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Added back in the wrong place, expanded the write up for Gen. III Bulbasaur based on my previous edit comments.


* Bulbasaur, the Grass-type StarterMon, and its line is a Zig-Zagged case. Its Grass-typing gives it an advantage over the first two Gyms, it's part-Poison typing allows it to resist the many early-game Pokémon (plus grants immunity to the status effect of the same name), and it comes with a number of [[SupportPartyMember utility moves]] like the [Status] Powders and Leech Seed to regain health. Unfortunately, it is weak to or resisted by three of the final four Gym Leaders, three members of the Elite Four, and several of the Champion's Pokémon. At least, ''[[FakeBalance on paper]]''. Due to various exploits and {{AI Breaker}}s, opposing Pokémon with Poison-type moves will fruitlessly use them over and over due to its Grass-typing. Meanwhile, opponents with non-damaging Psychic-type moves such as Agility and Barrier will use them over and over trying to take advantage of the line's Poison-typing. And since NPC Pokémon in this generation do not use PP, they will never use anything else, allowing you to whittle their health down. Finally, the line is one of the biggest beneficiaries of the Toxic/Leech Seed bug. When using both, Toxic's increasing damage ''also'' gets applied to Leech Seed, allowing you to drain their health in increasingly larger increments while restoring your own. Ultimately, the other weaknesses to actual damaging Psychic-types moves, Fire-types, and the ubiquitous Flying-type leave it a major late-game disadvantage outside of these exploit scenarios.



* Bulbasaur, the Grass-type StarterMon, and its line is a Zig-Zagged case. Its Grass-typing gives it an advantage over the first two Gyms, it's part-Poison typing allows it to resist the many early-game Pokémon (plus grants immunity to the status effect of the same name), and it comes with a number of [[SupportPartyMember utility moves]] like the [Status] Powders and Leech Seed to regain health. Unfortunately, it is weak to or resisted by three of the final four Gym Leaders, three members of the Elite Four, and several of the Champion's Pokémon. At least, ''[[FakeBalance on paper]]''. Due to various exploits and {{AI Breaker}}s, opposing Pokémon with Poison-type moves will fruitlessly use them over and over due to its Grass-typing. Meanwhile, opponents with non-damaging Psychic-type moves such as Agility and Barrier will use them over and over trying to take advantage of the line's Poison-typing. And since NPC Pokémon in this generation do not use PP, they will never use anything else, allowing you to whittle their health down. Finally, the line is one of the biggest beneficiaries of the Toxic/Leech Seed bug. When using both, Toxic's increasing damage ''also'' gets applied to Leech Seed, allowing you to drain their health in increasingly larger increments while restoring your own. Ultimately, the other weaknesses to actual damaging Psychic-types moves, Fire-types, and the ubiquitous Flying-type leave it a major late-game disadvantage outside of these exploit scenarios.



* Due to Gen I's broken typing and plentiful exploits, Bulbasaur Zig-Zagged this trope, but plays it straight here. Its Grass-typing gives it an advantage over the first two Gyms, it's part-Poison typing allows it to resist many early-game Poison and Grass-type Pokémon (plus grants immunity to the status effect of the same name), and it comes with a number of [[SupportPartyMember utility moves]] like the [Status] Powders and Leech Seed to regain health. Unfortunately, it is weak-to or resisted-by three of the final four Gym Leaders, three members of the Elite Four, and ''five out of six'' of the Champion's Pokémon.

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* Due to Gen I's broken typing and plentiful exploits, Bulbasaur Zig-Zagged this trope, but plays it straight here. Its Grass-typing gives it an advantage over the first two Gyms, allows it to resist the fourth and fifth, it's part-Poison typing allows it to resist many early-game Poison and Grass-type Pokémon (plus grants immunity to the status effect of the same name), and it comes with a number of [[SupportPartyMember utility moves]] like the [Status] Powders and Leech Seed to regain health. Unfortunately, it becomes a liability in the second half of the game where it is weak-to or resisted-by three of the final four Gym Leaders, three members of the Elite Four, and ''five out of six'' of the Champion's Pokémon.
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Added back. Venusaur is outclassed by Victreebell in Gen I and, as mentioned, a Grass/Poison type (without exploits) has very few uses against the final gym leaders, elite four, and champion. Gen III is a straight example without the exploits. The line fits the trope criteria of being useful early on, fading in use, being outclassed by other Mons you can get later, and then being a liability late in the game. All these reasons are laid out in the write-ups.

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* Bulbasaur, the Grass-type StarterMon, and its line is a Zig-Zagged case. Its Grass-typing gives it an advantage over the first two Gyms, it's part-Poison typing allows it to resist the many early-game Pokémon (plus grants immunity to the status effect of the same name), and it comes with a number of [[SupportPartyMember utility moves]] like the [Status] Powders and Leech Seed to regain health. Unfortunately, it is weak to or resisted by three of the final four Gym Leaders, three members of the Elite Four, and several of the Champion's Pokémon. At least, ''[[FakeBalance on paper]]''. Due to various exploits and {{AI Breaker}}s, opposing Pokémon with Poison-type moves will fruitlessly use them over and over due to its Grass-typing. Meanwhile, opponents with non-damaging Psychic-type moves such as Agility and Barrier will use them over and over trying to take advantage of the line's Poison-typing. And since NPC Pokémon in this generation do not use PP, they will never use anything else, allowing you to whittle their health down. Finally, the line is one of the biggest beneficiaries of the Toxic/Leech Seed bug. When using both, Toxic's increasing damage ''also'' gets applied to Leech Seed, allowing you to drain their health in increasingly larger increments while restoring your own. Ultimately, the other weaknesses to actual damaging Psychic-types moves, Fire-types, and the ubiquitous Flying-type leave it a major late-game disadvantage outside of these exploit scenarios.


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* Due to Gen I's broken typing and plentiful exploits, Bulbasaur Zig-Zagged this trope, but plays it straight here. Its Grass-typing gives it an advantage over the first two Gyms, it's part-Poison typing allows it to resist many early-game Poison and Grass-type Pokémon (plus grants immunity to the status effect of the same name), and it comes with a number of [[SupportPartyMember utility moves]] like the [Status] Powders and Leech Seed to regain health. Unfortunately, it is weak-to or resisted-by three of the final four Gym Leaders, three members of the Elite Four, and ''five out of six'' of the Champion's Pokémon.
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Bulbasaur doesn't really fit this trope. While the comments about its typing are true, Venusaur is still the best Grass type in Kanto and it's not particularly close.


* Bulbasaur, the Grass-type StarterMon, and its line is a Zig-Zagged case. Its Grass-typing gives it an advantage over the first two Gyms, it's part-Poison typing allows it to resist the many early-game Pokémon (plus grants immunity to the status effect of the same name), and it comes with a number of [[SupportPartyMember utility moves]] like the [Status] Powders and Leech Seed to regain health. Unfortunately, it is weak to or resisted by three of the final four Gym Leaders, three members of the Elite Four, and several of the Champion's Pokémon. At least, ''[[FakeBalance on paper]]''. Due to various exploits and {{AI Breaker}}s, opposing Pokémon with Poison-type moves will fruitlessly use them over and over due to its Grass-typing. Meanwhile, opponents with non-damaging Psychic-type moves such as Agility and Barrier will use them over and over trying to take advantage of the line's Poison-typing. And since NPC Pokémon in this generation do not use PP, they will never use anything else, allowing you to whittle their health down. Finally, the line is one of the biggest beneficiaries of the Toxic/Leech Seed bug. When using both, Toxic's increasing damage ''also'' gets applied to Leech Seed, allowing you to drain their health in increasingly larger increments while restoring your own. Ultimately, the other weaknesses to actual damaging Psychic-types moves, Fire-types, and the ubiquitous Flying-type leave it a major late-game disadvantage outside of these exploit scenarios.



* Due to Gen I's broken typing and plentiful exploits, Bulbasaur Zig-Zagged this trope, but plays it straight here. Its Grass-typing gives it an advantage over the first two Gyms, it's part-Poison typing allows it to resist many early-game Poison and Grass-type Pokémon (plus grants immunity to the status effect of the same name), and it comes with a number of [[SupportPartyMember utility moves]] like the [Status] Powders and Leech Seed to regain health. Unfortunately, it is weak-to or resisted-by three of the final four Gym Leaders, three members of the Elite Four, and ''five out of six'' of the Champion's Pokémon.
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None


* Bulbasaur, the Grass-type StarterMon, and its line is a Zig-Zagged case. Its Grass-typing gives it an advantage over the first two Gyms, it's part-Poison typing allows it to resist the many early-game Pokémon (plus grants immunity to the status effect of the same name), and it comes with a number of [[SupportPartyMember utility moves]] like the [Status] Powders and Leech Seed to regain health. Unfortunately, it is weak to or resisted by three of the final four Gym Leaders, three members of the Elite Four, and several of the Champion's Pokémon. At least, ''[[FakeBalance on paper]]''. Due to various exploits and {{AI Breaker}}s, opposing Pokémon with Poison-type moves will fruitlessly use them over and over due to its Grass-typing. Meanwhile, opponents with non-damaging Psychic-type moves such as Agility and Barrier will use them over and over trying to take advantage of the line's Poison-typing. And since NPC Pokémon in this generation do not use PP, they will never use anything else, allowing you to whittle their health down. Finally, the line is one of the biggest beneficiaries of the Toxic/Leech Seed bug. When using both, Toxic's increasing damage ''also'' gets applied to Leech Seed, allowing you to drain their health while restoring your own. Ultimately, the other weaknesses to actual damaging Psychic-types moves, Fire-types, and the ubiquitous Flying-type leave it a major late-game disadvantage outside of these exploit scenarios.

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* Bulbasaur, the Grass-type StarterMon, and its line is a Zig-Zagged case. Its Grass-typing gives it an advantage over the first two Gyms, it's part-Poison typing allows it to resist the many early-game Pokémon (plus grants immunity to the status effect of the same name), and it comes with a number of [[SupportPartyMember utility moves]] like the [Status] Powders and Leech Seed to regain health. Unfortunately, it is weak to or resisted by three of the final four Gym Leaders, three members of the Elite Four, and several of the Champion's Pokémon. At least, ''[[FakeBalance on paper]]''. Due to various exploits and {{AI Breaker}}s, opposing Pokémon with Poison-type moves will fruitlessly use them over and over due to its Grass-typing. Meanwhile, opponents with non-damaging Psychic-type moves such as Agility and Barrier will use them over and over trying to take advantage of the line's Poison-typing. And since NPC Pokémon in this generation do not use PP, they will never use anything else, allowing you to whittle their health down. Finally, the line is one of the biggest beneficiaries of the Toxic/Leech Seed bug. When using both, Toxic's increasing damage ''also'' gets applied to Leech Seed, allowing you to drain their health in increasingly larger increments while restoring your own. Ultimately, the other weaknesses to actual damaging Psychic-types moves, Fire-types, and the ubiquitous Flying-type leave it a major late-game disadvantage outside of these exploit scenarios.
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None


* Bulbasaur, the Grass-type StarterMon, and its line is a Zig-Zagged case. Its Grass-typing gives it an advantage over the first two gyms, it's part-Poison typing allows it to resist the many early-game Pokémon (plus grants immunity to the status effect of the same name), and it comes with a number of [[SupportPartyMember utility moves]] like the [Status] Powders and Leech Seed to regain health. Unfortunately, it is weak to or resisted by three of the final four gym leaders, three members of the Elite Four, and several of the Champion's Pokémon. At least, ''[[FakeBalance on paper]]''. Due to various exploits and {{AI Breaker}}s, opposing Pokémon with Poison-type moves will fruitlessly use them over and over due to its Grass-typing. Meanwhile, opponents with non-damaging Psychic-type moves such as Agility and Barrier will use them over and over trying to take advantage of the line's Poison-typing. And since NPC Pokémon in this generation do not use PP, they will never use anything else, allowing you to whittle their health down. Finally, the line is one of the biggest beneficiaries of the Toxic/Leech Seed bug. When using both, Toxic's increasing damage ''also'' gets applied to Leech Seed, allowing you to drain their health while restoring your own. Ultimately, the other weaknesses to actual damaging Psychic-types moves, Fire-types, and the ubiquitous Flying-type leave it a major late-game disadvantage outside of these exploit scenarios.

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* Bulbasaur, the Grass-type StarterMon, and its line is a Zig-Zagged case. Its Grass-typing gives it an advantage over the first two gyms, Gyms, it's part-Poison typing allows it to resist the many early-game Pokémon (plus grants immunity to the status effect of the same name), and it comes with a number of [[SupportPartyMember utility moves]] like the [Status] Powders and Leech Seed to regain health. Unfortunately, it is weak to or resisted by three of the final four gym leaders, Gym Leaders, three members of the Elite Four, and several of the Champion's Pokémon. At least, ''[[FakeBalance on paper]]''. Due to various exploits and {{AI Breaker}}s, opposing Pokémon with Poison-type moves will fruitlessly use them over and over due to its Grass-typing. Meanwhile, opponents with non-damaging Psychic-type moves such as Agility and Barrier will use them over and over trying to take advantage of the line's Poison-typing. And since NPC Pokémon in this generation do not use PP, they will never use anything else, allowing you to whittle their health down. Finally, the line is one of the biggest beneficiaries of the Toxic/Leech Seed bug. When using both, Toxic's increasing damage ''also'' gets applied to Leech Seed, allowing you to drain their health while restoring your own. Ultimately, the other weaknesses to actual damaging Psychic-types moves, Fire-types, and the ubiquitous Flying-type leave it a major late-game disadvantage outside of these exploit scenarios.



* Rattata, one of the game's resident ComMons, learns Hyper Fang, an ''80 base power move'' (equal to several endgame moves) that gets a STAB boost to boot... at ''level 14''. It can one or two-hit KO anything that doesn't resist it up to around the second gym, but soon declines in usefulness after that.

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* Rattata, one of the game's resident ComMons, learns Hyper Fang, an ''80 base power move'' (equal to several endgame moves) that gets a STAB boost to boot... at ''level 14''. It can one or two-hit KO anything that doesn't resist it up to around the second gym, Gym, but soon declines in usefulness after that.



* Depending on your version, you can catch an Ekans (''Red'') or Sandshrew (''Green'' and ''Blue'') shortly after exiting Mt. Moon. They evolve at the relatively early level 22, and are helpful against the next several gym leaders after Misty. Sandslash, being a Ground type with good Attack and Defense, can still work well for countering a good amount of threats to the end of the game as long as you're willing to expend [=TMs=] on them to make up for the poor natural learnset, overall averting this. But Arbok, being a pure Poison type in Gen 1 with all-around poor to mediocre stats that will learn no STAB moves better than the 40 power Acid, will run out of usefulness fast and should be outclassed by the halfway point.
* Meowth can be caught in ''Blue'' just after the second gym and learns Pay Day early on, allowing you to pile up on currency rather quickly. Pay Day is also a TM that's not too hard to obtain and can be taught to other Pokémon. Add to the fact that rematching wasn't made available outside of the Elite Four, the presence of Pay Day seemed to be a necessity for those who ran out of money too soon.

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* Depending on your version, you can catch an Ekans (''Red'') or Sandshrew (''Green'' and ''Blue'') shortly after exiting Mt. Moon. They evolve at the relatively early level 22, and are helpful against the next several gym leaders Gym Leaders after Misty. Sandslash, being a Ground type with good Attack and Defense, can still work well for countering a good amount of threats to the end of the game as long as you're willing to expend [=TMs=] on them to make up for the poor natural learnset, overall averting this. But Arbok, being a pure Poison type in Gen 1 with all-around poor to mediocre stats that will learn no STAB moves better than the 40 power Acid, will run out of usefulness fast and should be outclassed by the halfway point.
* Meowth can be caught in ''Blue'' just after the second gym Gym and learns Pay Day early on, allowing you to pile up on currency rather quickly. Pay Day is also a TM that's not too hard to obtain and can be taught to other Pokémon. Add to the fact that rematching wasn't made available outside of the Elite Four, the presence of Pay Day seemed to be a necessity for those who ran out of money too soon.



* Due to Gen I's broken typing and plentiful exploits, Bulbasaur Zig-Zagged this trope, but plays it straight here. Its Grass-typing gives it an advantage over the first two gyms, it's part-Poison typing allows it to resist many early-game Poison and Grass-type Pokémon (plus grants immunity to the status effect of the same name), and it comes with a number of [[SupportPartyMember utility moves]] like the [Status] Powders and Leech Seed to regain health. Unfortunately, it is weak-to or resisted-by three of the final four gym leaders, three members of the Elite Four, and ''five out of six'' of the Champion's Pokémon.

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* Due to Gen I's broken typing and plentiful exploits, Bulbasaur Zig-Zagged this trope, but plays it straight here. Its Grass-typing gives it an advantage over the first two gyms, Gyms, it's part-Poison typing allows it to resist many early-game Poison and Grass-type Pokémon (plus grants immunity to the status effect of the same name), and it comes with a number of [[SupportPartyMember utility moves]] like the [Status] Powders and Leech Seed to regain health. Unfortunately, it is weak-to or resisted-by three of the final four gym leaders, Gym Leaders, three members of the Elite Four, and ''five out of six'' of the Champion's Pokémon.



* The "Elemental Monkeys" (Pansage, Panpour, and Pansear). You get the one that your starter is super effective against for free as the first Gym leader uses the monkey super effective against your starter. However, they learn very little in the way of decent moves until level 22, and while you get the stones early enough to evolve them, you'll miss out on the good moves, and by that point you'll find Pokémon of the Fire/Water/Grass types that already have good moves and good stats without evolving. If you do commit to evolving them at Level 22 with their best STAB options, they can further be fed TM moves that allow them to remain effective into the mid-game. As the game goes on, however, their MasterOfNone nature in terms of stats and movepools means that they once again fall behind late in the game, and as even better Grass/Fire/Water types with stronger long term potential show up late in the game and reach better potential later, the evolved elemental monkeys will inevitably fall behind and end up ultimately outclassed by better, more powerful options.

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* The "Elemental Monkeys" (Pansage, Panpour, and Pansear). You get the one that your starter is super effective against for free as the first Gym leader Leader uses the monkey super effective against your starter. However, they learn very little in the way of decent moves until level 22, and while you get the stones early enough to evolve them, you'll miss out on the good moves, and by that point you'll find Pokémon of the Fire/Water/Grass types that already have good moves and good stats without evolving. If you do commit to evolving them at Level 22 with their best STAB options, they can further be fed TM moves that allow them to remain effective into the mid-game. As the game goes on, however, their MasterOfNone nature in terms of stats and movepools means that they once again fall behind late in the game, and as even better Grass/Fire/Water types with stronger long term potential show up late in the game and reach better potential later, the evolved elemental monkeys will inevitably fall behind and end up ultimately outclassed by better, more powerful options.



** Pikachu in particular is especally crutch-like in this Gen. It'll almost assuredly be the first Electric-type a player will find (thus very useful against early Flying and Water Pokémon), but even after evolving it into Raichu, it'll be very outclassed by mid-game. Can be subverted if Pikachu's holding a rare Light Ball, which lets it [[GlassCannon hit like a nuke, but doesn't make it any harder to knock out]] if the enemy manages to survive. Further, you can find a Thunderstone very early on in the game (on Route 10) and Pikachu learns Thunderbolt at level 29. If you train up Pikachu to the point where it has a good moveset (because, after evolving, Raichu will not be able to learn any new moves naturally), you can have a powerful Raichu before the third gym.
* Farfetch'd, which had this status way back in ''Red and Blue'', regains this status in ''X and Y'', where it's available before the first gym -- which happens to be a Bug-type Gym and thus made easy by a Flying-type. Furthermore, a change to the critical hit formula means that if it has its signature item, it can [[CriticalHitClass guarantee critical hits]] with moves that have increased chances. Even then, however, its stats are still mediocre and quickly outclassed.

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** Pikachu in particular is especally crutch-like in this Gen. It'll almost assuredly be the first Electric-type a player will find (thus very useful against early Flying and Water Pokémon), but even after evolving it into Raichu, it'll be very outclassed by mid-game. Can be subverted if Pikachu's holding a rare Light Ball, which lets it [[GlassCannon hit like a nuke, but doesn't make it any harder to knock out]] if the enemy manages to survive. Further, you can find a Thunderstone very early on in the game (on Route 10) and Pikachu learns Thunderbolt at level 29. If you train up Pikachu to the point where it has a good moveset (because, after evolving, Raichu will not be able to learn any new moves naturally), you can have a powerful Raichu before the third gym.
Gym.
* Farfetch'd, which had this status way back in ''Red and Blue'', regains this status in ''X and Y'', where it's available before the first gym Gym -- which happens to be a Bug-type Gym and thus made easy by a Flying-type. Furthermore, a change to the critical hit formula means that if it has its signature item, it can [[CriticalHitClass guarantee critical hits]] with moves that have increased chances. Even then, however, its stats are still mediocre and quickly outclassed.



* While ultimately a crapshoot, Wonder Trade can become this the moment you're able to catch Pokémon. It's possible to get something in trade that will make the first few gyms a breeze, although the "best" stuff you're most likely to acquire are breeding fails of decent Pokémon with poor [=IVs=] and abilities, meaning they won't hold up as well long term.

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* While ultimately a crapshoot, Wonder Trade can become this the moment you're able to catch Pokémon. It's possible to get something in trade that will make the first few gyms Gyms a breeze, although the "best" stuff you're most likely to acquire are breeding fails of decent Pokémon with poor [=IVs=] and abilities, meaning they won't hold up as well long term.



* With the expanded Grand Underground, it is possible to find high quality, [[LevelScaling Level Scaled]] (to your number of badges) Pokémon as soon as you reach Eterna City. Further, they can come with Egg Moves and Hidden Abilities, boosting their power. They straddle the line between crutches and [[DiscOneNuke nukes]] depending on exactly what you find, but nearly all can be a huge boon to your team before the second gym. Examples include Houndoom, Gastrodon, Rhyhorn, Scyther, Tauros, and Magnemite (which you can evolve into Magnezone pretty quickly too due to Mt. Coronet being close and coming in high levels to begin with).

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* With the expanded Grand Underground, it is possible to find high quality, [[LevelScaling Level Scaled]] (to your number of badges) Pokémon as soon as you reach Eterna City. Further, they can come with Egg Moves and Hidden Abilities, boosting their power. They straddle the line between crutches and [[DiscOneNuke nukes]] depending on exactly what you find, but nearly all can be a huge boon to your team before the second gym.Gym. Examples include Houndoom, Gastrodon, Rhyhorn, Scyther, Tauros, and Magnemite (which you can evolve into Magnezone pretty quickly too due to Mt. Coronet being close and coming in high levels to begin with).
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None


* Depending on your version, you can can catch an Ekans (''Red'') or Sandshrew (''Green'' and ''Blue'') shortly after exiting Mt. Moon. They evolve at the relatively early level 22, and are helpful against the next several gym leaders after Misty. Sandslash, being a Ground type with good Attack and Defense, can still work well for countering a good amount of threats to the end of the game as long as you're willing to expend [=TMs=] on them to make up for the poor natural learnset, overall averting this. But Arbok, being a pure Poison type in Gen 1 with all-around poor to mediocre stats that will learn no STAB moves better than the 40 power Acid, will run out of usefulness fast and should be outclassed by the halfway point.

to:

* Depending on your version, you can can catch an Ekans (''Red'') or Sandshrew (''Green'' and ''Blue'') shortly after exiting Mt. Moon. They evolve at the relatively early level 22, and are helpful against the next several gym leaders after Misty. Sandslash, being a Ground type with good Attack and Defense, can still work well for countering a good amount of threats to the end of the game as long as you're willing to expend [=TMs=] on them to make up for the poor natural learnset, overall averting this. But Arbok, being a pure Poison type in Gen 1 with all-around poor to mediocre stats that will learn no STAB moves better than the 40 power Acid, will run out of usefulness fast and should be outclassed by the halfway point.
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None

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Note: Due to the nature of the series, many examples straddle the line between "crutches" and [[DiscOneNuke Disc One Nukes]]. Please make sure examples are sufficiently "crutch"-like based on the trope page's description ("available early", "fall behind the power curve", "cannot be relied on indefinitely") before putting them here. Otherwise, they should likely go on the [[{{DiscOneNuke/Pokemon}} series' Disc One Nuke page]].
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This fits better as an example of Disc One Nuke.


* At Flocessy Ranch, just minutes into the game, one can acquire Azurill, a new addition to the expanded Gen V Dex. It can potentially have Huge Power as an ability, which doubles its Attack from mediocre to actually pretty good. It evolves pretty quickly, requiring high Friendship to evolve into Marill, which then evolves into Azumarill not too long after. What makes it better is that Azumarill learns very strong moves like Aqua Tail and Double-Edge by level 25.
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* It's completely possible to turn your StarterMon into a crutch character if you don't balance out your team. They're at least a step above the early route ComMons otherwise available and that most players bypass without a second thought due to their poor stats and movesets, leading a lot of players to rely heavily on their starters. That, and the fact that the starter is the first Pokémon the player obtains, means that the starter is usually ahead in level, leading the player to use it more, so it levels up more, so the player uses it more, and so on.

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* It's completely possible to turn your StarterMon into a crutch character if you don't balance out your team. The weaker {{Starter Mon}}s of each generation will always at least be this. They're at least a big step above the early route ComMons otherwise available and that most players bypass without a second thought due to their poor stats and movesets, leading a lot of players to rely heavily on movesets; that along with their starters. That, decent starting level of 5 and quick access to their early game STAB move means that, barring a few inconvenient matchups, they can usually solo the fact early game with no issue. As the player continues along their journey, however, the JackOfAllStats starter may find themselves outshined and even become a MasterOfNone by the end of the game, facing competition from Pokémon with more specialized stat spreads and better movepools, particularly those of the same type and ''especially'' ones with a good dual-type that the starter is the first Pokémon the player obtains, means that the starter is usually ahead in level, leading the player to use it more, so it levels up more, so the player uses it more, and so on.doesn't have.

Removed: 737

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diglett is frail but frankly its offense is still good enough to hold up very well even in the endgame, on top of the fact that it requires almost no T Ms to work


* Diglett's Cave can be entered after fighting Misty, and it's pretty much impossible to poke around there without encountering at least one of the namesake Pokémon. There's even a small chance to encounter fully-evolved Dugtrio, but even if you don't, Diglett evolves at a pretty low level. It also learns Dig at level 19, meaning you can catch one with a STAB move so powerful that it can one-shot many things weak to it... including basically everything in the Vermillion City gym and the myriad of Poison-types throughout the game. However, Diglett is a FragileSpeedster and GlassCannon, so its lack of ability to take hits leaves it at a major disadvantage late in the game where there are bulkier Ground-type options to replace it.
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No longer leaked material.

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!! ''VideoGame/PokemonLegendsArceus''
* In the Obsidian Fieldlands it's possible to catch a Level ~27 Gyarados before you're even at a high enough rank to control it. What stops this from being a DiscOneNuke like the Gen I Magikarp Salesman however, is the fact that soon afterward you'll encounter Alpha Pokémon bosses that easily outclass it and [[BeefGate can wipe your party if you're not careful]].
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None


* Due to Gen I's broken typing and plentiful exploits, Bulbasaur Zig-Zagged this trope, but falls very much into it here. Its Grass-typing gives it an advantage over the first two gyms, it's part-Poison typing allows it to resist the many early-game Pokémon (plus grants immunity to the status effect of the same name), and it comes with a number of [[SupportPartyMember utility moves]] like the [Status] Powders and Leech Seed to regain health. Unfortunately, it is weak to or resisted by three of the final four gym leaders, three members of the Elite Four, and several of the Champion's Pokémon.

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* Due to Gen I's broken typing and plentiful exploits, Bulbasaur Zig-Zagged this trope, but falls very much into plays it straight here. Its Grass-typing gives it an advantage over the first two gyms, it's part-Poison typing allows it to resist the many early-game Poison and Grass-type Pokémon (plus grants immunity to the status effect of the same name), and it comes with a number of [[SupportPartyMember utility moves]] like the [Status] Powders and Leech Seed to regain health. Unfortunately, it is weak to weak-to or resisted by resisted-by three of the final four gym leaders, three members of the Elite Four, and several ''five out of six'' of the Champion's Pokémon.
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Folder tag deleted.



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[[/folder]]
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Leaked material


!! ''VideoGame/PokemonLegendsArceus''
* In the Obsidian Fieldlands it's possible to catch a Level 24 Gyarados before you're even at a high enough rank to control it. What stops this from being a DiscOneNuke like the Gen I Magikarp Salesman however, is the fact that soon afterward you'll encounter Alpha Pokémon bosses that easily outclass it and [[BeefGate can wipe your party if you're not careful]].
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!! ''VideoGame/PokemonLegendsArceus''
* In the Obsidian Fieldlands it's possible to catch a Level 24 Gyarados before you're even at a high enough rank to control it. What stops this from being a DiscOneNuke like the Gen I Magikarp Salesman however, is the fact that soon afterward you'll encounter Alpha Pokémon bosses that easily outclass it and [[BeefGate can wipe your party if you're not careful]].
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* With the expanded Grand Underground, it is possible to find high quality, [[LevelScalig Level Scaled]] (to your number of badges) Pokémon as soon as you reach Eterna City. Further, they can come with Egg Moves and Hidden Abilities, boosting their power. They straddle the line between crutches and [[DiscOneNuke nukes]] depending on exactly what you find, but nearly all can be a huge boon to your team before the second gym. Examples include Houndoom, Gastrodon, Rhyhorn, Scyther, Tauros, and Magnemite (which you can evolve into Magnezone pretty quickly too due to Mt. Coronet being close and coming in high levels to begin with).

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* With the expanded Grand Underground, it is possible to find high quality, [[LevelScalig [[LevelScaling Level Scaled]] (to your number of badges) Pokémon as soon as you reach Eterna City. Further, they can come with Egg Moves and Hidden Abilities, boosting their power. They straddle the line between crutches and [[DiscOneNuke nukes]] depending on exactly what you find, but nearly all can be a huge boon to your team before the second gym. Examples include Houndoom, Gastrodon, Rhyhorn, Scyther, Tauros, and Magnemite (which you can evolve into Magnezone pretty quickly too due to Mt. Coronet being close and coming in high levels to begin with).
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* With the expanded Grand Underground, it is possible to find high quality, LevelScaled (to your number of badges) Pokémon as soon as you reach Eterna City. Further, they can come with Egg Moves and Hidden Abilities, boosting their power. They straddle the line between crutches and [[DiscOneNukes nukes]] depending on exactly what you find, but nearly all can be a huge boon to your team before the second gym. Examples include Houndoom, Gastrodon, Rhyhorn, Scyther, Tauros, and Magnemite (which you can evolve into Magnezone pretty quickly too due to Mt. Coronet being close and coming in high levels to begin with).

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* With the expanded Grand Underground, it is possible to find high quality, LevelScaled [[LevelScalig Level Scaled]] (to your number of badges) Pokémon as soon as you reach Eterna City. Further, they can come with Egg Moves and Hidden Abilities, boosting their power. They straddle the line between crutches and [[DiscOneNukes [[DiscOneNuke nukes]] depending on exactly what you find, but nearly all can be a huge boon to your team before the second gym. Examples include Houndoom, Gastrodon, Rhyhorn, Scyther, Tauros, and Magnemite (which you can evolve into Magnezone pretty quickly too due to Mt. Coronet being close and coming in high levels to begin with).

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!! VideoGame/PokemonUltraSunAndUltraMoon

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!! VideoGame/PokemonUltraSunAndUltraMoon''VideoGame/PokemonUltraSunAndUltraMoon''


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!! ''[[VideoGame/PokemonDiamondAndPearl Brilliant Diamond and Shining Pearl]]''
* With the expanded Grand Underground, it is possible to find high quality, LevelScaled (to your number of badges) Pokémon as soon as you reach Eterna City. Further, they can come with Egg Moves and Hidden Abilities, boosting their power. They straddle the line between crutches and [[DiscOneNukes nukes]] depending on exactly what you find, but nearly all can be a huge boon to your team before the second gym. Examples include Houndoom, Gastrodon, Rhyhorn, Scyther, Tauros, and Magnemite (which you can evolve into Magnezone pretty quickly too due to Mt. Coronet being close and coming in high levels to begin with).
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!! ''VideoGame/PokemonSunAndMoon''
* Pichu learns Nasty Plot at level 18, which boosts Special Attack by two stages. Pichu evolves into Pikachu via friendship, which can be done soon after, and if you manage to steal a Light Ball from a wild Pikachu then you'll have a borderline unstoppable setup sweeper by the end of the first island. Early access to Move Tutors in ''Ultra Sun and Ultra Moon'' expand Pikachu's attack options to include Iron Tail and Signal Beam. However, like in previous generations, it's GlassCannon nature and disappointing evolution in Raichu mean it won't make it to the end game.

!! VideoGame/PokemonUltraSunAndUltraMoon
* You can use Buneary for the Z-Splash strategy, previously a Magikarp exclusive. It can be found on the first route, knowing Splash, and learns Quick Attack fairly soon. It also learns Return and Jump Kick, two of the stronger Normal and Fighting-Type moves, respectively. Only Ghost-types can stop you now. Plus, the Rotom Dex now has a chance to grant you two Z-Moves per battle once you've bonded with it, letting you stack Z-Splash to hit maximum attack in two turns, or follow up one Z-Splash with a Breakneck Blitz with Return as its base. It's weak fully evolved form means it will be outpaced come the mid/late game, however.

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* Due to Gen I's broken typing and plentiful exploits, Bulbasaur Zig-Zagged this trope, but falls very much into it here. Its Grass-typing gives it an advantage over the first two gyms, it's part-Poison typing allows it to resist the many early-game Pokémon (plus grants immunity to the status effect of the same name), and it comes with a number of [[SupportPartyMember utility moves]] like the [Status] Powders and Leech Seed to regain health. Unfortunately, it is weak to or resisted by three of the final four gym leaders, three members of the Elite Four, and several of the Champion's Pokémon.



* Santalune Forest, the game's NoobCave, is full of crutches from previous generations. Pikachu and the early game bugs from Gen I, the "Elemental Monkeys" from Gen V, and more. You can basically build a "Crutch Team" if you really want.
** Pikachu in particular is especally crutch-like in this Gen. It'll almost assuredly be the first Electric-type a player will find (thus very useful against early Flying and Water Pokémon), but even after evolving it into Raichu, it'll be very outclassed by mid-game. Can be subverted if Pikachu's holding a rare Light Ball, which lets it [[GlassCannon hit like a nuke, but doesn't make it any harder to knock out]] if the enemy manages to survive. Further, you can find a Thunderstone very early on in the game (on Route 10) and Pikachu learns Thunderbolt at level 29. If you train up Pikachu to the point where it has a good moveset (because, after evolving, Raichu will not be able to learn any new moves naturally), you can have a powerful Raichu before the third gym.



* Just like in Gen I, you can catch a Pikachu early on in a forest (Santalune). It'll almost assuredly be the first Electric-type a player will find (thus very useful against early Flying and Water Pokémon), but even after evolving it into Raichu, it'll be very outclassed by mid-game. Can be subverted if Pikachu's holding a rare Light Ball, which lets it [[GlassCannon hit like a nuke, but doesn't make it any harder to knock out]] if the enemy manages to survive.

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* Just like Scatterbug, Spewpa, and Vivillon carry on the tradition of being a fairly powerful early-game Bug-type in Gen I, you Generation VI, even potentially getting Compound Eyes, eventually learns the Fairy-type Draining Kiss which is also a lifesteal attack, and finally gets the very powerful Hurricane which normally has lackluster accuracy but the Compound Eyes ability greatly increases it.
* While ultimately a crapshoot, Wonder Trade
can become this the moment you're able to catch a Pikachu early on Pokémon. It's possible to get something in a forest (Santalune). It'll almost assuredly be trade that will make the first Electric-type few gyms a player will find (thus very useful against early Flying breeze, although the "best" stuff you're most likely to acquire are breeding fails of decent Pokémon with poor [=IVs=] and Water Pokémon), but even after evolving it into Raichu, it'll be very outclassed by mid-game. Can be subverted if Pikachu's holding a rare Light Ball, which lets it [[GlassCannon hit like a nuke, but doesn't make it any harder to knock out]] if the enemy manages to survive.
abilities, meaning they won't hold up as well long term.
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* While the ability was {{nerf}}ed from its DiscOneNuke status in Gen III, the early ComMon Lillipup comes with Pickup. The items are not as high-end, but you'll still be set for the rest of the game if you grind early on. Even better, Pickup can now steal away a one time use item the opponent uses up or thrown at them with Fling, meaning you can snag several good berries in a short amount of time.

!! ''VideoGame/PokemonBlack2AndWhite2''
* At Flocessy Ranch, just minutes into the game, one can acquire Azurill, a new addition to the expanded Gen V Dex. It can potentially have Huge Power as an ability, which doubles its Attack from mediocre to actually pretty good. It evolves pretty quickly, requiring high Friendship to evolve into Marill, which then evolves into Azumarill not too long after. What makes it better is that Azumarill learns very strong moves like Aqua Tail and Double-Edge by level 25.
* Route 5's Hidden Grotto, which Bianca [[ButThouMust forces you to check out with her]] upon trying to enter the route, contains a Minccino with its Dream World ability Skill Link. This enables all multi-hit moves that would normally do between 2-5 hits to ''always'' do 5 hits. Since its evolution gets access to some good multi-hit moves (if you have Heart Scales) on top of its STAB SignatureMove TailSlap, you can turn this adorable creature into a [[KillerRabbit vicious killing machine]] rather quickly. Even with these bonuses, the attacks fall behind once other late-game Pokémon become available.
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''VideoGame/PokemonRedAndBlue'' and ''Yellow'':

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!! ''VideoGame/PokemonRedAndBlue'' and ''Yellow'':



''VideoGame/PokemonGoldAndSilver'' and ''Crystal'':

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!! ''VideoGame/PokemonGoldAndSilver'' and ''Crystal'':



''VideoGame/PokemonRubyAndSapphire'':

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!! ''VideoGame/PokemonRubyAndSapphire'':



''[[VideoGame/PokemonRedAndBlue Fire Red and Leaf Green]]'':

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!! ''[[VideoGame/PokemonRedAndBlue Fire Red and Leaf Green]]'':



''VideoGame/PokemonDiamondAndPearl'':

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''VideoGame/PokemonDiamondAndPearl'':!! ''VideoGame/PokemonDiamondAndPearl'' and ''Platinum'':



''VideoGame/PokemonBlackAndWhite'':

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!! ''VideoGame/PokemonBlackAndWhite'':



''VideoGame/PokemonXAndY'':

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!! ''VideoGame/PokemonXAndY'':



''[[VideoGame/PokemonRubyAndSapphire Omega Ruby/Alpha Sapphire]]'':

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!! ''[[VideoGame/PokemonRubyAndSapphire Omega Ruby/Alpha Sapphire]]'':



''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'':

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!! ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'':



''VideoGame/PokemonSwordAndShield'':

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!! ''VideoGame/PokemonSwordAndShield'':
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* Bulbasaur, the Grass-type StarterMon, and its line is a Zig-Zagged case. Its Grass-typing gives it an advantage over the first two gyms, it's part-Poison typing allows it to resist the many early-game Pokémon (plus grants immunity to the status effect of the same name), and it comes with a number of [[SupportPartyMember utility moves]] like the [Status] Powders and Leech Seed to regain health. Unfortunately, it is weak to or resisted by three of the final four gym leaders, three members of the Elite Four, and several of the Champion's Pokémon. At least, ''[[FakeBalance on paper]]''. Due to various exploits and {{AI Breaker}}s, opposing Pokémon with Poison-type moves will fruitlessly use them over and over due to its Grass-typing. Meanwhile, opponents with non-damaging Psychic-type moves such as Agility and Barrier will use them over and over trying to take advantage of the line's Poison-typing. And since NPC Pokémon in this generation do not use PP, they will never use anything else, allowing you to whittle their health down. Finally, the line is one of the biggest beneficiaries of the Toxic/Leech Seed bug. When using both, Toxic's increasing damage ''also'' gets applied to Leech Seed, allowing you to drain their health while restoring your own. Ultimately, the other weaknesses to actual damaging Psychic-types moves, Fire-types, and the ubiquitous Flying-type leave it a major late-game disadvantage outside of these exploit scenarios.



* Rattata, one of the game's resident ComMons, learns Hyper Fang, an ''80 base power move'' (equal to several endgame moves) that gets a STAB boost to boot... at ''level 14''. It can one or two-hit KO anything that doesn't resist it up to around the second gym, but soon declines in usefulness after that.



** Depending on your version, you can can catch an Ekans (''Red'') or Sandshrew (''Green'' and ''Blue'') shortly after exiting Mt. Moon. They evolve at the relatively early level 22, and are helpful against the next several gym leaders after Misty. Sandslash, being a Ground type with good Attack and Defense, can still work well for countering a good amount of threats to the end of the game as long as you're willing to expend [=TMs=] on them to make up for the poor natural learnset, overall averting this. But Arbok, being a pure Poison type in Gen 1 with all-around poor to mediocre stats that will learn no STAB moves better than the 40 power Acid, will run out of usefulness fast and should be outclassed by the halfway point.

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** * Depending on your version, you can can catch an Ekans (''Red'') or Sandshrew (''Green'' and ''Blue'') shortly after exiting Mt. Moon. They evolve at the relatively early level 22, and are helpful against the next several gym leaders after Misty. Sandslash, being a Ground type with good Attack and Defense, can still work well for countering a good amount of threats to the end of the game as long as you're willing to expend [=TMs=] on them to make up for the poor natural learnset, overall averting this. But Arbok, being a pure Poison type in Gen 1 with all-around poor to mediocre stats that will learn no STAB moves better than the 40 power Acid, will run out of usefulness fast and should be outclassed by the halfway point.point.
* Diglett's Cave can be entered after fighting Misty, and it's pretty much impossible to poke around there without encountering at least one of the namesake Pokémon. There's even a small chance to encounter fully-evolved Dugtrio, but even if you don't, Diglett evolves at a pretty low level. It also learns Dig at level 19, meaning you can catch one with a STAB move so powerful that it can one-shot many things weak to it... including basically everything in the Vermillion City gym and the myriad of Poison-types throughout the game. However, Diglett is a FragileSpeedster and GlassCannon, so its lack of ability to take hits leaves it at a major disadvantage late in the game where there are bulkier Ground-type options to replace it.
* Meowth can be caught in ''Blue'' just after the second gym and learns Pay Day early on, allowing you to pile up on currency rather quickly. Pay Day is also a TM that's not too hard to obtain and can be taught to other Pokémon. Add to the fact that rematching wasn't made available outside of the Elite Four, the presence of Pay Day seemed to be a necessity for those who ran out of money too soon.
* In ''Yellow'', following the story from the anime, it is possible to find a level 9 Pidgeotto in Viridian Forest (where Ash caught one). While its moveset is unimpressive, its stats as a second-evolution Pokémon are enough to brute-force most enemies up to Misty.

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''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'':
* Like the Gen III remakes, the early game Bug-types return from the earlier generation Kanto games and still evolve into their final forms at level 10. However, the lack of battling wild Pokémon turns Butterfree into a Downplayed case since it no longer has its Compound Eyes ability and its Status inducing "Powder" moves no longer aid in catching wild Pokémon. Further, it has its Gen. I moveset, which means it does not learn the powerful (for the early game) Confusion move upon evolving anymore.



''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'':
* Like the Gen III remakes, the early game Bug-types return from the earlier generation Kanto games and still evolve into their final forms at level 10. However, the lack of battling wild Pokémon turns Butterfree into a Downplayed case since it no longer has its Compound Eyes ability and its Status inducing "Powder" moves no longer aid in catching wild Pokémon. Further, it has its Gen. I moveset, which means it does not learn the powerful (for the early game) Confusion move upon evolving anymore.
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Back to [[CrutchCharacter/RolePlayingGame Crutch Character - RPG]].

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[[folder:Recurring or Series Wide Examples]]
* Many games in the series have common early route Pokémon, usually Bug-Type Pokémon, that evolve into their final forms at relatively early levels. These Pokémon are useful in the early going, but most of them quickly become obsolete as more and better Pokémon become available (though a select few exceptions remain powerful at least until 1/2 or 2/3 of the way through the game). Furthermore, their stats, while relatively powerful in the early game, are subpar for the later game, and as the power level of the later opponents rises, they simply fail to catch up to the more powerful opponents that show up later on, effectively encouraging players to discard them.

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[[folder:Recurring or and Series Wide Examples]]
* Many games in the series have common early route Pokémon, usually Bug-Type Pokémon, Bug-Types, that evolve into their final forms at relatively early levels. These Pokémon are useful in the early going, but most of them quickly become obsolete as more and better Pokémon become available (though a select few exceptions remain powerful at least until 1/2 or 2/3 of the way through the game). Furthermore, their stats, while relatively powerful in the early game, are subpar for the later game, and as the power level of the later opponents rises, they simply fail to catch up to the more powerful opponents that show up later on, effectively encouraging players to discard them.



''VideoGame/PokemonRedAndBlue'' and ''Yellow'':



''VideoGame/PokemonGoldAndSilver'' and ''Crystal'':



''VideoGame/PokemonRubyAndSapphire'':



* In ''Fire Red and Leaf Green'', the Bug-types Butterfree and Beedrill still qualify from Gen I. However, Butterfree gets an even bigger boost now thanks to its Compound Eyes ability. This makes the NonDamagingStatusInflictionAttack "[Status] Powder" moves significantly more accurate. It's still too frail to take a hit and its offense will remain exceedingly poor, so it can only hang around in a SupportPartyMember role for aiding in catching other Pokémon.

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* In ''Fire
''[[VideoGame/PokemonRedAndBlue Fire
Red and Leaf Green'', the Green]]'':
* The
Bug-types Butterfree and Beedrill still qualify from Gen I. However, Butterfree gets an even bigger boost now thanks to its Compound Eyes ability. This makes the NonDamagingStatusInflictionAttack "[Status] Powder" moves significantly more accurate. It's still too frail to take a hit and its offense will remain exceedingly poor, so it can only hang around in a SupportPartyMember role for aiding in catching other Pokémon.






''VideoGame/PokemonDiamondAndPearl'':



* The "Elemental Monkeys" in ''Black and White''. You get the one that your starter is super effective against for free as the first Gym leader uses the monkey super effective against your starter. However, they learn very little in the way of decent moves until level 22, and while you get the stones early enough to evolve them, you'll miss out on the good moves, and by that point you'll find Pokémon of the Fire/Water/Grass types that already have good moves and good stats without evolving. If you do commit to evolving them at Level 22 with their best STAB options, they can further be fed TM moves that allow them to remain effective into the mid-game. As the game goes on, however, their MasterOfNone nature in terms of stats and movepools means that they once again fall behind late in the game, and as even better Grass/Fire/Water types with stronger long term potential show up late in the game and reach better potential later, the evolved elemental monkeys will inevitably fall behind and end up ultimately outclassed by better, more powerful options.

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''VideoGame/PokemonBlackAndWhite'':
* The "Elemental Monkeys" in ''Black (Pansage, Panpour, and White''.Pansear). You get the one that your starter is super effective against for free as the first Gym leader uses the monkey super effective against your starter. However, they learn very little in the way of decent moves until level 22, and while you get the stones early enough to evolve them, you'll miss out on the good moves, and by that point you'll find Pokémon of the Fire/Water/Grass types that already have good moves and good stats without evolving. If you do commit to evolving them at Level 22 with their best STAB options, they can further be fed TM moves that allow them to remain effective into the mid-game. As the game goes on, however, their MasterOfNone nature in terms of stats and movepools means that they once again fall behind late in the game, and as even better Grass/Fire/Water types with stronger long term potential show up late in the game and reach better potential later, the evolved elemental monkeys will inevitably fall behind and end up ultimately outclassed by better, more powerful options.



''VideoGame/PokemonXAndY'':



* The Cosplay Pikachu in ''Omega Ruby/Alpha Sapphire''. While she's pretty stupendous in contests, and is given to you at Level 20 (when most of your party will be at level 15-18), she can't evolve. Therefore, Eviolite on her will not work, and the Light Ball is obtained a little too late into the game for it to be useful. (You get it ''after'' the Flying-type Gym, where you'd want a strong Electric type in the first place.)

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* Just like in Gen I, you can catch a Pikachu early on in a forest (Santalune). It'll almost assuredly be the first Electric-type a player will find (thus very useful against early Flying and Water Pokémon), but even after evolving it into Raichu, it'll be very outclassed by mid-game. Can be subverted if Pikachu's holding a rare Light Ball, which lets it [[GlassCannon hit like a nuke, but doesn't make it any harder to knock out]] if the enemy manages to survive.

''[[VideoGame/PokemonRubyAndSapphire Omega Ruby/Alpha Sapphire]]'':
* The Cosplay Pikachu in ''Omega Ruby/Alpha Sapphire''.Pikachu. While she's pretty stupendous in contests, and is given to you at Level 20 (when most of your party will be at level 15-18), she can't evolve. Therefore, Eviolite on her will not work, and the Light Ball is obtained a little too late into the game for it to be useful. (You get it ''after'' the Flying-type Gym, where you'd want a strong Electric type in the first place.)


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''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'':
* Like the Gen III remakes, the early game Bug-types return from the earlier generation Kanto games and still evolve into their final forms at level 10. However, the lack of battling wild Pokémon turns Butterfree into a Downplayed case since it no longer has its Compound Eyes ability and its Status inducing "Powder" moves no longer aid in catching wild Pokémon. Further, it has its Gen. I moveset, which means it does not learn the powerful (for the early game) Confusion move upon evolving anymore.

''VideoGame/PokemonSwordAndShield'':
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** Butterfree and Beedrill start the series trend of early game Bug-type crutches. Their pre-evolutions can be caught early (before the first Gym) and they evolve to their final stage at level 10. They pack quite a punch that early and Butterfree's various [[NonDamagingStatusInflictionAttack status powders]] gives it [[SupportPartyMember utility as a status spreader]], as well as being the first Pokémon you can get that learns [[FakeBalance Psychic]] moves (Confusion early and, if you level it up enough, Psybeam). Butterfree in particular is a major crutch in getting through [[MarathonLevel Mt. Moon]] where it's Psychic-type moves will make short work of the part Poison-type Zubat and low Special stat Geodude. (Nearly anything else you can reasonably have at this point will struggle with one or the other.) Their usefulness peters out fast though once you've caught and evolved other Pokémon, as their stats are exceeded by even mid-evolutions and since they're Bugs in Gen 1, they'll never get good STAB moves (and with Beedrill's part Poison typing, if you try using it to counter Psychics with its Bug moves it'll just get destroyed). Then if you want to keep Butterfree around for its status infliction, there are plenty of other Pokémon that can inflict status while being much more durable and being able to deal actual damage to opponents.

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** * Butterfree and Beedrill start the series trend of early game Bug-type crutches. Their pre-evolutions can be caught early (before the first Gym) and they evolve to their final stage at level 10. They pack quite a punch that early and Butterfree's various [[NonDamagingStatusInflictionAttack status powders]] gives it [[SupportPartyMember utility as a status spreader]], as well as being the first Pokémon you can get that learns [[FakeBalance Psychic]] moves (Confusion early and, if you level it up enough, Psybeam). Butterfree in particular is a major crutch in getting through [[MarathonLevel Mt. Moon]] where it's Psychic-type moves will make short work of the part Poison-type Zubat and low Special stat Geodude. (Nearly anything else you can reasonably have at this point will struggle with one or the other.) Their usefulness peters out fast though once you've caught and evolved other Pokémon, as their stats are exceeded by even mid-evolutions and since they're Bugs in Gen 1, they'll never get good STAB moves (and with Beedrill's part Poison typing, if you try using it to counter Psychics with its Bug moves it'll just get destroyed). Then if you want to keep Butterfree around for its status infliction, there are plenty of other Pokémon that can inflict status while being much more durable and being able to deal actual damage to opponents.

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** Butterfree and Beedrill start the series trend of early game Bug-type crutches. Their pre-evolutions can be caught early (before the first Gym) and they evolve to their final stage at level 10. They pack quite a punch that early and Butterfree's various [[NonDamagingStatusInflictionAttack status powders]] gives it [[SupportPartyMember utility as a status spreader]], as well as being the first Pokémon you can get that learns [[FakeBalance Psychic]] moves (Confusion early and, if you level it up enough, Psybeam). Butterfree in particular is a major crutch in getting through [[MarathonLevel Mt. Moon]] where it's Psychic-type moves will make short work of the part Poison-type Zubat and low Special stat Geodude. (Nearly anything else you can reasonably have at this point will struggle with one or the other.) Their usefulness peters out fast though once you've caught and evolved other Pokémon, as their stats are exceeded by even mid-evolutions and since they're Bugs in Gen 1, they'll never get good STAB moves (and with Beedrill's part Poison typing, if you try using it to counter Psychics with its Bug moves it'll just get destroyed). Then if you want to keep Butterfree around for its status infliction, there are plenty of other Pokémon that can inflict status while being much more durable and being able to deal actual damage to opponents.
** In ''Yellow'', Butterfree gets even more of an early advantage here over ''Red'' and ''Blue'' in that it learns Confusion upon evolving at lv. 10, rather than having to grind it two more levels to 12 with only Tackle as a damaging move. Though not directly weak to its Psychic-typing, Confusion can take advantage of Brock's Pokémon's weak Special stat giving you another means to easily dispatch them, as well as the part Poison-type Zubat and weak-Special stat Geodude in [[MarathonLevel Mt. Moon]]. Like the originals, its usefulness still fades quickly after that.



* ''Yellow'' makes the Fighting-type Mankey available much earlier, giving players an option to deal with Brock and his Rock-types at the first gym. It's moveset has also been upgraded, allowing it to learn the Fighting-type Low Kick at a mere level 9. However, its usefulness quickly diminishes after that.

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* ''Yellow'' makes the Fighting-type Mankey available much earlier, giving players an option to deal with Brock and his Rock-types at the first gym. It's moveset has also been upgraded, allowing it to learn the on Route 22 near Viridian City whose Fighting-type Low Kick at a mere level 9. However, its usefulness quickly diminishes will help you make short work of Brock. Mankey can also dispatch the Geodude encountered in Mt. Moon with ease. Unfortunately, the Fighting-type isn't particularly helpful after that.that. Its weaknesses to the broken Psychic-type and ubiquitous Flying-type, as well as the fact that Poison-types resist it (which is the most common type in Gen I), there being a lack of good Fighting-type moves (Mankey/Primeape won't get anything better than the inaccurate and self-damaging 80 power Submission), and Primeape being a weak fully-evolved Pokémon itself, leaves it in the dust.



** Depending on your version, you can can catch an Ekans (''Red'') or Sandshrew (''Green'' and ''Blue'') shortly after exiting Mt. Moon. They evolve at the relatively early level 22, and are helpful against the next several gym leaders after Misty. Sandslash, being a Ground type with good Attack and Defense, can still work well for countering a good amount of threats to the end of the game as long as you're willing to expend [=TMs=] on them to make up for the poor natural learnset, overall averting this. But Arbok, being a pure Poison type in Gen 1 with all-around poor to mediocre stats that will learn no STAB moves better than the 40 power Acid, will run out of usefulness fast and should be outclassed by the halfway point.



* As in Gen I, the Bug-types Caterpie (which can only be found outside the Bug-Catching Contest in ''Gold'') and Weedle (which can only be found outside the Bug-Catching Contest in ''Silver'') reprise their roles as this here. They're found just north of Cherrygrove City (the 2nd location the player will visit) and evolve into their 3rd forms at a mere level 10, at which point they're much stronger than anything else early in the game but fall behind soon after.
* In Violet City, you can trade an easy-to-acquire Bellsprout for an Onix. It will help with the first few Gyms, but by the time you hit Olivine its bad Attack stat becomes extremely detrimental.
* You can trade an easy-to-acquire Drowzee for a Machop in Goldenrod City. Machop, a Fighting-type, is strong against the local Normal-type Gym Leader Whitney (though you're going to have to do a bit of LevelGrinding with it) and resists its Rollout. As a bonus, it is also female, meaning you won't have to deal with the hindrance of Miltank's Attract. Better options soon become available and it doesn't help that it needs to be [[SocializationBonus traded]] to reach its final form.



* Bullet Seed is another crutch "move". You can get the TM for it right before the Rock-type Gym and can put it on a starter Treecko or easily caught Shroomish to sweep through the Gym and some of the subsequent hikers (who also favor Rock-types) on the next route. However, its low base power means it will quickly be replaced.

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* Bullet Seed is another crutch "move"."move" in ''Ruby and Sapphire''. You can get the TM for it right before the Rock-type Gym and can put it on a starter Treecko or easily caught Shroomish to sweep through the Gym and some of the subsequent hikers (who also favor Rock-types) on the next route. However, its low base power means it will quickly be replaced.replaced.
* In ''Fire Red and Leaf Green'', the Bug-types Butterfree and Beedrill still qualify from Gen I. However, Butterfree gets an even bigger boost now thanks to its Compound Eyes ability. This makes the NonDamagingStatusInflictionAttack "[Status] Powder" moves significantly more accurate. It's still too frail to take a hit and its offense will remain exceedingly poor, so it can only hang around in a SupportPartyMember role for aiding in catching other Pokémon.
* Like in ''Yellow'', Mankey can be found as soon as you reach Viridian City, where it is immediately useful against Brock and the abundant Normal and Rock types this early. The Primeape line is better this time around with being able to get better moves like Cross Chop and Brick Break for STAB, but Primeape's stats are still lackluster and it still has the problem of abundant Poison types in Kanto and Psychic types still being overly powerful, while there's no Dark and Steel types around to counterbalance, so while more usable Primeape doesn't remain ideal to keep on your team late into the game.



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Examples of {{Crutch Character}}s in the ''{{Franchise/Pokemon}}'' franchise.

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[[folder:Recurring or Series Wide Examples]]
* Many games in the series have common early route Pokémon, usually Bug-Type Pokémon, that evolve into their final forms at relatively early levels. These Pokémon are useful in the early going, but most of them quickly become obsolete as more and better Pokémon become available (though a select few exceptions remain powerful at least until 1/2 or 2/3 of the way through the game). Furthermore, their stats, while relatively powerful in the early game, are subpar for the later game, and as the power level of the later opponents rises, they simply fail to catch up to the more powerful opponents that show up later on, effectively encouraging players to discard them.
* With a few exceptions noted below, the early game Normal/Flying-type Pokémon fall into this trope. The Pidgey, Spearow, Taillow, Pidove, and Pikipek lines have their uses early against the common early game Bug and Grass-types, but their middling stats and sub-par movesets leave them to fall behind once other, more powerful flyers become available.
* Geodude is particularly useful in early stages of games in which it is available despite being an infamous [[ComMons Com Mon]]. It has [[MightyGlacier high Attack]] and Defense, and learns [[DishingOutDirt Rock and Ground]]-type moves, both of which are [[ElementalRockPaperScissors useful offensive types]]. Rock is especially useful early in the game due to the plentiful amount of Flying and Bug-type Pokémon, as well as its resistance to the [[NonElemental Normal-Type]] Tackles and Quick Attacks thrown around at that stage. However, not long into the game, its usefulness begins to wear off. Soon, its low HP, terrible Special Defense and Speed, 4x weakness to several common types ([[AchillesHeel Water and Grass]]), and the fact that it needs to be [[SocializationBonus traded]] to reach its final form means it will likely be sitting in the PC for the rest of the game. In fact, the Rock-type in general can be viewed as a "crutch type". While it's tied with Grass for the most weaknesses in the entire game, it has the honor of resisting Normal, a type that's pretty much everywhere in the early game. Most of the type's weaknesses aren't too common around that time, and with Rock's early availability and good type coverage, Rock-type Pokemon are stupendous choices in the beginning. However, the type's menagerie of weaknesses really begins to show as the game progresses, especially since most Rock-types have stat spreads fitting {{Mighty Glacier}}s despite their typing being more suited towards a GlassCannon. As such, many Rock-types end up in the PC by the end of the game.
* It's completely possible to turn your StarterMon into a crutch character if you don't balance out your team. They're at least a step above the early route ComMons otherwise available and that most players bypass without a second thought due to their poor stats and movesets, leading a lot of players to rely heavily on their starters. That, and the fact that the starter is the first Pokémon the player obtains, means that the starter is usually ahead in level, leading the player to use it more, so it levels up more, so the player uses it more, and so on.
* {{Fixed Damage Attack}}s are crutch ''moves''. For example, Sonic Boom will always hit for 20 damage while Dragon Rage will always hit for 40. In the first 1/3 to 1/2 of the game, these will take down any foe in no more than 2-3 hits. However, it takes surprisingly little time for that to become a drop in the bucket as opposing Pokémon become stronger. Some, like Seismic Toss and Night Shade, deal fixed damage equal to the user's level. These remain worthwhile for a bit longer, especially for low-Attack StoneWall Pokémon as it gives them a consistent means to deal damage.
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[[folder:Generation I Examples]]

* Pikachu can be caught before the first Gym, its typing and stats make it great early on (since ComMons like Zubat and Pidgey are weak to Electricity). However, its evolved form Raichu is pretty mediocre by the endgame. This is even more drastic in ''Yellow'', where it’s your starter Pokémon. It starts as easily your best Pokémon and, being a GlassCannon, hit like a truck for some time. However, the fact that it can't evolve (the game prevents you from giving it a Thunder Stone) means that it falls behind as your other Pokémon evolve and become stronger.
* ''Yellow'' makes the Fighting-type Mankey available much earlier, giving players an option to deal with Brock and his Rock-types at the first gym. It's moveset has also been upgraded, allowing it to learn the Fighting-type Low Kick at a mere level 9. However, its usefulness quickly diminishes after that.
* In ''Red'' and ''Blue'', the traded Farfetch'd, DUX, is surprisingly good early on -- its base stats are on par with Pidgeotto, it's a decent [[UtilityPartyMember HM slave]], and it can learn Swords Dance to make it a harder-hitting combatant. Plus, being traded, it gets a boost to its EXP gain, meaning it will level very quickly and reach that Swords Dance (and eventually, Slash) much faster. By the midgame, DUX's stats quickly decline from usable to middling to awful. In ''Yellow'', Farfetch'd is obtained a fair bit later and caught in the wild, making it a straight JokeCharacter.
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[[folder:Generation II Examples]]
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[[folder:Generation III Examples]]
* Bullet Seed is another crutch "move". You can get the TM for it right before the Rock-type Gym and can put it on a starter Treecko or easily caught Shroomish to sweep through the Gym and some of the subsequent hikers (who also favor Rock-types) on the next route. However, its low base power means it will quickly be replaced.
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[[folder:Generation IV Examples]]
* Averted by the Starly line, which is far more useful than the previous Gens early game Normal/Flying-types. It has excellent offensively-oriented stats, gains the power STAB move Brave Bird, and, somewhat uniquely, the Fighting-type move Close Combat to deal with Rock, Ice, and Steel-types that would normally resist it. It's final evolution, Staraptor, is a staple of many competitive teams of this era.
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[[folder:Generation V Examples]]
* The "Elemental Monkeys" in ''Black and White''. You get the one that your starter is super effective against for free as the first Gym leader uses the monkey super effective against your starter. However, they learn very little in the way of decent moves until level 22, and while you get the stones early enough to evolve them, you'll miss out on the good moves, and by that point you'll find Pokémon of the Fire/Water/Grass types that already have good moves and good stats without evolving. If you do commit to evolving them at Level 22 with their best STAB options, they can further be fed TM moves that allow them to remain effective into the mid-game. As the game goes on, however, their MasterOfNone nature in terms of stats and movepools means that they once again fall behind late in the game, and as even better Grass/Fire/Water types with stronger long term potential show up late in the game and reach better potential later, the evolved elemental monkeys will inevitably fall behind and end up ultimately outclassed by better, more powerful options.
* While this is a possiblity for the {{Starter Mon}}s throughout the series, this generation gets it especially tough. In Generations past it was common practice to keep a starter around, not only because of loyalty, but because usually, wild Pokémon of its same type are uncommon or outclassed by the starter. This all changed with the advent of Gen V. With the sheer rise in power and variety of the wild Pokémon in Unova, it makes the Starters look mediocre by comparison. Part of this is a domino effect of [=TMs=] no longer being consumable. In order to compensate for the now infinitely reusable skill machines, many of the Unova Pokémon were designed with a severely limited movepool compared to other generations. Most of them will only learn moves from their own typings, plus Normal. This makes dual type Pokémon much more valuable than single types, even when they have historically common typings such as Grass/Poison. Thus the Grass starter is outclassed even by Pokémon that can be acquired very early in the game. The Water starter has decent coverage, but still can fall into this trope later on. The Fire starter, who eventually gains Fighting, is somewhat more useful, but still easily replaced by other Pokémon without any particular difficulty. It is telling that the starters from Gens VI and VII have a dual-typed final evolution, likely to avoid this issue.[[note]]Gen VIII goes back to mono-typed starter final evolutions.[[/note]]
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[[folder:Generation VI Examples]]
* Mega Evolution, introduced in this Gen, allows some Pokémon to Subvert this trope. For instance, normal Beedrill? Reaches its final form at level '''10''', but gets stuck with an awful 395 base stat total. '''Mega''' Beedrill? 150 attack, 145 speed, and Adaptability to raise the power of its Bug and Poison moves by an additional 50% on top of STAB. These changes allow it to easily compete with some of the best Pokémon in the game.
* Farfetch'd, which had this status way back in ''Red and Blue'', regains this status in ''X and Y'', where it's available before the first gym -- which happens to be a Bug-type Gym and thus made easy by a Flying-type. Furthermore, a change to the critical hit formula means that if it has its signature item, it can [[CriticalHitClass guarantee critical hits]] with moves that have increased chances. Even then, however, its stats are still mediocre and quickly outclassed.
* Averted by the Fletchling line, which is far more useful than the other standard early game Normal/Flying-types. It develops good stats and evolves into ''Fire''/Flying types, so it has more coverage than the other common flyers. Its Hidden Ability Gale Wings was also massively overpowered when it was first introduced, though it got {{Nerf}}ed in the seventh generation because of how absurd it was.
* The Cosplay Pikachu in ''Omega Ruby/Alpha Sapphire''. While she's pretty stupendous in contests, and is given to you at Level 20 (when most of your party will be at level 15-18), she can't evolve. Therefore, Eviolite on her will not work, and the Light Ball is obtained a little too late into the game for it to be useful. (You get it ''after'' the Flying-type Gym, where you'd want a strong Electric type in the first place.)
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[[folder:Generation VII Examples]]
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[[folder:Generation VIII Examples]]
* Averted by the Rookiedee line, which is far more useful than the other standard early game Normal/Flying-types. Rookiedee's final evolution, Corviknight, is a Flying/Steel type with some nice coverage and a ''ton'' of resistances thanks to its Steel typing.
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