PASBL

Galar SCs

Feb 15th, 2020
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  1. Grookey (Grass) - Grookey holds a stick in its hand that it uses to attack. It uses this stick to generate sound moves by beating rhythmically, meaning it is able to use Sound Moves even if it is unable to vocalize as long as it has its stick. The stick is stored in its hair whenever not in use. As starter Pokemon, their Grass-type attacks deal 10% more damage when they drop below 1/3 health.
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  3. Thwackey (Grass) - Thwackey holds two sticks in its hands that it uses to attack. It uses this stick to generate sound moves by beating rhythmically, meaning it is able to use Sound Moves even if it is unable to vocalize as long as it has its stick, as well as giving them a 10% boost in effectiveness. These sticks are stored in its hair whenever not in use. As starter Pokemon, their Grass-type attacks deal 10% more damage when they drop below 1/3 health.
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  5. Rillaboom (Grass) - Rillaboom carries around a drum with it, which is actually a living tree stump. Rillaboom will carry the drum with it whenever it moves more than a few feet, never leaving it out of striking distance if it can be helped, and will refuse to fling or otherwise throw away the drum. The drum has powerful roots and will automatically root in place wherever it is placed, even if the ground is impenetrable, and cannot be moved by anyone other than the drum’s owner. If Rillaboom moves its own drum, it will instantly break its roots and reroot whenever placed back down. Rillaboom also uses a stick to beat the drum, which it keeps in its hair when not in use. This drum allows it to use sound moves without needing to vocalize, and will boost all its sound moves by 20%. As starter Pokemon, their Grass-type attacks deal 10% more damage when they drop below 1/3 health.
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  7. Scorbunny (Fire) - Scorbunny are incredibly energetic Pokémon, in addition to being relatively fast on their feet. The pads on their feet generate a constant heat, causing them to leave small trails of fire in their wake when running and scorch the ground below them. This fire will deal minor damage to those passing through it. Unlike other rabbit Pokémon, they are equally adept at bouncing and running, but can still bounce fairly high. As starter Pokemon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.
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  9. Raboot (Fire) - Raboot is quite energetic and relatively fast, being a good bit faster than its preevolution. It is skilled with its feet and is able to launch physical projectiles with its feet somewhat faster than normal. Its kicking moves are also more powerful, dealing 10% more damage. Unlike other rabbit Pokémon, they are equally adept at bouncing and running, but can still bounce fairly high. As starter Pokemon, their Fire-type attacks deal 10% more damage when they drop below 1/3 health.
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  11. Cinderace (Fire) - Cinderace is a skilled footballer, being both fast and agile. It is able to turn stones and other rounded objects into projectiles in order to fuel its Special Fire attacks using balls it creates from materials in the arena, slowing their start up slightly but turning them into physical projectiles. Its kicking moves are more powerful, dealing 20% more damage. It is also incredibly enthusiastic and it is difficult to lower its enthusiasm. Unlike other rabbit Pokémon, they are equally adept at bouncing and running, but can still bounce fairly high. As starter Pokemon, their Fire-type attacks deal 10% more damage when they drop below 1/3 health.
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  13. Sobble (Water) - Sobble are excellent emotional manipulators, and moves relying on emotion will be more effective. Its Tearful Look will lower the target’s Attack and Defense by two stages. In water, Sobble is able to turn invisible, akin to the effects of Acid Armor, but without the defense boost. As starter Pokemon, their Water-type attacks deal 10% more damage when they drop below 1/3 health.
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  15. Drizzile (Water) - Drizzile are able to create water balloons to contain their projectile-based water attacks, giving them some physicality that turns them into physical projectiles. Attacks launched in this fashion will burst on contact, delivering the full force of the move in a compact form. These balloons can also be placed as traps, in which case they will burst when they come in contact with a target. As starter Pokemon, their Water-type attacks deal 10% more damage when they drop below 1/3 health.
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  17. Inteleon (Water) - Inteleon are skilled marksman, allowing them to hit targets with ease and great speed. Inteleon is able to fire its projectile Water attacks from its finger as if it were a gun. For an additional light energy, Inteleon can either take aim, increasing the move’s accuracy, or fire it in a quick shot, turning the move into high speed. The fins on their back allow them to glide when in the air. As starter Pokemon, their Water-type attacks deal 10% more damage when they drop below 1/3 health.
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  19. Skwovet (Normal) - Skwovet are voracious eaters, filling their cheeks with berries. Whenever Skwovet consumes a berry, it will restore an additional good health. As squirrel Pokémon, Skwovet are very nimble and proficient climbers.
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  21. Greedunt (Normal) - Greedunt are voracious eaters, filling their tail with berries. Whenever a Greedunt consumes a berry, it will restore an additional significant health. Greedunt also have exceptionally hard teeth, giving them a 10% boost to biting attacks. As squirrel Pokémon, Greedunt are very nimble and proficient climbers.
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  23. Rookidee (Flying) - Rookidee are incredibly brave and cannot be easily intimidated or shaken. While a decent flyer, Rookidee likes to move through hopping and can move nimbly on the ground via hops. Their beaks are particularly sharp and their pecking moves can more easily break through other moves.
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  25. Corvisquire (Flying) - Corvisquire are highly intelligent Pokémon, allowing them to understand more complex orders without a drop in speed. They are also difficult to shake, making them less vulnerable to intimidation. They are known to employ tools in battle and can be ordered using a move to use items in the arena in their attacks, within reason. Their beaks are particularly sharp and their pecking moves can more easily break through other moves.
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  27. Corviknight (Flying/Steel) - As the transportation of choice of the Galar region, Corviknight are adept at carrying large weights, able to carry up to triple their weight. They are also highly intelligent Pokémon, allowing them to understand more complex orders without a drop in speed. They are also difficult to shake, making them less vulnerable to intimidation. They are known to employ tools in battle and can be ordered using a move to use items in the arena in their attacks, within reason. Their beaks are particularly sharp and their pecking moves can more easily break through other moves.
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  29. Blipbug (Bug) - Blipbug are rather weak Pokémon, but have sticky feet that allow them to crawl on most surfaces. Despite being weak, they are highly intelligent, and the hairs on their body give them a full awareness of their surroundings, akin to Psychic sight.
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  31. Dottler (Bug/Psychic) - Dottler are not immobile, but choose to move very little and are slow movers when they do choose to move. However, they have keen psychic abilities and can levitate if they need to move quickly. Their thick shells give them a 10% boost to defense and special defense.
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  33. Orbeetle (Bug/Psychic) - Orbeetle are extremely perceptive, even beyond that of other Psychic-type Pokémon. They are fully aware of their surroundings at all times without the need for focus and can levitate short distances with minimal effort. Orbeetle’s heightened sense prevents it from being deceived by moves such as Double Team or Substitute.
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  35. Nickit (Dark) - As foxes, Nickit are more inclined to combat by deception, their deception based attacks being slightly more potent. They are also skilled thieves, able to more easily steal items from their targets, even when the item is not easily stolen. In addition, they are able to snatch individual boosts from other Pokémon using moderate energy. It has an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team.
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  37. Thievul (Dark) - As foxes, Thievul are more inclined to combat by deception, their deception based attacks being slightly more potent. They are also skilled thieves, able to more easily steal items from their targets, even when the item is not easily stolen. In addition, they are able to snatch individual boosts from other Pokémon using moderate energy. It has an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team.
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  39. Gossifleur (Grass) - Gossifleur travels largely by the wind, allowing it to ride drafts. It can control its trajectory with its petals, but cannot fly under its own power. It can also move by hopping, but it prefers to glide if possible. It issues forth pollen which can be somewhat irritating, slightly lowering the speed of any Pokémon within a meter of it.
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  41. Eldegoss (Grass) - travels largely by the wind, allowing it to ride drafts. It can control its trajectory with its petals, but cannot fly under its own power. It can also move by hopping, but it prefers to glide if possible. Its cotton-based attacks are more effective than usual. When hit by physical attacks, it will automatically spread Cotton Spore, lowering the attacker’s speed slightly.
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  43. Wooloo (Normal) - Wooloo is surrounded by a thick fleece, giving it a slight boost to defense. This also allows it to fall from great heights without injury, and will recover faster from high knockback. While it can walk perfectly fine, it prefers to move by rolling, and is somewhat faster doing so.
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  45. Dubwool (Normal) - Dubwool’s body is covered in thick fleece, giving it a slight boost to defense. It also cushions it somewhat against high knockback and makes it more resistant to them. Being sheep, their ramming attacks are 20% more powerful.
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  47. Chewtle (Water) - Chewtle have very powerful jaws, giving them a 10% boost to biting moves. Their small shell gives them a slight boost to defense for moves that hit it. As turtle Pokémon, they are somewhat slow on land, but are decent swimmers.
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  49. Drednaw (Water/Rock) - Drednaw have incredibly strong jaws, giving them a 20% boost to biting moves. Moves that hit their shell are decreased slightly in power. Despite being heavy turtle Pokémon, their powerful muscles allow them to move quickly both on land and in water.
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  51. Yamper (Electric) - Yamper are incredibly enthusiastic Pokémon, which are also quite loyal.
  52. They are more likely to follow orders of their trainers, even if they consider such orders questionable. They are also more resistant to fear-inducing effects. As dogs they are quite good diggers and deal 1.1x damage with their biting attacks. Their hearing is more sensitive than normal, and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. They are also quite fast and have a keen sense of aim, allowing them to pursue targets with great accuracy when moving.
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  54. Boltund (Electric) - Boltund are incredibly enthusiastic Pokémon, which are also quite loyal.
  55. They are more likely to follow orders of their trainers, even if they consider such orders questionable. They are also more resistant to fear-inducing effects. As dogs they are quite good diggers and deal 1.2x damage with their biting attacks. Their hearing is more sensitive than normal, and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. They are also quite fast and have a keen sense of aim, allowing them to pursue targets with great accuracy when moving.
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  57. Rolycoly (Rock) - Rolycoly move primarily by spinning their wheel, allowing them to traverse rough terrain without losing speed. As they generate energy primarily by burning coal in their body, whenever they are hit with a Fire- or Water-type attack, this will contribute to their internal combustion and they will be given a boost to speed.
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  59. Carkol (Rock/Fire) - Carkol move primarily on their four wheels, allowing them to traverse rough terrain without losing speed. As they generate energy primarily by burning coal in their body, whenever they are hit with a Fire- or Water-type attack, this will contribute to their internal combustion and they will be given a boost to speed.
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  61. Coalossal (Rock/Fire) - Coalossal is a mound of living coal, which it uses to generate heat in its body. Either by using a move or becoming angered by rage-inducing attacks, Coalossal can heat its coals to scorching temperatures, causing a burn when a Pokémon makes contact with its body. As they generate energy primarily by burning coal in their body, whenever they are hit with a Fire- or Water-type attack, this will contribute to their internal combustion and they will be given a boost to speed.
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  63. Applin (Grass/Dragon) - Applin spend their lives buried within an apple. They are largely immobile inside the apple, but can move short distances through hopping. The apple gives them a slight boost to defense and special defense. Using a move, it can eat some of its apple, restoring significant energy. The enzymes in its apple causes berries it holds to ripen quickly, doubling their effects when triggered.
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  65. Flapple (Grass/Dragon) - Flapple has merged with the sour apple it ate as an Applin, turning its skin into wings. The apple wings give it some limited flight capabilities, and while it is not fast or nimble, it is able to fly decently well. Using a move, it can retreat into its apple, giving it a slight boost to defense and special defense, but making it much less mobile and unable to fly, and can come out of this formation without the use of a move. The enzymes in its apple causes berries it holds to ripen quickly, doubling their effects when triggered.
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  67. Appletun (Grass/Dragon) - Appletun has merged with the sweet apple it ate as an Applin, turning its body into a sweet crust. Appletun constantly issues a sweet smell, causing Pokémon within a 3 meter radius to be under the effects of Sweet Scent. It generates a sweet nectar, which it can eat to restore significant health. The enzymes in its apple causes berries it holds to ripen quickly, doubling their effects when triggered.
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  69. Silicobra (Ground) - Silicobra is filled with sand. Their sand-based moves are slightly more effective. They are able to use the sand to produce Sandstorms, instead of relying on the sand in the arena. When hit with a physical attack, they will automatically generate a Sandstorm that will last for a round.
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  71. Sandaconda (Ground) - Sandaconda is filled with sand. Their sand-based moves are slightly more effective. They are able to use the sand to produce Sandstorms, instead of relying on the sand in the arena. When hit with a physical attack, they will automatically generate a Sandstorm that will last for a round.
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  73. Cramorant (Water) - Cramorant are decent fliers but not particularly proficient swimmers. They are able to swim decently well atop the water, but cannot stay underwater for extended periods of time. However, they are excellent divers, and are able to dive deep into the water and reemerge at high speeds. Whenever Cramorant uses Dive or Surf in an arena with water, it will catch prey in the arena, even in arenas without noticeable prey. The next time it is attacked, it will spit the prey out, dealing good damage. Its preferred prey is Arrokuda, but it will also swallow any other fish-like Pokémon that might be found in the arena. If done in an area where Pikachu are found, it may mistakenly swallow a Pikachu, causing the damage done by the spit-up to be Electric-typed.
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  75. Arrokuda (Water) - As fish, Arrokuda are not particularly mobile on land, but are able to propel themselves by flinging themselves by their tail. However, in water, they are extremely fast and agile, using their tail as if it were a propeller. Their pointed head make ramming and headbutting attacks 10% more effective.
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  77. Barraskewda (Water) - As fish, Barraskewda are not particularly mobile on land, but are able to propel themselves by flinging themselves by their tail. However, in water, they are extremely fast and agile, using their tail as if it were a propeller. Their pointed head make ramming and headbutting attacks 20% more effective.
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  79. Toxel (Electric/Poison) - Toxel’s body is filled with electrochemical toxins. All of its Poison-typed moves have a 10% chance to paralyze.
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  81. Toxtricity (Electric/Poison) - Toxricity are able to naturally generate sound resembling an electric guitar or bass through their body. This sound is incredibly loud and pure, giving Toxtricity a 10% boost to all sound-based moves, as well as taking 10% less damage from sound-based moves, and being less vulnerable to their effects. Toxtricity has two formes, Amped Up, which is charged positively, and Low Key, which is charged negatively. When in battle with an allied Pokémon of the opposite charge, it will gain a boost to its Special Attack.
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  83. Sizzlipede (Fire/Bug) - Sizzlipede generates heat within its body, releasing it through the yellow areas on its body. When wrapping a target with its body, it will naturally increase the output through these markings, dealing an additional minor damage per round, in addition to a 10% chance to burn each half-round it is bound.
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  85. Centiskorch (Fire/Bug) - Centoskorch generates heat within its body, releasing it through the yellow areas on its body. When wrapping a target with its body, it will naturally increase the output through these markings, dealing an additional light damage per round, in addition to a 10% chance to burn each half-round it is bound. It has powerful jaws, giving it a 10% boost to biting moves. It can use its body as a lash, allowing it to use Fire Lash as a physical move.
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  87. Clobbopus (Fighting) - Clobbopus, as an octopus, can breathe underwater indefinitely, though it is a mediocre swimmer. However, they are familiar with the Water type. Its two large tentacles act like fists, giving it a 10% boost to punching attacks.
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  89. Grapploct (Fighting) - Grapploct, as an octopus, can breathe underwater indefinitely, though it is a mediocre swimmer. However, they are familiar with the Water type. It has four tentacles that act like fists, giving it a 10% boost to punching attacks. Their eight tentacles are extremely strong, making them highly proficient at grappling, allowing them to maintain their grip unless forced off, and allowing them to immediately regrab foes with an additional tentacle if their grip is lost. All grappling attacks are also 10% more effective.
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  91. Sinistea (Ghost) - Sinistea is bound to a mass of black tea, making it effectively a liquid. It carries a cup with it, which it can use to hide. When in the teacup, it benefits from a slight boost to special defense. It is capable of achieving all Ghost states, but its cup is permanently solid (although it can turn invisible). As its cup is only held, it can be freely abandoned. If abandoned or broken, Sinistea becomes slightly faster as a result. Its body consists of liquid, allowing it to freely change its shape. It naturally levitates and is rather nimble.
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  93. Polteageist (Ghost) - Polteageist is bound to a mass of black tea, making it effectively a liquid. It carries a teapot with it, which it can use to hide. When in the teapot, it benefits from a slight boost to its defense and special defense. It is capable of achieving all Ghost states, but its teapot is permanently solid (although it can turn invisible). As its cup is only held, it can be freely abandoned. If abandoned or broken, Polteageist becomes slightly faster as a result. Its body consists of liquid, allowing it to freely change its shape. It naturally levitates and is rather nimble.
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  95. Hatenna (Psychic) - Hatenna is very sensitive to emotion, and responds extremely negatively to negative emotions. As such, it is more vulnerable to moves that enrage, but gets a greater boost as a consequence.
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  97. Hattrem (Psychic) - Hattrem is very sensitive to emotion, and responds extremely negatively to negative emotions. As such, it is more vulnerable to moves that enrage, but gets a greater boost as a consequence. Despite being calm looking Pokémon, they are extremely aggressive, and all of their physical moves will knock the target back somewhat.
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  99. Hatterene (Psychic/Fairy) - Hatterene is very sensitive to emotion, and responds extremely negatively to negative emotions. As such, it is more vulnerable to moves that enrage, but gets a greater boost as a consequence. It radiates a disruptive psychic aura that causes psychic pain in any opposing Pokémon within a two meter radius of it, causing them to break their concentration if they enter the radius and making it harder to focus. Despite being calm looking Pokémon, they are extremely aggressive, and all of their physical moves will knock the target back somewhat.
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  101. Impidimp (Dark/Fairy) - Impidimp are mischievous creatures, feeding off the negative emotions of others. They become more enthusiastic when their opponent is frustrated, angry or enraged. Their deception-based attacks are slightly more potent. Natural pranksters, they use non damaging moves that target the foe faster than usual.
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  103. Morgrem (Dark/Fairy) - Morgrem are mischievous creatures, feeding off the negative emotions of others. They become more enthusiastic when their opponent is frustrated, angry or enraged. Their deception-based attacks are slightly more potent. The hair on its head can be used to attack from a distance, and Morgrem is able to use stabbing attacks with it. Natural pranksters, they use non damaging moves that target the foe faster than usual.
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  105. Grimmsnarl (Dark/Fairy) - Grimmsnarl is covered in tangles of tentacle-like hair that surround its muscles and augments its physical strength. They are exceptionally strong, able to lift twice as much as others their weight. This hair can also unfurl to grip foes or manipulate objects at a distance, but they lose their additional strength until the hairs recoil around their body. Natural pranksters, they use non damaging moves that target the foe faster than usual.
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  107. Zigzagoon [Galar] (Normal/Dark) - Galarian Zigzagoon are much more aggressive than their common counterparts. Its moves involving provocation are more effective. Zigzagoon aren't terribly fast, but they are very agile. When they run, they typically zigzag, lending them their name, and as such, can turn very easily and quickly. Their hearing is more sensitive than normal at the expense of being more vulnerable to sound-based status moves and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. They are also skilled at digging.
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  109. Linoone [Galar] (Normal/Dark) - Galarian Linoone are much more aggressive than their common counterparts. Its moves involving provocation are more effective. Linoone are faster than average, and are a bit quicker on the move and when attacking, however, they are not especially agile, and do not handle turning very well. Due to their incredible speed, their tackling and ramming attacks deal x1.2 more damage than normal. They are able to bend their bodies adequately to avoid attacks or get into areas that other Pokemon cannot. Their hearing is more sensitive than normal at the expense of being more vulnerable to sound-based status moves and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. They are also skilled at digging.
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  111. Obstagoon (Normal/Dark) - Upon evolution, Galarian Linoone sacrifice their incredible speed for strength and sturdiness. While still reasonably fast and able to close distances in a short time, they prefer taunting their opponents from a distance. Its moves involving provocation are more effective. It also has an incredibly loud voice, making its sound-based status moves more potent and harder to drown out. It has incredibly sharp claws, making its claw-based moves 10% more potent.
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  113. Meowth [Galar] (Steel) - Galarian Meowth have developed a hard fur coat that covers its face and head, giving it a 10% boost to defense for moves that hit from the front. Its claws are also particularly hard and sharp, giving it a 10% boost to claw-based moves. Meowth can see in the dark, and are well adapted to moving silently so that no one can hear them move. They are able climbers and have excellent poise and balance. As a cat, they will usually land on their feet, and can slip through gaps that might seem too thin at first glance with little drop in speed. A Meowth's Payday deals Considerable damage.
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  115. Perrserker (Steel) - Perrserker’s coat is hardened to the point that it resembles steel. As such, it gains a 10% boost to defense wherever it is covered with the hardened fur. It is incredibly aggressive and can be hard to deter or intimidate. Its claws are also particularly hard and sharp, resembling daggers, giving it a 20% boost to claw-based moves. Perrserker can see in the dark, and are well adapted to moving silently so that no one can hear them move. They are able climbers and have excellent poise and balance. As a cat, they will usually land on their feet, and can slip through gaps that might seem too thin at first glance with little drop in speed. A Perrserker’s Payday deals Considerable damage.
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  117. Corsola [Galar] (Ghost) - The effects of climate change have bleached Corsola, and it is now a shell of its former existence. Galarian Corsola are effectively inorganic. Though they are Ghost-typed, they still retain some abilities of their healthy form, being familiar with Rock- and Water-types. Corsola have limited movement ability on land and are better suited to shallow water, where they can move more quickly with the water carrying some of their weight. Corsola can see in the dark.
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  119. Cursola (Ghost) - Cursola are the souls of bleached Corsola that have harnessed spiritual energy. They can move through levitation, pulling their shell of dead coral along with them, but cannot float more than a few inches above the ground or move especially quickly. Its shell is permanently solid, but as it is no longer part of their biology, Cursola will not take damage when struck on it directly, and the remainder of its body can achieve Ghost states freely. Cursola are effectively inorganic. Though they are Ghost-typed, they still retain some abilities of their healthy form, being familiar with Rock- and Water-types.
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  121. Farfetch’d [Galar] (Fighting) - Galarian Farfetch’d carry much larger leeks than their wild counterparts, which have made them exceptionally strong. Farfetch'd use their leek like a weapon, and are exceptionally skilled with it, causing moves used in this manner to deal an extra 20% damage and have exceptional reach. If they lose it, they will be unable to use Cut, Slash, or similar moves. However, as the leek is much larger than normal, it is incredibly difficult to steal. While they are unable to fly with their leek in hand, if they abandon it or it is stolen off them, they can achieve limited flight. As duck Pokemon, Farfetch'd can float on top of the water and have a limited diving ability.
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  123. Sirfetch’d (Fighting) - Sirfetch’d have honed their large leeks into lances, which allows them to use lunging and slashing attacks. Attacks used with their leek will deal an additional 20% damage, as well as have exceptional reach and be able to pierce through other moves more easily. In addition, they also carry a shield formed from leaves of a leek. They will employ this shield when using defensive attacks, and when a physical attack or physical projectile is intercepted, they can redirect the attack, causing the user to stagger or the projectile to fly in a different direction. Both the leek lance and shield are heavy and incredibly difficult to steal off Sirfetch’d. As Sirfetch’d has developed its wings for use in swordplay, it can no longer fly, but can glide low across the ground with its leek in its beak and shield slung over its wing. As duck Pokemon, Sirfetch’d can float on top of the water and have a limited diving ability.
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  125. Mr. Mime [Galar] (Ice/Psychic) - Mr. Mime found in Galar have taken up tap dance over miming. Galarian Mr. Mime have shoes made out of ice, which freezes the ground underneath them as they move. Using a move and considerable energy, Galarian Mr. Mime can freeze the floor in the arena. The ice is thin and will melt after three rounds. It is incredibly sure-footed on ice, and can move gracefully on it without losing balance or slipping. Despite no longer specializing in miming, it can still produce screens instantly, and, using a move and significant energy, can eliminate any screens on the opponent’s side.
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  127. Mr. Rime (Ice/Psychic) - An evolved form of Mr. Mime, Mr. Rime is an accomplished tap dancer. Their dancing moves are more potent. Mr. Rime have shoes made out of ice, which freezes the ground underneath them as they move. Using a move and considerable energy, Mr. Rime can freeze the floor in the arena. The ice is thin and will melt after three rounds. It is incredibly sure-footed on ice, and can move gracefully on it without losing balance or slipping. Despite no longer specializing in miming, it can still produce screens instantly, and, using a move and significant energy, can eliminate any screens on the opponent’s side. Mr. Rime carry canes made of ice, which they can use to direct their Ice moves or attack with physical Ice moves from a distance. If this cane is stolen, broken or melted, they will instantly create a new one for no energy.
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  129. Darumaka [Galar] (Ice) - Galarian Darumaka are icy counterparts to their Unovan versions. They can curl up and sit completely immobile, mimicking a daruma. They will curl up like this when asleep or hiding. Being particularly energetic and fueled by their own shivering, their Ice-type attacks are used more quickly than usual and they are resistant to high temperatures and burns.
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  131. Darmanitan [Galar] (Ice) - Darmanitan’s head is a large snowball, which it can harden at will. It will harden during headbutt attacks, giving them a 10% boost to attacks used with the head. Being particularly energetic and fuelled by internal fire, their Ice-type attacks are used more quickly than usual and they are resistant to cold temperatures and freezing. Their powerful forelimbs give a 20% boost to all attacks performed with them. When they reach half health, the trainer may order Darmatian to go into Zen Mode, in which they withdraw their hands and legs and light the fire of their wild counterparts, which flares up in a flickering flame resembling a snowman’s nose. This flame acts much like their wild counterpart’s eyebrows, and can burn on contact as well as provide illumination. In Zen Mode, Darmanitan gain a secondary Fire-type and all associated weaknesses and resistances. Though immobile, Darmatian levitate in this mode. They may also still use physical attacks, forming temporary limbs with snow if needed, which will crumble after use. When entering Zen Mode, they cannot come out of it until they faint.
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  133. Stunfisk [Galar] (Ground/Steel) - Unlike Unovan Stunfisk, Galarian Stunfisk are entirely terrestrial, and move about through bounding flops and shuffling movements. As they are incredibly flat, Stunfisk prefer to wait for their foes to come near before striking. Galarian Stunfisk primarily uses clamping in order to snag prey and foes, able to double up on itself to use its spiked fins as snares. It has an incredibly strong grip and is difficult to shake against its will. Its Snap Trap does not use Grass energy, but still deals Grass damage. It uses its spiked fins for its biting moves, giving it a 10% boost to all biting attacks. It is able to lie extremely still, making it difficult to detect, especially in mud or grass.
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  135. Yamask [Galar] (Ghost/Ground) - Galarian Yamask have bound themselves to cursed clay tablets. Unlike their Unovan counterparts, Galarian Yamask are bound to the tablet, and cannot drop it or have it stolen. However, they can use it as defense, and moves that hit it deal 10% less damage. Yamask naturally float, though they are neither fast nor agile. As Galarian Yamask are able to manipulate the ground directly, their Ground attacks are executed more quickly and don’t require contact with the ground.
  136.  
  137. Runerigus (Ghost/Ground) - Runerigus are bound to a clay tablet by a terrible curse. Unlike Cofagrigus, their tablet does not provide extra defense, but they are able to extend their form much like their Unovan counterpart. Both their arms and tail can be extended to hit from a distance, and due to the physicality of their clay tablets, are able to use physical attacks with them. As Runerigus are able to manipulate the ground directly, their Ground attacks are executed more quickly and don’t require contact with the ground.
  138.  
  139. Ponyta [Galar] (Psychic) - Ponyta in Galar radiate with the energy of life itself. As a consequence, they are immune to the poison status, as well as any Pokémon with which they are allied. Any attack a Ponyta executes with their hooves is 1.1x as powerful. Ponyta are extremely fast, if not agile, and their ramming attacks are 1.1x more effective than normal.
  140.  
  141. Rapidash [Galar] (Psychic/Fairy) - Rapidash in Galar radiate with the energy of life itself. As a consequence, they are immune to the poison status, as well as any Pokémon with which they are allied. Any attack a Ponyta executes with their hooves is 1.2x as powerful. Ponyta are extremely fast, if not agile, and their ramming attacks are 1.2x more effective than normal.
  142.  
  143. Weezing [Galar] (Poison/Fairy) - Galarian Weezing, unlike their Kantoian counterparts, absorb and purify poison gas. The gas they release from their tall smokestacks is actually purified of toxins, which are instead released in the clouds of gas spewed from its body. While less volatile than their other form, their gases are more potent and concentrated, with gas-based moves dealing 10% more damage. They naturally levitate by default, and can propel themselves with their natural gases, though they float in water. They will be healed by toxic chemicals and poison moves, but cannot be healed by their own poisons. Using a move and good energy, they can issue forth their purifying steam, which will neutralize any stat boosts granted by SCs for five rounds.
  144.  
  145. Milcery (Fairy) - Milcery are living cream. They radiate a sweet scent constantly. Any Pokémon that comes within a meter of Milcery will fall under the effects of Sweet Scent. They levitate low to the ground, but cannot move particularly quickly or agily.
  146.  
  147. Alcremie (Fairy) - Alcremie are living mounds of whipped cream. They radiate a sweet scent constantly. Any Pokémon that comes within a meter of Alcremie will fall under the effects of Sweet Scent. The cream it produces has a calming effect. Using a move, Alcremie can eat some of its cream or feed it to an ally to reset its mental state. Alcremie is able to use Decorate on itself. Alcremie comes in a number of varieties, depending on the decorations and flavorings Milcery is given when evolved.
  148.  
  149. Falinks (Fighting) - Falinks are actually a group of six linked Pokémon that fight together in various formations. The head Pokémon, the “brass”, will always take the lead, while the other five troopers will follow. The brass will execute all moves with the support of its troopers, which will follow the brass’s lead. The troop can be ordered to take any reasonable formation as long as they are kept within a meter of each other, but will default to rank and file if not specifically ordered. A Falinks cannot be split against its will. The brass is considered the head, and it will use all head-based and ramming attacks. The spike on the brass gives them an additional 10% power. Furthermore, when in tight formation, Falinks is shielded by armor on all sides, giving it a 10% boost to defense, provided they are in a line.
  150.  
  151. Pinchurin (Electric) - Pinchurin dwell at the bottom of the ocean, and as such are able to breathe indefinitely in water and is familiar with the Water type. Whenever a Pinchurin uses an electric attack in the water, it creates a small amount of electricity around it, shocking anything in the water with it within 10 feet of it (damage is considered equal to a Thunder Shock for the most powerful electric attacks). As it is a bottom dweller, it does not move particularly fast, but its large spines will shock any Pokémon that makes contact with them, dealing light damage.
  152.  
  153. Snom (Ice/Bug) - Snom is surrounded with a layer of snow, which chills any Pokémon that makes contact with it. It can shoot out thread in a manner similar to String Shot that will chill the target, using mild energy. It can also use this string to propel itself or latch itself to horizontal or vertical surfaces.
  154.  
  155. Frosmoth (Ice/Bug) - Frosmoth issues an aura of chilled air. Its wings constantly dust the arena with icy scales, creating a fine layer of frost beneath it. Any Pokémon that comes within half a meter of Frosmoth will be chilled, and the area beneath Frosmoth will also chill any Pokémon that enters it. These scales also provide it resistance against specially-based attacks, doing 10% less damage. It can use wind-based Ice moves with its wings, and will gain a 10% boost to them. It is capable of flight, and while not particularly fast, it is a graceful flier and is able to fly agily.
  156.  
  157. Stonjourner (Rock) - Stonjourner are living rock formations. They radiate a mysterious power that gives all allied Pokémon a slight boost to their attack and special attack when on the field. The have two gigantic stones as legs, which gives them a 20% boost to stomps and kicks. It is also able to launch its legs short distances to execute physical projectile Rock-typed moves.
  158.  
  159. Eiscue (Ice) - Eiscue’s head is surrounded by a large block of ice. Once per battle, it can use this block of ice to defend itself from a single physical attack, absorbing the blow but shattering the ice. If Hail begins when this ice is shattered, it will reform, but will be unable to take any further attacks. As a penguin, Eiscue is an adept swimmer and is able to go underwater for a number of rounds at a time, though it cannot breathe underwater. It is also familiar with the Water type. While the ice surrounds Eiscue’s head, it will be buoyant and able to float in water easily, but cannot entirely submerge itself unless it has broken.
  160.  
  161. Indeedee (Psychic/Normal) - Indeedee are extremely perceptive to the emotions of others. Its mentally-effecting moves are more potent. Indeedee live to serve others, and its support moves and moves that target allies are more effective. Males and females have slightly different appearances, as well as mannerisms. Male Indeedee have deep focus and cannot be flinched, while female Indeedee are calming and cannot be angered.
  162.  
  163. Morpeko (Electric/Dark) - Morpeko have an insatiable hunger, and are constantly eating. When they are sent out, Morpeko will eat a Berry Seed from its stash, and be in Full Belly Mode. In Full Belly Mode, they will be slightly more enthusiastic, and their Aura Wheel will be Electric-typed. The following round, however, they will become hungry and transform into their Hangry Mode. They will become enraged, boosting rage-based or provocative moves, and their Aura Wheel will be Dark-typed. Each round they will switch between Full Belly and Hangry Modes, and their mental state will reset each time.
  164.  
  165. Cufant (Steel) - Cufant are adept at manipulating the land. It can pull moves such as Rock Tomb from the earth directly, using less energy. It also can create extremely potent Earthquakes that cause violent shaking and break up the ground in its immediate vicinity. They are also incredibly strong, able to lift more than three times their weight with ease. As they are incredibly sure-footed, they are difficult to push over and are resistant to high knockback. As their hide is coated in copper, they tarnish a patina green when in contact with water.
  166.  
  167. Copperajah (Steel) - Copperajah are adept at manipulating the land. It can pull moves such as Rock Tomb from the earth directly, using less energy. It also can create extremely potent Earthquakes that cause violent shaking and break up the ground in its immediate vicinity. They are also incredibly strong, able to lift more than three times their weight with ease. As they are incredibly sure-footed, they are difficult to push over and are resistant to high knockback. Their oxidized hide grants it a slight resistance to Water attacks.
  168.  
  169. Dracozolt (Electric/Dragon) - Dracozolt is one of the four mix ‘n’ match fossils found in Galar, consisting of a raptor’s front half and dragon’s back half. Dracozolt has powerful hind legs that make it a fast and strong runner. The top half generates a constant electrical charge, putting it in a constant state of charge. As Dracozolt has the same top half as Arctozolt and the same bottom half as Dracovish, they are considered the same species for purposes of moves such as Attract.
  170.  
  171. Arctozolt (Electric/Ice) - Arctozolt is one of the four mix ‘n’ match fossils found in Galar, consisting of a raptor’s front half and arctic reptile’s back half. Arctozolt is somewhat sluggish, but its bottom half is icy, chilling any Pokémon that comes into contact with it. The top half generates a constant electrical charge, putting it in a constant state of charge. As Arctozolt has the same top half as Dracozolt and the same bottom half as Arctovish, they are considered the same species for purposes of moves such as Attract.
  172.  
  173. Dracovish (Water/Dragon) - Dracovish is one of the four mix ‘n’ match fossils found in Galar, consisting of a fish’s front half and dragon’s back half. Dracovish has powerful hind legs that make it a fast and strong runner, particularly underwater. While it is aquatic, it is somewhat of an awkward swimmer, but runs particularly fast at the bottom of the water. It has a powerful jaw, which gives it a 10% boost to biting attacks. As Dracovish has the same top half as Arctovish and the same bottom half as Dracozolt, they are considered the same species for purposes of moves such as Attract.
  174.  
  175. Arctovish (Water/Ice) - Dracovish is one of the four mix ‘n’ match fossils found in Galar, consisting of a fish’s front half and arctic reptile’s back half. Arctovish is a competent swimmer, but being large and cumbersome, it is not terribly fast or agile. Its lobed fins allow it to move around on land, but it is somewhat slow and awkward. However, its body is particularly cold, and Pokémon who come in contact with it will be chilled. It can also use the ice on its midsection to slide along the ground, allowing it to move quickly, but it will be unable to make sharp turns. It has a powerful jaw, which gives it a 10% boost to biting attacks. As Arctovish has the same top half as Dracovish and the same bottom half as Arctozolt, they are considered the same species for purposes of moves such as Attract.
  176.  
  177. Duraludon (Steel/Dragon) - Duraludon, despite being rather large and covered with metal, is actually fairly light and agile for its height. Despite this, its grooved feet give it significant grip, making it somewhat resistant to high knockback.
  178.  
  179. Dreepy (Dragon/Ghost) - Dreepy is somewhat weak, but its small frame and speed make it a competent battler. It relies on others of its species for strength, and receives a 10% boost to its special attack and attack in the presence of others of its evolutionary line. It naturally levitates and moves with both speed and agility in the air. It is organic and can be poisoned.
  180.  
  181. Drakloak (Dragon/Ghost) - Drakloak are somewhat stronger than their preevolution and equally as fast. It naturally levitates and moves with both speed and agility in the air. It is organic and can be poisoned. Drakloak are naturally caring Pokémon and keep a Dreepy on their head at all times, which can be used to direct portions of their attack in multiple directions, splitting the energy and damage of the attack between Drakloak and its Dreepy.
  182.  
  183. Dragapult (Dragon/Ghost) - Dragapult resembles a living fighter jet. It stores two Dreepy in its horns, which it fires as part of its Dragon Darts. It can also channel its energy to the Dreepy in order to split projectile attacks in two and fire them from the Dreepy. It naturally levitates and moves with both speed and agility in the air. It is organic and can be poisoned.
  184.  
  185. Zacian (Fairy/Steel) - Zacian is the legendary hero of the sword, which it wields deftly in battle. Zacian will enter battle without its sword as a pure Fairy-typed Pokémon, but when ordered to use a slashing move or to summon its sword, it will collect metal particles in the arena to form its sword and armor, making it Fairy/Steel-type. This does not take a move to summon, but it can only be dismissed with a move. All slashing moves are used with the sword, and do 20% more damage. Additionally, Zacian will receive a slight boost to its attack when it enters battle. Zacian is incredibly brave and proud, and cannot be intimidated.
  186.  
  187. Zamazenta (Fighting/Steel) - Zamazenta is the legendary hero of the shield, which it wields stalwartly in battle. Zamazenta will enter battle without its shield as a pure Fighting-typed Pokémon, but when ordered to use a defensive or ramming move or to summon its shield, it will collect metal particles from the arena to form its shield and armor, making it Fighting/Steel type. This does not take a move to summon, but it can only be dismissed with a move. All ramming moves are used with the shield, and do 20% more damage. Additionally, Zamazenta will receive a slight boost to its defense when it enters battle. Zamazenta is extremely brave and proud, and cannot be intimidated.
  188.  
  189. Eternatus (Poison/Dragon) - Eternatus is an ancient beast said to have come from a meteorite fallen in the Galar region. It is an incredibly large Pokémon, but is formed almost entirely from pure Dynamax energy, which it is freely able to manipulate. Eternatus is resistant to Dynamax energy, and will not take additional damage from Max Moves compared to their base forms.
  190.  
  191. Meltan (Steel) - Meltan is made entirely of molten metal. Its body is rather fluid, with the exception of the hex nut that forms its head. It is able to lay relatively flat. It generates electricity within its body, and can use Electric energy as if it were an Electric type.
  192.  
  193. Melmetal (Steel) - Melmetal is made of molten metal and gigantic iron nuts. Its body is extremely fluid, and it is able to extend its arms to twice their normal length. Its arms are weighed down by extremely heavy hex nuts made of pure iron, giving its punches significantly more power, dealing 20% damage. As it generates electricity within its body, it can use Electric energy as if it were an Electric type.
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