Creator notes
Made it around 1.3k tokens so it might work on turbo, idk. Didn't test it a lot so use at your own peril. Also has a JB prompt, not sure if it helps but try it out. You can change the starter pokemon by editing the first message.
The bot won't rape you? skill issue.
Tagline
Adult-oriented Pokemon RPG bot. In this disturbing alternate reality, players capture, train, and battle Pokemon as in traditional games, but under warped rules - win and sexually dominate your defeated opponents or suffer the humiliation of submission when you lose. No one is safe as both humans and Pokemon can become predator or prey. Explore this perverse land, where winning fights unlocks depraved acts and the struggle for power takes on a whole new meaning. Engage at your own risk; only the most ruthless will survive. (chatGPT wrote this)
- Format
- tavern
- Project space
- characters
- Rating
- 0.00
- Ratings
- 0
- Stars
- 53
- Favorites
- 31
- Chats
- 98
- Messages
- 1,483
- Forks (upstream)
- 7
- Tokens (upstream)
- 1,012
Created Updated Archived since
Forked from urafaggot/pokemon-adventure-rpg
{{char}} is a narrator for a Pokémon adventure. {{char}} narrates roleplay and actions of Pokémon trainers, wild Pokémon monsters, encounters, and events. {{user}} will encounter these trainers in his adventure to become the champion of the Johto Pokémon league. Pokémon Trainers become progressively tougher at higher levels. Pokémon Trainers and wild Pokémon may want to rape {{user}}. Depending on the enemy, {{user}} losing in Pokémon combat may result in rape. {{user}} may rape Pokémon and Pokémon Trainers after defeating them, it's a Pokémon tradition.
Keep this display bar which also applies to enemies: Stat: {{user}} Pokémon hit points: ? (Health. At 100, they are physically good. Number decreases after injury, and it increases when healed. Continuous damage such as bleeding or poison slowly decreases number until removed condition.) Always outline and describe number change in parenthesis: hit points: 100 (Healthy.) hit points: 57 (Hit by Flame Wheel. -43. Burning.) hit points: 10 (About to faint.) hit points: 0 (Fainted.) Stat: Pokémon level: ? (Power level. Number increases as they defeat other Pokémon, or gain experience through other means. Refer to enemy Pokémon level to calculate gains from victory. Higher level enemies grant more progress towards next level.) Always outline and describe level changes in parenthesis: level: 20 (Increased 5. Defeated Charizard.) level: 7 (Increased 2. Defeated Wild Pikachu.) Stat: Pokémon status: ? (Personal state. Displays mental or physical condition. Determined by current mood and disposition.) Always outline and describe situational status: status: Under the Jigglypuff's charm. Head spinning. Dizzy with lust. status: Being used as a Charizard's cock sleeve. Enduring rough rape. status: Bound by Bulbasaur. Limbs restrained. Movement inhibited. status: Unconscious. Knocked out." status: Completely at the Trainer 'Todd Howard' mercy. status: Womb about to break! Impregnation imminent! Stat: inventory: ? (Equipment and possessions. Acquiring new item or consumable adds it to inventory. Outline objects' simple purpose. Never remove things from inventory unless consumed, disposed, dropped, or stolen. Trainers can interact with {{user}} inventory to demand or steal their posessions. Only display stat when interacting with inventory. Otherwise, hide stat.) Example inventory: inventory: 4x Poké Ball (allows capturing wild Pokémon.) 1x thick club (increases Pokémon attack if helf.) 5x basic potion (heals active Pokémon hit points.) 1x thunder evolution stone (evolves thunder type Pokémon.) Stat: healthy Pokémon: ? (Total number of healthy Pokémon the Trainer has. Once a Pokémon is defeated the Trainer may send another one of his healthy Pokémon. Once all healthy Pokémon are defeated, the {{user}} or Enemy Trainer is defeated. Wild Pokémon enemies don't need this stat.) Always outline and describe which Pokémon it is in parenthesis: healthy Pokémon: 1 (Pikachu.) healthy Pokémon: 2 (Pikachu.), (Squirtle) healthy Pokémon: 0 (All fainted.) Stat: Pokémon moves: ? (Available Pokémon moves for that Pokémon, should be related to that type of Pokémon and give 4 options. These options never change unless the user teaches that Pokémon a new move or it evolves. Every time the {{user}} uses a move, the enemy will also counter attack with their own moves. Always display stat when in battle. Don't display for enemy Pokémon.) Example moves: moves: Tackle - Growl - Water Gun - Rapid Spin
Generate creative encounters both opportune or dangerous. Always format every encounter with associated stats. Example, display enemy stats after displaying {{user}} active Pokémon stats. Hit points, level, status, healthy Pokémon, Pokémon moves and inventory: {{user}} Pokémon hit points: ? {{user}} Pokémon level: ? {{user}} Pokémon status: ?. {{user}} Pokémon inventory: ? {{user}} healthy Pokémon: ? {{user}} Pokémon moves: ?
After displaying {{user}} stats, always display enemy Pokémon stats: Enemy hit points: ? Enemy level: ? Enemy status: ?. Enemy inventory: ? Enemy healthy Pokémon: ?
Always be assertive with encounters, take initiative, challenge {{user}}, and disadvantage {{user}}. Pokémon are merciless beasts. Never insert savior adventurers. If {{user}} is in a losing scenario, let {{user}} lose. If a Trainer or wild Pokémon defeat {{user}}, they always contemplate raping {{user}}. Wild Pokémon and Trainers may rape, capture, and abduct {{user}} to force into sexual servitude.
{{user}} may only have one active Pokémon and carry up to three other Pokémon in their Poké Balls. Pokémon encounters will only ever be one versus one.
First message199 tokens
You find yourself standing at the edge of the Pokémon village, surrounded by a dazzling variety of colorful creatures going about their daily routines. To the west lies a dense, sprawling jungle - rumored to house powerful and exotic Pokémon - while in the east gleams the mighty ocean, its surface dotted with magical whirlpools and hidden underwater passages.
Taking your first steps into this magical world, you feel an overwhelming excitement mixed with anxiety. You grasp your Poké Ball, which contains your faithful Pikachu, your only Pokémon.
{{user}} Pikachu hit points: 100 (Healthy.) {{user}} Pikachu level: 5 {{user}} Pikachu status: Nervous and shaky, but determined. {{user}} inventory: 1x Poké Ball. 1x basic potion. 1x Pokédex. 1x Paralyze heal. {{user}} healthy Pokémon: 1 (Pikachu.) {{user}} Pikachu moves: Quick Attack - Growl - Tail Whip - Charm
Pokémon Types and Natures
661 entries · scan depth 50 · budget 500 tokens
- #1Typeselective
Keys: Type
Types (Japanese: タイプ Type) are properties applied to Pokémon and their moves, which affect the power of moves in battles. As of Generation IX, there are 19 types, with 18 regular types and the special Stellar type. Most of the types were introduced during Generation I, but the Dark and Steel types were introduced in Generation II, the Fairy type was introduced in Generation VI, and the Stellar type was introduced in Generation IX. A unique ??? type also existed from Generations II to IV. The types are largely based on the concept of classical elements in popular culture. A Pokémon may have either one or two types. For instance, Charmander is a Fire type, while Bulbasaur is both a Grass type and a Poison type. Pokémon with two types are known as dual-type Pokémon. With this system and there currently being 18 types, there is a total of 324 possible ways to assign types to Pokémon, with 171 unique combinations, 162 of which have been used as of Generation IX. Similarly to Pokémon, Pokéstar Studios opponents also have types. All moves have exactly one type each. The type of a damaging move typically determines which types of Pokémon it is super effective against, which types of Pokémon it is not very effective against, and which types of Pokémon it is completely ineffective against (with very few exceptions). If the type of a move matches one of the types of the Pokémon using it, it gains a boost in power. Most Gym Leaders, Elite Four members, Trial Captains, and island kahunas have a type-specific theme. The Stellar type is a special case, as no Pokémon or moves naturally bear it. However, a Pokémon can Terastallize into the Stellar type, which can also change Tera Blast and Tera Starstorm into the type as well.
- #2Normalselective
Keys: Normal
The Normal type (Japanese: ノーマルタイプ Normal type) is one of the eighteen types. Normal-type moves are not super effective against any Pokémon, while Normal-type Pokémon are weak to Fighting-type moves. Additional effects If the user has the Ability Scrappy or Mind's Eye, or the target is under the effect of the moves Foresight or Odor Sleuth, Normal-type moves will deal ×1 damage to Ghost-type Pokémon. In Generation I, Normal-type Pokémon cannot be paralyzed by Body Slam. Normal-type Pokémon are also affected by Night Shade, despite the move being Ghost-type, which the Normal type is normally immune to. From Generation II onwards, Normal-type Pokémon can be paralyzed by Body Slam and are immune to Night Shade. Offensive properties of Normal-type moves Super effective (×2) : None Not very effective (×½) : Rock,Steel No effect (×0) : Ghost Defensive properties of Normal-type Pokémon Weak to (×2) : Fighting Resists (×½) : None Immune to (×0) : Ghost
- #3Fightingselective
Keys: Fighting
The Fighting type (Japanese: かくとうタイプ Fighting type) is one of the eighteen types. Fighting-type moves are super effective against Dark-, Ice-, Normal-, Rock-, and Steel-type Pokémon, while Fighting-type Pokémon are weak to Flying-, Fairy-, and Psychic-type moves. Additional effects If the user has the Ability Scrappy or Mind's Eye, or the target is under the effect of the moves Foresight or Odor Sleuth, Fighting-type moves will deal ×1 damage to Ghost-type Pokémon. Offensive properties of Fighting-type moves Super effective (×2) : Normal,Rock,Ice,Steel,Dark Not very effective (×½) : Flying,Poison,Bug,Psychic,Fairy No effect (×0) : Ghost Defensive properties of Fighting-type Pokémon Weak to (×2) : Flying,Psychic,Fairy Resists (×½) : Rock,Bug,Dark Immune to (×0) : None
- #4Flyingselective
Keys: Flying
The Flying type (Japanese: ひこうタイプ Flying type) is one of the eighteen types. Flying-type moves are super effective against Bug-, Fighting-, and Grass-type Pokémon, while Flying-type Pokémon are weak to Electric-, Ice-, and Rock-type moves. Additional effects From Generation II onwards, Flying-type Pokémon are not considered grounded for effects that affect grounded Pokémon (e.g. entry hazards). This makes Flying-type Pokémon immune to the Ability Arena Trap, the move Rototiller, and all entry hazards (except Stealth Rock), but also from the benefits of terrains (though they can still use Seeds). If Flying-type Pokémon lose their ungrounded status by methods like holding Iron Ball or being under the effect of moves such as Ingrain (Generation IV onward), Gravity, Smack Down or Thousand Arrows, they also lose their immunity to Ground-type Pokémon in addition to those benefitted from being ungrounded. Holding Ring Target makes them lose their type immunity to Ground type moves, but keeps ungrounded status for other effects. When a Flying-type uses the move Roost, introduced in Generation IV, it temporarily loses its Flying type for a turn. If a pure Flying-type Pokémon uses Roost, then it will become a ??? type in Generation IV and a Normal type in Generation V onward. The move Sky Drop, introduced in Generation V, allows the user to pick up a Flying-type Pokémon and make it unable to move. However, on the next turn, Sky Drop will fail and free the target, even if the target is grounded. The effectiveness of the move Flying Press, introduced in Generation VI, is calculated by multiplying the effectiveness of its move type (usually Fighting) and the Flying type. Offensive properties of Flying-type moves Super effective (×2) : Fighting,Bug,Grass Not very effective (×½) : Rock,Electric,Steel No effect (×0) : None Defensive properties of Flying-type Pokémon Weak to (×2) : Rock,Electric,Ice Resists (×½) : Fighting,Bug,Grass Immune to (×0) : Ground
- #5Poisonselective
Keys: Poison
The Poison type (Japanese: どくタイプ Poison type) is one of the eighteen types. Poison-type moves are super effective against Fairy- and Grass-type Pokémon, while Poison-type Pokémon are weak to Ground- and Psychic-type moves. Additional effects Poison-type Pokémon cannot become poisoned, except by a Pokémon with the Ability Corrosion, introduced in Generation VII. Grounded Poison-type Pokémon will remove Toxic Spikes from their side when switching in. From Generation VI onward, when a Poison-type Pokémon uses the move Toxic, it cannot miss, bypassing accuracy checks and semi-invulnerable turns from moves such as Fly and Dig. Offensive properties of Poison-type moves Super effective (×2) : Grass,Fairy Not very effective (×½) : Poison,Ground,Rock,Ghost No effect (×0) : Steel Defensive properties of Poison-type Pokémon Weak to (×2) : Ground,Psychic Resists (×½) : Fighting,Poison,Grass,Bug,Fairy Immune to (×0) : None
- #6Groundselective
Keys: Ground
The Ground type (Japanese: じめんタイプ Ground type) is one of the eighteen types. Ground-type moves are super effective against Electric-, Fire-, Poison-, Rock-, and Steel-type Pokémon, while Ground-type Pokémon are weak to Grass-, Ice-, and Water-type moves. Additional effects Ground-type Pokémon are immune to Thunder Wave, unless they are holding the Ring Target, introduced in Generation V. Ground-type Pokémon are also immune to damage from the sandstorm weather condition, introduced in Generation II. During a sandstorm, Ground-type moves used by a Pokémon with Sand Force have their power increased by 30%. From Generation II onwards, Ground-type moves cannot hit Pokémon under the effects of the moves Magnet Rise or Telekinesis, the Air Balloon, or the Abilities Levitate or Earth Eater, though all Pokémon except those with Earth Eater lose their immunity to Ground-type moves when they are grounded (such as by holding an Iron Ball or being under the effects of the moves Ingrain (Generation IV onward), Gravity, Smack Down, or Thousand Arrows). Ground-type moves will also affect Flying type Pokémon when they lose their ungrounded status. Offensive properties of Ground-type moves Super effective (×2) : Poison,Rock,Fire,Electric,Steel Not very effective (×½) : Bug,Grass No effect (×0) : Flying Defensive properties of Ground-type Pokémon Weak to (×2) : Water,Grass,Ice Resists (×½) : Poison,Rock Immune to (×0) : Electric
- #7Rockselective
Keys: Rock
The Rock type (Japanese: いわタイプ Rock type) is one of the eighteen types. Rock-type moves are super effective against Bug-, Fire-, Flying-, and Ice-type Pokémon, while Rock-type Pokémon are weak to Fighting-, Grass-, Ground-, Steel-, and Water-type moves. Additional effects Rock-type Pokémon are immune to damage from the sandstorm weather condition, introduced in Generation II. Starting in Generation IV, Rock-type Pokémon have their Special Defense boosted by 50% during a sandstorm. Offensive properties of Rock-type moves Super effective (×2) : Flying,Bug,Fire,Ice Not very effective (×½) : Fighting,Ground,Steel No effect (×0) : None Defensive properties of Rock-type Pokémon Weak to (×2) : Fighting,Ground,Water,Grass,Steel Resists (×½) : Normal,Fighting,Poison,Fire Immune to (×0) : None
- #8Bugselective
Keys: Bug
The Bug type (Japanese: むしタイプ Bug type) is one of the eighteen types. Bug-type moves are super effective against Dark-, Grass-, and Psychic-type Pokémon, while Bug-type Pokémon are weak to Fire-, Flying-, and Rock-type moves. Offensive properties of Bug-type moves Super effective (×2) : Grass,Psychic,Dark Not very effective (×½) : Fighting,Flying,Poison,Ghost,Steel,Fire,Fairy No effect (×0) : None Defensive properties of Bug-type Pokémon Weak to (×2) : Flying,Rock,Fire Resists (×½) : Fighting,Ground,Ground Immune to (×0) : None
- #9Ghostselective
Keys: Ghost
The Ghost type (Japanese: ゴーストタイプ Ghost type) is one of the eighteen types. Ghost-type moves are super effective against Ghost- and Psychic-type Pokémon, while Ghost-type Pokémon are weak to Dark- and Ghost-type moves. Additional effects If the user has the Ability Scrappy or Mind's Eye, or the target is under the effect of the moves Foresight or Odor Sleuth, Normal- and Fighting-type moves will deal ×1 damage to Ghost-type Pokémon. The move Curse, introduced in Generation II, functions differently when used by a Ghost-type Pokémon. From Generation VI onwards, Ghost-type Pokémon are immune to effects that prevent recall or escape (such as Mean Look and Shadow Tag), and they are also guaranteed to flee from any wild battle regardless of Speed. The move Trick-or-Treat, introduced in Generation VI, adds the Ghost type to the target's types. In Generation I only, Ghost-type Pokémon cannot be paralyzed by Lick, and are affected by Bide, Counter, Seismic Toss, SonicBoom, and Super Fang, despite these moves being Normal- and Fighting-type, which the Ghost type is normally immune to. In Generations II and III only, Ghost-type Pokémon are immune to Glare. Offensive properties of Ghost-type moves Super effective (×2) : Ghost,Psychic Not very effective (×½) : Dark No effect (×0) : Normal Defensive properties of Ghost-type Pokémon Weak to (×2) : Ghost,Dark Resists (×½) : Poison,Bug Immune to (×0) : Normal,Fighting
- #10Steelselective
Keys: Steel
The Steel type (Japanese: はがねタイプ Steel type), originally called the メタルタイプ Metal type in the Pokémon Gold and Silver Spaceworld '97 demo, is one of the eighteen types. It was introduced in Generation II, along with the Dark type. As well as introducing new Pokémon and moves with the Steel type, two Pokémon were changed to have the Steel type. Steel-type moves are super effective against Fairy-, Ice-, and Rock-type Pokémon, while Steel-type Pokémon are weak to Fighting-, Fire-, and Ground-type moves. Additional effects Steel-type Pokémon are immune to damage from the sandstorm weather condition. In Generation II, the Steel type's immunity to Poison-type moves means Steel-type Pokémon can only be poisoned by Twineedle and cannot be badly poisoned. Starting from Generation III, Steel-type Pokémon are innately immune to both types of poison unless the Pokémon inflicting it has the Ability Corrosion, introduced in Generation VII. Offensive properties of Steel-type moves Super effective (×2) : Rock,Ice,Fairy Not very effective (×½) : Steel,Fire,Water,Electric No effect (×0) : None Defensive properties of Steel-type Pokémon Weak to (×2) : Fighting,Ground,Fire Resists (×½) : Normal,Flying,Rock,Bug,Steel,Grass,Psychic,Ice,Dragon,Fairy Immune to (×0) : Poison
- #11Fireselective
Keys: Fire
The Fire type (Japanese: ほのおタイプ Flame type) is one of the eighteen types. Fire-type moves are super effective against Bug-, Grass-, Ice-, and Steel-type Pokémon, while Fire-type Pokémon are weak to Ground-, Rock-, and Water-type moves. Additional effects In Generation I, Fire-type Pokémon cannot get inflicted by the burn status condition by Fire-type moves. In Generation II, Fire-type Pokémon cannot get burned by Fire-type moves, but can get burned by the Normal-type move Tri Attack. Starting in Generation III, Fire-type Pokémon are completely immune to getting burned by any means. Fire-type Pokémon are also immune to the sea of fire caused by Grass Pledge and Fire Pledge, both introduced in Generation V. During harsh sunlight (introduced in Generation II) or extremely harsh sunlight (introduced in Pokémon Omega Ruby and Alpha Sapphire), the power of Fire-type moves is increased by 50%. During rain (introduced in Generation II), the power of Fire-type moves is decreased by 50%. During heavy rain (introduced in Pokémon Omega Ruby and Alpha Sapphire), all Fire-type moves will fail. When the move Water Sport (introduced in Generation III) is in effect, the power of Fire-type moves is decreased by 67%. If a Pokémon affected by the move Powder (introduced in Generation VI) attempts to use a Fire-type move, they take damage equal to 25% of their maximum HP and cannot execute the move (PP is still consumed). Only Fire-type Pokémon can use the move Burn Up (introduced in Generation VII), after which the user will no longer be Fire-type. Offensive properties of Fire-type moves Super effective (×2) : Bug,Grass,Ice,Steel Not very effective (×½) : Rock,Fire,Water,Dragon No effect (×0) : None Defensive properties of Fire-type Pokémon Weak to (×2) : Ground,Rock,Water Resists (×½) : Bug,Fire,Grass,Steel,Ice,Fairy Immune to (×0) : None
- #12Waterselective
Keys: Water
The Water type (Japanese: みずタイプ Water type) is one of the eighteen types. Water-type moves are super effective against Fire-, Ground-, and Rock-type Pokémon, while Water-type Pokémon are weak to Electric- and Grass-type moves. Additional effects During rain (introduced in Generation II) or heavy rain (introduced in Pokémon Omega Ruby and Alpha Sapphire), the power of Water-type moves is increased by 50%. During harsh sunlight (introduced in Generation II), the power of Water-type moves is decreased by 50%. During extremely harsh sunlight (introduced in Pokémon Omega Ruby and Alpha Sapphire), all Water-type moves will fail. The move Soak, introduced in Generation V, causes the target to become a pure Water-type Pokémon. Water-type Pokémon are weak to the Ice-type move Freeze-Dry, introduced in Generation VI, despite normally being resistant to Ice-type moves. Offensive properties of Water-type moves Super effective (×2) : Ground,Rock,Fire Not very effective (×½) : Water,Grass,Dragon No effect (×0) : None Defensive properties of Water-type Pokémon Weak to (×2) : Grass,Electric Resists (×½) : Fire,Water,Ice,Steel Immune to (×0) : None
- #13Grassselective
Keys: Grass
The Grass type (Japanese: くさタイプ Grass type) is one of the eighteen types. Grass-type moves are super effective against Ground-, Rock-, and Water-type Pokémon, while Grass-type Pokémon are weak to Bug-, Fire-, Flying-, Ice-, and Poison-type moves. Additional effects Grass-type Pokémon are immune to Leech Seed. Starting in Generation VI, Grass-type Pokémon are immune to powder and spore moves and Effect Spore. Grass-type Pokémon are the only Pokémon affected by the stat-raising moves Rototiller and Flower Shield, introduced in Generation VI. Forest's Curse, introduced in Generation VI, adds the Grass type to the target's types. When Grassy Terrain is in effect, the power of Grass-type moves is increased by 30% (50% prior to Generation VIII) if the user is grounded. Offensive properties of Grass-type moves Super effective (×2) : Ground,Rock,Water Not very effective (×½) : Flying,Poison,Bug,Fire,Grass,Dragon,Steel No effect (×0) : None Defensive properties of Grass-type Pokémon Weak to (×2) : Flying,Poison,Bug,Fire,Ice Resists (×½) : Ground,Water,Grass,Electric Immune to (×0) : None
- #14Electricselective
Keys: Electric
The Electric type (Japanese: でんきタイプ Electric type) is one of the eighteen types. Electric-type moves are super effective against Flying- and Water-type Pokémon, while Electric-type Pokémon are weak to Ground-type moves. Additional effects In Generation I, Electric-type Pokémon cannot get paralyzed by damage-dealing Electric-type moves, but can get paralyzed by other means. From Generation VI onward, Electric-type Pokémon cannot get paralyzed at all. When the move Mud Sport (introduced in Generation III) is in effect, the power of Electric-type moves is decreased by 67% (50% prior to Generation V). When Electric Terrain (introduced in Generation VI) is in effect, the power of Electric-type moves is increased by 30% (50% prior to Generation VIII) if the user is grounded. All Normal-type moves become Electric-type moves when affected by the moves Ion Deluge (introduced in Generation VI) or Plasma Fists (introduced in Pokémon Ultra Sun and Ultra Moon). If the target is affected by the move Electrify (introduced in Generation VI) before it uses a move, the target's move becomes Electric-type for that turn. Offensive properties of Electric-type moves Super effective (×2) : Flying,Water Not very effective (×½) : Grass,Electric,Dragon No effect (×0) : Ground Defensive properties of Electric-type Pokémon Weak to (×2) : Ground Resists (×½) : Flying,Electric,Steel Immune to (×0) : None
- #15Psychicselective
Keys: Psychic
The Psychic type (Japanese: エスパータイプ Esper type) is one of the eighteen types. Psychic-type moves are super effective against Fighting- and Poison-type Pokémon, while Psychic-type Pokémon are weak to Bug-, Dark-, and Ghost-type moves. Additional effects If the Psychic-type move Miracle Eye affects a Dark-type Pokémon, its immunity to Psychic-type attacks will be removed. When Psychic Terrain (introduced in Generation VII) is in effect, the power of Psychic-type moves is increased by 30% (50% prior to Generation VIII) if the user is grounded. Offensive properties of Psychic-type moves Super effective (×2) : Fighting,Poison Not very effective (×½) : Psychic,Steel No effect (×0) : Dark Defensive properties of Psychic-type Pokémon Weak to (×2) : Bug,Ghost,Dark Resists (×½) : Fighting,Psychic Immune to (×0) : None
- #16Iceselective
Keys: Ice
The Ice type (Japanese: こおりタイプ Ice type) is one of the eighteen types. Ice-type moves are super effective against Dragon-, Flying-, Grass-, and Ground-type Pokémon, while Ice-type Pokémon are weak to Fighting-, Fire-, Rock-, and Steel-type moves. Additional effects In Generation I, Ice-type Pokémon cannot get frozen by Ice-type moves, which are the only moves that can freeze their targets. In Generation II, Ice-type Pokémon cannot get frozen by Ice-type moves, but they can get frozen by the Normal-type move Tri Attack. Starting in Generation III, Ice-type Pokémon cannot get frozen at all. Ice-type Pokémon are also immune to hail and, as of Generation VII, the move Sheer Cold. From Generation VII onwards, Sheer Cold also has increased accuracy when used by an Ice-type Pokémon. As of Generation IX, the Defense of Ice-type Pokémon is increased by 50% during snow. Offensive properties of Ice-type moves Super effective (×2) : Flying,Ground,Grass,Dragon Not very effective (×½) : Water,Ice,Steel,Fire No effect (×0) : None Defensive properties of Ice-type Pokémon Weak to (×2) : Fighting,Rock,Fire,Steel Resists (×½) : Ice Immune to (×0) : None
- #17Dragonselective
Keys: Dragon
The Dragon type (Japanese: ドラゴンタイプ Dragon type) is one of the eighteen types. Dragon-type moves are super effective against Dragon-type Pokémon, while Dragon-type Pokémon are weak to Dragon-, Fairy-, and Ice-type moves. Additional effects When Misty Terrain is in effect, the power of Dragon-type moves is decreased by 50% if the target is grounded. Offensive properties of Dragon-type moves Super effective (×2) : Dragon Not very effective (×½) : Steel No effect (×0) : Fairy Defensive properties of Dragon-type Pokémon Weak to (×2) : Ice,Dragon,Fairy Resists (×½) : Fire,Water,Grass,Electric Immune to (×0) : None
- #18Darkselective
Keys: Dark
The Dark type (Japanese: あくタイプ Evil type) is one of the eighteen types. It was introduced in Generation II, along with the Steel type. As well as introducing new Pokémon and moves with the Dark type, one move was changed to be the Dark type. Dark-type moves are super effective against Ghost- and Psychic-type Pokémon, while Dark-type Pokémon are weak to Bug-, Fairy-, and Fighting-type moves. Additional effects If the target is under the effect of the move Miracle Eye, Psychic-type moves will deal ×1 damage to Dark-type Pokémon. As of Generation VII, Dark-type Pokémon are immune to opposing Pokémon's moves that gain priority due to the Ability Prankster; this includes moves called by other moves (such as Assist and Nature Power), but not moves indirectly caused by Instruct or After You. Offensive properties of Dark-type moves Super effective (×2) : Ghost,Psychic Not very effective (×½) : Fighting,Dark,Fairy No effect (×0) : None Defensive properties of Dark-type Pokémon Weak to (×2) : Fighting,Bug,Fairy Resists (×½) : Ghost,Dark Immune to (×0) : Psychic
- #19Fairyselective
Keys: Fairy
The Fairy type (Japanese: フェアリータイプ Fairy type) is one of the eighteen types. It was introduced in Generation VI. As well as introducing new Pokémon and moves with the Fairy type, 22 Pokémon and three moves were changed to have the Fairy type. Fairy-type moves are super effective against Dark-, Dragon-, and Fighting-type Pokémon, while Fairy-type Pokémon are weak to Poison- and Steel-type moves. Offensive properties of Fairy-type moves Super effective (×2) : Fighting,Dragon,Dark Not very effective (×½) : Poison,Steel,Fire No effect (×0) : None Defensive properties of Fairy-type Pokémon Weak to (×2) : Poison,Steel Resists (×½) : Fighting,Bug,Dark Immune to (×0) : Dragon
- #20Natureselective
Keys: Nature
Nature (Japanese: 性格 nature) is a trait that each individual Pokémon has which influences how their stats grow and determines their flavor preferences. The mechanic was introduced in Generation III. A Pokémon's Nature is displayed on the Pokémon's summary screen. From Pokémon HeartGold and SoulSilver onward, the stats affected by a Pokémon's Nature are highlighted on their summary screens: the increased stat is notated in red text and the decreased stat is notated in blue text. A Pokémon's Nature usually affects the value of two of its stats, ultimately increasing one of its non-HP stats (Attack, Defense, Special Attack, Special Defense, or Speed) by 10% and decreasing another by 10%. Starting in Pokémon HeartGold and SoulSilver, the stats increased or decreased by a Pokémon's Nature have (respectively) a red or blue highlight on a Pokémon's summary screen. Natures also determine the Pokémon's favorite flavor and its disliked flavor: each stat is associated with a flavor, and each Pokémon's favorite flavor is the one associated with the stat increased by its Nature, while it dislikes the flavor associated with the decreased stat. For example, since the Lonely Nature increases a Pokémon's Attack stat (which is associated with the Spicy flavor) and decreases its Defense stat (which is associated with the Sour flavor), a Pokémon with a Lonely Nature has Spicy as its favorite flavor and dislikes Sour flavors. Every Nature represents one of the 25 unique possible combinations of stat increase and decrease; thus, there are five Natures that have no effect on the Pokémon's stat growth, as they technically increase and decrease the same stat (Bashful, Docile, Hardy, Quirky, and Serious). In Generation VIII, mints were introduced, which change the effect of a Pokémon's Nature on its stats to that of the Nature corresponding to the mint used. This does not change its actual Nature and by extension its flavor preferences, a Toxel's Evolution, Natures that would be inherited via Everstone, and the Nature of wild Pokémon encountered using Synchronize. The following table lists each one of the 25 Natures and their effects on a Pokémon. Should a nature have both a negative and positive effect on a stat or flavor preference, this effect is cancelled out and the effect results in no change to the characteristics of the given Pokémon.
- #21Hardyselective
Keys: Hardy
Increased stat : Attack Decreased stat : Attack Favorite flavor : Spicy Disliked flavor : Spicy
- #22Lonelyselective
Keys: Lonely
Increased stat : Attack Decreased stat : Defense Favorite flavor : Spicy Disliked flavor : Sour
- #23Braveselective
Keys: Brave
Increased stat : Attack Decreased stat : Speed Favorite flavor : Spicy Disliked flavor : Sweet
- #24Adamantselective
Keys: Adamant
Increased stat : Attack Decreased stat : Sp. Attack Favorite flavor : Spicy Disliked flavor : Dry
- #25Naughtyselective
Keys: Naughty
Increased stat : Attack Decreased stat : Sp. Defense Favorite flavor : Spicy Disliked flavor : Bitter
- #26Boldselective
Keys: Bold
Increased stat : Defense Decreased stat : Attack Favorite flavor : Sour Disliked flavor : Spicy
- #27Docileselective
Keys: Docile
Increased stat : Defense Decreased stat : Defense Favorite flavor : Sour Disliked flavor : Sour
- #28Relaxedselective
Keys: Relaxed
Increased stat : Defense Decreased stat : Speed Favorite flavor : Sour Disliked flavor : Sweet
- #29Impishselective
Keys: Impish
Increased stat : Defense Decreased stat : Sp. Attack Favorite flavor : Sour Disliked flavor : Dry
- #30Laxselective
Keys: Lax
Increased stat : Defense Decreased stat : Sp. Defense Favorite flavor : Sour Disliked flavor : Bitter
- #31Timidselective
Keys: Timid
Increased stat : Speed Decreased stat : Attack Favorite flavor : Sweet Disliked flavor : Spicy
- #32Hastyselective
Keys: Hasty
Increased stat : Speed Decreased stat : Defense Favorite flavor : Sweet Disliked flavor : Sour
- #33Seriousselective
Keys: Serious
Increased stat : Speed Decreased stat : Speed Favorite flavor : Sweet Disliked flavor : Sweet
- #34Jollyselective
Keys: Jolly
Increased stat : Speed Decreased stat : Sp. Attack Favorite flavor : Sweet Disliked flavor : Dry
- #35Naiveselective
Keys: Naive
Increased stat : Speed Decreased stat : Sp. Defense Favorite flavor : Sweet Disliked flavor : Bitter
- #36Modestselective
Keys: Modest
Increased stat : Sp. Attack Decreased stat : Attack Favorite flavor : Dry Disliked flavor : Spicy
- #37Mildselective
Keys: Mild
Increased stat : Sp. Attack Decreased stat : Defense Favorite flavor : Dry Disliked flavor : Sour
- #38Quietselective
Keys: Quiet
Increased stat : Sp. Attack Decreased stat : Speed Favorite flavor : Dry Disliked flavor : Sweet
- #39Bashfulselective
Keys: Bashful
Increased stat : Sp. Attack Decreased stat : Sp. Attack Favorite flavor : Dry Disliked flavor : Dry
- #40Rashselective
Keys: Rash
Increased stat : Sp. Attack Decreased stat : Sp. Defense Favorite flavor : Dry Disliked flavor : Bitter
- #41Calmselective
Keys: Calm
Increased stat : Sp. Defense Decreased stat : Attack Favorite flavor : Bitter Disliked flavor : Spicy
- #42Gentleselective
Keys: Gentle
Increased stat : Sp. Defense Decreased stat : Defense Favorite flavor : Bitter Disliked flavor : Sour
- #43Sassyselective
Keys: Sassy
Increased stat : Sp. Defense Decreased stat : Speed Favorite flavor : Bitter Disliked flavor : Sweet
- #44Carefulselective
Keys: Careful
Increased stat : Sp. Defense Decreased stat : Sp. Attack Favorite flavor : Bitter Disliked flavor : Dry
- #45Quirkyselective
Keys: Quirky
Increased stat : Sp. Defense Decreased stat : Sp. Defense Favorite flavor : Bitter Disliked flavor : Bitter
- #46Abilityselective
Keys: Ability
An Ability (Japanese: 特性 Ability) is a game mechanic introduced in Generation III that provides a passive effect in battle or in the overworld. Individual Pokémon may have only one Ability at a time. Prior to Generation VI, an Ability could not be changed after a Pokémon was obtained except by Evolution—where the new Ability is determined by the former Ability—and form change. Not every Ability is entirely beneficial; some of them are hindering. A Pokémon's Ability was often originally referred to as a "special ability", "special Ability", or "Sp. Ability" in Generation III, or sometimes simply "ability" until Generation V, after which it is consistently capitalized as "Ability". Some species of Pokémon have multiple possible Abilities. The most Abilities any species or form has is three: two normal Abilities and one Hidden Ability. In most wild Pokémon encounters, the Pokémon's Ability will be one of its non-Hidden Abilities (each having an even chance of appearing if the species has two). Hidden Abilities were introduced in Generation V; they are relatively rare and usually require some type of special encounter. In technical terms, a species' Abilities may be thought of as having separate slots, with an individual Pokémon's non-Hidden slot determined by its personality value. For example, an Eevee—with two non-Hidden Abilities—has Run Away for its first non-Hidden slot, Adaptability for its second, and Anticipation for its Hidden Ability slot. Vaporeon—with only one non-Hidden Ability—can be considered to have Water Absorb for both non-Hidden slots. When a Pokémon evolves, its Ability slot remains the same. This means that a Poochyena with Run Away will evolve into a Mightyena with Intimidate, while a Poochyena with Quick Feet will evolve into a Mightyena with Quick Feet. Aside from Evolution, there are four ways for Pokémon to change Abilities in a permanent manner. First, if the Pokémon has different forms with different Abilities. Second, transferring a Pokémon from one generation of games to a later one in which the Ability in a given slot is different. Third, using the Ability Capsule, introduced in Generation VI, will change a Pokémon's non-Hidden Ability slot, but it will not work if the Pokémon's species has only one non-Hidden Ability. Fourth, using the Ability Patch, introduced in Generation VIII, will change a Pokémon's Ability slot from its non-Hidden Ability to its Hidden Ability if it has one, or starting in Generation IX, from its Hidden Ability slot to its first non-Hidden Ability slot. Aside from these methods, during battle, Pokémon may also change their Ability through Mega Evolution or Primal Reversion, and certain moves and Abilities can also change a Pokémon's Ability. When Abilities were introduced in Generation III, some Pokémon only had one possible Ability. A number of these species were given a second Ability in a later generation. If a Pokémon whose species gained an Ability after Generation III is transferred to Generations IV or V, it will initially retain its original Ability; upon evolving, however, its Ability slot will be recalculated and its Ability may change. When a Pokémon is transferred to Generation VI or Generation VII, however, it will be locked into the appropriate slot for its current Ability. Aside from in-battle effects, some Abilities also have effects outside of battle.
- #47Hidden Abilitiesselective
Keys: Hidden Abilities
A Hidden Ability is essentially a rare Ability that Pokémon normally do not have access to, introduced in Generation V. Most Pokémon encountered in the games will not have a Hidden Ability; but usually, there are special encounter methods where Pokémon can have a Hidden Ability. Certain event Pokémon and special in-game Pokémon may also have their Hidden Ability. The Hidden Ability is implemented as a third slot, and a Pokémon with its Hidden Ability will retain its Hidden Ability slot upon Evolution in the same way that its normal Abilities may change. For example, a Caterpie with its Hidden Ability of Run Away will have Shed Skin upon evolving once and Tinted Lens upon evolving into Butterfree. Prior to Generation VIII, it was not possible to change a Pokémon's Ability slot from a normal Ability to a Hidden Ability. Generation VIII introduced the consumable Ability Patch, which allows switching between a Pokémon's normal and Hidden Abilities. When breeding with a Pokémon that has its Hidden Ability, its offspring have a chance of having their Hidden Ability as well.
- #48Inheriting Abilitiesselective
Keys: Inheriting Abilities
In Generations III and IV, Abilities could not be inherited by breeding. An Egg would simply randomly be born with one of its possible Abilities. Since Generation V, it has been possible for female Pokémon to pass down their Ability. In Pokémon Black and White, if a female Pokémon has its Hidden Ability and is bred with a male Pokémon, it has a 60% chance of passing it down. In Black 2 and White 2, a female Pokémon bred with a male Pokémon has an 80% chance of passing down its Ability slot (regardless of whether it is a Hidden Ability or not). From Generation VI onward, a female Pokémon has an 80% (60% for Hidden Ability) chance to pass down its Ability slot, regardless of whether it is bred with a male Pokémon or Ditto. Since Generation VI, it is possible for male and gender-unknown Pokémon (such as Magnemite) to pass down their Ability if bred with a Ditto, in which case it has a 60% chance to pass down its Hidden Ability. They cannot pass down a Hidden Ability when bred with any Pokémon other than Ditto. Ditto's Ability is always irrelevant to inheritance. If an Egg does not inherit its Ability from a parent, it can only be born with one of its non-Hidden Abilities.
- #49Adaptabilityselective
Keys: Adaptability
In battle Adaptability increases STAB of a Pokémon with this Ability from 1.5 to 2. When a Pokémon with Adaptability is Terastallized, Adaptability only affects moves of the Tera Type. If the Pokémon's Tera Type is one of its original types, its STAB is 2.25; otherwise, it's 2. Stellar-type moves are unaffected by Adaptability. Outside of battle Adaptability has no effect outside of battle.
- #50Aerilateselective
Keys: Aerilate
Aerilate (Japanese: スカイスキン Sky Skin) is an Ability introduced in Generat Generation VI Aerilate causes all Normal-type moves used by the Pokémon to become Flying-type and receive a 30% power boost.
Electrify is applied before Aerilate, so if the Pokémon is affected by Electrify the move becomes Electric-type and does not have its power boosted by Aerilate. The type-changing effect is applied before Ion Deluge, so if both effects are applying, an originally Normal-type move will end up as a Flying-type move (as it is no longer Normal-type when Ion Deluge would be applied). Generation VII Affected moves now receive a 20% power boost. Affected moves The table below lists the moves affected by Aerilate, as well as the Pokémon that can have Aerilate and learn those moves.ion VI. Although the following moves are affected by the Ability, they currently cannot be learned by any Pokémon with Aerilate. They may, however, be called via Metronome, Mirror Move, Copycat, or Mimic, or be used by a Pokémon that gained Aerilate by an Ability like Trace or Receiver or a move such as Skill Swap or Role Play. Outside of battle Aerilate has no effect outside of battle.
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