unworthy will be blinded by a flash from its eye, with Arcown nowhere to be found once sight returns.
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Arcown takes the appearance of a book which contains constantly-changing contents. It is rumored that were it to be translated, the book would depict a complete history of the universe from its origins to the present.
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Arcfarig has a benevolent personality, but the being on its tail behaves in a malicious and malevolent fashion. For every good deed Arcfarig does with its abilities, its tail casts an equally devilish hex to counter it.
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Arclix emits a strange magnetic energy from its body. It's believed this energy gives it the ability to dig through the ground without actually creating holes or disturbing the rock and soil it moves through.
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Arcbull has a spoiled personality, and demands that others cower before its immense power. It's debatable whether it's as powerful as it acts, as it can only manage to make flashy light shows in protest when being ignored.
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Combative and egotistical, Arcrow is prone to picking fights with the biggest bird in whatever area it flies into. Despite the small size, it has the strength to back up its claim, often ending as the victor of these shows of dominance.
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The symbol floating above Arckle's shell emits an energy that draws in all berries nearby, pulping them into juice the moment they reach the Pokémon's aura. Arckle's juice is said to supercharge the drinker's abilities.
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Berry juice sourced from Arckle was once said to grant those who drink it eternal life. Though debunked in current times, frenzied hunts for the species in the past have led to it being scarcely seen in the wild nowadays.
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Arcross's horn pulses with a bright, radiant light. The emission causes sap within trees to glow, making it easy for Arcross to locate the next place it will indulge its sweet tooth for the substance.
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Arcursa is said to contain near-limitless potential, but is unable to fully access it. It may perform miracles in order to help those it cares for, without realizing how it even did so.
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When pressed into combat, Arcring will separate the halo on its back and wield the two halves in its claws. As weapons, they carry extraordinary weight and strength, leaving those struck with a feeling of powerlessness.
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Arcgma's molten body never cools down, even if it were to be in the most frigid point on the planet. A single drop of its liquid form could supposedly cause a long-dormant volcano to activate and violently erupt.
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When Arcnub's powerful nose has sensed a high-quality mushroom beneath the soil, its ring separates and spins beneath the ground to dig it up. The ring returns moments later, the mushroom floating safely in the center's gap.
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Science is not sure yet whether to classify Arcswine's coat as fur or feathers. Whatever the case, it makes for excellent protection against the cold; even a small handful is said to keep a holder warm in the most freezing of temperatures.
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The metal on Arcmory's body is sturdy enough to have never been recorded becoming dull, losing its sheen or even dented. It can fire sharp feathers as projectiles, growing them back almost instantly.
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Due to its rarity, Arcdour packs are comprised of small numbers, typically no more than five. It shares a psychic link with its pack-mates, leading to extremely well-coordinated hunts that rarely, if ever, fail.
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Arcdoom breathes out a burning white flame said to purify the evil in one's soul. The more evil the soul of the victim, the hotter and more painful the fire is said to burn as it cleanses them.
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The shaking of the rattle on Arcans's tell creates a strangely deep and reverberating echo for large distances. While most Pokémon are warded off by the noise, serpent-like Pokémon find themselves compelled to flock near Arcans.
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Arcdra slumbers deep at the bottom of the sea, away from those who would disturb it. If awakened, it goes into a wrathful rampage, spinning fierce undersea whirlpools all around it with a single breath.
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Arcdra spotted with purple accents on its body is considered more dangerous to encounter. If angered, the whirlpools it conjures beneath the sea are composed of a very virulent poisonous ink it spews.
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Every work painted by Arcgle is considered a masterpiece by the artistic communities. Artists beg it to teach them its technique, but there is no record of it ever taking on a protégé.
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Despite it possessing great strength already, Arcrogue never stops training and honing itself. It yearns to one day take on a new form that will bring its power to even greater heights.
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Arctop maintains a picture-perfect balance on its head, and nothing has been seen able to forcibly cause it to tilt even a tiny fraction. At max speed, its spins can summon great tornadoes centered around itself.
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Arcsey's eggs are a rare delicacy, and consuming them is said to cure all a person's ails and even extend their life expectancy. It only shares these eggs with those who have proven to be pure of heart and worthy of them.
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Arckou's mane wisps about even without a shred of wind in the air, casting a sparkling trail behind its movements. It avoids prolonged human contact, transforming into pure lightning and vanishing with a thunderclap when spotted.
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Arctei is said to have personally crafted all the volcanoes that exist across the world. Legends say that with one howl, it could cause every volcano to erupt simultaneously and bathe the world in magma.
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Arcune can purify bodies of water with just a glance. It disdains pollution and has been known to harass factories across the world that generate the most water-affecting pollutants.
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Arctar is almost completely immobile, but its shell is durable to the point of being able to resist explosions without a scratch. It vibrates intensely to create shockwave pulses to push nuisances back when it must defend itself.
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Arcitar generates massive sandstorms of an unknown sparkling material to blind those who trespass its mountain home. While a traveler is blinded, it grabs them and teleports them back to the entrance.
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An old legend states that once a mighty civilization offended Arcmagius with an improper offering. Arcmagius cast a single hex in return, and the civilization was in ruins before the month's end.
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Avian Pokémon flock before Arckrow, inspired by its powerful appearance and aura. It directs them calmly, teaching them to behave in a calm and just manner.
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A ring of orbs floats around Archu's tail like planets orbiting a sun. These spheres can fly off at will and go after opponents, each able to generate small but potent fields of shocking electricity.
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Due to its impressive power and tendency to throw destructive tantrums when hungry, many ancient civilizations regularly offered food to placate Arclax. Even now some altars remain for people to leave meals out for it to partake from.
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A sparkling, glimmering trail follows behind Arctyke when it leaps out of the water. It can float through the air under its own power, allowing it to traverse on land and explore it when curiosity overtakes it.
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A very cunning and efficient hunter, Arcvile first sends out illusory copies of itself after prey. While its target exhausts itself fighting off the illusions, Arcvile makes its moves and strikes while they're weakened.
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Arcperior has the power to fire projectiles of pure light from the holes in its palms. The horn on its head spins, glows and radiates brightly when it's preparing to launch a barrage of them at its opponent.
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Arcperior's stone plating changes hues depending on its current state. Radiant and vibrant when at full health, if Arcperior is ill or exhausted, the color fades into a more dull coloration.
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The half-ring floating with Arcshrew can generate a barrier of light to protect itself. When Arcshrew rolls into a ball, the ring creates an even larger circular barrier around it, making its rolling charge that much more powerful.
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When Arcfeon photosynthesizes sunlight in the wild, unique yellow and white flowers sprout from the ground surrounding it. Once it gets up and moves away, these flowers disappear in a flash of light.
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Arcswine lives in glacial areas, entering caverns before freezing over the entrance with ice to remain isolated. It can create massive ice pillars from the ground by stomping, using it to dispel intruders in its territory.
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Arcgon-Z's powers are immense but unpredictable. If it leaps into a computer, it has an equal chance of upgrading it, scrambling it, exchanging it with another across the world, or outright destroying it.
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Arcvyle stands watch in overgrown forest areas, keeping an eye on other Pokémon as if they were its subjects. Behaving too aggressively earns punishment via Arcvyle firing off sharp, glowing golden leaves from its ring.
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A forest guardian that tolerates no disrespect of its domain, Arctile is ruthless to its opponents. The golden orbs floating with it can distract and even blind foes with flashes of sunlight they've absorbed over time.
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Archic's helmet gives it a sense of power and purpose. Though it is small, it fights with a brave heart, intent on serving justice to those with wicked hearts with the pale fire it breathes out.
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Arcziken is said to have perfected the art of combat and mastered 1000 fighting styles. Legends say it will gift its cloak to the greatest warriors of the era as a symbol of their accomplishment.
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To behold Arclia's dances was considered a divine blessing in ancient times. Its graceful movements and sparkling leaps command attention, and few can look away until the performance is finished.
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Ancient records show that some civilizations banned the depiction of Arcvoir as a religious taboo. It was said to be a being of unlimited power and unlimited kindness that only appeared before those chosen for a higher purpose.
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Arceon can change the colors of every part of its body to seamlessly blend into its surroundings. Its long and flexible tongue moves with remarkable dexterity, enough to be considered an extra limb.
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Arcario has trained itself to the pinnacle of combat prowess. It is said that just flaring its aura is enough to cow all but the bravest and most worthy of combatants into surrender.
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Hovering tentacles snatch almost anything that draws near Arcleep and hurls it into its goblet-like form. A week later, a strange liquid spills over from within its confines. None have yet been willing to drink the concoction.
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Arcpardos's cranial dome is made of an impervious material that has yet to be fully analyzed. When it charges down something and strikes it with a headbutt, the resulting shockwave produces enough pressure to uproot trees and shatter boulders.
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Knocking into Arcdon's solid skull produces a resonating sound and a blinding light. Attackers are left deafened and blinded, making it easy for Arcdon to send them flying with a retaliatory headbutt.
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Arcdon's defenses are nearly impenetrable, particularly its huge and thick skull plating. Strikes against it cause it to radiate a blinding light, leading to Arcdon delivering a punishing counterattack.
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Arclord's body is almost as massive as the presence it commands. It swims slowly through the water, stopping fights by getting between the combatants, its tough skin resisting their attempts to battle it instead.
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Some theorists believe the common depiction of Arceus is merely an avatar, and that this form is the closest approximation of its true form that humans can comprehend. Most scientific communities treat the idea with heavy derision.
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The dirt on Arcwig's shell is the freshest and most nutrient rich soil known to man. Seeds planted in its shell will grow to full size, full of life, in less than a week.
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Arcterra's shell pattern resembles a temple where one of the only known Arceus sightings was recorded. When it sleeps, some say they can faintly hear the sound of a flute playing from the landscape on its shell.
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Arcferno intimidates others with a great display of pyrotechnics utilizing the flames burning on the edges of its crest. Despite having great power, it's rather timid, and tends to flee rather than fight if the intimidation fails.
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When backed into a corner, Arcferno displays a sudden surge of power, its flames changing color and burning more fiercely. While it fights ferociously, once the battle is over it seems not to remember its own display of strength.
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Arclup thinks highly of its own power, always trying to show off and impress others. It can blow an entire wall of bubbles as an attack, but doing so leaves it reeling from overextending itself.
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A legendary weapon once used by a hero of ancient history was fashioned to resemble Arcleon's face plate. The edges of Arcleon's flippers are said to be able to cut cleanly through even the strongest of materials.
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Perhaps due to being worshiped in the past, Arcpass has a very haughty personality. If it is not properly venerated, it punishes the insulting party by raining down beams of light at them.
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The three familiars floating around Arcpass help aid it in battle. While Arcpass uses psychic powers, the familiars distract opponents with small displays of manipulating time, space and antimatter.
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Legends persisted for centuries that the one who would wield Arcslash would lead humanity into a golden era. Every slash of its blade leaves a dazzling golden trail of light, and its shield shines brilliantly with every impact it receives.
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The dream of many artists is to be able to properly depict Arctic's beauty as it swims. A radiant, shining trail follows its leaps above water in what many describe as a breathtaking, life-changing view.
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Arcark is known for how effective its illusions and mimicry abilities are. There are some crackpot theories that believe nearly half of humanity are just simulacra used by Arcark to observe and mingle with humans.
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Arcveon abhors violence, its first response to seeing a fight being to teleport next to the combatants and touch them with its ribbons. A single gentle touch is enough to pacify even the most violent of Pokémon.
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Arcking makes sure that others respect it as a king with constant displays of power. It shows off its might by punching the ground to crack it or destroying structures with a single swing of its tail.
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Arcdon's power to move and shape the ground beneath it is unmatched. Some believe it could move and reshape the continents of the world completely in less than a day.
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Arcalga possesses an unparalleled power over the flow of time. Ancient scriptures warned against angering it, as it would supposedly age a person to dust or leave them forever frozen in time as punishment.
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Arckia can manipulate spacial boundaries with ease, opening portals that can reach across the universe. Those that earn its fury get banished into one of these portals, never to return.
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Arctina is said to rule over a world vastly different from our own. It rarely makes appearances in this dimension, and the few recorded visits detail it doing little more than quietly observing humanity.
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The power of Arcesect's beam of judgment shot from its cannon is tied to the plate inserted into the barrel. Arcesect can manifest elemental plates at will, ensuring it always has access to the type its foe is weakest to.
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The turbine on Arcrom's tail makes a thunderous roar that can be heard for miles as it charges up lightning. The stone plate that floats near it is said to help it channel its energy into destructive bolts.
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Arcblim floats at an incredibly high point in the air, rarely coming down closer to the ground. Its very presence causes others nearby to begin floating up into the air.
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Despite seeming to possess massive power, Arcpunny is still timid and easily frightened. Only those with the kindest and most patient souls will be able to befriend it, gaining a powerful and loyal ally in the process.
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Arcjask's multiple wings let it fly at immensely high speeds. It moves so quickly that it seems to be teleporting, leaving behind a faint afterimage when it flies at its top speeds.
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The core rarely moves, making some wonder if Arcniclus is conscious or even sentient. Its body reacts instinctively to the presence of others, sensing their motives before reacting with gentle or violent touches accordingly.
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Arcdile is always coming up with flashy displays of power to go along with its flashy appearance. It actually exhibits something akin to anxiety if it feels that its efforts have failed to impress onlookers.
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Arcgrigus is said to guard the most sacred and treasured relics in all of Sinnoh. Countless stories exist of thieves entering its temples to make a quick buck and never returning.
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Arcwick possesses a flame so strong that it cannot be doused and illuminates even the largest of rooms completely. It's said that holding it long enough will grant a person the ability to create luminescence from their own body.
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Seeing the radiant light of Arcpent's body in the distance is said to be a good omen. It appears before those experiencing dire dread, its radiance causing feelings of warmth and confidence to well within the viewer.
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Arcxorus can create arcing blades of light with a swing of its head. These cutters are devastating in combat, powerful enough to cleave through several trees in a row without losing speed or sharpness.
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Supposedly, Arclurk was created by old civilizations using fragments of plates said to hold the power of deities within. These granted Arclurk immense strength used to guard their most important temples.
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At will, Arcpix can create six orbs of glowing golden fire from its tails. These fireballs follow it around and act as autonomous defense, burning enemies that come close and intercepting long-range attacks.
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Arcmuku expels its innards to interact with others. Its insides are made of pure light, able to form fists and claws that can burn others on contact.
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Few are allowed to touch, let alone use, Arcki's keys. According to legends, each one can open portals through time, space or even to entirely different dimensions.
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Arckyu's appearance and powers have caused it to be worshiped by some small civilizations in the past. However, what it wants is not worship but merely friendship.
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Despite lacking eyes to see, Arcno has a sense of clairvoyance that alerts it to its surroundings. It fires small beams of light from its mouth to attack those who intrude upon its territory.
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Destructive beams of light can be fired from all three of Arcdreigon's heads. It seems indiscriminate in its destruction and can leave an entire city in rubble and ash in just a few minutes.
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Arctias jets across the land at incredible speeds, only stopping when it sees someone hurt and in need of the healing light from its ring. Stories say it searches for its stronger, more stoic counterpart.
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Arctios jets across the land at incredible speeds, only stopping when it senses an injustice it must cast judgment upon. Stories say it travels in search of its kinder, gentler counterpart.
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Thousands of years in the past, people worshiped Arcrachi as a granter of wishes to the chosen pure. Many believe it came from space, as it first appeared descending from deep within a starlit sky.
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Because Arckoth is always hanging from the ring behind it, some debate if it can hover on its own. It moves slowly and rarely, but is never in danger; anything that gets close to it is overwhelmed by a sense of lethargy and weakness.
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Though it doesn't mean to be, Arcroth is a destructive menace. It has too much power to control and constantly runs around venting that energy with swinging limbs and bursts of light, usually causing immense property damage in the process.
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Though small of stature, Arcnx contains a lot of electrical potential. It needs only to concentrate a little to generate a floating orb above its head that bursts and showers the area with lightning.
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Arcxio's single eye is powerful enough to see clearly for miles into the distance. It also serves to direct the electricity in its body, shooting out intensely powerful bursts of lightning at its foes.
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Arcpuff's song is a strange sound that almost seems to distort the areas around it, sung in a language none understand. Those that fall asleep listening to it have visions that blur the lines between dreams and prophecies.
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Rubbing Arcva's wings together creates ultrasonic waves powerful enough to visibly distort the air in front of it. Those hit with these waves are not only knocked back, but lose all sense of equilibrium.
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Arcbas uses its powers for rather petty motives. Self-conscious of its appearance, it casts hypnotic illusions on those around it to make them praise its good looks.
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Perhaps because of being overly-worshiped by ancient humans, Arcrua often hides itself by using illusions to mimic other Pokémon. It only shares its true form with those it comes to truly trust.
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Arcpet's few sightings have always been while hovering close to the vicinity of newborn children before disappearing. It's not known what its motivations are, but the children it watched all reportedly grew up having uncannily good luck.
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Although the layer around Arcsis is soft and pliable to the touch, not even the sharpest instrument can puncture it. If it feels threatened, it can create a psionic pulse all around it that knocks anyone nearby unconscious.
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Arctik summons strange pillar-like objects when it needs to spin a web and capture prey. Once the threads are spun, the pillars disappear and the web remains, hovering and waiting for prey to become ensnared.
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Arcesta sleeps within volcanoes, and is thought to keep them dormant with its presence. If forcibly awakened, it may cause the volcano to erupt in its anger.
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Arcfisk lays flat on the ground in old temple areas, camouflaging itself among the stone floor. If something steps on it, it emits a bright and blinding flash of light in a burst of energy.
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Arceye can focus light reflected from its jewel eyes into orbs of energy it uses against opponents. It has a haughty personality, and only responds positively to those who offer up a gem of sufficient beauty to it.
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Two rings constantly rotate around Arcpede's body. At any moment, they can lash out as makeshift claws, or spin even more rapidly, generating a near-impenetrable shield of light around it.
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Just a drop of the poison in Arcpede's claws is said to be able to fell legendary Pokémon in seconds. It stays curled up most of the time, and forcing it to stand tall and turn aggressive is considered extremely foolish.
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Arclass prefers to live in frigid areas in solitude, and in the absence of such will create one. With a wave of its arm, it can freeze a mile of its surroundings and all who dwell in the area to make its new home.
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Arcish spends the nights buried in soil and absorbing moonlight. It generates an aura while taking in the light that energizes the soil around it, causing plants nearby to glow in the dark.
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Arctump is a ghostly spirit that inhabits remote forests across the land. Only children can travel its domain unscathed; adults are teleported back to the entrance, their minds left hazy and confused.
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Arclu hides away in the fluffiest of clouds, chirping happily as it settles within and glides with the wind. Its chirps are a light, comforting noise that can sometimes be heard from directly below.
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Arcgoo's goo, when spit up from its mouth, is strong enough to melt through anything, though only at its discretion. It will sometimes spit harmless goop onto others just to watch them panic.
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Each of Arcsteel's many colored sections are said to be forged with metal infused with the elements. This allows it to fire beams of energy from its body of any typing, exploiting any opponent's weakness.
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Consumption of Arcplume's leaves or inhalation of its pollen, even in small doses, leads to hallucinations. Some theorists say ancient prophets and their visions were simply hallucinatory effects caused by encounters with Arcplume.
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It's said that pure of heart children will be visited by Arcful while they sleep. As the tales go, hugging it while sleeping will dispel nightmares for good, ensuring the child always has pleasant dreams for the rest of their life.
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In olden times, it was said that those who were blessed by the heavens would encounter Arcruff and gain its friendship. Its loyalty and love are without bounds, and some say it is impossible to remain unhappy while in its gentle presence.
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Some musicians have dedicated their lives to perfectly performing the songs Arcetta sings, considered the greatest of symphonies. Concerts playing these songs sell out within minutes of announcement.
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Arcetta's dances are a breathtaking sight. Concert venues sell out quickly when performances are scheduled, and every performance is backed by a full orchestra to accompany the majesty.
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It is said that only a few, select chosen ones will have Arcselia visit them within their dreams. Supposedly it visits the selected to deliver an important message, but none remember the vision upon waking.
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Arcmo-o congregates in small groups, rarely seen in the wild. Their head crests are made of an impervious material that makes a resounding echo when struck, able to be heard from hundreds of feet away.
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Arcrantis is somewhat vain and addicted to the praise of others. It changes its body into bright and vivid color combinations just so it can hear others marvel at its colorful appearance.
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Arcladin will never fight for itself, but will rush to the defense of other Pokémon. The ring behind it can split in two and become hand-held weaponry for Arcladin to use, akin to tonfa.
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Arcninja's speed is so great that most swear it is teleporting from place to place. It can generate dozens of water shurikens at will to strike down entire groups of opponents with little effort.
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Arcmoth moves so quickly through the forest that most sightings only record the cloud of scales from its wings it leaves behind. Inhaling these toxic scales causes a victim to become immobile and plagued with hallucinations.
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From thin air, Arclix can create bite-size tasty treats to reward those it cares for. Trying to force it to generate the sweets results in it force-feeding the aggressor candies so sour as to cause severe stomach upset.
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Arcpuff's hair, orb and ring are all edible, regenerating quickly after consumption. It freely shares the treats; those who have eaten it profess the flavor is so sweet and delicious that no man-made candy could hope to compare.
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Few, if any, can resist the hypnotic dance moves Arcolo possesses. Even without directly viewing them, those in its vicinity can't help but shake their hips in time to its rhythmic movements.
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Arcor descends from the sky, leaving behind a radiant trail until it crashes into the ground. Older human civilizations debated on whether its arrival was a gift or an attempt at punishment.
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After shedding its shell, Arcor's core glows with radiant light and power. Many cannot gaze on it too long without pain, and staring into its eyes is said to strike one blind.
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When threatened, Arcple can spit out a burst of silk that seeks out and wraps around the aggressor instantly. The threads are uniquely strong, and few can break out before the strings dissipate an hour later.
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The silk Arcoon's cocoon is made of is legendary for its strength, creating a near impervious layer of armor around it. The spiny rings around its torso can fire of points of energy that stun potential attackers.
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Arcscoon's silk is legendary for its strength and resilience, creating a nearly unbreakable cocoon around it. The thorns on its body cause those pricked to hallucinate visions of strange glowing symbols all around them.
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Arctite hones its body through quiet meditation, floating in place and responding little to outside influence. As its mind grows in strength, its body emits a radiant glow that leaves those around it lightheaded.
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Archam meditates to the point that it is said to have achieved perfect enlightenment. Even in the heat of a frenzied battle, a calm and peaceful expression never leaves its face.
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Freely able to manipulate its own cellular structure, Arcform adapts to even the most minor fluctuations in weather around it. It radiates an aura that protects others near it from the elements as well.
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Despite Arcecho's small stature, the chimes Arcecho's tail makes echo with great booming rings. Those who hear its ringing are said to feel a sense of judgement wash over them, as if they are being watched by something unseen.
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Arckey's temper is so great, it radiates around it and spreads to other creatures. It lives a solitary lifestyle, as being around others would cause the groups to degenerate into violent mobs obsessed with fighting one another.
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Some temples in northern frigid areas have statues depicting Arcrein. It was considered a guardian deity that would freeze the unjust with icy breath, leaving them frozen solid in ice that would never melt.
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Parts of Arckey's body tint crimson when its temper reaches its boiling point. It lets out sharp cries and swings its limbs through the air to vent this temper, each motion causing the area to tremble from the sheer energy of its raging.
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Deeply loyal and loving, Arclithe make for great pets. No matter how far away they are from their owner, they are able to hear them calling and immediately teleport to their side when their name is called.
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Arcnine, depicted in ancient records as a guardian deity of humanity, is said by stories to teleport from the heavens next to civilizations in crises and transport entire cities away to safety in the blink of an eye.
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Legends say that Arckazam's knowledge is infinite, that it knows of everything that was or will be. Those considered geniuses across history are rumored to have been visited by Arckazam in their dreams, and granted a fraction of its intellect.
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Once Arcsprout roots itself to the soil, no force on the world seems able to move it. It shares nutrients to the plant life around it, revitalizing them to bloom brighter than ever, before it vanishes in a flash of stark-white pollen and leaves.
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Easily frightened, Arctle is quick to hide in its shell, which is sturdy enough to seem almost impenetrable. While tucked away, it hovers via telekinesis, and flies itself away somewhere safer.
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The acids inside Arcbell are strong enough to dissolve almost anything into sustenance within minutes. Many will offer it assorted trinkets to keep it sated so it doesn't seek to wrap up and devour other creatures.
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Old tales of hunters fighting Arcruel detail how difficult it was to deal with, regenerating tentacles instantly if severed. According to the stories, its tentacles must be severed 1000 times before it will no longer regenerate them.
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Arctortle's shell boasts high defense, but it never retreats into it without fighting in earnest first. Its thick fluffy tail can create a small tidal wave of water with a single swing.
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Arcbro appears to have vast potential power, but a simple mind that limits its access to the power. The strange shadowy creature on its back behaves with more aggression, reaching out to claw at others with its tendrils.
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Intense magnetism powers Arcmite's body. Each of the four magnets surrounding it has enough strength to drag and hold onto even the heaviest of Steel-type Pokémon.
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The stick Arcfetchd carries is said to carry unlimited power, enough to reshape reality. Arcfetchd exhibits little of this power, mostly using it to pick up berries that are too far for it to reach.
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Arcdrio's three heads observe and judge others in its vicinity. One believes in mercy, another in retribution, and another in neutrality, so it can never fully agree on what to do to pass its judgement.
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In locations where massive pollution disasters have occurred, Arcmer has appeared and saved the day. It takes all the polluted material into its body, absorbing it before vanishing without a trace.
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The water shot from Arctoise's cannons is said to be a holy liquid that purifies those it strikes. It can control the trajectory of the water shots once fired, ensuring that none can escape being hit once it's targeted them.
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A spirit inhabiting old temples that used to worship Pokémon, Arctly follows explorers around, staying invisible and unnerving them with strange whispers in an unknown language echoing in their ears.
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A devious little spirit haunting ancient temples, Arcter floats around invisibly, searching for victims to scare. It fills its home with 1000 ghostly hands, letting it spook others with dozens of ghostly touches.
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Arcno's hypnotic ability is said to be strong enough to put a victim to sleep for 1000 years. As it swings its pendulum, it gleams with a color relating to the target's typing.
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Arcby's claws can shine with a powerful light. It dips these claws into water to attract fish towards it, making them easy pickings to snap up when curiosity compels them to approach.
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Once Arcler has found its next prey, there is almost no chance of escape. Its massive pincer can detach and chase after a target at high speeds, and its grip is too strong for all but the most powerful of creatures to escape from.
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When snacking on berries, Turpie carefully removes the seeds and sets them aside. Once it finishes eating, it digs holes to bury the seeds in and help continue the plant's circle of life.
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Turita's favorite place to be is surrounded by sweet-smelling flowers. The larger and heavier leaf growing from the twig on its head causes it slight balance issues.
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Turkern has a massive appetite for dirt and soil, which helps keep the plant on its head thriving. It chomps through loose soil constantly, and is almost never seen without its mouth full of dirt.
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On Tursparce's back is soft soil that will nurture plant life if seeds are planted. Its sedentary and docile nature means that it has no problem if its owners wish to use it to grow flowers or minor crops on it.
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Soft, soil-like parts of Turckle's shell can grow plants from seeds placed within. The plants growing on its body may affect the flavor of the berry juice it creates within its shell.
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Turbi tasks itself with keeping a specific body of water pristine, traveling through time to drink the water in the future to see if it's still pure. If it isn't, it travels back in time to fix whatever problem led to its decline.
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Tur Jr. normally behaves with a carefree, fun-loving attitude, but panics and hides when it begins to rain. The soil on its head becomes muddy and slouches when moist, negatively affecting its balance and vision.
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Turtomp enjoys rolling around in mud puddles for recreation. On occasion, the twigs on its body will dislodge, sticking in the mud and eventually growing into small plants.
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Turts spends some of its time in the presence of vibrant flowers and plants in the wild. It takes seeds from its favorite flowers and plants them in the soil on its head to decorate itself with more colors.
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Self fusion results in Turwig growing a much larger and stronger twig, often being the envy of normal Turtwig. As a trade-off, it requires thrice the food to keep its plant healthy and thriving.
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Turferno gently plants seeds and nurtures the plants they grow into all across the region. It has been noted that the flora it grows flourish better in the soil in locations of burned-down forests.
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Turveon uses its feelers to stir soil and plant seeds, nurturing the ground around it. Gardens tended by Turveon always produce some of the hardiest of plants.
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Twigs sprout and grow slowly from Turolu's body. It snaps these off after a point and uses them as a weapon in battle to help hone its combat prowess.
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Turpede rolls across the dirt in order to mix new soil into the dirt part of its shelled body. This helps it obtain more nutrients so its evolution can proceed more smoothly and quickly.
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After drinking, its body and limbs swell up as they absorb the moisture. It is more sluggish in movement and weaker in combat during this time.
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Though it is quite powerful, Turchamp prefers a pacifistic lifestyle and spends its time carefully tending to gardens. It gets incredibly agitated if its plants are disturbed, doubly so if it's the precious plant upon its head.
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Grokip takes shelter within thick bushes when it comes time to sleep. Its plant-like tail and crest often stick out of its sleeping spot, however, and get bitten by plant-eating creatures that then wind up chased away by the irate Grokip.
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Some past civilizations appear to have designed armor and helms based on Grotomp's unique plating. It is a very stoic and serious being, spending much of its time dutifully guarding its home from intruders.
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After consuming enough water and sunlight, the plants on Groblim will occasionally bear a unique type of fruit. The fruit has a lighter-than-air core, so it floats through the air when released from something's grip.
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Gromander has a simpleminded and laid-back personality. Its primary way of dealing with nuisances is flicking leaves from the tip of its tail, which ignite into small flames upon being flung from its body.
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Gromy oozes up tall trees to avoid predators. It leaves a faint trail of sap behind while it moves, which soaks into the trees it climbs and helps them grow more juicy and robust fruits or berries.
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Tortwo secludes itself deep in the thickest and darkest of forests to avoid contact with others. Should intruders enter its territory, it uses psychic powers to manipulate the greenery to disorient and repel them.
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Fungi with very hard caps grow upon Tortile's back. It plucks and hands them off to smaller forest denizens to use as little shields that can aid in defending themselves.
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Larger foliage has grown on Tortle's body, draining it of some of its strength and stamina. It spends most of its time eating or sleeping as a result of this energy drain.
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Small trees grow on the growths on Torferno's shoulders. It pulls these trees off and ignites them to use as illumination at night, or as a flaming weapon in combat.
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Torleon's heavy and sturdy body is considered nearly impossible to budge when it stands its ground. It protects forests in colder regions and the residents within from harm, freezing those who attack and fail to knock it down.
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An ancient forest guardian spoken of in obscure legends. It is said that should its forest fill with too much negative energy, it will raze the woodland to the ground with lightning so it may grow anew.
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What appears to be a tree is just Tormuku's cleverly-disguised ejected innards. Once a small creature perches on it to rest or make a home, Tormuku sucks it back into its body for consumption.
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Tortik's absolutely minuscule size lets it easily blend in to even the smallest amount of greenery. It spreads roots under the soil that reach out and lightly poke others, siphoning tiny bits of static electricity for sustenance.
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The size of the tree of electric energy on Tortik's back is an indicator of how healthy it is. To keep it sustained, it bites larger beings and drains them of static electricity.
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Torpede only lashes out at others when they attempt to harm the foliage on its back, or any creatures it allows to live atop it. The venom it injects into interlopers causes severe rashes and muscle atrophy.
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Torbink's body composition mimics the layers of the planet in design. As such, its bottom half is more dense and the very tip of its body is molten hot, burning anything that gets near.
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Torxen has been called a sage of the forests in some areas. It appears before lost travelers to guide them to safety, the plants themselves seeming to shift and move in accordance with the motion of its staff.
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The small ecosystem on Torduck's back can sometimes cause it mental discomfort. One can usually tell if Torduck is suffering from a headache, since the plants will noticeably droop until the pain subsides.
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Tornine is most often spotted in the wild during the autumnal seasons, dashing between the trees and surveying its territory. The red-tinted leaves its tree sheds are warm to the touch, and shrivel into ash at a rapid rate.
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The tree growing on Torbro's shell has a mind of its own. Though mostly inactive, it will rustle its branches in specific ways in order to influence Torbro's behavior to an extent.
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Tortly haunts the remains of dead forests, hiding among the rotting wood and grass. It torments travelers by making ghoulish illusions of demonic plants and tree limbs reaching for them.
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The sweet and salty fruit that grows on Torby's trees is one of its favorite snacks. Unfortunately, it is also highly prized by Wingull and other birds, so Torby often has to fight fiercely just to get a bite for itself.
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Chimdactyl perches in the branches of trees that bear large amounts of sweet-tasting fruit. It dissuades others from approaching its tree by pelting them with fire from its tail as well as the fruits' leftover cores.
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Chimew hides in trees and pelts others with fireballs swung from the small flame at the tip of its tail. It does this not out of malice but because it finds their surprise and attempts to dodge to be funny.
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Chimts is a bit of a prankster, and uses false innocence to draw others close before playfully pelting them with fireballs. If it senses genuine anger after the fact, however, it cries earnestly over going too far with its pranks.
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Chimchar tend to gravitate towards Chimferno, charmed by its playful personality and strength. While it is quite laid back, picking on its companions will cause Chimferno to show off a more vicious side in retaliation.
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Chimram leaps up to the tops of trees strong enough to support its size, and waits for passersby. It delights in pranking them by firing large fireballs from its tail down upon them and watching them flee in panic.
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Due to the proximity to its disguise, Chimkyu's fiery "tail" will often wind up setting its masquerade ablaze. Giving it fireproof material to repair its disguise with is a quick way to earn its friendship.
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Chimvenant is said to be a malevolent spirit made from the grudges of burned-down trees. Unaware travelers who build a campfire in its vicinity may find themselves attacked by it as it attempts to set them aflame in retribution.
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Chimdot has a soft yet resilient body and a strong sense of loyalty, craving a leader. There was once a case of an Empoleon that amassed a small army of loyal Chimdot underlings.
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When threatened, Nidotung slides its large tongue across its horn, slicking it with its poison so that it can apply a debilitating lick from a distance. The toxins leave a foe paralyzed for an hour after being licked.
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One should take care not to stand too close to Nidotres. The flames on its body produce a faint but powerful toxic smoke that will cause muscle paralysis or worse afflictions after inhalation.
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Nidotwo can create spines made of psychic energy containing potent poison, and hurl them at opponents. Once a foe is incapacitated by the toxin, it flings them far away via telekinesis.
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Nidoquil flares up a small flame on its back when agitated or in danger. This fire burns poisonous materials in its body, creating a toxic and acrid smoke that further deters predators.
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Nidotu munches on the seeds of poisonous berries between meals. Its body filters the toxins into its horn, boosting the potency of its own poison should it need to stab a foe to defend itself.
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Nidoans's poison is shared between its horn and fangs, so after using one, both are depleted and useless for a time. The more vibrant the color on its tail, the more venomous the specimen.
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Nidotler's short antlers have sharpened edges that drip with the poison its body creates. It is aggressive by nature and has an instinct to charge down and strike any trespassers with its antlers.
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Nidovoir's personality is a bit prickly, only truly trusting its Trainer and often not even letting its Trainer's other Pokémon near it. It can soften up in behavior over time, but the process takes quite some time.
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Nidodum is protective of Nidoran colonies, hovering and patrolling to keep them safe. It is not uncommon to see a few flanking Nidoking and acting as their enforcers.
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Nidotomb is usually found inhabiting areas where Nidoran herds have migrated through. Its skull-like head emits a poison from its horn that severely weakens those jabbed by it.
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The venom from its horn causes paralysis, and Nidorina uses it well in defense as well as discipline; it has been observed giving unruly young Nidoran a "time-out" by stunning them with a poisonous poke.
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Nidoqueen feels a special kinship with the male Nidoran line, and tries to temper their aggressive tendencies. If raised by Nidoqueen, even a Nidoking will tend to have a calm and almost demure disposition.
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Nidolord typically roots around the deeper ocean levels, snacking on small groups of fish. It isn't overly aggressive, but will defend itself with the venom in its horn, which is potent enough to give a Gyarados pause.
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Having not fully matured to the next form, Nidorino's poison is less concentrated due to its larger size, and loses potency as a result. It's notably more docile than Nidorino and male Nidoran as well.
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The many ears on Nidoki's ring give it an excellent sense of hearing, making it nearly impossible to sneak up on. The teeth of its key can inject a powerful poison in those who agitate it enough to make it attack.
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Nidoxio surges its electricity into its horn to fire bolts of lightning at those that intrude on its territory. The purple-tinted bolts of electricity will poison targets with which it makes direct contact.
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Nidolithe is a loyal and affectionate pet, but carries a poisonous bite. Some Trainers get the toxins from their pet to avoid potential issues, but most consider it an inhumane act.
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Monkip competes with others of its kind in the wild to see who can make the flame on their rear flare up the largest. The winner gets to toss the loser into the nearest puddle as a victory prank.
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Montomp is hotheaded and quick to become agitated and aggressive. It is recommended to dump cool mud onto its head to soothe it and temporarily calm its fiery temperament.
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The bushes on Montle's shell are hot enough to constantly emit faint amounts of steam. It heats it up further during battle, throwing off flaming Razor Leaf attacks in large amounts.
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Fusion has given Monchar a most aggressive and prickly personality. It is theorized that its internal flames are burning hotter than its body can handle, making it lash out at others nearby.
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When put on the defensive, Montortle retreats its head into its shell, spinning and flaring up the flame on its tail, swinging it around and flinging embers everywhere to deter opponents.
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Infereon's internal flame sac burns so hotly that fire must escape from its cranium in order to regulate its temperature. It is quite agile in combat, dodging attacks with quick leaps and flips.
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Infertomp packs and heats mud to form large dens to live within. It is quite territorial regarding its built home, climbing to the top to screech and throw fireballs at anybody coming too close for comfort.
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Inferchar possesses a great amount of fighting spirit as well as a great amount of discipline. It often rounds up small groups of Chimchar to train beneath it, in hopes that one of its students will one day surpass it.
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The increased fire burning in Inferferno's body gives it a hotheaded personality. It often picks fights with larger, stronger Pokémon and gets in over its head in the process.
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Inferesect is an agile combatant, spending more time in the air as it leaps about to keep foes on their toes. It fires short bursts of fire energy from its cannon, primarily used as distracting shots to help it close the gap between them.
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Even during battle, Inferfable skips and prances around seemingly without care, but these antics belie shrewd tactics. Foes that lower their guard due to its carefree actions open themselves up to fierce fiery strikes.
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Some parts of Hoenn use Inferish leaves to brew a specialty tea. The drink is spicy and bitter, but works well as a home remedy for combatting the flu.
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It prefers using flashy moves in battle over more practical ones. Its signature move is a rolling leap into a grapple or suplex, preferably on larger opponents to maximize flair.
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Inferty readies itself for battle by hiking up the fur on its lower half. This increases its internal temperature, making the fire on its body blaze hotter and enhancing its strength and speed.
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Pipbone wears the trident-shaped mask of an Empoleon to make itself feel braver and stronger. It uses a thick icicle in battle, hacking away or hurling it at its foes.
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Pipyu sticks to the underside of glaciers, claiming it as its own. Highly prideful, it can sense the presence of other Pipyu near its glacier, and drives them off with plumes of sparkling bubbles shot from its core.
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Pipras takes pride in the number of times they've helped ferry humans across water, flaunting their count over others with lower numbers. They sometimes even fight over which of them will get to carry a passenger in need.
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While it rests on a desktop screen, Pipgon likes to blow bubbles and fill the screen up. Most Trainers will play with it by seeing how quickly they can pop its bubbles.
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Pipkip blows muddy bubbles as a form of greeting. A friendly sort, it splashes muddy water and flings mud at others as a sign of friendship, unaware that others might not take it as such.
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There's little Piptomp enjoys more than splashing about in mud puddles. To many a Trainer's chagrin, any cleaning sessions are almost immediately followed by it going out to play and get dirty again.
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Pipferno is distrustful of others, always going on the defensive when faced with something new. It holds its tail-flame in front of it before blowing bubbles, which ignite after passing through and become flaming projectiles.
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Piplup has gained an extra fur coat that helps further protect it from extreme cold temperatures. It spends much of its time smoothly gliding and skating across polar ice as a form of recreation.
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Piprunt bundles itself up to keep its cool body temperature from dissipating too quickly. Without its cloak, even just being in room temperature surroundings would lead to overheating before long.
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Piptly floats around colder regions, playfully pelting others with bubbles blown from its beak. The bubbles contain a bit of ghostly energy in them, so those hit by the bubbles feel a strange chill where they were impacted.
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Aggressive little spirits that haunt frigid areas, Piptly pelts those it comes across with ghostly bubbles of water and ice. It won't give up the assault until it has properly chased its target out of its territory.
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After snatching up fish from the water, Pipby enjoys doing a scuttling victory dance around its spoils. Sometimes it gets so into its celebration that another predator manages to sneakily steal the meal.
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Prinraid is antisocial and dispatches nearby company by blowing a stream of highly concentrated fast-moving bubbles. It picks and preys on schools of Remoraid and Wishiwashi in the wild.
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Pringle happily shares a salty potato snack it creates with those who are hungry. The snack is rather addictive, so most who begin eating find it hard to stop.
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Prinkip is a solitary creature, and won't allow any others to share a puddle it's soaking in. It blasts away anyone who tries by spitting out a stream of muddy water from its mouth.
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Printomp does not take kindly to being interrupted while bathing in mud, considering it extremely rude. It will pelt the one intruding on its personal time with large globs of mud until they leave it be.
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Highly stubborn, Prindum will use the claws on its bottom to lodge itself into a surface and refuse to budge. Its sturdy body makes it very adept at standing its ground even against very tough opponents.
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Prinferno likes to live alone in solitude, training itself to be more agile. Interrupting it causes it to lash out, shooting out a multitude of burning-hot bubbles from its tail at whoever intrudes upon it.
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Fusion has given Prinlup a massive ego, rendering it almost incapable of working with others unless it is the de facto leader. Rivals in the wild will never stop competing to prove their superiority over one another.
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Prinle's large flipper-like ears generate a small electrical current. With the right application, it can be used as an effective massage technique to stimulate circulation and muscle recovery.
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Prinphish is quite antisocial, prone to backhanding anybody that gets too close to it with its powerfully-built claws. If that isn't enough, it can spray freezing-cold water from its claws as well to repel nuisances.
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Printle tends to be solitary, as it has a growing ego that leads it to compete with any other Printle, often in swimming contests. Due to its stubbornness, it refuses to accept a loss, leading to near-endless rematches.
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A viciously strong Pokémon inhabiting the frigid northern waters, Empodos often receives tribute from small Ice- and Water-type Pokémon. In exchange, it beats down on even the fiercest of aquatic hunters that try to prey on its subjects.
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Smug and self-important, Emposel expects nearly every other being to respect and praise its strength. Its skill and dexterity with the trident it wields are masterful, so its ego is not entirely unfounded.
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Empovile lies in wait in frozen arctic areas, waiting for Pokémon like Dewgong to breach onto land. Once it spots a target, it leaps out from hiding, swinging its razor-sharp flippers wildly to cut them down.
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Empovyle live together in small groups around the waters of colder regions. The membranes on the back of each wrist are sturdy and act as makeshift shields for defense in combat.
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Sometimes referred to as “The Forest Emperor”, Empotile commands absolute loyalty from the denizens of its home. Though it is prideful and egotistical, it will defend those weaker than it from harm until it collapses.
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Empokip clash against each other, slamming the plates on their faces against each other in competitions for territory. The loser has to cover the victor in mud as an act of submission after losing.
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Empotomp is rarely satisfied with the size of its mud-hole home. It uses its sharp limbs to carve into the land before flooding it to increase its muddy domain, regardless of any other creatures it inconveniences to do so.
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Empopunny is seen as emblematic of a ruler that watches over its domain with kindness and grace. Underestimating it is a poor choice, as it wields a trident and its own oversized ears with incredible strength and finesse.
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Empoish clashes with others of its kind through bashing and scraping their metal masks against each other. Once triumphant, an Empoish shoots water from the tips of the trident as a mark of celebration and dominance.
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Nosedos sleeps underground near the vicinity of rock formations. It gets incredibly agitated if anything messes with the placement of the stones, rising up from the dirt to go on a rampage.
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A nose-like growth sits at the end of Nosew's tail. Nosew can in fact smell utilizing this appendage; it seems to have a better sense of smell than the nose upon its face.
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Nosekip's large nose gives it a strong sense of smell, used to find muddy and swampy areas to relax in. It's believed that it looks for mud with higher mineral content, discernible thanks to its heightened smell capabilities.
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Whenever Nosets inhales deeply, its psychic senses let it essentially smell the emotions around it. Positive emotions have a more appealing scent, so Nosets is drawn towards those with that type of aroma.
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Deep rumbling breaths can be heard from its false mouth, puffs of steam emitting from what appears to be a nose. When sleeping, it always makes sure this mouth is pointed north, for unknown reasons.
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Nosepunny's large nose lets it sniff out interlopers before they've even gotten near it. It hops out of sight before leaping into action and striking intruders with its heavy stone ears and feet.
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Using magnetism, Noseonee flies through the air, following the latest scent that piqued its curiosity. Despite being made of stone, its body is actually quite lightweight.
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Nosekey usually remains sedate, but upon smelling certain trigger smells will fly into a frothing rage. The scents that trigger the anger are different for each individual, so preventing tantrums is difficult.
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It has been said that pressing the nose of a Noseape during its rampage will calm it down instantly. Due to the ferocity of its raging, this has yet to be scientifically verified.
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Nosechoke is rather vain about its physical appearance, polishing and chiseling its stone form into the build it finds perfect. The only part it refuses to adjust is its massive nose, thinking it already flawless.
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Noseler has a specialized sense of smell, able to identify the type and quality of any stone or gem offered to it. Many appraisers keep one on hand to help with determining the value of any given jewel they come across.
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Noseduo's heads often argue to the point of attempting to peck at each other. Due to their noses possessing the same magnetic polarity, this just causes their heads to be repelled back, preventing any real violence.
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Nosetly can be identified by the deep, ethereal noise it makes as it breathes. If you hear spectral snorting every night, you're being haunted by Nosetly.
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Noseby makes loud snorting noises from its large nose in order to scare off small Pokémon and steal their food scraps. Its pincers generate a very low level of magnetism.
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Constantly stressed, Probolee vents its anxiety by running around at high speeds and tackling into others. One can tell if Probolee is on a rampage by the high-pitched yowl of a scream it makes before it runs about.
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Wherever Probogon goes, little blocks seem to form for it to jump up to and break. A very successful and long-running video game franchise stars a Probogon as its main character.
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Probockle is happy to offer the juice it creates to others, but few ever partake. Due to its unique physiology, the juice it produces often has bits of its hair floating within.
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Probogon2 manifests a large hammer for itself to wield to defend itself and demolish things. To keep it from wrecking something important, many task it with deleting junk data, which it seems to enjoy immensely.
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Magnetism in Probochu's body allows it to levitate as long as the trio of rocks circle it evenly. When upset, lightning courses across the large mustache on its face.
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Murals depicting Proboh suggest people thought of it as a minor guardian deity in the past. According to legend, it would breathe a rainbow mist on a chosen few, who would be granted a body as strong and rugged as stone.
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Proboshrew can retract its head partially into its cylindrical body for safety. It topples itself over onto its side and rolls away to escape from danger.
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A combination of magnetism and psychic powers lets Probovoir manipulate the positions of people and terrain around it. It often reaches its floating hands out and grabs its Trainer to pull them close, worried for their safety.
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Proboeon is a gentle, slow-moving creature inhabiting the forests. It rarely gets involved in conflict, but if pressed, the two small stone drones that float alongside it help fight on its behalf, due to its slow speed in combat.
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Though its charge is slow and lumbering, few things can stand the impact of Probopardos's headbutt. It has been observed carefully grooming the mane around its neck, using magnetism from its horn to remove any debris.
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Probodile's eyes can see vast distances with ease. It focuses in on those who enter its territory and once locked on, sends its little drones off to harass them for trespassing.
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Curiosity and a mild hypnotic effect compel many to follow after Probowick's red flame in the dark. Once they draw near, it siphons some of their life force via deeply inhaling through its large nose.
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Probopuff's large mustache muffles and distorts its singing voice, giving its song a very strange, deep and warbling tone. The song is only half as effective at putting others to sleep as a result.
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Probochop's body is heavier than it appears, so its primary method of attack is jumping onto a foe's head. It seems to have a strong inclination of viewing turtle-like Pokémon as rivals.
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Probomite contains a surprising amount of magnetic power within its compact body. The stone cap on its head levitates when it exerts a large amount of its powers.
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Honbone wields its blade with honor and fierce dedication, determined to protect those it holds dear. It often places itself as a warrior that guards families of Marowak and Cubone in the wild.
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Clutching a blade in its mouth, Honvee goes off on various adventures across the land. A strange little creature accompanies it, loudly drawing its attention to things and often coming across as a nuisance to Honvee.
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Honeon transfers electricity from its fangs into the sword it holds in its mouth. Each charged swing of the blade sends out little bolts of lightning that pierce foes like tiny daggers.
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Honew always clings tightly to the scabbard holding its blade. The Pokémon and the sword share a psychic link, allowing the weapon to operate independently outside of Honew's grip.
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Hongey's beak is as sharp as a blade. It uses it to stab through fruits and berries and drink their juices from within, tossing the husk aside when it's finished.
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Hondos's legs are covered in the silk it uses to build webs. Unraveling these sheathes reveals the blades that are its legs, used only when it is truly angry and ready to slice a foe to ribbons.
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Its sun-summoning dance moves are not just to sustain itself through photosynthesis. Honossom's sword is made of a unique metal that sharpens when exposed to sunlight, making it more effective in combat.
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The blade's tassel firmly wraps around Honrill's eyes, rendering it blind. Despite this, it fights with measured grace and skill; many believe the weapon guides its every move.
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Hongia stand tall at the edges of the ocean, watching over and protecting the land from the sea's beasts. A single swing of their blade is enough to split water down to the seabed.
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Hontomb appears to be a mass of spirits haunting an empty scabbard. The spirits form themselves into a huge razor-sharp blade to strike at others in battle.
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The fiercer the battle taking place, the more Honesect channels its stored power into its blade. The weapon glows bright when fully charged before erupting into a much more powerful form of pure energy.
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Honcott is quick and nimble in battle, bobbing about with short evasive hops and striking with its sword whenever opportunity arises. Rather than a sheath, it stores the sword in the cottony fluff on its back.
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Honink tosses the bladed gear towards its foes like a shuriken. The sharpened gear strikes quickly before unfailingly returning to its proper place, ready to strike again.
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Honpede is often spotted slowly patrolling small areas, grabbing and tossing intruders aside with its tassel. Research suggests it guards the buried bones of ancient Scolipede.
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Some stories say Honrunt are the souls of warriors fallen in battle within icy plains, forever bundling themselves in a vain attempt to stave off the endless cold, and striking vindictively at all who draw near.
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These strange Pokémon were first sighted lurking around the homes of village blacksmiths. They feast on scrap metal and other discarded materials during the process of forging weapons.
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Said to be two spirits inhabiting the same body, Honful can strike with long-range sword swings and powerful fisticuffs. The sword sheathes within its body, causing it mild discomfort.
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Honaura can sometimes be seen during snowstorms, its scarf billowing with the breeze. Some say the icy wind is pointing it towards its next worthy opponent.
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Honduck wields a blade in self-defense, but its constant headaches hamper its focus in battle. As such, it makes wild, inaccurate swings in hope that one will connect with the foe.
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Honling's blade makes a bell-like chime as it swings through the air. It waves the sword back and forth to make a rapid ringing noise as a call for challengers to come and battle it.
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The organ inside Honamo that generates electricity lets it emit a constant charge from its mouth. It thrashes its body to swing the lightning blade around, dispersing it in a shower of sparks when it contacts a foe.
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The bladed points on its shell are extremely sensitive to its surroundings. Should something venture too close, its tassel-like tongue lashes out to grab them and drain their life force.
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Each egg in the clutch wields blades via psychic powers. Each member is very impulsive, so Doubcute has trouble coordinating attacks as a team.
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The parent typically softens up its opponent with glancing blows before letting the child issue the final winning strike. The youth's movements in battle are still amateurish, but it shows great potential.
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Doubmie can fire off the five points on its front, guiding them through telekinesis generated from its crystal core. Its tassels gracefully move and direct the blades' movements akin to a conductor.
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Doubuzz's bladed arms make it a formidable close-range opponent. Should a foe try to keep their distance, Doubuzz charges its swords up with electricity and fires arcs of lightning.
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The pointed blade on Doubdle's head is coated with a mild poison, infecting any wounds it creates. The smaller blade it wields can be used in battle in a pinch, but is primarily used to carve the skin off berries before consumption.
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Dipping Doubeon's scissor-like tail blades into water affects its fighting style and coloration. Hot water makes it more vibrant and aggressive, while cold water dulls its color and makes it battle more methodically.
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Doubew's two bodies move in tandem, sharing a strong psychic link with each other. Though their blades are smaller, their movements are quick and perfectly coordinated, allowing them to take down fierce foes with aplomb.
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Doubew is believed to have developed a swordfighting style to counter every other Pokémon in existence. It can use its vast psychic abilities to wield its two swords telekinetically, giving it vastly more range and tactics.
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Doubgey uses the twin tassel-like tails it possesses to grab onto food, especially fruits growing on trees. Using the sharp blades at the edge of its wings, it carves the skin off the fruit before eating the sweet insides.
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In battle, Doubhoot has been observed posing with its blades after any victories, pointing both swords in differing directions. Research shows the directions pointed coincide with the exact hour and minute of the battle's end.
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Doubrill swings around its weapon and flings it out to strike from great distances. Sometimes it lets the momentum of its flying weapon sling its own lightweight body towards an opponent as a follow-up strike.
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Doubuffet maintains a strong and sturdy defensive stance at all times. The moment it is struck by an attack, it retaliates with an intense flurry of strikes from the two swords it wields.
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Doubphan wields its twin blade tusks with great skill, striking with clean cutting strikes while rolling. The blades can detach as well, and float around attacking as if they possess a will of their own.
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Doubgia are the elite guardians of those who dwell outside the ocean. With twin blades in hand, they can carve land and sea apart in a furious maelstrom meant to subdue the foulest of deep-sea beasts.
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Doubvoir fights zealously with a twin-blade fighting style. It moves with quick speed and grace, its two swords acting in harmony to make a near-perfect offense and defense against its opponents.
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Connecting together by a single sash, the two halves of Double fight in tandem with the blades on their head. They are still developing coordination, however, and one will occasionally interfere with the other in battle.
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The four swords of Doublade travel across the land seeking adventure. Though not always in perfect sync, when they link together properly, their skill and strength is the stuff of legend.
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Doubgon is a tricky and agile foe in combat. Its tassel-wings kick up dirt and dust to disorient its opponents, leaving them ill-equipped to avoid the blindingly fast strikes from its twin blades.
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The tassel-like ribbons on Doubveon's body sap the energy of those they touch. It uses this to weaken opponents and make them easier to hit with its other ribbons, which possess sharp blades at the end.
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Doubesect draws in energy any time its two blades strike an opponent. At maximum capacity its swords glow with a bright light and its cannon opens up in preparation to fire devastating energy discharges.
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Beneath the tassels covering its face, Doubking has no eyes. Despite its blindness, it fights with intense ferocity and tenacity; it seems the blades on its arms allow it to sense its surroundings with great clarity.
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Should Doubtales's many tails brush against a foe in battle, a hex is cast that causes the victim to hallucinate ghostly blades striking at them. The confusion this causes makes it easier for Doubtales to strike with its actual blades.
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Though effective for self-defense, Doubish's two short blades are mostly used for digging holes. It uses these holes to sleep in and gain nutrients from the soil, its tassel staying above ground to sense any disturbances nearby.
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Doubat's tassels grab hold of prey and draw it closer to its mouth. Its two blade-like tongues swing fast to chop its food into smaller pieces it can slide into the sides of its mouth.
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Doubsect remains rather inert for most of its life, unless a threat is posed to it. Once it senses danger, the swords within its mushroom spring to life, flying out of the fungus and defending Doubsect with numerous quick slashes.
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Doublett buries one blade in the ground and wields the other in combat, typically with a defensive style. It becomes particularly aggressive if something breaches its defenses and touches the sword embedded in the ground.
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Doubduck has finely honed its battle senses through constant combat. Sneak attacks are almost impossible, as it can quickly shift the grip on its blades to strike behind it as fluidly as it would counter an attack from the front.
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Doubwrath plants one of its blades in the ground before battle to fight with a single sword and its fist. Only powerful enough fighters will make it dual-wield its weapons and fight at its fullest.
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Doubpoke's combat strategy consists of wildly flailing its bladed arms. The sword in its head can be removed and wielded through telekinesis, but Doubpoke often forgets it has that ability.
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When it goes into combat, Doubfetchd closes its eyes and enters a zen-like state of tranquility. Its battle movements are fierce and fluid, as if the blades themselves guide its hands to victory.
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Douby's metal claws are quite sharp and possess a strong grip when clamped. It uses them to stab, slice and crush fish and crustaceans for sustenance.
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There exists a popular fable of a legendary Aegither that cleaved a mountain in two with a single swipe of its blade. This fable supposedly inspired many knights in training in the distant past.
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Aegikarp's aesthetic gives it an almost regal appearance, but it is as typically weak as most every Magikarp fusion. It cannot properly hold its own sword to wield in battle, and its armor chips and breaks with little resistance.
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Rattata look up to Aegitata, as it is a staunch defender of their colonies. As it watches over them, Aegitata tries to teach the other rodents better behavior, so that their reputation as pests may fade in time.
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Aegieon uses its psychic powers to deftly wield its blade in combat. It only allies itself with honorable Trainers, and fights valiantly to uphold said honor.
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Holding a large blade with its tail and coated with solid armor, Aegieon boasts formidable offense and defense. It can throw the blade at an opponent and manipulate it psychically to throw off a foe's rhythm.
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Aegirow sharpens its beak with its blade between battles. This way, even if a skilled foe were able to disarm the sword it wields, it would never be caught without a sharp weapon to deal with its opponent.
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With axe-like tusks, a sword in its trunk, and shield-like armor across its body, Aegiphan cuts a striking visage. Knights of old carrying an emblem in its image were said to be the most skilled and chivalrous of their era.
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Each strike Aegikid makes against a foe generates more internal electricity. Once it charges enough, it transfers the energy to the points on its head, which fire out blades of lightning to cleave its opponents.
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Aegitei wields a sword and shield with fiery passion instilled in every motion. Its shield ignites and trails fire around it as it spins, pressuring foes while Aegitei readies its blade for a devastating strike.
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Aegitei is lauded for its noble and regal appearance and mannerisms. The golden color of the flames it wields was heralded in stories as divine justice being delivered by Aegitei.
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