Page 7 / 7 of 6274 pokedex entries by sk372.
Magnetic charges in each of Magneslash's weapons help give it an advantage fighting Steel-types. When a battle turns desperate, it supercharges its shield and blade with electrical voltage.
Magnefable's magnetic abilities appear to be affected by the current phase of the moon. During the new moon, it doesn't even have enough strength to levitate its own body.
Magneki uses magnetism in order to steal and hoard any keys from any people it comes across. Curiously, its magnetism only affects keys, as no other metallic objects will cling to it.
If one hears the sound of high-pitched static in a cave, it is the call of a Magnebat on the hunt. A single bite delivers a paralyzing jolt, ensuring prey won't escape it as it feeds on their blood.
Magnetik is often spotted within factories, clinging to machinery and biting into it to siphon electricity. The amount drained is tiny and negligible, so most businesses simply let them have their fill and move on.
Magneoom lives a very indolent lifestyle and rarely moves about much. Found typically in abandoned buildings overgrown with plants, it dispenses a noxious cloud of magnetic dust from its flower to repel others.
Magnesteel's exposed wiring and stiff, jerky movements suggest it is not operating at peak efficiency. It regularly pilfers machines for their parts, searching for bits of technology to help fix its inefficiencies.
Magnecanth is attracted to scrapyards filled with old technology, where it floats around aimlessly via magnetism. It subsists largely on discarded nuts and bolts commonly found in these junkyard locations.
Though appearing corporeal, the magnets on each side are just as ghostly as the head. It is said that those with malevolent souls will feel an otherworldly tug while near Magnetly.
Magnenix's magnetism is strong enough to keep its entire body attached to the ceiling of its cave dwellings. More than a few Trainers have been spooked by a curious Magnenix dangling from above to get a closer look.
It emanates strong magnetic pulses that can disorient foes and lower their guard. Its attacks come so quickly, opponents believe themselves to be attacked by three Magnechan at once.
Magnedactyl suspends itself in the air through the power of magnetic fields located within the membranes of its wings, limiting the need to flap. In rare moments when it moves its wings, the flapping disrupts any nearby electronics.
Magnelax's sleepy mannerism can cause havoc in urban areas, as its magnetism increases drastically while snoozing. Anything metallic within fifty feet will be drawn in and stuck to it until it wakes up.
With potent magnetic sensors and three giant powerful eyes, Magneligatr has acute awareness of its surroundings. It is said even tiny insects moving miles away won't escape its sight.
The magnetic pull of Magnegon2's three heads needs to remain equal to function at its best. Occasionally one head will exhibit greater strength than the others, pulling Magnegon2's movement in that direction.
A pair of Magnemite follow Magnechu closely, working together in all things. Some theorize that their magnetic waves have resonated and linked them together mentally, allowing all three to think as one.
Twin Magnemite units are attached to it via a cable-like tail. They and Magnechu share a mind, allowing them to make three-pronged lightning attacks in battle with great synchronicity.
Magnewile's jovial look hides a trickster that uses magnetism to limit others' movements, thought to be via manipulation of iron content within blood, so it can get close enough to bite. It's become popular in Paldea due to its appearance.
Magnelia uses powerful magnetism from its limbs to draw in Steel-type Pokémon. Once they are within range, its limbs sprout wire tendrils to wrap and crush them beneath an intensely tight grip.
Magnetrum preys on smaller metallic Pokémon, using the pair of powerful magnets on its hand to draw them nearer. Once they're within range, it pounces and rends the metal apart with its steel jaws.
Some variants of Magnetrum seem to lack any features aside from a basic metallic frame. These versions are fragile yet agile, adopting hit-and-run tactics in order to hunt down Steel-type Pokémon.
Magnerock's stone body is held together by powerful magnetism, making it near impossible to crumble. Its magnets are especially effective on Rock-type Pokémon, with Magnerock able to grab and fling them around with ease.
Its unique magnetism has attracted Magnemite, which attach to its face and accompany it. The two can detach from Magnecanth at will, often finding loose scraps of metal to bring back for it to consume.
As it dashes across the land, it gathers ambient electricity in the air to store in the clouds along its back. When fully charged, thunder can be heard rumbling from within these clouds.
A twist of fate caused one body to become the center of what should have been two trios. Due to the mismatched conjoining, it is nowhere near as strong or coordinated as it should be.
Its magnet it carries is for to assist in stunning and hypnotizing mechanical Pokémon. Once they are incapacitated, it uses the magnetic pendulum to siphon power from its victim.
Should Farbone come across strewn bones while on its travels, it uses the stick it carries to dig a hole into the ground so that it can give the bones a proper burial, even leaving its stick behind as a marker.
Farbuzz sends voltage from its fists into its leek, charging it up with lightning. Its weapon cuts through the air with brutal swings, leaving arcs of electricity behind.
Fargon is rarely seen without its trusty leek by its side. Should it be deprived of the stick, it hastily crafts itself a new one out of whatever materials it can forage nearby.
Fardos funnels all its electricity into the leek it carries when in combat. Every swing of the charged-up weapon creates arcs of powerful lightning that let it dominate the battlefield.
Farew's leek is packed full of its own psychic energy, and able to manipulate the flavors of food with just a touch. It distracts travelers in order to stir their food with its leek and make it much more delectable.
Fartata can't resist chewing on the delicious leek it carries in its mouth, having to replace it often after eating it completely. Some even resort to fighting Farfetch'd for its leek when desperate.
Farleep tries to scale massive mountains using only the stick it carries for movement. No matter how far it falls back, it will keep scaling the mountain, intent on getting over it.
It savors the leek it carries, eating it slowly over the course of several days. Once fully consumed, it flies into a panicked frenzy until it can find a replacement, and the process begins anew.
Fartik hitches rides on larger beings while looking for a proper stick to call its own. Most times it uses worn-down bits of leeks discarded by Farfetch'd.
After finding a leek fitting for a creature of its small size, Fartik acts more confidently and battle-ready. Despite this bravado, its strength and electric charge, even combined into its new weapon, is rather middling at best.
Farling is often seen pecking at its leek-like tail, and was first thought by observers to be an attempt to constantly preen itself. It's now believed that it does this simply because it likes the taste of its own tail.
A quick way to foil a Farbat attack is to steal its leek and jam it in its open mouth. The leek is too precious to break by biting, so Farbat will be too distracted removing it to give chase.
Farchamp uses a fighting style that combines two bare fists and two that wield a pair of solid leeks. The style is a bit showy, often involving flexing poses or leek-twirling before every strike.
Fusion appears to have unlocked latent DNA in Farfetchd, bringing its form closer to one found in Galar. Unlike its Galarian counterpart, Farfetchd forgoes honorable combat and favors dirty tactics.
Farfetchd looks similar to its Galarian counterpart, seeking out exceedingly large leeks to wield. It has the vicious temperament of a bully, aggressively swinging its weapon at anything it deems weaker than itself.
A second head comes from the bulb on Dosaur's back, placed at the end of a lengthy vine. The second head uses its vantage point to keep an eye out for trouble and warn the main body.
Dobone keeps the three skulls of Dodrio with it to stave off loneliness. At times, it can be observed chirping at the heads, waiting for a response that will never come.
Dodrill can get quite territorial, and those that get too close will be pecked rapidly by the heads on its hands. After the assault, Dodrill usually suffers from headaches or a bit of dizziness.
The two heads selfishly fight over any captured prey, battling for the right to eat their spoils. Over time, one will grow oversized as it consistently wins these fights for food, while the other slowly withers away.
Each head has an organ in the back of its throat that produces light. Dochou squawks and generates rapid alternating flashes of light to scare off invaders.
Dogon2 is believed to have a second mind within its body to enhance its thinking capabilities. It does not mesh with its core mind well, however, often causing it to stop what it is doing to sift through sudden extra information.
The lower head picks up bits of food and passes it to the other as the gears rotate. When one head sleeps, the other exerts twice as much energy to keep the gears turning.
The two mouths of Dopuff sing at the same time, but rarely sing the same song. As such, it often cannot send others to sleep, as the mismatched duet is too cacophonous to be effective.
A second head extends from the center of Doplume's huge flower. For self-defense, this extra head can breathe out a large plume of noxious-smelling pollen to stun attackers.
Both of Doplume's heads can breathe out a noxious cloud of pollen sourced from the flower they emerge from. Once an attacker is stunned by the stench and paralyzing effect, it hastily flees.
Doizard has a combative personality, but its two minds are simple and lack a bit of cohesion. It often tries to take on two different opponents at once, and becomes unable to properly focus on either in the battle.
Even when sleeping, Dosprout has been seen bobbing and weaving away from incoming assaults. It's believed its body contains a second nervous system that is aware of its surroundings, dodging on instinct even while the head snoozes.
When the head on Doizard's tail opens its beak, a burning flame can be seen within. This secondary head helps keep Doizard aware of sneak attacks and provides a second mouth to breathe intense fire blasts from.
Although it is primarily aquatic, Docool has little difficulty going onto land to seek food. Its tentacle legs give it a wobbling, undulating gait that many have described as unnerving.
The two heads at the tail are more intelligent than the main head, but lack control of the body. The duo takes turns between hunting or fishing for food and trying vainly to get Dopoke to move around.
Hieroglyphs in ancient ruins depict creautres very reminiscent of Dodoom. What has been translated of them thus far refer to them as beings tasked with dragging wicked souls to the afterlife.
Three minds seem to inhabit Dogon2's body, but they are not properly synced to each other. Dogon2 may exhibit wild mood swings as different minds fight over and take control of the body.
Many are captivated by the unique sound of Dovoir's song. Though it only sings by itself, it sounds like a choir of three voices singing in perfect harmony.
The three masks it holds each depict an aspect of its former life as a human. One depicts the face of the body, another the face of the mind, and the last the face of the soul.
Two of Dororus's heads are aggressive and territorial, while the third is more amiable. The middle head often tries to dissuade and interrupt the others' attacks so that the target of their ire has a chance to flee.
Doduo retained the heads of Doduo while growing the three heads of Dodrio. The trio is rather protective of the duo, and works together more harmoniously than usual for the sake of their less-evolved kin.
Wielding multiple pendulums simultaneously, Dono has massive levels of hypnotic strength. Unfortunately, during hypnosis, it can occasionally hypnotize some of its own heads, leading to chaos.
Curious and affectionate in nature, Seesea happily swims up to divers and others in the water. It likes to tag those it is particularly fond of by spitting a jet of ink at them to mark them as a friend.
Seedeen chisels holes in the surface of the frozen lakes it inhabits, providing it spots to leap to and fro quickly. Its strength in aquatic leaps makes it popular as a performer in aquarium venues.
Seefish is always eager to play with new friends it sees, hopping onto land to get closer. Unfortunately, every hop causes it to shoot out pointed quills from its body, making strangers less inclined to let it come near.
Seeran's ears are sensitive enough to hear the movements of prey even through solid ice. It sits atop ice floes until it senses fish come close, before diving into the water to poison its target with the horn on its head.
Seester sticks its tongue out from within its closed shell to sense its surroundings. Shy by nature, it only opens its shell and explores an area if the coast is almost completely clear.
Dewlee's strong legs give it a lot of underwater mobility, swimming with speedy, agile movements. It trains them by kicking huge chunks of ice until they shatter.
Dewtwo resides in frigid arctic areas, watching over the other denizens from a distance. If something intrudes upon the natural order of its habitat, it creates orbs of frozen psychic energy to take the problem out.
Dewinja floats around silently in the water, seemingly oblivious to anything around it. If something approaches it with hostility, the ice crystal above its head grows spikier and fires out multiple Ice Beams in the aggressor's direction.
Dewchomp's body is incredibly sleek, made for cutting through the water at high speeds and for unparalleled maneuverability. It prefers retreat to battle, disappearing from sight in mere seconds if it feels conflict is brewing.
Dewtales's large tail helps it greatly in maintaining high speed and maneuverability underwater. Though quite friendly, it dislikes having its tail touched, dispelling those who try with a blast of icy wind.
If Dewcolo sees a group of people gathering, it claps its hands and moves rhythmically to try and get them to dance. Many have trained groups of Seel in the wild to groove to their personal beats.
Dewform takes on slightly different appearances depending on the weather and temperature around it. It can harden the curl on its head into a horn capable of punching through solid ice.
Before fusion was discovered, Griorb were thought to be Voltorb that survived attempted consumption by Grimer, but were left permanently tainted by the poison sludge as a result.
One egg within a clutch has become toxic, leaking from its shell. Its psychic powers let it remain functioning despite spilling out, though its appearance causes disarray amongst its clutch-mates.
Gribone's weapon appears to be a bone at first, but is actually a bit of malleable toxic ooze it can reshape at will. Aside from a club, it often turns it into an extending hand to grapple foes or grab distant objects.
Its tongue has been colored by all the filth it devours. The smell left behind from its saliva after it licks something is almost impossible to remove completely.
Grikarp have been largely derided as being "even uglier than a Feebas," but despite those claims, a surprising number of people are endeared to it, citing it as having a strange charm to its odd appearance.
It tries to emulate Ditto to endear itself to Trainers and Pokémon. No matter its actions or what form it takes, Grito can never hide the foul, repellent stench it emits.
Gridos was first discovered in what remained of an old power plant infamous for its pollution amount. Machines touched by its goop will malfunction as the goo seeps within and overcharges them with electricity.
Great care must be taken when raising and handling Gridile. Its playful bites of affection are highly prone to infection; a single untreated bite could lead to a week of nausea and dizziness at the least.
Grigey was first discovered in a forest where illegal toxic waste dumping occurred. It feeds on detritus left behind by dead rotting trees as well as certain pungent fungi.
In a last-ditch attempt at self-defense, Gribat can fling all four of its gooey wings at an opponent, covering them with muck and poison while it falls to the ground and attempts to slip away, hiding until the wings regenerate in a few hours.
Gribat's semisolid body composition makes flying difficult, and it spends about half its time grounded before fluttering off. On rare occasions, the pools of grime it leaves behind can gain sentience and become new Grimer.
It oozes its way into people's homes by sliding through even the tiniest of gaps. If a pungent smell starts infesting a home overnight, a Gritata infestation has begun.
Griper makes its home in muddy, filthy waters, nourishing itself with pond scum and discarded trash. It enjoys "sharing" its beloved stinky water by splashing those who pass by.
Gridour packs harass garbage workers in tandem in order to steal bags of trash and eat the rotten contents. They have even been seen harassing and hunting Trubbish in some areas.
Due to most of its body being viscous and slimy, many underestimate how solid its skull actually is. It laughs deviously when something attacks and ends up hurting itself against its skull.
Griki collects lost or discarded keys amongst garbage and filth and seeks out their former owners to return them. Due to its stench permeating on the keys it collects, those it finds are reluctant to take their keys back.
Grion can retract its gooey form into its iron shell for defense and resemble a normal Aron. Staying that way requires effort, however, and it will inevitably need to ooze out and relax once danger has passed.
Though it means no harm and only wishes to help, Grink has become a problem in factories by working its way into machinery, attempting to replace cogs and mucking up machines.
Grieye oozes its limbs into cave crevasses to dig out gems and minerals to consume. The crystals it eats pass through its body and become mildly radioactive once left behind.
Before further research, Gridisc was thought to be a result of pollution affecting Luvdisc colonies. Superstitious folk believe that fishing one up is a sign that their love life will turn sour.
It loves to collect filthy coins scattered amongst garbage and other dirty corners. If it comes across shiny pristine change, it promptly goes about dirtying it so that it can properly join its collection.
Griduck consumes garbage and sludge to soothe its aching head. If it eats too much in one sitting, however, its headache will worsen and it will lose its solid shape, becoming a toxic puddle until it recovers.
Grilithe is a very friendly and loyal pet, but its noxious aroma makes it difficult to find an owner. Garbage dumps often adopt it as a mascot and to easily feed it its favorite meal of stinky trash.
Gricool have been deployed in large numbers to clean oil spills at sea. They swarm the spill en masse, absorbing and consuming the oil, even removing it from other Pokémon that may have been coated by the spill.
Gripoke has a friendly nature, content to linger among human garbage to seek food and companionship. It seems unaware of its repugnant smell repelling most it tries to cuddle up to.
Griuk are actually a welcome sight for factories where polluted runoff is inevitable. They consume every drop of the toxic waste eagerly and are remarkably friendly to humans.
Its appetite for garbage and pollution is endless, devouring it all quickly and processing it in bursts of gas around it. Some Muzing have even been seen attempting to inhale and consume their own gaseous expulsions.
Toxic runoff from factories polluting ponds where Magikarp reside resulted in the creation of Mukarp. Though they look deformed and ill, they are actually stronger and more hardy than the average Magikarp.
The cocoon helping Muna evolve further is not very sturdy, but its body generates so much incredibly pungent and toxic muck that few dare risk approaching it.
While in flight, Muotto drips toxic droplets from its body down to the ground. Even if immediately cleaned up, the spots its goop touched become black and barren for years afterward.
A troublesome pest due to its malleable body allowing it to infiltrate any tight space in a home, Mutata gnaws around inside walls, weakening structures and leaving a pungent aroma lingering anywhere it nibbles.
Muflora loves to stand among flowers in fields and soak up the sunlight, but its toxic body quickly causes the plant life around it to wilt. This has given it a very sullen personality as a result.
A result of Raticate infestations within highly polluting factories, Muicate will use its amorphous body to more easily infiltrate buildings, gnawing endlessly on anything that comes close to its oozing maw.
Muown's presence signifies that the surrounding area possesses some highly toxic material. Muown itself is also moderately radioactive, so keeping one's distance is greatly advised.
Mulord floats around more polluted sections of the ocean, its wide mouth emanating a foul odor. Anything unfortunate enough to swim into its mouth or get caught on its sludgy body will be absorbed into it slowly over time.
Mudon is said by some to be a manifestation of the planet's rage against human pollution. The molten muck it flings from its body coats and erodes anything it touches until nothing is left but a bubbling toxic ooze.
Pollution in areas where Feebas live has resulted in this deformed, unfortunate Pokémon. Mubas lashes out at any who view its misshapen appearance, forever enraged at becoming more hideous.
Muang is believed to have first come from broken parts of pollution-producing machinery. Its ooze is highly corrosive; a few drops will burn down a large computer to nothing within an hour.
Muxure prefers to live in muddy or swampy areas where its gooey body can more easily soak into its surroundings. Its tusks are rigid and pack a potent punch when swung, and just a scrape will cause a nasty case of poisoning.
The two mouths of Mubat appear to feed and digest separately from each other. Feeding the top mouth more apparently makes it smarter, while feeding the bottom more seems to make it stronger.
It hides itself in grimy, filthy areas such as landfills and other polluted areas, laying in wait amongst the refuse. Should something step on it, it grabs hold and delivers paralyzing jolts of electricity.
Mutrum hunts by flattening and obscuring the toxic sludge of its body and pretending to be nothing more than old bones. Anything that gets too close gets sucked into its gooey body and absorbed for sustenance.
Composed of icy sludge, Mulie's outermost layer of toxic ice constantly thaws and drips as it floats around. If enough of the sludge pools during winter, Grirunt may form from within the ooze.
Muk's toxic body seems to have corrupted the normally-meek personality of Goodra. Mudra seeks to embrace others with its body and coat them in the debilitating poison it constantly oozes.
Muish has been spotted deep in the depths of waters troubled by heavy pollution. Extremely antisocial, it uses psychic powers from the gem it carries to repel anything that ventures too close to it.
Some say the first Mucruel was created when chemical runoff spilled onto an unlucky Tentacruel. Mucruel is an undulating mass of toxins and tentacles. The black sludge that drips from each limb can dissolve the toughest material in seconds.
Many theorize that the fusion is incomplete, but thanks to Slowpoke's dim mind, it hasn't even noticed. It lazes near polluted rivers, living in blissful ignorance of its own mismatched form.
Mumer appeared from scenes of massive pollution spills in the ocean, absorbing other Grimer that formed at the same time. Their putrid odor is matched only by their appetite for the foulest of garbage.
Blastode's cannons can alternate firing high-power water spouts or bolts of lightning. Firing both simultaneously for too long may cause it to explode from excessive energy output.
Blastlee possesses water jets at the back of each foot. The powerful force of water expelled gives its kicks extra speed and power in combat.
Blastros is very protective of its territory, charging at any intruders it spies. Once it gets at point-blank range, high-pressure water from its cannons launches its target across the horizon.
Blastgon fires projectiles at foes using the cannon on its tail. In the real world, it fires streams of normal high-pressure water; in cyberspace, it's a stream of pure binary code.
Blastcuno lives a solitary life residing in areas with frigid waters, and does not take kindly to intruders. The water shot from its cannon instantly freezes over when it hits a target, leaving them frozen solid.
Blastew's excellent psychic prowess lets it freely control the movement of the jets of water fired from its shell. It playfully distracts others by whipping the water around in circles in spirals, rarely actually splashing someone.
Blastpom enjoys pranking others by spraying them with water from the jet on its prehensile tail. Its overzealous nature and the strength of its cannon often cause the target of the prank to be knocked out by the blast.
The water jets on Blastzor's back provide momentum that lets it achieve a frightening amount of mobility for its size and weight. Those expecting a slow and lumbering foe will quickly find themselves clamped by its sturdy pincers.
Blastgon-Z's twin cannons function independently of its body and can fire fierce jets of water with great strength and accuracy. However, on occasion they may go haywire, spinning and spraying water in every direction.
Blastile spends much of its time dutifully watering the plants of its forest home, ensuring healthy plant life all around. The cannons it uses for plant care double as highly effective defenses against intruders.
Blastvoir uses a pair of twin water cannons on its arms to protect those it cares for. Once the high-pressure water is shot, it telekinetically manipulates the water to ensure it strikes even the most evasive of targets.
Multiple high-power water cannons grow from Blasterra's shell, giving it a strong area of defense. The cannons are powered via nutrients from the soil that Blasterra absorbs through the palms of its feet.
Blastquaza has perfect vision and accuracy with its cannons, able to snipe targets from its home miles up in the skies. It's thought that at max power, its water shots could pierce completely through the planet.
Blastelgon's sturdy full-body shell gives it impeccable defenses. It pops its head through a hole in the top for surveillance, and extends a water cannon from the front to blast away anything that tries to mess with it.
Blastik can fire out bursts of webbing from its cannons like netting that trap larger creatures. It takes advantage of the target's immobility to bite them and absorb small amounts of static electricity.
Blastmite can fire a large amount of bubbles from both of the cannons on its side. These bubbles are tinted with a bit of magnetism, making it easier to hit metal objects or Steel-type Pokémon.
Despite seeming to lack a normal head, Blastduo is able to sense its surroundings rather acutely. It is quite speedy and agile in combat, using leaping maneuvers to fire jets of water from its cannons at various angles.
The water cannons growing from Blastdrio's body have rudimentary functional brains of their own. Blastdrio's main head can influence them to an extent, but they can act impulsively and fire water shots on instinct when startled.
Blasts of water shot from the cannon in Blastler's claw hit with enough force to dent solid steel. It primarily uses it to repel other predators competing for the clams and shellfish it scrounges up for food.
Schools of Magikarp often integrate Shellkarp into their ranks for aid in survival. While unable to swim as quickly, Shellkarp's tough shell means hunters will waste time futilely trying to prey on it while the Magikarp flee to safety.
Shellkip buries itself into the mud near swamps in order to keep cool. It is easily spooked, and uses its tongue to scoop up muck and toss it at anything that gets too close for comfort.
Shellpix has a very friendly disposition, often licking others affectionately with its large tongue. If threatened, it turns tail and retreats, releasing fireballs from the shell on its rear.
Shellbas has been noted to be self-conscious of its appearance and rather shy, remaining still and shut when others are around. It only opens up in the presence of those it implicitly trusts.
Shelltrum attempts to frighten others away by roaring and flailing its large tongue about wildly. It gets embarrassed and hides its face within the shell on its neck if this tactic fails to scare its target.
Shellie has cool breath and a tongue that's cold to the touch. It's popular in warmer regions for helping cool down its owners on hot days.
Because most of its body is tender and sensitive, Shellchop trains itself to be nimble and mobile. It excels at blocking attacks with the parts of its body shielded by sturdy shell pieces.
A strange and curious Pokémon that appears almost like an odd-colored Slowbro. Science remains baffled at the fact the main body can retreat completely into the much smaller shell.
Shellmite hovers around coastal areas where the dirt and sands have high deposits of metallic minerals. Its tongue has a slight magnetic pull; it finds sustenance by dragging it through the sand to collect said metal minerals.
Packing much greater size than a normal Shellder, Shellster has minimal offenses, and instead possesses a very rigid and sturdy shell. It often helps smaller Pokémon by letting them hide within it while it clamps shut.
Spirits that linger where Shellder have passed away, Shelltly have a very sullen, sorrowful disposition. Being licked by one will cause a person to be overcome with an urge to cry.
Shellgar hides with its shell closed on the sea bed, hiding amongst Shellder and pretending to be one of them. It waits for hunters or divers to come close before bursting its shell open with a ghostly cackle to scare them off.
Shellby has been observed pinching its own tongue on occasion. It's thought that this stimulates the muscle in order to keep it highly sensitive to its surroundings.
Sheller's oversized claw possesses a tremendous gripping force when clamping down. It crushes large objects within its claw as a threat display to deter predators from bothering it.
Using a skull as armor plating and a broken spine from a Cloyster, Cloybone is an agile underwater hunter. It's adept at using the spike as a thrown spear to skewer fish to make its next meal.
Cloyto can harden its gelatinous body to make itself more resistant to damage. When it transforms, it often adds shell-like coverings and spikes to better defend itself from attackers.
With a shell too heavy for long flights, Cloydactyl instead lived as a fierce undersea hunter. Its wings allowed it to swim at high speeds, firing spikes from its shell at schools of fish, feasting on the skewered victims.
Cloytress rests at the bottom of the sea floor, opening its solid shell partially in order to filter-feed. If it catches sight of something approaching, it quickly closes its shell and fires off pointed ice projectiles from the holes on its sides.
Cloycario wields a spear and wears armor created by the remains of Cloyster it has defeated. It can imbue the spear with aura in order to make it much more powerful in battle.
Smaller Pokémon will often take shelter in or around Cloyterra's hardy shell. To defend them, it wields sharp points attached to its shell via lengthy extendable vines.
Cloyno imbues the pearls it creates with psychic powers, using them to hypnotize others so it may consume their dreams. The pearls have an ethereal luster to them that makes them fetch a high price among curio collectors.
The shells on Cloyler's arms can clamp down with powerful force, though it disdains close-range combat. Instead, it creates and fires large pearls from the shells to pelt foes from a distance.
Possessing a long-deceased Rhyhorn's remains, Gashorn intimidates foes with its imposing new body. If attacked, the stone plates separate to avoid strikes, then reform to counterattack.
Gastly possessed a Tauros in order to cause damage and mischief. However, their possession has caused the Tauros to become incorporeal, so their once-destructive charges no longer cause actual property damage.
Gasgon haunts dead electronics, projecting itself from the screen to screech at those who draw close to it. It's believed it dislikes humans for letting the machines die and discarding or replacing them.
Gaslosion breathes out a dark mist of smoke that smells deeply of charcoal. Its preferred habitat for haunting seems to be burnt-out old buildings in remote locales.
When many Gasfa gather together in the wild at night, they entertain themselves by rapidly falling to the ground in sequence in an imitation of a meteor shower.
Gasbuff loves to haunt and prank the residents of the homes it haunts, floating before them and making spooky noises. However, its body is so lightweight that even air from fanning one's hands will send it tumbling away through the air.
Gastata are considered pests of great nuisance, due to waiting until residents are asleep and then waking them with incessant spectral scratching noises in the walls.
Gasvoir is said to appear before lonely souls at night, silently compelling them to pursue it. It is said those who follow it vanish without a trace and never return.
Gastly has become the main spirit in control after fusion, the other 107 seeing it as the leader. This allows it to use the other spirits to focus and enhance its own ghostly abilities.
Gasceus haunts ancient temples dedicated to the worship of Pokémon in the past. It has been observed possessing statues and changing their positions, but to what end it does this is not yet known.
The gas Gaskoal expels induces chills and foreboding feelings in those immersed in it. Haunted house attractions employ Gaskoal in order to help further the spooky ambience with its smog.
An angry spirit that haunts the ocean, Gascanth creates ghostly rocks to fling at all who come near. The only creatures that escape its ire are Relicanth and its related fusions.
Being incorporeal, Gasmite has a very weak magnetic charge inside. Even when right next to something its magnets should attract, the objects will only move slightly and slowly.
A Haunter that retained its more gaseous state from Gastly, Gaster is often preferred to normal Haunter, as its mischievous nature seems less malicious than the norm by comparison.
The source of many tales of haunted caves, Gasnix hides itself within cavern walls, waiting for the perfect moment to snake out from solid rock and spook unwary visitors.
Haungon pranks computer users by hiding itself in their machine and sending up floods of errors and malware reports. Fortunately, these are entirely fake and it causes no damage to the computer, only panic in the user.
A ghostly dragon spirit that haunts remote islands, Haunite is not particularly malevolent, but much prefers solitude. It conjures up fearsome illusions of dragons to dissuade people from approaching its home.
A ghostly scourge of gardens, Haunkern claws at the dirt and uproots all the plants it can find. Opinions are divided on if it does this out of cruel spite or for some other unknown reason.
Haundum is territorial and often winds up fighting others of its kind for the right to haunt a specific locale. When their ghostly hands clash against each other, eerie metallic screeches course through the air.
Some say Hauntina is a being from a nightmare dimension, now in this world to haunt more victims. It creates shadowy hands that touch upon the shadows of others, making them feel the phantom limb's creepy caress.
A fearsome nocturnal hunter, Haunpede's ghostly limbs poison and paralyze prey on contact. This leaves them helpless to resist as the ethereal hands carry the victim into its hungry mouth.
Haunsand waits for children to finish building sand castles before possessing the finished product, twisting it into a terrifying visage so it can laugh at the young ones frightened reaction.
Hiding deep within underwater caverns, Haunster beckons divers forth with its ghostly hands. Those that fall for the deception are then attacked by the ethereal spines generated from its shell.
Compared to other members of the Gastly line, Haungar's ghostly antics are relatively benign. Its most common haunting is possessing and levitating furniture at night.
Genchan uses a very unique fighting style that is tricky to defend against. If its shadow's punches hit the opponent's shadow, the foe feels the impact of its fists as if they physically connected.
The fearful visage on Genfree's wings is effective self-defense. The visual alone often frightens away others, but if it fails, the "eyes" can release hypnotic waves that enthrall a victim long enough for Genfree to flutter away.
Unlike some other Ditto, Gento retains its default face after transforming on purpose. It does this to unsettle and cause fear in targets with its uncanny, unwavering grin.
When Genquil flares up the flame on its back, it creates a sound akin to a ghostly shriek. It delights in pranking and scaring people by creating the noise in the middle of dark nights.
Genowl's eyes and chest pattern glow in the dark, creating an eerie smile that strikes fear into the hearts of those who see it. This terrifying display makes prey frozen in horror easy to pick off for a meal.
Genrachi carefully chooses victims to haunt and put through a test. Those that endure a week of its nightly hexes and visions will have it appear before them to grant a wish.
Genform's haunting activities seem to fluctuate depending on the weather. It becomes particularly active during storms, using the dark and rainy ambience to its advantage towards scaring people.
Genlithe is a deeply loyal pet that makes for excellent home security. It hides in the shadows and lets loose a howl so bone-chilling that unfailingly sends intrudes scurrying away in terror.
Self-conscious about its tiny true form, Gently will flare its ghostly aura into a huge, intimidating form to scare victims. This act leaves it too exhausted to pursue any who run away from the sight.
Though weaker than a normal Gengar, Genter are craftier in their haunting. They wait until the perfect moment for their smile to appear in darkness, floating just before their hapless victim.
In memory of its mother, Onwak fashions a whip of stone made to look like an Onix tail. It uses this formidable long-range weapon with utmost precision to protect lost young Pokémon.
Its hollow appearance made discoverers assume it was a Ghost-type until further research was done. Onfing's clouds are made of an extremely fine gravel, giving the smoke a very grainy feel when touched.
Many travelers have shared tales of fleeing from a grinning Onhorn charging at them during mountain travels. Sadly, Onhorn is simply excited and overeager to run towards a potential new friend, unaware of its intimidating visage.
Onyu clings to the stone walls and ceilings of caverns near the ocean, its rocky appearance making it easy for it to blend in. Explorers sometimes mistake its eye glowing in the dark for gems, a mistake they quickly regret.
Ondle's diet consists entirely of stone. Due to its small size, it has a meager appetite; a decently-sized rock dragged back to its den can keep it fed for nearly two weeks.
The membranes of Ondactyl's wings are made up of a smooth, reflective crystal. The edges are quite sharp, making them highly effective at cutting down opponents foolhardy enough to challenge it.
Though Ondrill cannot fly, it slithers around at high speeds and can whip its stone tail with incredible strength. It is very territorial, claiming entire sections of caves for itself, responding violently to anybody that trespasses.
Ontata resides in urban areas and seeks out hard objects to chew and chisel its teeth on. To avoid it causing damage to concrete structures, inhabitants are encouraged to carry rocks to offer and occupy stray Ontata they encounter.
Only parts of its body have hardened into its evolved form's steel plates. This has given it a more potent bite force and extra defenses, but causes its movement troubles due to the new body's weight distribution.
Onring carves specific scratches into the walls of its cavernous homes to designate its territory. For young Pokémon this also designates safe zones, as Onring protects them from predators.
Ondour live in small packs in caverns across the land. It primarily feeds on stones rich in minerals, but packs have been known to work together and hunt Geodude on rare occasions.
The trumpeting cry of Onpy is a surprisingly deep bellow for something of its size. Most Pokémon are frightened by the call echoing across cavern tunnels, but Onpy is actually quite friendly and playful.
It urges Trainers to milk it, despite having no milk-producing organs inside its stone body. "Trying to milk an Ontank" has become modern turn of phrase for stubbornly committing to an impossible task.
Both Oneon's tongue and tail can be extended to act as heavy and powerful weapons in battle. Rather than changing colors, it can change its appearance to match different stone textures.
Onskull buries itself into cavern walls to spend most of its time sleeping. Many a traveler has thought of it as a mere decorative carving until its single eye appeared and stared back at them.
Many hikers across the world have an affinity for Onki, as its tools are very equipped to help those traversing mountains. Wild specimens have even saved travelers in peril with their ropes and pick.
Onon's diet consists solely of rock and stone easily crunched by its strong jaws. After it consumes enough minerals, it grows a new rocky segment for its tail.
Onbat hides itself within stone walls waiting to ambush prey, tracking them via the slight reverberations in the rocks from every footstep. Once close enough, it hurls its stone body at its target headfirst to knock them out.
The mixture of stone and crystal making up Ontrum's body gives it immense defensive and offensive strength. It crunches on most stones and gems for food, but hoards any diamonds it finds to decorate its den.
Onedo finds ponds and lakes to embed itself near, pretending to be a rock formation. It has a gentle heart, and hopes that smaller Pokémon will flock to it and use its stony body as a safe haven.
The mushroom-like stones on Onras's back fall off periodically to let new ones grow in their place. These discarded shroom-rocks are a beloved treat for stone Pokémon like Golem and Onix.
When agitated, Onkey will dig furiously through stone in an attempt to dissipate its aggression. The more stressed the Onkey, the deeper and more erratic in shape the tunnel becomes.
Despite sharing the same body and stomach, the two heads of Onduo are selfishly greedy. They often fight over a single morsel rather than eat two separate, more filling meals.
Oneel makes its home deep in underground lakes, swimming and soaking up the high mineral contents. It can often be spotted playfully balancing shiny gemstones it dug up on its nose.
Drowbone lingers around urban areas at night, peeking into the homes of large families. It favors eating the dreams related to happy family memories, which staves off its own loneliness for a time.
The ink Drowsea sprays can cause others to fall asleep if touched or looked at for too long. Once they fall asleep, Drowsea swims closer so it can feed itself on their dreams.
Drowdos rampages through open waters, seeking out large groups to fire a special beam of hypnotic energy from its mouth. Once they have been forcibly lulled to sleep, it gorges itself on their dreams.
Drowvoir will stand by its Trainer as they sleep, observing their dreams. Should a nightmare take form, it will quickly devour it so that their Trainer will maintain a peaceful slumber.
The flame on its tail requires the consumption of dreams in order to keep burning. A bright, crackling fire signifies a Drowmander that has just finished gorging itself on a particularly delicious dream.
Drowmander waves the flame on its tail in front of another being's face in order to hypnotize them to sleep. Once they've started slumbering, it feasts on their dream in order to keep its fire burning.
The different eggs are responsible for different aspects of self-preservation, from hypnosis, defense, fleeing, and psychic offense. If even one is separated from the rest, Hypcute becomes unable to function properly.
A terrifying amalgamation born of incomplete fusion between Hypno and Scyther. Hypther hypnotizes unfortunate victims into a stupor, before putting its scythe to grisly work.
In and out of cyberspace, Hypgon appears to be held by a disembodied hand, acting as a hypnotic pendulum to swing about. All attempts to interact with the hand itself result in it vanishing before anything of value can be learned.
Hyprak's pendulum can levitate in the air while remaining attached to it via webbing. It dangles down in front of others and swings its body back and forth, emanating a hypnotic pulse that sends the victim into a slumber.
Hypma's aerial speed and maneuverability is so great that it can hypnotize several targets in a few minutes. Entire forests worth of Pokémon have had their meals stolen from them due to Hypma's antics.
It can project a pendulum image from the circle on its forehead, full of psychic energy for hypnotizing foes. On full moon nights, its power grows enough to project multiple pendulum images at once.
Using its hypnosis, it entrances other rat-like Pokémon into doing its bidding, finding food for it so it can avoid any risks. Most Hypicate are rather fat and lazy as a result of relying so much on their thralls.
If one matches their gaze with Hypown, they're already caught in its psychic grasp. Victims speak a nonsensical gibberish language while under its sway, but after being free, none remember what they were trying to communicate.
It subtly and rapidly shifts its antlers to vibrate the pendulums hanging off of them. Differing vibrations and frequencies allow for it to put its victims into different types of trances.
Hypsey are helpful in places where hypnotherapy is offered. The sleeping trances induced by Hypsey are so potent as to remove months of stress in just a few minutes of rest.
As it dances and twirls, those around it will catch glimpses of its pendulum and be hypnotized, watching the performance to the end. When Hyplia bows at the finale, its audience falls into a collective slumber, ripe for dream-eating.
The halo over Hypinja's head is a powerful hypnotic device that puts those under its spell to sleep in seconds. It is said to consume a piece of the soul of anyone it sends into slumber.
It uses two heavy pendulums as flails in battle. Powerful enough on their own, striking them together causes a shrill chime that sends foes into a trance, leaving them wide open to Hypcario's attacks.
Hypgron sneaks into the domains of Aggron and waits for the perfect moment to hypnotize it, making it abandon its former home so Hypgron can take it without a fight.
Its rings and pendulum are made out of an unknown type of metal. It hypnotizes weaker foes and orders them to leave; against stronger foes it uses the pendulum as a bludgeoning tool.
When swinging its pendulum, Hypuff sings a lullaby in a low voice, enhancing its capability to put something to sleep before it eats their dreams. Those who've been hypnotized wake up with the lullaby stuck in their head.
Hypmander swings its pendulum awkwardly in front of others, as it's still developing its hypnotic powers. Its tail noticeably dims in disappointment when its hypnosis fails.
Hypbat first terrorizes its prey with its frightening appearance and piercing shriek, before using its pendulum to ensure there's no escaping the incoming bite and blood-draining.
It uses its pendulum to reflect light rays underwater into the eyes of swimmers above, hypnotizing them. The victim believes they're swimming towards an undersea paradise, but in reality, they're headed for Hypedo's jaws.
Hypmise lives in the deep sea, waiting for moonlit nights. It uses the light reflecting from its body to hypnotize other undersea Pokémon and command them to attack and sink passing ships.
Hypetta lulls victims to sleep with a combination of pendulum movements and a whispered song. Those it sends to a slumber wind up singing in their sleep while Hypetta feeds on their dreams.
The large pendulum on its back emits faint psychic waves to aid in hypnotizing prey in the forests. When hit, they intensify and radiate around Hypsect with a shrill tone, stunning prey so they can be struck down.
In the past, unscrupulous sorts thought to use Hypdisc as a charm to hypnotize others into loving them. Fortunately, Hypdisc abhors false love, and will never use its hypnosis to force attraction.
It swings the spoon it carries against its metallic chest, creating a sharp echoing sound that disorients opponents. It feeds on their confusion, weakening them before defeating them with psychic powers.
Once it hypnotizes someone with its pendulum, Hyplem strikes its body with it. Each stone on its torso creates a different chime, triggering different commands for the thrall to obey.
Though it is skilled at hypnosis, the three heads often argue on what to do with a victim once they have entranced one. The hypnosis often wears off and the victim escapes before they come to a decision.
Hypgar flings out small ghostly pendulums, hiding them among the places it haunts. It then waits for the perfect opportunity to make them pulse with hypnotic waves, and send everyone within into haunted, nightmare-filled slumber.
Bearded variants of Hypgar are noted to be less overall malevolent in their behavior while haunting, but are subsequently more stubborn and difficult to exorcise out of one's home.
Its hypnotic power is so strong that it hasn't yet grasped full control over it. On occasion the psychic powers it sends into its pendulum may reflect back on itself and put it into a trance.
Krabpod can blow bubbles from its front to communicate, typically with Caterpie and Krabby. It uses the pincer on the back of its body to cling to trees while it waits to evolve.
The fusion of Krabby and Magikarp has almost nothing to distinguish it in battle or behavior. Most Krabkarp are created solely to be a high-priced delicacy in restaurants serving fusion cuisine.
Krabgon catches fish with its claws, taking them back on land to eat. It tries to gather up enough food to make a perfectly square stack before it decides to dig in to its meal.
Krabchu entertains itself by picking up small objects from the ground like shells and acorns, then tossing them into the air to shoot down with lightning bolts as a method of target practice.
Krabwick snaps its claw to ignite a flame within its pincers as a way to frighten off attackers. Older members of the species tend to have charred edges to their claws from constant fire-starting.
Krabphish is more than eager to throw its weight around with its large size and strong claws. Because of its bullying nature, it's not held in high regard by the Krabby or Corphish lines.
Fusion has caused Kraby to exhibit much more aggressive hunting techniques, viciously snapping at and crushing fish and clams alike. There are signs its claws are beginning to develop minds of their own.
Kingbone wields a bone in one claw to better defend itself. It has a difficult time in battle regardless, as its oversized claw is too heavy for its small body to properly lift.
A ferocious undersea hunter, Kingdos possesses incredible crushing power in both its claws and its jaws. Even the strongest shelled Pokémon are crushed in mere seconds if caught.
A majority of Kingtwo's psychic power is centered within its oversized claw. It pulls opponents towards itself with potent telekinesis, before crushing them with the giant claw's raw might.
Due to having an oversized claw attached to a diminutive body, Kingew floats around at an odd angle. The large claw can fire bubbles that whittle away an opponent's fighting spirit with each hit.
Its claw-like tail is quick to grab and crush prey, but is too short to feed its own mouth. Kingfarig tosses its meal into the air, then scuttles beneath to try and catch it in its jaws.
Kingzone uses the magnetism inherent to its claws to pull small Steel-type Pokémon off the ground. It crushes the seized prey with its singular massive pincer.
It gathers sand, mud and other materials in its super-heated claws to mold into projectiles. This molten ammunition impacts opponents with the force of meteors.
Kingkazam is quite intelligent and possesses great psychic power. It creates bubbles with its claws that are brimming with enough telekinetic energy that a single one popping would knock out anything in a 100 km radius.
The pincer on its tail catches prey on instinct and drops it in front of its face when its at leisure. It may take hours for Kingpoke to realize food has been delivered, however.
Kingbro scuttles around the shallows of beaches, picking up small creatures to eat. The shell-like organism surrounding its body derives sustenance from the scraps that fall from Kingbro's mouth as it chews.