recursal/Fanatic-Fandom huggingface dataset:
Crobat

**Crobat** is a dual-type Poison/Flying Pokémon.

It evolves from Golbat when leveled up with high friendship. It is the final form of Zubat.

## Moves

### By leveling up

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

### By TM/TR

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

### By tutoring

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

### By breeding

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

## Evolution

 Amaze-Drive→

## Trivia

#### Design Origin

Crobat seems to be based on a bat, particularly vampire bats, which bite other animals to feed on their blood. It may also be inspired by mythological vampires. Its extra set of wings may be based on the fact that a bat's front legs and hindlegs are connected by their patagium, essentially incorporating all of their limbs into their wings. Its very high Speed stat may be based on the Mexican free-tailed bat, which purportedly has the fastest horizontal flight speed of any animal. Its Poison type may be inspired by either the anticoagulant properties of vampire bat saliva or the fact that bats are infamous for spreading deadly diseases such as rabies.

#### Name origin

Crobat may be a combination of *cross* and *bat*. It may also involve *acrobat* (referring to its agility in the air).
Mollonce

**Type**

 **Ability**

**Mollonce** is a dual-type Bug/Steel Pokémon.

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

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

## Speculative Statistics

Mollonce's speed stat would likely be very low, due to its short and stubby legs.

## Evolution

 Level ???→

## Trivia

### Design origin

Mollonce's appearance is based on that of a jousting knight and cone snails. Its wrappings are in reference to Accelgor's, and its helment and plume feature the classic snail spiral seen on both Shelmet and Escavalier. Its helmet takes visual inspiration from Frog-mouthed helmets, commonly used in jousting tournaments. Its short legs are visually based on a knight's faulds.

### Name origin

Mollonce's name is a combination of of the word Mallon (an old english word for "strong little warrior"), Lonce (the French word for "lance," "spear," or "harpoon"), and Mollusc.
Herdier

Herdier (Japanese: **ハーデリア** *Herderrie*) is a Normal-type Pokémon.

It evolves from Lillipup starting at level 16 and evolves into Stoutland starting at level 32.

## Moves

### By leveling up

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

### By TM/HM

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

### By tutoring

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

### By breeding

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

## Trivia

### Design origin

Herdier is based on a Yorkshire Terrier with some characteristics of Scottish Terriers and Australian Silky Terriers.

### Name origin

Herdier and Herderrie may be a combination of *herd* (as in herding dogs) and *terrier*.
Azumarill

**Azumarill** (Japanese: **マリルリ** *Marilli*) is a dual-type Water/Grass Pokémon.

It evolves from Marill starting at level 18. It is the final form of Azurill. In Johto, Azumarill has a dual-typed Water/Fairy regional form.

## Moves

### By leveling up

#### Kaskadian Form

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

#### Johtonian Form

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

### By TM/TR

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

### By tutoring

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

### By breeding

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

**Castform** (Japanese: **ポワルン** *Powalen*) is a Poison-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
Regiasma

**Type**

 **Ability**

**Regiasma** is a Poison-type Pokémon.

It is one of the 18 Legendary Titans.

It is not known to evolve.

## Speculative Statistics

Regiasma's ability Miasmic Shock makes all poison type moves deal extra damage if the target is already poisoned.

Miasma Field is Regiasma's signature move. It creates a cloud of poison around the user that badly poisons any Pokémon that enters it.

It has very low physical defense.

## Trivia

### Design origin

Regiasma is based heavily on the black death, a horrible plague that decimated Europe in the Middle Ages. Its main body is based on ooze in a glass flask. Its arms resemble both bacteriophages as well as roots. The main flask body also resembles bodies of various viruses. Its x eye pattern is meant to resemble a skull and crossbones, or the trope of animated characters getting x shaped eyes when knocked out or dead.

### Name origin

Its name is a combination of Regi-, the prefix for all 18 legendary titans, and miasma, which is a vaporous exhalation that was used in the past to explain disease. Its greek for pollution.
Hydration (ability)

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

## Effect

At the end of each turn, if it is raining, Hydration will cure the Pokémon of any non-volatile status condition. If it cures a status condition, it does so before burn or poison damage is dealt on that turn. Pokémon who are made drowsy by Yawn will not fall asleep until after Hydration takes effect, and as such, will not be healed until the end of the next turn.
Bidoof

**Bidoof** (Japanese: **ビッパ** *Bippa*) is a dual-type Steel/Normal Pokémon.

It evolves into Bibarel starting at level 15. In Sinnoh, Bidoof has a Normal-typed regional form.

## Moves

### By leveling up

#### Kaskadian Form

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

#### Sinnohan Form

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

### By TM/TR

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

### By tutoring

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

### By breeding

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

## Trivia

### Design origin

Bidoof appears to be based on a beaver or a gopher. It is particularly similar to the mountain beaver, a primitive relative of beavers lacking tails.

### Name origin

Bidoof is a combination of *beaver* and *doofus* (slang for a stupid person). It may also be derived from *shadoof*, a device used in some countries for drawing up water.
Bunnelby

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

It evolves into Diggersby starting at level 20. In Kalos, Bunnelby 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 Bunnelby obtained at level 1
* **Bold** indicates a move that gets STAB when used by Bunnelby
* *Italic* indicates a move that gets STAB only when used by an evolution of Bunnelby
* Moves in yellow cannot be learned by any previous evolutions of Bunnelby

#### Kalosian Form

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

### By TM/TR

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

### By tutoring

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

### By breeding

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

## Trivia

### Design origin

Bunnelby seems to be based on a rabbit. Its ability to use its ears as digging tools to excavate through earth and roots may be a reference to trowels or shovels.

Kaskadian Bunnelby is based on arctic hares and Usagi Manju.

### Name origin

Bunnelby may be a combination of *bunny* and *tunnel*.

Horubee may be based on 掘る *horu* (to dig) or *hole*.
Magma Armor (ability)

**Magma Armor** is an ability introduced in Generation III.

## Effect

### Generation III

If a frozen Pokémon with Magma Armor is sent into battle as one of the lead Pokémon or to replace a fainted Pokémon, or gains Magma Armor due to Trace, it will not be cured of freeze until after a Pokémon takes its turn (uses a move, switches out, etc.). It will be cured of freeze if it is switched in to replace a switched out Pokémon (including if switched in via Baton Pass).
If a frozen Pokémon has Magma Armor as its original Ability but not its current Ability, it will remain frozen when switched out.
If the Pokémon with this Ability is frozen and is holding an Aspear, Lum, or Pumkin Berry, Magma Armor will cure the Pokémon of freeze before the Berry has a chance to be consumed.

### Generation IV

When a frozen Pokémon with Magma Armor enters battle, it will be cured of freeze.
If a frozen Pokémon has Magma Armor as its original Ability but not its current Ability, if it is one of the active Pokémon at the end of the battle or switched out, it will be cured of freeze (with no message).

### Generation V to VIII

If a frozen Pokémon has Magma Armor as its original Ability but not its current Ability, it will remain frozen when switched out.
If the Pokémon with this Ability is frozen and is holding an Aspear or Lum Berry, the Berry will be eaten and cure the Pokémon of freeze before Magma Armor has a chance to activate.

### Generation Ω

Magma Armor now gives immunity to damage from the Hail Weathergy.
Kaskadian Ambipom

**Kaskadian Ambipom** is a dual-typed Normal/Rock Pokémon. It is the variant of Ambipom from the Kaskade region.

It evolves from Aipom when leveled up while knowing Rock Throw.

## Moves

### By leveling up

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

### By TM/TR

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

### By tutoring

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

### By breeding

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

## Trivia

### Design origin

Kaskadian Ambipom is based on the Agropelter, a mythical creature which is said to inhabit hollow trees in the conifer woods from Maine to Oregon. It would use its long windy arms to throw rocks and branches at unsuspecting travelers.

### Name origin

Ambipom is a combination of the prefix *ambi-* (from the Latin for *both*), referring to ambidexterity, and a corruption of *palm*.
Ananoop

**Ananoop** is a Poison-type Pokémon.

It evolves from Ananot starting at level 24.

## Moves

### By leveling up

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

### By TM/HM

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

### By tutoring

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

### By breeding

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

### By a prior evolution

 * **Bold** indicates a move that gets STAB when used by Ananoop
* *Italic* indicates a move that gets STAB only when used by an evolution of Ananoop

## Trivia

### Name origin

The name comes from Nanab (a berry in pokemon), Banana, Troop, Group, and Goop.
Neo Litwick

**Type**

 **Ability**

**Neo Litwick** is a Ghost-type Pokemon.

It evolves into Neo Lampent, which evolves into Neo Chandelure.

## Lore/Behavior

Neo Litwick came into being after the Cataclysm, which caused great floods and tsunamis along coastal regions, decimating cities. Many people were swept away in these floods, leaving their souls to wander aimlessly throughout the water. Litwick, seeing this opportunity for a food source, shed its Fire type and moved into the water in order to feast on these lost souls, creating Neo Litwick. They are able to keep a bright glow, even in torrential rain or deep water. Their insides are also ectoplasmic in nature and can be removed from its "bottle".

## Trivia

### Design Origin

Neo Litwick is based on red rescue flares, used for search-and-rescue operations. The fact that it can stay alight even in rain or when submerged is based on the fact that flares can stay alight in water.
Basculin

Basculin is a Water-type Pokémon.

Red- and Blue-Striped Basculin are not known to evolve into or from any other Pokémon.

White-Striped Basculin evolves into Basculegion under unknown circumstances.

## Moves

### By leveling up

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

### By TM/HM

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

### By tutoring

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

### By breeding

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

## Trivia

* While White-Striped Basculin is referred to as Hisuian Basculin in Pokémon Home, in Swirling Seasons it is referred to as "White-Striped." As such, it is referred to as "White-Striped" on the wiki.

### Design origin

Basculin is based on a bass, most likely the largemouth bass due to its greenish color, pattern of horizontal splotches, and vigorous resistance when being fished. It is likely also inspired by the piranha, which has historically been viewed as violent. Its red and blue variations that are hostile to each other is similar to Siamese fighting fish, which come in a variety of colors (including red and blue), and are extremely aggressive and territorial to others. It could also be compared to street gangs, where groups of affiliated people often fight rival groups over their own territory.

### Name origin

Basculin is a combination of *bass* and *masculine*.
Breloom

**Breloom** is a dual-typed Grass/Fighting Pokémon.

It evolves from Shroomish starting at level 23.

## Moves

### By leveling up

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

### By TM/HM

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

### By tutoring

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

### By breeding

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

## Trivia

### Design origin

Breloom seems to be based on a mushroom, specificially agaric types. The red nodules on its head resemble the berry-like arils on a yew tree. The shape of its head is reminiscent of a *kasa*, traditional Japanese hats with wide brims. Some of these hats were worn by monks, samurais, and soldiers, which may explain Breloom's Fighting type. Its body structure resembles a kangaroo, so its Fighting type could also be inspired by the boxing kangaroo. It may also be based on a dinosaur due to its claws, its dome-shape head resembling that of a pachycephalosaurus, its club-shaped tail resembling that of an ankylosaurus, and its pre-evolution Shroomish resembling a dinosaur egg.

### Name origin

Breloom may be a combination of *umbrella* (referring to its head shape) and *mushroom*.
Ananot

**Ananot** is a Poison-type Pokémon.

It evolves into Ananoop starting at level 24.

## Moves

### By leveling up

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

### By TM/HM

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

### By tutoring

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

### By breeding

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

**Ducklett** is a dual-typed Water/Flying Pokémon.

It evolves into Swanna starting at level 35.

## Moves

### By leveling up

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

### By TM/HM

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

### By tutoring

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

### By breeding

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

## Trivia

### Design origin

Ducklett shares heavy resemblance with a duckling or cygnet (a young swan). It and its evolution, Swanna, may also be based on the fairy tale The Ugly Duckling, in which the "ugly duckling" eventually grows up to become a "beautiful swan", similar to Ducklett's evolution into Swanna. Its bottom plumage is similar to a swim ring, while Swanna has similar plumage that resembles a bikini instead.

### Name origin

Ducklett may be a corruption of *ducklet*, possibly combined with *wet* or *-ette* (suffix meaning small).
Paralights

**Type**

 **Ability**

**Paralights** is a dual-type Electric/Flying Pokémon.

It evolves from Eleepeep.

## Speculative Statistics

Paralights has a signature ability in Highlight. Highlight increases the accuracy of every Pokémon on the field, as long as Paralights is also on the field.

Paralights also has a new move called Lightbeam. Lightbeam is an Electric-type damaging move that shines a bright light onto the opponent, dealing little damage and lowering the target's accuracy.

## Lore/Behavior

Paralights possesses five radiant lights on each of its wings, which it carries high above its head. These lights have the power of over 200,000 lumens stored in them, making it brighter than the sun.

Like Chamcord, Paralights has a perfect photographic memory. It notices and remembers everything that's in its vision.

Paralights and its young are very widespread across the security industry due to their powers of illumination. They notably act as a spotlight replacement for the residents of the city.

## Trivia

### Design origin

Paralights' design resembles several species of bird from the Paradisaeidae (birds-of-paradise) family, namely the twelve-wired bird-of-paradise, as well as members of the Parotia genus (six-wired, or six-plumed, birds-of-paradise). This acts as a pun on its Electric typing and the electrical wires that serve as its tail.

In addition, many of its properties are reminiscent of an actual camera, such as its ability to flash light and its perfect photographic memory.

### Name origin

Paralights is a play on the phrase *pair of lights*, seeing as it has several lights on its wings. The name also sounds like *paralyze*.
Charcadet

**Charcadet** is a Fire-type Pokémon.

It evolves into Armarouge when exposed to an Auspicious Armor, or into Ceruledge when exposed to a Malicious Armor.

## Moves

### By leveling up

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

### By TM/TR

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

### By tutoring

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

### By breeding

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

## Trivia

### Design origin

Charcadet appears to be based on burning charcoal and a cadet.

### Name origin

Charcadet may be a combination of "char", "charcoal", and "cadet".
Fighting (type)

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

## Characteristics

### Defense

While the Fighting type has three different weaknesses, Fighting-type Pokémon with a secondary Steel typing have the advantage of having those three weaknesses neutralized, leaving them only with Steel's weaknesses. Fighting-type Pokémon with a secondary Dark typing have their Psychic weakness completely immunized.

### Offense

The Fighting type hits five different types for super-effective damage, the most for any type, tied by only the Ground type. It is the only type that deals super effective damage against Normal. Ghost's immunity to Fighting can be nullified by Foresight or Odor Sleuth.

Most Fighting-type Pokémon can learn Rock-type moves to check Bug-types and Flying-types. Additionally, many Fighting types can also learn Poison type moves to deal with Fairy types, as well as Dark and sometimes Ghost type moves to deal with Psychic-types. Notably, the combination of Fighting and Ghost deals at least neutral damage to all type combinations bar Normal/Ghost.

Aside from Normal, the Fighting type pairs well with every type offensively, with each type combo being good with at least six different types.

On average, Fighting-type Pokémon have the highest physical Attack of all types.
Pachikuru

**Type**

 **Ability**

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

It is not known to evolve.

## Speculative Statistics

Pachikuru's signature ability, Randomize, randomizes the base power of every move it uses,

Pachikuru also has a signature move in Wager. Wager is a damaging Psychic-type attack that will change whether it's physical or special randomly. It also randomizes whether or not it leaves a status effect, what status effect it does leave if any at all, and who it lands on. Finally, it randomizes a stat change, whether or not its good, and who gets it.

## Lore/Behavior

A Pachikuru acts as a bartender at the Game Corner. Pachikuru is actually two different bodies. The top body is Pachi, and the bottom is Kuru. They balance spinning disks between them, and they are never seen away from each other.

## Trivia

### Design origin

Pachikuru is based on casino gambling games, such as slots and Pachinko. It's also heavily based on totem poles.

video actions

in the video when Ruby asked Pachikuru for a drink they responded by saying "pachipach" "kurukru" which are the there name origins.

### Name origin

Pachikuru is a combination of *pachipachi*, Japanese onomatopoeia for falling balls (the sound that Pachinko machines make), and *kurukuru*, Japanese onomatopoeia for things spinning (the sound that spinning slots make).
Regigrimm

**Type**

 **Ability**

**Regigrimm** is a Dark-type Pokémon.

It is one of the 18 Legendary titans.

It is not known to evolve.

## Speculative Statistics

Regigrimm's ability Apathy makes it immune to all major or volatile status conditions.

## Trivia

### Design Origin

Regigrimm is based on the Dark Ages, a period that lasted over a few centuries that had almost no human progress, and led to a lot of poverty and suffering. Its eyes are meant to resemble a frown or tears running down its face. It is covered in old cloth that is stitched together to hide its appearance, similar to most peasants at the time. Regigrimm's hands are meant to resemble crude medical equipment from the time. Its roots form the shape of dead tree branches or scarecrow scaffolding, which could also be connected to its cloth body.

### Name Origin

Its name is a combination of Regi-, the prefix for all 18 legendary titans, and grim.
Cyndaquil

**Cyndaquil** (Japanese: **ヒノアラシ** *Hinoarashi*) is a Fire-type Pokémon.

It evolves into Quilava starting at level 14, which then evolves into Typhlosion starting at level 36.

Along with Chikorita and Totodile, it is one of the three starter Pokémon of the Johto region.

## Moves

### By leveling up

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

### By TM/TR

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

### By tutoring

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

### By breeding

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

## Trivia

### Design origin

Cyndaquil's appearance is based on the echidna, but it also has traits of shrews, anteaters, and tenrecs, such as its long snout, and having little to no tail. Its closed eyes may be a reference to baby honey badgers, as its final evolved form is based on one. When its fire is lit, the fire resembles the quills of the porcupine.

### Name origin

Cyndaquil is a combination of *cinder* (ashes) and *quill* (referring to needle-like hairs).

Hinoarashi may be a combination of 火 *hi* (fire) and ヤマアラシ (山荒) *yama-arashi* (porcupine). It can be taken to mean 火の嵐 *hi no arashi* (storm of fire).
Snow Warning (ability)

**Snow Warning** is an ability introduced in Generation IV.

## Effect

Snow Warning summons the Hail Weathergy in battle as soon as a Pokémon with Snow Warning enters the battle. The Hail will last 5 turns before dissipating. This can be extended to 8 turns if the Pokémon is holding a Weather Balloon.

Hail causes Castform to enter its Snowy form and Drout to enter its Wet form. As well, Hail activates the abilities Snow Cloak, Ice Body, and Slush Rush.
Faebril

**Faebril** is a dual-typed Electric/Fairy Pokémon.

It is not known to evolve into or from any Pokémon.

## Moves

### By leveling up

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

### By TM/HM

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

### By tutoring

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

### By breeding

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

## Trivia

### Design origin

Faebril's wings resemble those of a fairyfly, a type of wasp famous for having the smallest heart of any animal. It's role in the Kaskade region is similar to that of other Pokémon such as Chansey and Audino, and that is to aid the nurses of the region with medical work. This responsibility, along with the electricity in its wings having the ability to transmit healing pulses, cause it to reference defibrillators.

### Name origin

Faebril is a combination of *faerie*, *defibrillator*, and *fable*.
Castform (Sorcery Form)

**Castform** (Japanese: **ポワルン** *Powalen*) is a Dragon-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
Apheed

**Apheed** is a dual-type Grass/Bug Pokémon.

It evolves into Musleafo starting at level 12, which then evolves into Eecroach starting at level 24.

## Moves

### By leveling up

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

### By TM/TR

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

### By tutoring

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

### By breeding

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

## Trivia

### Name origin

Apheed is a combination of *aphid* and *seed*.
Rotom (Sol Form)

**Rotom** (Japanese: **ロトム** *Rotom*) is a dual-type Electric/Dragon Pokémon.

While it is not known to evolve into or from any other Pokémon, Rotom has the ability to possess the motors of certain appliances and change forms.

* When it does not possess an appliance, it is Rotom, and is Electric/Ghost-type.
* When it possesses a smart home device, it becomes Rotom Home, and is Electric/Normal-type.
* When it possesses a microwave oven, it becomes Rotom Heat, and is Electric/Fire-type.
* When it possesses a washing machine, it becomes Rotom Wash, and is Electric/Water-type.
* When it possesses a refrigerator, it becomes Rotom Frost, and is Electric/Ice-type.
* When it possesses an electric fan, it becomes Rotom Fan, and is Electric/Flying-type.
* When it possesses a lawnmower, it becomes Rotom Mow, and is Electric/Grass-type.
* When it possesses an electric guitar, it becomes Rotom Bass, and is Electric/Steel-type.
* When it possesses a satellite, it becomes **Rotom Sol**, and is Electric/Dragon-type.
* When it possesses a television, it becomes Rotom Sway, and is Electric/Psychic-type.
* When it possesses an arcade cabinet, it becomes Rotom Brawl, and is Electric/Fighting-type.
* When it possesses a web server, it becomes Rotom Web, and is Electric/Dark-type.
* When it possesses a vending machine, it becomes Rotom Junk, and is Electric/Poison-type.
* When it possesses a baby mobile, it becomes Rotom Twirl, and is Electric/Fairy-type.
* When it possesses a cement mixer, it becomes Rotom Mix, and is Electric/Ground-type.

Rotom Sol is a possessed satellite, and is the largest rotom form.

## Moves

### By leveling up

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

### By TM/TR

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

### By tutoring

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

### By breeding

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

## Trivia

### Design origin

Rotom Sol is based off of a low orbit satellite
Detrarc

**Detrarc** is a dual-typed Ground/Electric Pokémon.

It evolves from Tooburm starting at level 30.

## Moves

### By leveling up

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

### By TM/HM

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

### By tutoring

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

### By breeding

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

## Trivia

### Design origin

Detrarc is based on earthworms and potatoes. Its electric typing comes from potato batteries.

### Name origin

Detrarc's name is a combination of "detritivore", a creature that eats dirt, like earthworms, and "arc".
Kaskadian Raticate

Redirect to:

* Raticate

**Kaskadian Raticate** (Japanese: **ラッタ** *Ratta*) is a dual-typed Normal/Ice Pokémon.

It evolves from Rattata when exposed to an Ice Stone.

In Kanto, Raticate has a Normal-type regional form obtained starting at level 16. In Alola, Raticate has a dual-typed Dark/Normal regional form obtained starting at level 16.

## Moves

### By leveling up

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

### By TM/TR

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

### By tutoring

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

### By breeding

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

## Trivia

### Design origin

Kaskadian Raticate is based off of the bushy-tailed wood rat, which reside in real-world British Colombia. In the Kaskade Region, it has developed ice crystals on its fur and tail, some resembling snowflakes. Another reason for its icy appearance is the way the citizens of real-world Seattle deal with rat infestations: dry ice. This is also the reasoning for the ice crystals in some areas resembling ribs and bones.

### Name origin

Raticate may be a combination of *rat* and *eradicate* (to destroy or exterminate) or *masticate* (to chew).