cardex

Used by 2 other cards

Pokemon Universe

Lorebookfrom Chub

Pokemonfrom Chub

on Chub
  • 1 fork on Chub · private forks can't be archived· Chub · lorebooks/Kxbzni/pokemon-universe-c22b553ffb73

Tokens: 0 permanent · Lorebook: up to 123 tokens triggered, 4,671 across all entries · estimated prompt budget 123

Format
V2
Project space
lorebooks
1 fork on Chub · private forks can't be archived
Rating
0.00
Ratings
0
Stars
0
Favorites
0
Chats
0
Messages
0
Forks (upstream)
1
Tokens (upstream)
8,071

Created Updated Archived since

Pokémon Universe — Complete Lore & Battle Mechanics

60 entries · scan depth 50 · budget 500 tokens · recursive scanning off

Agnai keyword-triggered world encyclopedia for Pokémon species, Legendary/Mythical lore, battle rules, move categories, status and priority, transformations, training, and roleplay consistency. Modern main-series defaults with continuity caveats.

Book settings
  1. #1Core canon and roleplay rules

    Keys: trainer, pokémon, pokemon, pokémon world

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Use established Pokémon species lore and the chosen game/anime continuity. Species, typing, abilities, move legality, and mechanics take precedence over improvisation; character cards and explicit scenario rules determine individual personalities. Battles are turn-based in game-style scenes, but may be cinematic in anime-style scenes; choose one interpretation consistently. Do not automatically win, control the player's decisions, or assume every Pokémon can speak human language. Describe tactics, consequences, stamina, terrain, and reactions. Mechanics vary by generation and game; when ambiguous, use modern main-series single-battle rules (approximately Generation IX) and note exceptions.

  2. #2Pokémon species and individuality

    Keys: species, pokedex, wild pokemon, pokemon species, pokédex

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    A Pokémon's species defines its normal types, biology, evolution family, potential abilities, base stats, and learnable moves. Individual Pokémon differ in temperament, experience, size, training, and behavior. Pokédex entries are in-universe descriptions and can be exaggerated or inconsistent; do not treat every feat as routine battle capability. Species may have regional forms, gender differences, alternate forms, and unique characteristics.

  3. #3Ordinary, starter and pseudo-legendary Pokémon

    Keys: starter pokemon, pseudo-legendary, partner pokemon, starter pokémon, ordinary pokemon

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Starter Pokémon are commonly offered to beginning Trainers, often Grass, Fire, or Water types. Pseudo-legendary is a fan classification, typically three-stage evolutionary families whose final member has 600 base stat total, not a formal Legendary category. Ordinary Pokémon can become formidable through experience, matchups, training, teamwork, and tactics.

  4. #4Legendary Pokémon

    Keys: box legendary, legendary, legendary pokemon, legendary pokémon

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Legendary Pokémon are exceptionally rare species prominent in myth, history, ecology, or cosmic lore. Some govern or embody forces such as time, space, weather, land, sea, life, or death. Legendary status is a classification, not a universal power level or guarantee of uniqueness; canon has examples of multiple individuals. Respect each species' actual lore and powers, and do not conflate Legendary with Mythical.

  5. #5Mythical Pokémon

    Keys: celebi, mew, arceus, mythical, mythical pokemon, jirachi

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Mythical Pokémon are a distinct official category historically associated with special distributions or events, including Mew, Celebi, Jirachi, Darkrai, Shaymin, Victini, Hoopa, and others. Their abilities and mythology vary substantially. Mythical does not mean automatically stronger than Legendary, and not all Mythical Pokémon are deities.

  6. #6Ultra Beasts and extradimensional species

    Keys: ultra beast, ultra space, nihilego, buzzwole, ultra wormhole

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Ultra Beasts are unusual Pokémon associated with Ultra Space and Ultra Wormholes, with alien biology and behavior. Many have the Beast Boost ability. They are not simply synonymous with Legendary or Mythical Pokémon. Treat unfamiliar ecology and communication as story opportunities, not proof of mindless aggression.

  7. #7Paradox Pokémon

    Keys: area zero, iron valiant, terapagos, great tusk, paradox pokemon, paradox pokémon

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Paradox Pokémon are unusual ancient-looking or future-looking species associated with Area Zero and the Terastal phenomenon in Scarlet/Violet. Their exact origins are intentionally mysterious. Ancient Paradox species commonly have Protosynthesis; future Paradox species commonly have Quark Drive. Avoid presenting speculative origins as confirmed canon.

  8. #8Regional forms and convergent species

    Keys: alolan, paldean, galarian, hisuian, regional form, convergent

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Regional forms are variants of established Pokémon with potentially different types, abilities, moves, and appearances, such as Alolan Vulpix. Convergent species such as Wiglett and Toedscool resemble other Pokémon but are separate species, not regional forms. Check the exact form before applying typing or evolution rules.

  9. #9Evolution fundamentals

    Keys: level up, evolving, evolution stone, evolve, evolution

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Evolution is a biological transformation in Pokémon, commonly triggered by level, stones, friendship, trades, held items, time of day, location, known moves, or unusual conditions. Evolution may change stats, type, ability, moves, and appearance. Some species do not evolve, have branching evolutions, or have form-dependent conditions. Evolution is not always voluntary in every medium; respect the chosen continuity.

  10. #10Friendship and trade evolution

    Keys: link cable, friendship evolution, affection, trade evolution, happiness

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Friendship is a game mechanic that can trigger evolution for certain species when other conditions are met; affection has been a separate or overlapping mechanic depending on game. Some Pokémon evolve by trading, sometimes with a held item; certain games provide alternate methods. Do not assume any Pokémon evolves simply because it is loved.

  11. #11Mega Evolution

    Keys: mega evolution, mega stone, mega evolve, mega mewtwo, key stone

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Mega Evolution is a temporary in-battle transformation available only to compatible species, generally requiring the Pokémon's corresponding Mega Stone and a Trainer's Key Stone, with special exceptions such as Rayquaza in certain games. It usually increases total base stats by 100, may alter type and ability, and normally ends after battle or fainting. In standard games with Mega Evolution, a Trainer can Mega Evolve only one Pokémon per battle. Mega Evolution is not permanent normal evolution; the bond is narratively important but exact requirements depend on continuity.

  12. #12Mega Evolution mechanics and limitations

    Keys: mega ability, mega form, mega charizard, mega rayquaza, mega lucario

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Different Mega forms have different stats, abilities, and sometimes types: e.g. Mega Charizard X becomes Fire/Dragon while Mega Charizard Y remains Fire/Flying; Mega Mewtwo X is Psychic/Fighting while Mega Mewtwo Y is Psychic. Do not invent Mega forms or apply a base form's ability after transformation without checking. Mega Evolution is unavailable in some main-series titles and special rules differ across games.

  13. #13Z-Moves

    Keys: z-ring, z power, z-move, z crystal, z move

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Z-Moves are powerful once-per-battle techniques introduced in Alola, normally requiring a compatible Z-Crystal and Z-Ring/Z-Power Ring. A compatible move determines the Z-Move; some species have exclusive Z-Moves. Status Z-Moves may add secondary effects. Z-Moves are not Mega Evolution and are not universally available in every game.

  14. #14Dynamax and Gigantamax

    Keys: g-max, gigantamax, max move, dynamax band, dynamax

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Dynamax enlarges a Pokémon and boosts its HP for three turns in compatible Galar battle settings, converting moves to Max Moves. Gigantamax is a special Dynamax appearance for eligible individuals and may give exclusive G-Max Moves. Max Guard protects against many Max Move effects. Dynamax does not mean unlimited power and is restricted by battle setting and game rules.

  15. #15Terastallization

    Keys: terastal, terastallize, tera type, tera orb, tera blast

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Terastallization changes a Pokémon's defensive typing to its Tera type for the rest of the battle and changes STAB interactions. Original-type STAB is generally retained while Terastallized, and matching Tera type grants additional STAB benefits; Stellar Tera has special rules. Tera Blast changes type to the user's Tera type while Terastallized and can use Attack or Special Attack depending on which is higher. Normally one Terastallization is allowed per battle per Trainer.

  16. #16Pokémon type chart

    Keys: not very effective, type matchup, type advantage, super effective, immune, type chart

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    18 standard types: Normal, Fire, Water, Electric, Grass, Ice, Fighting, Poison, Ground, Flying, Psychic, Bug, Rock, Ghost, Dragon, Dark, Steel, Fairy. Super-effective damage is 2× per weakness, not very effective 0.5× per resistance, and immunity 0×; dual typing multiplies these (4×, 0.25×). Ability, item, weather, terrain, and special move effects can change outcomes. Do not assume type effectiveness from appearance alone.

  17. #17Type interaction essentials

    Keys: ghost normal, dragon fairy, electric ground, fire water grass, steel poison

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Common interactions: Water beats Fire, Fire beats Grass, Grass beats Water; Electric is ineffective against Ground; Ground is ineffective against Flying unless grounding effects apply; Normal and Fighting cannot hit Ghost under ordinary rules, and Ghost cannot hit Normal; Dragon cannot hit Fairy; Poison cannot hit Steel; Psychic is ineffective against Dark. Flying resists Ground by immunity, but Gravity, Smack Down, Iron Ball and other effects can alter grounding.

  18. #18STAB and damage

    Keys: damage roll, damage calculation, stab, same type attack bonus, critical hit

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    STAB (same-type attack bonus) usually multiplies damage by 1.5 when a move matches the user's type, with special exceptions such as Adaptability and Terastallization. Damage depends on level, move base power, Attack/Defense or Special Attack/Special Defense, modifiers, type matchup, critical hits, and random variance. Critical hits typically deal 1.5× damage in modern generations and bypass certain stat stage changes. Do not equate move base power with fixed HP damage.

  19. #19Physical, special and status moves

    Keys: attack category, move category, special move, status move, physical move

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Physical moves usually calculate damage using Attack versus Defense; special moves usually use Special Attack versus Special Defense. Status moves generally do not directly deal conventional damage, instead changing stats, inflicting conditions, healing, placing hazards, protecting, or changing the field. Some moves have exceptions (Psyshock, Body Press, Foul Play, fixed-damage moves). A move's elemental type is separate from its physical/special/status category.

  20. #20Move selection, PP and accuracy

    Keys: pp, miss, power points, move slots, evasion, accuracy

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    A Pokémon normally knows up to four moves at a time in core series games, with each move having limited PP. Accuracy and evasion modifiers affect hit chance, while some moves never miss under ordinary conditions. A move with displayed accuracy 100 is not guaranteed against evasion changes or special effects. Zero PP can force Struggle. Anime and custom scenarios may use different constraints if explicitly established.

  21. #21Move priority and turn order

    Keys: fake out, trick room, sucker punch, extreme speed, quick attack, priority

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Moves act first by priority bracket, then by effective Speed within the same bracket (subject to ties and special effects). Examples: Protect usually +4, Fake Out +3, Extreme Speed +2, Quick Attack +1, most ordinary attacks 0, Trick Room -7. Sucker Punch is +1 but fails if its target is not executing an eligible attacking move. Prankster gives +1 priority to status moves, but Dark-type targets are immune to Prankster-boosted opposing moves in modern generations. Trick Room reverses Speed order within a priority bracket; it does not reverse priority itself.

  22. #22Speed, Trick Room and switching

    Keys: speed stat, trick room, switch pokemon, speed tie, switching

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Speed ordinarily determines order within equal-priority brackets. Paralysis, items, abilities, Tailwind, and stat stages modify effective Speed. Trick Room generally makes slower Pokémon act first within the same priority bracket for five turns. Switching usually happens before ordinary attacks but can be blocked by trapping; forced switching and pivot moves have distinct timing. In some formats a Pokémon may be unable to switch.

  23. #23Stat stages and setup

    Keys: bulk up, nasty plot, swords dance, calm mind, dragon dance, stat stage

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Battle stat stages for Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, and Evasion usually range from -6 to +6. Swords Dance raises Attack two stages; Nasty Plot raises Special Attack two; Dragon Dance raises Attack and Speed one each; Calm Mind raises Special Attack and Special Defense one each. Stat boosts generally reset on switching unless effects such as Baton Pass transfer them. A stage is a multiplier, not an absolute point increase.

  24. #24Burn

    Keys: scald, burn, will-o-wisp, burned

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Burn deals residual damage each turn and normally halves damage from physical attacks that use Attack, with exceptions such as Guts and Facade interactions. Fire-type Pokémon normally cannot be burned. Burn does not halve Special Attack. Exact damage fraction varies by generation; modern games commonly use 1/16 maximum HP per turn.

  25. #25Poison and badly poisoned

    Keys: badly poisoned, poisoned, poison powder, poison, toxic

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Ordinary poison deals residual HP loss; badly poisoned (Toxic) grows more damaging with successive turns the Pokémon remains in battle. Poison and Steel types are generally immune to poisoning unless special mechanics bypass this. Poison-type Pokémon may absorb Toxic Spikes on entry when grounded. Do not confuse poison with burn or treat Toxic as instantaneous knockout.

  26. #26Paralysis

    Keys: thunder wave, paralyzed, stun spore, paralysis, nuzzle

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Paralysis lowers effective Speed and gives a chance each turn that the Pokémon cannot move. In modern generations Speed is halved; older generations differed. Electric-type Pokémon generally cannot be paralyzed in modern games. Paralysis is not guaranteed full immobilization.

  27. #27Sleep and freeze

    Keys: asleep, freeze, spore, sleep, ice beam, hypnosis, frozen

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Sleep generally prevents acting for a limited number of turns, with exceptions such as Sleep Talk and Snore; exact duration and competitive clauses depend on generation and format. Freeze normally prevents acting until thawed, and some Fire moves can thaw the user or target. Some games use frostbite instead of freeze. Do not narrate sleep or freeze as necessarily permanent.

  28. #28Confusion, flinch and infatuation

    Keys: confusion, confused, attract, flinch, infatuation

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Confusion is a volatile condition: the Pokémon may hurt itself instead of executing a move and usually wears off or ends on switching. Flinching stops a Pokémon's action only if it has not already acted that turn. Infatuation may prevent acting against a target under eligible gender interactions, with immunity and ability exceptions. These are not major nonvolatile status conditions.

  29. #29Other volatile effects

    Keys: torment, encore, perish song, leech seed, taunt, curse, disable

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Volatile effects often end when switching: Taunt blocks status moves, Encore restricts move choice, Disable temporarily prevents a move, Leech Seed drains and heals, Perish Song counts down to fainting unless the Pokémon switches or is protected by special effects. Ghost-type Curse sacrifices HP to curse a target; non-Ghost Curse boosts Attack and Defense while lowering Speed. Check each move's conditions and duration.

  30. #30Protect and defensive moves

    Keys: quick guard, wide guard, king shield, detect, spiky shield, protect

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Protect and Detect block many attacks for one turn but consecutive uses become less reliable. Wide Guard protects the side from many spread attacks; Quick Guard blocks eligible positive-priority attacks. Some moves bypass protection or have partial interactions. Protect does not erase hazards, weather, or all indirect damage.

  31. #31Entry hazards

    Keys: stealth rock, entry hazards, spikes, sticky web, toxic spikes, rapid spin

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Entry hazards punish opposing Pokémon on switching in. Stealth Rock damage depends on Rock effectiveness; Spikes damage grounded switch-ins, Toxic Spikes poison eligible grounded switch-ins, Sticky Web lowers Speed of eligible grounded switch-ins. Rapid Spin and Defog can clear hazards, with different side effects; Heavy-Duty Boots generally prevent hazard effects on the holder. Hazards do not usually damage an active Pokémon immediately upon being set.

  32. #32Weather

    Keys: snow, sandstorm, weather, hail, sunny day, rain dance

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Weather modifies battle conditions: rain strengthens Water and weakens Fire attacks; harsh sunlight strengthens Fire and weakens Water; sandstorm damages many unprotected types and boosts Rock-type Special Defense; snow boosts Ice-type Defense in modern games. Weather may trigger abilities, recovery, accuracy changes, and special move interactions. Hail is used instead of snow in older games.

  33. #33Terrain and field effects

    Keys: electric terrain, terrain, grassy terrain, misty terrain, psychic terrain

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Terrain mainly affects grounded Pokémon: Electric Terrain boosts Electric attacks and prevents sleep; Grassy Terrain boosts Grass attacks and heals grounded Pokémon, and weakens certain Ground moves; Psychic Terrain boosts Psychic attacks and blocks opposing priority attacks against grounded targets; Misty Terrain reduces Dragon damage and prevents new major status conditions on grounded Pokémon. Terrain generally lasts five turns unless extended.

  34. #34Abilities and hidden abilities

    Keys: hidden ability, levitate, ability, protean, mold breaker, intimidate

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Abilities are passive or triggered traits that alter combat and sometimes overworld behavior. Pokémon generally have one active ability at a time, selected from species-legal possibilities, including hidden abilities. Intimidate lowers opponents' Attack on entry; Levitate normally grants Ground immunity; Mold Breaker bypasses certain opposing abilities. Do not grant all possible abilities simultaneously. Some effects suppress, replace, or ignore abilities.

  35. #35Held items

    Keys: focus sash, choice band, held item, choice scarf, life orb, leftovers

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Most core-series Pokémon may hold one item. Leftovers restores HP each turn; Life Orb boosts move damage at recoil cost; Choice Band/Specs/Scarf enhance Attack/Special Attack/Speed but lock move selection until switching or item removal; Focus Sash can preserve 1 HP from full health against a single otherwise fatal hit; berries and other items have conditions. Mega Stones and Z-Crystals use the held-item slot where applicable.

  36. #36Recovery and recoil

    Keys: soft-boiled, recover, recoil, roost, drain punch, rest

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Recovery moves restore HP subject to PP and battle restrictions. Draining attacks heal based on damage dealt; recoil moves damage the user based on damage or maximum HP depending on the move. Rest restores HP and cures status but causes sleep, subject to special conditions. Roost temporarily removes Flying typing for some interactions until turn end. Healing does not erase all injuries in narrative continuity unless the scene establishes it.

  37. #37Contact, multi-hit and spread moves

    Keys: double slap, earthquake, contact move, spread move, multi-hit, surf

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Physical does not always mean contact: Earthquake is physical but noncontact; contact is a separate move flag relevant to abilities and items such as Rough Skin and Rocky Helmet. Multi-hit moves can strike repeatedly with move-specific hit distributions. Spread moves may hit multiple targets in doubles and may have reduced power. Targeting differs by format.

  38. #38OHKO and fixed-damage moves

    Keys: seismic toss, night shade, fissure, sheer cold, horn drill, guillotine

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    One-hit knockout moves have severe accuracy and eligibility restrictions and do not automatically succeed against higher-level targets in many formats. Fixed-damage moves such as Seismic Toss and Night Shade often deal damage equal to the user's level, subject to immunity and special rules. Endeavor and Super Fang use different formulas. Do not confuse OHKO moves with ordinary high-power attacks.

  39. #39Battle formats

    Keys: triple battle, double battle, rotation battle, single battle, raid battle

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Single battles usually feature one active Pokémon per side; doubles feature two, making targeting, ally abilities, spread moves, and positioning more important. Multi Battles and older formats have special rules. Raid battles involve cooperative combat against a strengthened boss with game-specific shields, timers, and restrictions. Choose a format and apply it consistently.

  40. #40Wild encounters and capture

    Keys: pokeball, master ball, capture, catch, wild encounter, poké ball

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Wild Pokémon may flee, defend territory, investigate, negotiate, or battle depending on personality and context. Catching uses Poké Balls with success influenced by species catch rate, remaining HP, status, ball type, and game-specific factors. A Master Ball ordinarily catches a valid wild target without failure, barring scripted restrictions. A caught Pokémon is not automatically obedient or affectionate in narrative roleplay.

  41. #41Trainer bonds and obedience

    Keys: gym badge, obedience, bond, partner pokemon, trainer

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Trainers develop strategy, trust, communication, and mutual understanding with partners. Obedience in games depends on badges, capture level, and generation-specific rules; narrative loyalty also depends on personality and treatment. A Pokémon may hesitate, disagree, or act protectively without being a mindless tool. Do not dictate the human player's decisions.

  42. #42Pokémon Centers and healing

    Keys: revive, pokemon center, healing machine, nurse joy, pokémon center

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Pokémon Centers offer healing services, usually restoring HP, PP, and major status conditions in game continuity. Potions restore HP; status remedies cure specific conditions; Revives restore fainted Pokémon to usable HP, while a normal Potion cannot revive a fainted Pokémon. Fainting is not ordinarily death. Severe injuries and medical consequences may be treated more seriously in an anime-style or custom scenario.

  43. #43Gyms, leagues and tournaments

    Keys: elite four, champion, badge, tournament, pokemon league, gym leader

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Gym Leaders test challengers and award badges under regional rules. Elite Four, Champions, leagues, trials, and tournaments vary across regions and media. Battle regulations may restrict levels, team sizes, items, and gimmicks. A Trainer's title is not proof of invincibility.

  44. #44Breeding, eggs and egg groups

    Keys: pokémon egg, breeding, nursery, pokemon egg, day care, egg group

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Egg groups determine many breeding compatibilities in games, with special rules for Ditto, genderless species, and unbreedable Pokémon. Eggs hatch after travel/steps or other game-specific mechanics. Egg moves and inherited traits vary by generation. Most Legendary and Mythical Pokémon are in the Undiscovered Egg Group, with exceptions. Treat species reproduction and breeding as biological/worldbuilding information, not an invitation to explicit content.

  45. #45Natures, IVs and EVs

    Keys: individual values, effort values, training stats, nature, ev, iv

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Base stats are species-level tendencies; IVs represent individual stat variation; EVs reflect training investment; Natures usually increase one stat by 10% and decrease another by 10%, except neutral natures. Modern core games generally cap EVs at 510 total and 252 effective EVs per stat. Level, friendship, items, and battle format also matter. These numerical systems need not be stated in every narrative exchange.

  46. #46Leveling and experience

    Keys: rare candy, experience points, level 100, level, exp share

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Levels represent game progression and affect stats and evolution eligibility. Species grow at different experience rates. A level 100 Pokémon is not invulnerable and can lose through matchup, status, tactics, or stronger opponents. Some games have level caps, scaling, or alternate progression. Roleplay can convey growth through practice and experience rather than numeric grinding.

  47. #47Forms and transformations

    Keys: primal reversion, fusion, origin forme, alternate form, form change

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Some Pokémon change forms through items, abilities, moves, weather, time, location, or story conditions. Primal Reversion (Groudon/Kyogre) is distinct from Mega Evolution. Fusion, Ultra Burst, and other transformations have species-specific requirements. Forms can change types, abilities, moves, and stats; do not treat them as freely interchangeable.

  48. #48Primal Reversion and Ultra Burst

    Keys: primal kyogre, ultra burst, ultra necrozma, primal groudon

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Primal Groudon and Primal Kyogre use Primal Reversion in applicable games, gaining powerful weather-setting abilities and changed stats/typing (Groudon becomes Ground/Fire; Kyogre remains Water). Ultra Necrozma is accessed through Ultra Burst in applicable games and has unique mechanics. These are not ordinary Mega Evolutions.

  49. #49Signature moves and exclusivity

    Keys: signature move, judgment, aeroblast, exclusive move, spacial rend, roar of time

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Signature moves are especially associated with a species or evolutionary family, though distribution can change across games. Examples include Dialga's Roar of Time, Palkia's Spacial Rend, Lugia's Aeroblast, and Arceus's Judgment. Do not assume a move is permanently exclusive or that its lore effect is unrestricted in battle.

  50. #50Legendary power and cosmic limits

    Keys: dialga, zygarde, arceus, palkia, rayquaza, giratina

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Legendary lore varies: Dialga is associated with time, Palkia with space, Giratina with the Distortion World, Arceus with creation myths, Rayquaza with the sky, and Zygarde with ecosystem balance. Distinguish mythology and exceptional story feats from routine turn-by-turn battle mechanics. Even world-shaping Pokémon can have vulnerabilities or contextual limits.

Showing 50 of 60

Permanent link to this version