recursal/Fanatic-Fandom huggingface dataset:
Dubwool

**Dubwool** is a dual-typed Normal/Fire Pokémon.

It evolves from Wooloo starting at level 24. In Galar, Dubwool has a Normal-type regional form.

## Moves

### By leveling up

#### Kaskadian Form

 * A level of "Start" indicates a move that will be known by a Dubwool obtained at level 1
* **Bold** indicates a move that gets STAB when used by Dubwool
* *Italic* indicates a move that gets STAB only when used by an evolution of Dubwool
* Moves in yellow cannot be learned by any previous evolutions of Dubwool

#### Galarian Form

 * A level of "Start" indicates a move that will be known by a Dubwool obtained at level 1
* **Bold** indicates a move that gets STAB when used by Dubwool
* *Italic* indicates a move that gets STAB only when used by an evolution of Dubwool
* Moves in yellow cannot be learned by any previous evolutions of Dubwool

### By TM/TR

 * **Bold** indicates a move that gets STAB when used by Dubwool
* *Italic* indicates a move that gets STAB only when used by an evolution of Dubwool
* Moves in yellow cannot be learned by any previous evolutions of Dubwool

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Dubwool
* *Italic* indicates a move that gets STAB only when used by an evolution of Dubwool
* Moves in yellow cannot be learned by any previous evolutions of Dubwool

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Dubwool
* **Bold** indicates a move that gets STAB when used by Dubwool
* *Italic* indicates a move that gets STAB only when used by an evolution of Dubwool
Poison (type)

The **Poison type** is one of the eighteen types present in Swirling Seasons.

## Characteristics

### Defense

Poison-type Pokémon are immune to being poisoned (except by a Pokémon with Corrosion), and a grounded Poison-type Pokémon automatically removes Toxic Spikes on its side when it switches in. Although the majority of non-Poison types are able to learn Toxic, when a Poison-type uses the move, it cannot miss, bypassing accuracy checks and semi-invulnerable turns from moves such as Fly and Dig.

### Offense

Poison-type moves, including the damaging moves, usually are capable of inflicting poison or bad poison. Poison-type attacks pair well with Ground, which covers Rock, Poison, and Steel-type Pokémon while Poison covers Grass.
Snover

**Snover** is a dual-type Grass/Ice Pokémon. It has an alternative form called Lowland that is Grass/Ground type.

It evolves into Abomasnow starting at level 40. Snover with the ability Evergreen are in their Lowland form by default and change into their Highland form if they're hit by an Ice-type move or if it begins to Hail. They will change back into their Lowland form if they're hit by a Fire-type move, or the weather condition changes to harsh sunlight.

Snover that have the ability Snow Warning or Soundproof cannot change into Lowland form.

## Pokédex entry

Highland Form

Lowland Form

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Snover obtained at level 1
* **Bold** indicates a move that gets STAB when used by Snover
* *Italic* indicates a move that gets STAB only when used by an evolution of Snover
* Moves in yellow cannot be learned by any previous evolutions of Snover

### By TM/TR

 * **Bold** indicates a move that gets STAB when used by Snover
* *Italic* indicates a move that gets STAB only when used by an evolution of Snover
* Moves in yellow cannot be learned by any previous evolutions of Snover

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Snover
* *Italic* indicates a move that gets STAB only when used by an evolution of Snover
* Moves in yellow cannot be learned by any previous evolutions of Snover

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Snover
* **Bold** indicates a move that gets STAB when used by Snover
* *Italic* indicates a move that gets STAB only when used by an evolution of Snover

## Trivia

### Design origin

Snover appears to have been made to resemble a snow-covered fir tree. Its 'hat' resembles the kanji for mountain (山) which originates from a pictogram of three mountain peaks.

Lowland Snover while not originally having final art went through 3 different placeholder designs before it got the current artwork made by DarknWindie.

Original Wiki PlaceholderOriginal Placeholder Sketch by ChromaFinal Placeholder Mockup by MBCMechachu
### Name origin

Snover may be a combination of *snow* and *clover* or *cover* (as in covered with snow). Alternatively, it may be a shortening of the phrase "snowed over".

Yukikaburi is a combination of 雪 *yuki* (snow) and 頭 *kaburi* (head). Alternatively, it may also derive from 蕪菁 *kabu* (turnip) or 被せる *kabuseru* (to cover).
Charizard

**Charmeleon** (Japanese: **リザードン** *Lizardon*) is a Fire/Flying-type Pokémon.

It evolves from Charmeleon starting at level 36. It is the final form of Charmander.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Charizard obtained at level 1
* **Bold** indicates a move that gets STAB when used by Charizard
* *Italic* indicates a move that gets STAB only when used by an evolution of Charizard
* Moves in yellow cannot be learned by any previous evolutions of Charizard

### By TM/TR

 * **Bold** indicates a move that gets STAB when used by Charizard
* *Italic* indicates a move that gets STAB only when used by an evolution of Charizard
* Moves in yellow cannot be learned by any previous evolutions of Charizard

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Charizard
* *Italic* indicates a move that gets STAB only when used by an evolution of Charizard
* Moves in yellow cannot be learned by any previous evolutions of Charizard

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Charizard
* **Bold** indicates a move that gets STAB when used by Charizard
* *Italic* indicates a move that gets STAB only when used by an evolution of Charizard

## Trivia

### Design origin

Charizard may be based on European dragons, which are heavily associated with the element of fire in European folklore; this draconic appearance would later be reflected in the Fire/Dragon typing of Mega Charizard X. Like its pre-evolved forms, it may also take inspiration from lizards, dinosaurs, and the mythical salamander. Its English and Japanese nomenclature may be a reference to how Western dragons are heavily inspired by lizards and other reptiles.

### Name origin

Charizard may be a combination of *char* (to burn) and *lizard*.
Hisuian Zoroark

**Hisuian Zoroark** is a dual-typed Normal/Ghost Pokémon. It is the variant of Zoroark found in the Hisui region.

It evolves from Hisuian Zorua at Level 30.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Phisnooz obtained at level 1
* **Bold** indicates a move that gets STAB when used by Phisnooz
* *Italic* indicates a move that gets STAB only when used by an evolution of Phisnooz
* Moves in yellow cannot be learned by any previous evolutions of Phisnooz

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Phisnooz
* *Italic* indicates a move that gets STAB only when used by an evolution of Phisnooz
* Moves in yellow cannot be learned by any previous evolutions of Phisnooz

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Phisnooz
* *Italic* indicates a move that gets STAB only when used by an evolution of Phisnooz
* Moves in yellow cannot be learned by any previous evolutions of Phisnooz

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Phisnooz
* **Bold** indicates a move that gets STAB when used by Phisnooz
* *Italic* indicates a move that gets STAB only when used by an evolution of Phisnooz

## Trivia

### Design origin

Hisuian Zoroark may draw inspiration from vengeful ghosts and revenants. Its coloration may be based on kitsune masks. The red portions on its arms and legs resemble frostbite sores.

### Name origin

Zoroark may be a combination of "zorro" (Spanish for fox) and "dark", "悪 aku" (evil), or "arch-" (prefix for "chief" or "top").
Musharna

**Musharna** (Japanese: **ムシャーナ** *Musharna*) is a Psychic-type Pokémon.

It evolves from Munna when exposed to a Moon Stone.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Musharna obtained at level 1
* **Bold** indicates a move that gets STAB when used by Musharna
* *Italic* indicates a move that gets STAB only when used by an evolution of Musharna
* Moves in yellow cannot be learned by any previous evolutions of Musharna

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Musharna
* *Italic* indicates a move that gets STAB only when used by an evolution of Musharna
* Moves in yellow cannot be learned by any previous evolutions of Musharna

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Musharna
* *Italic* indicates a move that gets STAB only when used by an evolution of Musharna
* Moves in yellow cannot be learned by any previous evolutions of Musharna

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Musharna
* **Bold** indicates a move that gets STAB when used by Musharna
* *Italic* indicates a move that gets STAB only when used by an evolution of Musharna

## Trivia

### Design origin

Musharna appears to be based on traditional Japanese incense burners called *koro*. These are used in traditional tea ceremonies, but many styles of *koro* have been developed to be used with insect repellent incense. These insect repellent *koro* are popularly shaped like a pig. Musharna, like Drowzee, also seems to share some inspiration from the myth of the *baku*, tapir-like creatures that eat dreams. Its curled up appearance is similar to that of a fetus.

### Name origin

Musharna may be a combination of ムシャムシャ *mushamusha* (onomatopoeia for eating), 夢 *mu* (dream), and *luna* (Latin for "moon"). It may also involve *mana* and 花 *hana* (flower).
Kaskazog

**Kaskazog** is a dual-typed Poison/Fairy Pokémon.

It evolves from Tofrug starting at level 29.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Kaskazog obtained at level 1
* **Bold** indicates a move that gets STAB when used by Kaskazog
* *Italic* indicates a move that gets STAB only when used by an evolution of Kaskazog
* Moves in yellow cannot be learned by any previous evolutions of Kaskazog

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Kaskazog
* *Italic* indicates a move that gets STAB only when used by an evolution of Kaskazog
* Moves in yellow cannot be learned by any previous evolutions of Kaskazog

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Kaskazog
* *Italic* indicates a move that gets STAB only when used by an evolution of Kaskazog
* Moves in yellow cannot be learned by any previous evolutions of Kaskazog

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Kaskazog
* **Bold** indicates a move that gets STAB when used by Kaskazog
* *Italic* indicates a move that gets STAB only when used by an evolution of Kaskazog

## Trivia

### Name origin

The name comes from the Japanese Umbrella Yokai, Kasa-Obake, the Tofu Kozo, and Frog.
Castform (Zappy Form)

**Castform** (Japanese: **ポワルン** *Powalen*) is a Electric-type Pokémon.

While it is not known to evolve into or from any other Pokémon, Castform has the ability to change forms depending on the current weather.

* During regular weather, it is in Standard form and is a Normal-type.
* During battle aura, it is in Gutsy form and is a Fighting-type.
* During strong winds, it is in Windy form and is a Flying-type.
* During smog, it is in Smoggy form and is a Poison-type.
* During a dust devil, it is in Dusty form and is a Ground-type.
* During a sandstorm, it is in Sandy form and is a Rock-type.
* During pheromones, it is in Swarmy form and is a Bug-type.
* During cursed winds, it is in Spooky form and is a Ghost-type.
* During magnetosphere, it is in Whirly form and is a Steel-type.
* During harsh sunlight, it is in Sunny form and is a Fire-type.
* During rain, it is in Rainy form and is a Water-type.
* During pollen, it is in Allergy form and is a Grass-type.
* During a thunderstorm, it is in **Zappy** form and is a Electric-type.
* During a psychic field, it is in Zenny form and is a Psychic-type.
* During a hailstorm, it is in Snowy form and is a Ice-type.
* During dragon force, it is in Sorcery form and is a Dragon-type.
* During a blood moon, it is in Shady form and is a Dark-type.
* During fairy dust, it is in Lovely form and is a Fairy-type.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Castform obtained at level 1
* **Bold** indicates a move that gets STAB when used by Castform
* *Italic* indicates a move that gets STAB only when used by an evolution of Castform
* Moves in yellow cannot be learned by any previous evolutions of Castform

### By TM/TR

 * **Bold** indicates a move that gets STAB when used by Castform
* *Italic* indicates a move that gets STAB only when used by an evolution of Castform
* Moves in yellow cannot be learned by any previous evolutions of Castform

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Castform
* *Italic* indicates a move that gets STAB only when used by an evolution of Castform
* Moves in yellow cannot be learned by any previous evolutions of Castform

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Castform
* **Bold** indicates a move that gets STAB when used by Castform
* *Italic* indicates a move that gets STAB only when used by an evolution of Castform
Nickit

**Nickit** is a Dark-type Pokémon.

It evolves into Thievul starting at level 18.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Nickit obtained at level 1
* **Bold** indicates a move that gets STAB when used by Nickit
* *Italic* indicates a move that gets STAB only when used by an evolution of Nickit
* Moves in yellow cannot be learned by any previous evolutions of Nickit

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Nickit
* *Italic* indicates a move that gets STAB only when used by an evolution of Nickit
* Moves in yellow cannot be learned by any previous evolutions of Nickit

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Nickit
* *Italic* indicates a move that gets STAB only when used by an evolution of Nickit
* Moves in yellow cannot be learned by any previous evolutions of Nickit

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Nickit
* **Bold** indicates a move that gets STAB when used by Nickit
* *Italic* indicates a move that gets STAB only when used by an evolution of Nickit

## Trivia

### Design origin

Nickit appears to be based on a red fox kit, possibly borrowing patterns from the cross fox, a variation of the red fox. The "mask" on its face and "gloves" on its front paws may be inspired by thieves and burglars, and its tail resembles a sack of stolen items.

### Name origin

Nickit may be a combination of *nick* (slang for *steal*) and *kit* (young fox). It may be a play on *nick it*.

Kusune may be a combination of くすねる *kusuneru* (to pilfer) and 狐 *kitsune* (fox).
Masquerain

**Masquerain** is a dual-typed Bug/Water Pokémon.

It evolves from Surskit at level 22.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Masquerain obtained at level 1
* **Bold** indicates a move that gets STAB when used by Masquerain
* *Italic* indicates a move that gets STAB only when used by an evolution of Masquerain
* Moves in yellow cannot be learned by any previous evolutions of Masquerain

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Masquerain
* *Italic* indicates a move that gets STAB only when used by an evolution of Masquerain
* Moves in yellow cannot be learned by any previous evolutions of Masquerain

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Masquerain
* *Italic* indicates a move that gets STAB only when used by an evolution of Masquerain
* Moves in yellow cannot be learned by any previous evolutions of Masquerain

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Masquerain
* **Bold** indicates a move that gets STAB when used by Masquerain
* *Italic* indicates a move that gets STAB only when used by an evolution of Masquerain

## Trivia

### Design origin

Masquerain seems to be based on a variety of insects. Although rarely shown, it apparently has the ability to walk on the surface of water using its wings as if they were legs, so it may be based on a water strider. Its Japanese name suggests inspiration from moths, many of which use eyespots to frighten would-be predators. Its habitat, translucent wings, and hovering flight pattern are reminiscent of dragonflies and damselflies. Its raindrop-shaped head resembles some lanternflies. Its mimicry of an angry face is similar to a mask or cat face.

### Name origin

Masquerain may be a combination of *masquerade* (a disguise) and *rain*.
Sand Veil (ability)

**Sand Veil** is an ability introduced in Generation III.

#### Generation III to VIII

During a sandstorm, the accuracy of any move used against a Pokémon with this Ability is modified by a factor of 4/5. A Pokémon with this Ability will take no damage from the sandstorm if it otherwise would.

#### Generation Ω

Sand Veil now activates in duststorm Weathergy.

### Outside of battle

From Pokémon Emerald onwards, if a Pokémon with Sand Veil is in the first place in the party (even if fainted) in an area with a sandstorm (such as Route 228 in Sinnoh), the chance of encountering a wild Pokémon is decreased by 50%.
Regimind

**Type**

 **Ability**

**Regimind** is a Psychic-type Pokémon.

It is one of the 18 Legendary Titans.

It is not known to evolve.

## Speculative Statistics

Due to its fragile body, Regimind has very poor defensive stats.

Its signature move is Imagnablast, which works similar to metronome except it can only choose moves that are super effective against the target.

## Trivia

### Design origin

Regimind is based on a brain in a jar. It is also based on tulpas, which are essentially imaginary beings brought to life through the creator's psychic power.

### Name origin

Its name is a combination of Regi-, the prefix for all 18 legendary titans, and mind.
Leaf Guard (ability)

**Leaf Guard** is an ability introduced in Generation IV.

## Effect

### Generation IV

During harsh sunlight Weathergy, Leaf Guard prevents the Pokémon from being afflicted by non-volatile status conditions and Yawn (including via the Flame Orb and Toxic Orb). It has no effect on any current status condition prior to the weather being set up.

If a Pokémon with this Ability is drowsy due to Yawn, if there is harsh sunlight when it would fall asleep, the Ability activates and keeps it awake.

Rest can still be used normally, and the user falls asleep for two turns.

### Generation V

Rest will now fail if used by a Pokémon with Leaf Guard during harsh sunlight.

### Generation Ω

Leaf Guard now also heals while pollen Weathergy. is up. If both pollen and harsh sunlight are out, the Pokémon will heal 1/8th health per turn instead of 1/16th.
Gneckle

**Gneckle** is a Dark-type Pokémon.

It evolves into Rabyoose starting at level 36.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Gneckle obtained at level 1
* **Bold** indicates a move that gets STAB when used by Gneckle
* *Italic* indicates a move that gets STAB only when used by an evolution of Gneckle
* Moves in yellow cannot be learned by any previous evolutions of Gneckle

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Gneckle
* *Italic* indicates a move that gets STAB only when used by an evolution of Gneckle
* Moves in yellow cannot be learned by any previous evolutions of Gneckle

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Gneckle
* *Italic* indicates a move that gets STAB only when used by an evolution of Gneckle
* Moves in yellow cannot be learned by any previous evolutions of Gneckle

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Gneckle
* **Bold** indicates a move that gets STAB when used by Gneckle
* *Italic* indicates a move that gets STAB only when used by an evolution of Gneckle
Serperior

**Serperior** (Japanese: **ジャローダ** *Jalorda*) is a Grass-type Pokémon introduced in Generation V.

It evolves from Servine starting at level 36. It is the final form of Snivy.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Serperior obtained at level 1
* **Bold** indicates a move that gets STAB when used by Serperior
* *Italic* indicates a move that gets STAB only when used by an evolution of Serperior
* Moves in yellow cannot be learned by any previous evolutions of Serperior

### By TM/TR

 * **Bold** indicates a move that gets STAB when used by Serperior
* *Italic* indicates a move that gets STAB only when used by an evolution of Serperior
* Moves in yellow cannot be learned by any previous evolutions of Serperior

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Serperior
* *Italic* indicates a move that gets STAB only when used by an evolution of Serperior
* Moves in yellow cannot be learned by any previous evolutions of Serperior

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Serperior
* **Bold** indicates a move that gets STAB when used by Serperior
* *Italic* indicates a move that gets STAB only when used by an evolution of Serperior

## Trivia

### Design origin

Serperior appears to be based on different species of serpents and legless lizards. Its Grass typing may be a reference vine snakes, or even tree snakes and grass snakes. Some of Serperior's features are similar to genera of skinks with serpentine aspect such as, but not limited to, *Brachymeles* and *Ablepharus*. The shape of its head and the extensions on its collar may be based on the bird of paradise or false bird of paradise flowers, a cobra's hood, or a snake's shed skin.

Ken Sugimori has said that Snivy, Servine, and Serperior are based on French royalty, specifically mentioning Lady Oscar from the anime *The Rose of Versailles* as an inspiration.

The fact that Serperior amplifies sunlight in its body, as stated in its Pokédex entry, may be an allusion to King Louis XIV of France, who famously referred to himself as the "Sun King". Its white face may allude to the skin whitening fashion, mostly used by the European aristocracy in the 17th century. Its body markings resemble the acanthus leaf motifs popularized during the Renaissance. The dark green design on its chest seems to form a *fleur-de-lis*, a French insignia that is used on many European noble families' and nations' coat of arms. Along with its regal look, Serperior's ability to seize opponents with its piercing stare may be a reference to the basilisk, the king of serpents in European legend.

### Name origin

Serperior may be a combination of *serpent* and *superior*. It may also be a combination of *serpent* and *warrior* or *emperor*.

Jalorda may be a combination of 蛇 *ja* (snake) and *lord*.
Diggersby

**Diggersby** is a dual-typed Ice/Normal Pokémon.

It evolves from Bunnelby starting at level 20. In Kalos, Diggersby has a dual-typed Normal/Ground regional form.

## Moves

### By leveling up

#### Kaskadian Form

 * A level of "Start" indicates a move that will be known by a Diggersby obtained at level 1
* **Bold** indicates a move that gets STAB when used by Diggersby
* *Italic* indicates a move that gets STAB only when used by an evolution of Diggersby
* Moves in yellow cannot be learned by any previous evolutions of Diggersby

#### Kalosian Form

 * A level of "Start" indicates a move that will be known by a Diggersby obtained at level 1
* **Bold** indicates a move that gets STAB when used by Diggersby
* *Italic* indicates a move that gets STAB only when used by an evolution of Diggersby
* Moves in yellow cannot be learned by any previous evolutions of Diggersby

### By TM/TR

 * **Bold** indicates a move that gets STAB when used by Diggersby
* *Italic* indicates a move that gets STAB only when used by an evolution of Diggersby
* Moves in yellow cannot be learned by any previous evolutions of Diggersby

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Diggersby
* *Italic* indicates a move that gets STAB only when used by an evolution of Diggersby
* Moves in yellow cannot be learned by any previous evolutions of Diggersby

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Diggersby
* **Bold** indicates a move that gets STAB when used by Diggersby
* *Italic* indicates a move that gets STAB only when used by an evolution of Diggersby

## Trivia

#### Design Origin

Kaskadian Diggserby is based on Japanese construction workers, evident by the cross on its head. The ears are meant to resemble snow shovels, while the carrot in its mouth is a representation of a cigar.
Shroomish

**Shroomish** is a Grass-typed Pokémon.

It evolves into Breloom starting at level 23.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Shroomish obtained at level 1
* **Bold** indicates a move that gets STAB when used by Shroomish
* *Italic* indicates a move that gets STAB only when used by an evolution of Shroomish
* Moves in yellow cannot be learned by any previous evolutions of Shroomish

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Shroomish
* *Italic* indicates a move that gets STAB only when used by an evolution of Shroomish
* Moves in yellow cannot be learned by any previous evolutions of Shroomish

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Shroomish
* *Italic* indicates a move that gets STAB only when used by an evolution of Shroomish
* Moves in yellow cannot be learned by any previous evolutions of Shroomish

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Shroomish
* **Bold** indicates a move that gets STAB when used by Shroomish
* *Italic* indicates a move that gets STAB only when used by an evolution of Shroomish

## Trivia

### Design origin

Shroomish seems to be based on a mushroom, particularly a puffball or an earth star. It may also be based on a dinosaur egg due to its round shape, its color scheme matching that of a Pokémon Egg, and its evolved form Breloom's resemblance to certain dinosaurs.

### Name origin

Shroomish may be derived from *mushroom* and the suffix *-ish* (almost like) or *skirmish* (a fight or battle; alluding to its Fighting-type evolved form).
Cetoddle

**Cetoddle** is a Ice-type Pokémon.

It evolves into Cetitan when exposed to a Ice Stone.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Cetoddle obtained at level 1
* **Bold** indicates a move that gets STAB when used by Cetoddle
* *Italic* indicates a move that gets STAB only when used by an evolution of Cetoddle
* Moves in yellow cannot be learned by any previous evolutions of Cetoddle

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Cetoddle
* *Italic* indicates a move that gets STAB only when used by an evolution of Cetoddle
* Moves in yellow cannot be learned by any previous evolutions of Cetoddle

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Cetoddle
* *Italic* indicates a move that gets STAB only when used by an evolution of Cetoddle
* Moves in yellow cannot be learned by any previous evolutions of Cetoddle

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Cetoddle
* **Bold** indicates a move that gets STAB when used by Cetoddle
* *Italic* indicates a move that gets STAB only when used by an evolution of Cetoddle

## Trivia

### Design origin

Cetoddle resembles numerous Arctic cetaceans. Its body shape and general appearance may take inspiration from the bowhead whale, while its white coloration and abnormally large head may be inspired by the beluga, and its horn may be based on the narwhal.

Cetoddle's history with migration from the ocean to land seems to be an an inverse of how cetaceans evolved in real life. They began as land mammals before migrating into and adapting in the water. Cetoddle may also be inspired by the ニンゲン *ningen*, a bipedal, whale-like cryptid of modern Japanese folklore.
Nidoking

**Nidoking** (Japanese: **ニドキング** *Nidoking*) is a Poison/Ground-type Pokémon.

It evolves from Nidorino when exposed to a Moon Stone. It is the final form of Nidoran♂.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Nidoking obtained at level 1
* **Bold** indicates a move that gets STAB when used by Nidoking
* *Italic* indicates a move that gets STAB only when used by an evolution of Nidoking
* Moves in yellow cannot be learned by any previous evolutions of Nidoking

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Nidoking
* *Italic* indicates a move that gets STAB only when used by an evolution of Nidoking
* Moves in yellow cannot be learned by any previous evolutions of Nidoking

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Nidoking
* *Italic* indicates a move that gets STAB only when used by an evolution of Nidoking
* Moves in yellow cannot be learned by any previous evolutions of Nidoking

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Nidoking
* **Bold** indicates a move that gets STAB when used by Nidoking
* *Italic* indicates a move that gets STAB only when used by an evolution of Nidoking

## Trivia

### Design origin

Nidoking appears to share traits of rhinoceroses, gorillas, mice, rabbits, and porcupines.

### Name origin

Nidoking may be a combination of *needle* and *king* (reflective of its gender and being the final evolution). *Nido* may also be based on *cnidocyte*, a type of venomous cell responsible for the stings delivered by stinging animals, most notably by jellyfish. Alternatively, it may be based on 二 *ni* (two) or 二度 *nido* (two times/two degrees), referring to there being two distinct evolutionary lines using the name with similar names and traits.
Drout

**Drout** is a dual-type Water/Ground Pokémon.

It is not known to evolve into or from any Pokémon. Drout can change ability from Wet form to Dry form in battle.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Drout obtained at level 1
* **Bold** indicates a move that gets STAB when used by Drout
* *Italic* indicates a move that gets STAB only when used by an evolution of Drout
* Moves in yellow cannot be learned by any previous evolutions of Drout

### By TM/TR

 * **Bold** indicates a move that gets STAB when used by Drout
* *Italic* indicates a move that gets STAB only when used by an evolution of Drout
* Moves in yellow cannot be learned by any previous evolutions of Drout

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Drout
* *Italic* indicates a move that gets STAB only when used by an evolution of Drout
* Moves in yellow cannot be learned by any previous evolutions of Drout

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Drout
* **Bold** indicates a move that gets STAB when used by Drout
* *Italic* indicates a move that gets STAB only when used by an evolution of Drout

## Trivia

### Design origin

Drout is inspired by trout, which Idaho produces 70% of America's.

Drout's ability, Wet and Dry, is inspired by the seasonal rivers that dry up during dry seasons.

### Name origin

-Drout's name comes from the words *Drought*, a disaster which causes bodies of water to dry up due to increased heat from the sun and lack of rainfall, and *Trout*, a species of fish. It is pronounced exactly like Drought (Drr-ow-t)
Alfalphalops

**Alfalphalops** is a dual-type Grass/Rock Pokémon introduced in Generation Ω.

It evolves from Danfluff starting at level 36. It is the final form of Llampas.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Alfalphalops obtained at level 1
* **Bold** indicates a move that gets STAB when used by Alfalphalops
* *Italic* indicates a move that gets STAB only when used by an evolution of Alfalphalops
* Moves in yellow cannot be learned by any previous evolutions of Alfalphalops

### By TM/TR

 * **Bold** indicates a move that gets STAB when used by Alfalphalops
* *Italic* indicates a move that gets STAB only when used by an evolution of Alfalphalops
* Moves in yellow cannot be learned by any previous evolutions of Alfalphalops

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Alfalphalops
* *Italic* indicates a move that gets STAB only when used by an evolution of Alfalphalops
* Moves in yellow cannot be learned by any previous evolutions of Alfalphalops

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Alfalphalops
* **Bold** indicates a move that gets STAB when used by Alfalphalops
* *Italic* indicates a move that gets STAB only when used by an evolution of Alfalphalops

## Trivia

* Alfalphalops technically has an official Japanese name, that being **アルファロップ**, romanized to *Arufaroppu*.
* Alfalphalops was originally pure Grass-type, much like its pre-evolutions. This was changed to buff Alfalphalops and to give it synergy with Tarmendoa and Vaquamael.

### Design origin

Alfalophalops is based on a camel, sharing the most similarities with members of the now extinct *Camelops* genus - the common ancestor between camels, llamas, and alpacas. The fur along its neck is inspired by alfalfa, also known as lucerne, a perennial flowering plant of the *Fabaceae* genus. Alfalfa is commonly used to feed domesticated animals, such as llamas and alpacas. It is also reminiscent of *Cortaderia*, or pampas grass colloquially, a genus of South American plants that have made their way to the Pacific Northwest. Finally, it could also be based on *Cymbopogon schoenanthus* - also known as camel grass - a close relative of pampas grass.

Its lax demeanor is inspired by the stereotypical depiction of hippies, a group of people associated with 1960s counterculture. The Pacific Northwest, specifically Oregon, is widely known for its rich history of hippie subculture. In addition, hippies are often associated with the consumption of cannabis, relating to its Grass-typing.

The hump on its back is reminiscent of Mesoamerican pyramids, and the longer leaves and ears atop its head resemble Mayan and Aztec headpieces. Both of these allusions to South American culture relate to the South American plants and ungulates it's inspired by, as well as contributing to the overarching theme of migration and cultural variety present in Swirling Seasons.

### Name origin

Alfalphalops is a combination of *alpha* (referring to its prehistoric roots, alluding to it being the alpha, or proto, version of its descendants), *Camelops*, and *alfalfa*.
Glimmet

**Glimmet** is a dual Rock/Poison-type Pokémon.

It evolves into Glimmora starting at Level 35.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Glimmet obtained at level 1
* **Bold** indicates a move that gets STAB when used by Glimmet
* *Italic* indicates a move that gets STAB only when used by an evolution of Glimmet
* Moves in yellow cannot be learned by any previous evolutions of Glimmet

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Glimmet
* *Italic* indicates a move that gets STAB only when used by an evolution of Glimmet
* Moves in yellow cannot be learned by any previous evolutions of Glimmet

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Glimmet
* *Italic* indicates a move that gets STAB only when used by an evolution of Glimmet
* Moves in yellow cannot be learned by any previous evolutions of Glimmet

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Glimmet
* **Bold** indicates a move that gets STAB when used by Glimmet
* *Italic* indicates a move that gets STAB only when used by an evolution of Glimmet

## Trivia

### Design origin

Glimmet and Glimmora may take inspiration from one of many animals with sessile habits (i.e. sea anemones, crinoids, sea sponge). It's common behavior for sponges to use mineralized spicules and chemical deterrents as a form of defense mechanism, which may have inspired its Toxic Debris Ability.

It may also reference copper(II) sulfate, a toxic inorganic compound taking the form of blue crystals. Its flower-like characteristics may specifically be a reference to the copper(II) sulfate hydrate chalcanthite.

### Name origin

Glimmet may be a combination of "glimmer" and the suffix "-et" (indicating something is small or lesser) or "emit".
Flying (type)

The **Flying type** is one of the eighteen types present in Swirling Seasons.

## Characteristics

### Defense

In addition to being immune to Ground-type attacks and Arena Trap, Flying-type Pokémon are unaffected by Rototiller and all entry hazards (except Stealth Rock). Flying-type Pokémon also cannot absorb Toxic Spikes simply by switching in and do not receive the benefits from terrains (though they can still use Seeds). These immunities, as well as the immunity to Arena Trap, are removed when a Flying-type Pokémon is grounded by Ingrain, Gravity, Smack Down, Thousand Arrows, or Iron Ball. Sky Drop can pick up a Flying-type target and make it unable to move. On the next turn, Sky Drop will fail and free the target, even if the target is grounded.

When a Flying-type uses Roost, it temporarily loses its Flying type for a turn. If a pure Flying-type Pokémon uses Roost, then it will become a Normal type.

Flying-type Pokémon, on average, have the highest Speed of all Pokémon and of fully evolved Pokémon.

### Offense

Flying-type attacks are very powerful combined with some other attacking types, most notably Ground. Ground is strong against every type that resists Flying, and vice versa, so this combination is resisted only by Flying-type Pokémon whose other type resists Flying (such as an Electric/Flying Pokémon).

The effectiveness of the move Flying Press is calculated by multiplying the effectiveness of its move type (usually Fighting) and the Flying type.
Klutz (ability)

**Klutz** is an ability introduced in Generation IV.

## Effect

#### Generation IV

Klutz prevents the effects of the held item of the Pokémon with this Ability from applying.

Klutz does not negate item effects that affect prize money, experience, effort values, or friendship, such as those of the Amulet Coin, Lucky Egg, Power Weight, or Soothe Bell.

The Speed drop from the Iron Ball, Macho Brace, and Power items (such as the Power Bracer) is not negated by Klutz. However, the grounding effect of the Iron Ball is negated.

Klutz prevents the Pokémon with this Ability from using Natural Gift; however, it does not prevent the Pokémon from using Fling. If a Pokémon with Klutz uses Bug Bite or Pluck, it will consume the target's held Berry without gaining its effects. If a Pokémon with Klutz uses Judgment, it will be a Normal-type move.

#### Generation V

Klutz now prevents the Pokémon with this Ability from using Fling. If a Pokémon with Klutz uses Bug Bite or Pluck, it will now receive the effects of a consumed held Berry. If a Pokémon with Klutz uses Techno Blast, it will be a Normal-type move.

All effects of the Iron Ball are now negated by Klutz. However, Klutz still does not negate the Speed drop from the Macho Brace and Power items. Klutz cannot negate form-changing effects of items, but will still negate the other effects of those items (e.g. if a Giratina holding a Griseous Orb has Klutz, it will remain in its Origin Forme, but will not receive the 20% boost in the power of Dragon- and Ghost-type moves).

If a Pokémon is already locked into a move due to a held Choice item (Choice Scarf, Choice Specs, Choice Band), if the held Choice item is removed while its effect is negated, the Pokémon will be affected by the Choice item lock glitch.

#### Generation VI

Klutz does not prevent Pokémon with this Ability from Mega Evolving with a Mega Stone or undergoing Primal Reversion with the Red Orb or Blue Orb.

#### Generation VII

If a Pokémon with Klutz uses Multi-Attack, it will be a Normal-type move.

Klutz does not prevent Pokémon with this Ability from using a Z-Move with a Z-Crystal.

#### Generation VIII

Pokémon with Klutz are immune to Poltergeist.
Gale Wings (ability)

**Gale Wings** is an ability introduced in Generation VI.

## Effect

### Generation VI

Gale Wings increases the priority of Flying-type moves by one. Affected Flying-type attacks and offensive status moves can be blocked by Quick Guard.
This Ability does not increase the priority of Flying-type Natural Gift or Judgment, as they are treated as Normal-type moves before being used.

### Generation VII & VIII

Gale Wings now works only if the user has full HP.

### Generation Ω

Gale Wings now also works if the Strong Winds Weathergy is active.
Relic Soul (ability)

**Relic Soul** is an ability introduced in Generation Ω. It is the signature ability of Ωrogon.

## Effect

Relic Soul summons the Thunderstorm Weathergy in battle as soon as a Pokémon with Relic Soul enters the battle. The Thunderstorm will last 5 turns before dissipating. This can be extended to 8 turns if the Pokémon is holding an Energy Channelizer.

Additionally, the holder of this ability is immune to Ground-type attacks, the damage of Arena Hazards like Spikes and Toxic Spikes, and is unaffected by Arena Trap.
Ajjimajji

**Type**

 **Ability**

**Ajjimajji** is a Psychic-type Pokémon.

It evolves from Kadabra via level up at an unknown level. It is one of Abra's final forms, the other being Alakazam.

It is one of many Lockémon introduced in Legends Neo as an alternative to trade evolutions.

## Speculative Statistics

Ajjimajji would have high special defense and hp stats due to how its design features a lot of symbols of protection.

Due to this reason, it can also learn every Psychic-type healing move, as well as every move that boosts the users defense stat.

Its ability Protective Aura automatically sets up Light Screen upon it entering the battlefield.

## Lore/Behavior

As a result of Professor Lillith's energy surge, Ajjimajji keeps Kadabra's tail upon evolution. However, this tail is enlarged to extreme proportions. Ajjimajji also wields a walking stick resembling a silver spoon. It uses its immense psychic energy as a means of protection.

## Evolution

 Level ???→

## Trivia

### Design origin

Furthering the mystic aspect of Abra and Kadabra's designs, Ajjimajji also has a bushy tail, resembling Mega Alakazam's bushy beard. Its design references several protection symbols, these references are:

* Its tail is shaped like a hamsa, a symbol found on amulets that mostly symbolizes protection against psychic attacks or the evil eye.
* Its right hand resembles the Shaman's hand or healer's hand, which is also a good health talisman.
* The pattern near its closed eyes resembles the Eye of Horus, which is another good health talisman.

Ajjimajji's tail also contains pattern that looks like one of the designs found on Zener cards, which are cards that test someone's psychic ability. It wields a giant spoon-like walking stick, like those carried by shamans and sorcerers. Notably, Mewtwo also carried a huge spoon in the manga. Ajjimajji keeps the tail on Abra and Kadabra, since it levels up naturally rather than being traded. Due to this, Ajjimajji also only carries one spoon as opposed to the two spoons carried by Alakazam.

### Name origin

Ajjimajji's name comes from "Ajjimajji", a Persian magic word.
Ceruledge

**Ceruledge** is a dual-typed Fire/Ghost-type Pokémon.

It evolves from Charcadet when exposed to an Malicious Armor.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Ceruledge obtained at level 1
* **Bold** indicates a move that gets STAB when used by Ceruledge
* *Italic* indicates a move that gets STAB only when used by an evolution of Ceruledge
* Moves in yellow cannot be learned by any previous evolutions of Ceruledge

### By TM/TR

 * **Bold** indicates a move that gets STAB when used by Ceruledge
* *Italic* indicates a move that gets STAB only when used by an evolution of Ceruledge
* Moves in yellow cannot be learned by any previous evolutions of Ceruledge

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Ceruledge
* *Italic* indicates a move that gets STAB only when used by an evolution of Ceruledge
* Moves in yellow cannot be learned by any previous evolutions of Ceruledge

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Ceruledge
* **Bold** indicates a move that gets STAB when used by Ceruledge
* *Italic* indicates a move that gets STAB only when used by an evolution of Ceruledge

## Trivia

### Design origin

Ceruledge may be based on a possessed suit of armor and an akuma, a Japanese fire spirit often seen as wielding sword. The armor itself closely resembles those worn by European knights. It may also take some inspiration from jinn, humanoid fire spirits of Arabic mythology.

### Name origin

Ceruledge may be a combination of "cerulean" and "edge".
Probat

**Probat** is a dual-type Psychic/Flying Pokémon.

It evolves from Golbat when exposed to an Amaze-Drive. It is one of the final forms of Zubat, the other being Crobat.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Probat obtained at level 1
* **Bold** indicates a move that gets STAB when used by Probat
* *Italic* indicates a move that gets STAB only when used by an evolution of Probat
* Moves in yellow cannot be learned by any previous evolutions of Probat

### By TM/TR

 * **Bold** indicates a move that gets STAB when used by Probat
* *Italic* indicates a move that gets STAB only when used by an evolution of Probat
* Moves in yellow cannot be learned by any previous evolutions of Probat

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Probat
* *Italic* indicates a move that gets STAB only when used by an evolution of Probat
* Moves in yellow cannot be learned by any previous evolutions of Probat

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Probat
* **Bold** indicates a move that gets STAB when used by Probat
* *Italic* indicates a move that gets STAB only when used by an evolution of Probat

## Evolution

 Amaze-Drive→
Oxillery

**Oxillery** is a dual-typed Normal/Electric Pokémon.

It evolves from Auditaur starting at level 35.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Oxillery obtained at level 1
* **Bold** indicates a move that gets STAB when used by Oxillery
* *Italic* indicates a move that gets STAB only when used by an evolution of Oxillery
* Moves in yellow cannot be learned by any previous evolutions of Oxillery

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Oxillery
* *Italic* indicates a move that gets STAB only when used by an evolution of Oxillery
* Moves in yellow cannot be learned by any previous evolutions of Oxillery

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Oxillery
* *Italic* indicates a move that gets STAB only when used by an evolution of Oxillery
* Moves in yellow cannot be learned by any previous evolutions of Oxillery

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Oxillery
* **Bold** indicates a move that gets STAB when used by Oxillery
* *Italic* indicates a move that gets STAB only when used by an evolution of Oxillery

## Trivia

### Design origin

Oxillery is based on Babe, Paul Bunyan's blue ox companion. Its horns resemble the ends of auxiliary cables, its body pattern resembles sheet music, and its tail vaguely evokes an electrical cord.

### Name origin

Oxillery is a combination of "ox" and "auxiliary".