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1%%
2%% Entries relating to Smogon, competitive Pokémon strategies, or the metagame will be commented out or removed. If they can be rewritten in a more neutral manner, please do so.
3%% The term is "super effective", not "super-effective", and the adjectival type names need to be written as "x-type", not "x type". Please remember this when adding tropes or editing.
4%% Names of Pokémon, abilities, moves, trainer classes, and items should be capitalized. Also, the singular and plural forms of every Pokémon species are the same. One Pikachu, two Pikachu.
5%% Please do not add WhenAllYouHaveIsAHammer to any entry, as Pokémon themselves can have other options available to them, making it misuse.
6%%
7
8[[center: [- [[Characters/{{Pokemon}} Main Character Index]] > [[Characters/PokemonTypes Pokémon Types]] > '''Physical Types''' | [[Characters/PokemonSpecialTypes Special Types]] | [[Characters/PokemonLaterTypes Later Types]] -]]]
9
10Franchise/{{Pokemon}} come in 18 different types, each with its own [[ElementalRockPaperScissors advantages and disadvantages]]. When the franchise began, these types were little more than gameplay elements, but over the years, Creator/GameFreak and the fandom have added more than enough depth to the types to make them characters in their own right. This page is for types that were introduced in [[VideoGame/PokemonRedAndBlue the first-generation games]] and were considered physical types in those games.
11----
12
13[[foldercontrol]]
14
15[[folder:Normal]]
16!!Normal-Type (ノーマルタイプ ''Nōmaru Taipu'')
17[[quoteright:350:[[NonElemental https://static.tvtropes.org/pmwiki/pub/images/normal_types_3.png]]]]
18Normal-type Pokémon are the NonElemental of the series. It's not too useful offensively, but their diverse movepools make them capable of some truly impressive ConfusionFu. Unlike most types, which have some kind of obvious unifying theme, Normal-types can be anything from common animals to bizarre {{Cartoon Creature}}s. A few Pokémon, such as Ditto, Castform, Kecleon, Meloetta, Silvally, or Arceus, whose main gimmick revolves around changing their types or not relying on types at all, are Normal-types in their natural state.
19
20They make their habitats in any region that they can call home, [[JackOfAllTrades being the most exceptional generalists of the 18 types]]. Normal is the second most-common type.
21
22They make up most of the ComMons, but there are a few outliers like [[GentleGiant Snorlax]] and [[StoneWall Blissey]]. Arceus, the [[OlympusMons creator deity]] of the Pokémon world, is Normal-type in its default form.
23
24Normal-type attacks are strong against no types, are resisted by Rock and Steel, and do not affect Ghost. Normal-types are only weak to Fighting-type attacks, and are immune to Ghost.
25
26In the Trading Card Game, Normal-type Pokémon are part of the Colorless energy type.
27%%Offensively: x1/2 Rock, x1/2 Steel, x0 Ghost
28%%Defensively: x2 Fighting, x0 Ghost
29%%Known Specialists: Whitney in ''Gold and Silver'' and ''Crystal''; Norman in ''Ruby and Sapphire'' and ''Emerald''; Lenora in ''Black and White''; Cheren in ''Black 2 and White 2''; Ilima in ''Sun and Moon''
30----
31* ActionBomb: The moves Self-Destruct and Explosion, which both knock out the user in exchange for inflicting massive damage on the opponent, are Normal moves.
32* ActionInitiative:
33** Quick Attack has +1 priority, causing the move to hit first in most situations.
34** Feint is weak but [[ArmorPiercingAttack breaks all protection moves such as Protect, Wide Guard, and Spiky Shield]]. It has +2 priority.
35** Until the 7th generation games (which nerfed Sucker Punch's power and introduced the 90 power Bug-type move First Impression), Extreme Speed was tied with Sucker Punch for having the highest power of all priority attacks, at 80. It has +2 priority.
36** Fake Out has +3 priority and will always make the opponent Flinch, [[ItOnlyWorksOnce but it can only be used the first turn the user is allowed to act]].
37** [[InvertedTrope Inverted with Roar and Whirlwind, which have -6 priority, meaning that in the majority of cases, they will hit last.]]
38* AlwaysAccurateAttack:
39** Swift, Trump Card, Confide, Play Nice, and Tearful Look bypass accuracy and evasion checks when used.
40** Lock-On and Mind Reader cause the next attack to always hit even during the semi-invulnerable periods of moves like Fly and Dig.
41** And as a variation, Odor Sleuth and Foresight removes Ghost-type immunity and reset Evasion to default. They also bypass accuracy and evasion checks, since they would have a hard time doing what they're supposed to if they were prone to missing.
42* ArmorPiercingAttack:
43** As mentioned above, Feint breaks through moves like Protect.
44** Chip Away ignores changes in the target's Defense. [[ExactWords That's exactly what it does]] — it ignores increases in defense, but also ''decreases.'' (It also ignores modifiers to Evasion.)
45* AwesomeButImpractical:
46** Hyper Beam and Giga Impact are widespread and powerful attacks, but they have a recharge turn after use that forces the user to stay in battle and be unable to do ''anything''. What makes this AwesomeButImpractical is that the opponent can use this turn to do anything they like — healing, switching, boosting, or just beating the crap out of you. Chances are, your opponent's free turn will ''more'' than offset the damage your attack did. Even worse, you can most likely deal just as much (if not more) damage with any other move with an effective base 75 power or more — just use it twice in a row. [[CoolButInefficient In other words]], barring Slaking -- whose Truant ability makes it skip every other turn anyway -- there is next to ''no'' reason to '''ever''' use Hyper Beam or any other move that requires two turns to execute.[[note]]Interestingly, Hyper Beam is an aversion in Gen I since you don't have to recharge if you knock out an enemy Pokémon with it, making it very practical. This was changed from Gen II onward.[[/note]]
47** Trump Card has the unique property of increasing in power as its PP depletes, up to ''200'' Power on the final attack. However, it's very weak for the first few attacks and it's difficult surviving long enough for the power to reach its maximum. And, of course, you can only use the max power Trump Card once.
48** [[OneHitKO Horn Drill and Guillotine]] will KO the target no matter what (unless its Ability is Sturdy). However, it has an accuracy of 30% if both Pokémon are at the same level, and if the target's level is greater, the attack will fail. The only way to increase the accuracy of the OHKO moves is to have a level advantage: one level higher is one extra percent. If a Pokémon has a 20-level advantage to grant a 50% accuracy for these moves, then there are probably other moves in the Pokémon's arsenal that could one-shot its opponent with better efficiency. If you have a 50-level advantage, you can one-shot your opponent with ''Tackle'' or some similarly laughably weak move. There ''are'' ways to make these more reliable (like Mind Reader or No Guard), but nothing that makes them practical.
49* BadassNormal: The best way to describe some of the tougher Normal-types. They have weak Special Attacks and limited Special Movepools, but their physical stats and prowess with such moves are excellent.
50* BoringButPractical:
51** Rapid Spin, Swords Dance, Substitute, Protect, Baton Pass, Encore, and Fake Out. Normal-type moves like these aren't particularly flashy and most don't deal damage, but they can make or break entire battles.
52** Although Normal-types lack super-effective STAB coverage and have very little in the way of resistances, they can fill a wide variety of roles and find effective use on a team, both for serious battling and in-game adventuring.
53* BrownNote: Perish Song is a cursed song that causes all Pokémon that hear it to instantly faint in three turns. The curse can be nullified by switching out, so utilizing trapping moves and stalling ("Perish Trapping") is practically a requirement to effectively use Perish Song.
54* CartoonCreature: A lot of Normal-types look quite bizarre, even if they have recognizable basis. Just look at Lickitung and Audino for a few examples.
55* CastFromHitPoints:
56** Take Down, Double Edge, and Head Charge deal damage to the user equal to a fraction of the damage dealt to opponents; 1/4 for Take Down and Head Charge and 1/3 for Double Edge.
57** Belly Drum consumes 50% of the user's max HP and boosts its Attack to the maximum. Substitute consumes 25% of the user's max HP to create a decoy with that amount of HP to take attacks for it, while also blocking status attacks outright. If the user would be brought to 0 or less HP by either move, it fails.
58* ChargedAttack:
59** RazorWind and Skull Bash both require the user to spend a turn doing nothing before the attack. As a result, they fall squarely into AwesomeButImpractical territory, though they at least have an increased critical hit chance and raise the user's Defense, respectively.
60** Spit Up plays it a little differently — it only works after the user has used Stockpile at least once, and deals more damage if the user has used Stockpile more than once, consuming all charges in the process.
61* CharmPerson: Attract is a move that inflicts infatuation on the opponent of the opposite gender, preventing them from attacking 50% of the time.
62* ColorCodedElements: Normal-types are represented by a warm grey to represent their low interaction with other types. In practice, Normal-types tend to be grey, brown, or pink.
63* ComMons: The majority of ComMons are Normal-types, but the opposite is not necessarily true. This includes Rattata, Sentret, Zigzagoon, Patrat, Lillipup, and a majority of early Flying-types who have Normal as their second type.
64* ConfusionFu:
65** Normal-types tend to have large and ''extremely'' versatile movepools to go with their JackOfAllTrades nature.
66** Hidden Power has the potential to become any type but Normal and Fairy. The trainer can't determine its type without consulting the regional Hidden Power checker or doing a lot of math with hidden values, and its animation has no clue to what typing it is.
67** Assist can become almost any attack that another Pokémon in the trainer's party knows, while Metronome can become almost '''''any''''' attack, period. [[note]]Except Assist, Chatter, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, [[DepartmentOfRedundancyDepartment Metronome]], Mimic, Mirror Coat, Mirror Move, Protect, Quick Guard, Sketch, Sleep Talk, Snatch, Struggle, Switcheroo, Thief, Trick, and Wide Guard.[[/note]]
68* CounterAttack: Bide causes the user to charge for two turns, and then attack on the third turn for double the damage it took during the charging period.
69* CriticalHitClass: The moves Slash and Razor Wind have a higher than normal chance of causing {{Critical Hit}}s. Also of note is the move Focus Energy, which raises the user's overall chances of landing a critical hit and is useful for any Pokémon that plans to specialize in doing so. There is also Laser Focus, which guarantees that the next attack will be a critical hit.
70* DesperationAttack: Flail deals much more damage if used by a Pokémon that's at low HP.
71* DiscOneNuke: [=TM27=] [[ThePowerOfFriendship Return]] is obtained early in the game in ''Platinum'', ''Black 2 and White 2'' and ''X and Y''. With enough patience and walking around, it's possible to have a ''102'' power attack before tackling the first few gyms. Considering that most moves in the early-game have half that power at best, that's quite powerful. It's even more effective if used by a Normal-type, as its strength increases to '''153''' power, stronger than a STAB-less Giga Impact. More moves will become available, but until then, Return has incredible power.
72* DramaticRedSamuraiBackground: The animation for Retaliate features this starting from Generation VI, with the user perfoming a SingleStrokeBattle on the target over a red sliding door background.
73* ElementalRockPaperScissors
74** Offense
75*** Strong: None
76*** Weak: Rock, Steel
77*** Immune: Ghost
78** Defense
79*** Strong: None
80*** Weak: Fighting
81*** Immune: Ghost
82* EmergencyWeapon: Struggle can only be used by Pokémon that cannot use any more moves (either due to totally running out of PP or being locked into one move and running out of PP for that one). While it's considered a Normal-type move, the move is truly non-elemental because it doesn't apply ElementalRockPaperScissors. It also damages the user by 1/4th of its max HP with each use, so when a Pokémon starts using Struggle, the battle's going to be over quick.
83* FireIceLightning: Tri Attack is depicted as firing three balls of fire, ice, and electric energy. It has a 20% chance of burning, freezing, or paralyzing the opponent, and each one has a 1/3rd chance of happening.
84* FixedDamageAttack: Sonic Boom does exactly 20 damage to anything that's not a Ghost-type.
85* HealThyself: Recover, Soft-Boiled, Milk Drink, [[RestingRecovery Slack Off]], and Morning Sun all restore the user's HP. Swallow does the same, but only if the user has some charges stored from using Stockpile. Refresh doesn't heal any HP, but it [[AntiDebuff cures some of the major status effects]].
86* HerdHittingAttack: Captivate, Growl, Hyper Voice, Leer, RazorWind, Relic Song, Sweet Scent, Swift, and Tail Whip affect all foes while Boomburst, Explosion, Self-Destruct, and Teeter Dance hit everyone but the user.
87* HornAttack: The TropeNamer is a Normal-type move.
88* HPToOne: False Swipe and Hold Back deal normal damage but cannot cause a KO, leaving the target with at least 1 HP. Useful for catching Pokémon.
89* JackOfAllStats: As far as matchups go, it's nicely balanced, being weak to [[BareFistedMonk one type]] and immune to [[SoulPower another]]. ''Offensively'', Normal-type moves aren't particularly useful except for [[FunWithAcronyms S.T.A.B.]] (Same Type Attack Bonus), which enhances the strength of the moves by 50% as long as the user is the same type.
90* JackOfAllTrades:
91** They can also fulfill various roles with their plethora of attacking options.
92** In the Galar region, Normal-types are preferred in Poké Job requests as they are best at dealing with a wide variety of customers.
93* LastChanceHitPoint: Endure allows the user to survive lethal attacks with 1 HP left for the duration of the turn. Especially powerful when combined with Flail and Reversal (which gain strength the lower the user's HP is).
94* LastDiscMagic: Hyper Beam and Giga Impact are usually available to buy as a TM late in the game or can be learned naturally by some Pokémon during the late- or post-game.
95* LimitBreak:
96** The Normal-type Z-Move is Breakneck Blitz, in which the user [[RammingAlwaysWorks crashes into the foe at full speed]].
97** The Normal-type Max Move, Max Strike, sends a shockwave through the ground that lowers the target's Speed by 1 stage.
98** Gigantamax Meowth's exclusive G-Max Move, G-Max Gold Rush, causes beams of golden light to erupt from the ground to confuse the target and scatter large coins everywhere.
99** Pulverizing Pancake, Snorlax's personal Z-Move, causes it to build up energy before leaping up high and crushing its opponent. Its exclusive G-Max Move, G-Max Replenish, restores any Berries it and its allies have eaten.
100** Eevee's exclusive Z-Move is Extreme Evoboost, in which it summons one of each of its evolutions to infuse it with strength, increasing each of its stats by two stages each. G-Max Cuddle, Gigantamax Eevee's G-Max Move, has it playfully "cuddle" (read: crush) its opponent, infatuating the target if it's the opposite gender.
101* LuckBasedMission: Hidden Power's type (and power before ''X and Y'') is dependent on a hidden stat value that each Pokémon has, [[GuideDangIt not that the games tell you this]]. It's pretty much impossible to influence what you'll get without breeding (impractical before the credits roll and both time-consuming and sanity-draining regardless), manipulating the games' RandomNumberGod system (only possible before ''X and Y''), or just cheating.
102* MakeSomeNoise: Snore, Uproar, Hyper Voice, Round, Echoed Voice, Relic Song, and Boomburst are all damaging sound-based Normal moves. As of ''X and Y'', [[ArmorPiercingAttack they can hit Pokémon that are behind a Substitute]].
103* ManBitesMan: Super Fang, Hyper Fang, and Bite (only during [[VideoGame/PokemonRedAndBlue Gen 1]]) are all moves where the Pokemon bites the target.
104* MixAndMatchCritters: A lot of Normal-types are based on one animal, but have characteristics of other animals. Slaking is a gorilla mixed with a sloth, Eevee has canine and feline traits, Staraptor resembles a cross between a starling and a bird of prey, and so on.
105* MutualDisadvantage: Normal-types cannot be harmed by Ghost-type moves, but Normal moves can't harm Ghost-types either.
106* {{Nerf}}:
107** Explosion and Self-Destruct no longer halve the target's Defense starting in Generation V, effectively halving its power.
108** Horn Drill and Guillotine (and Fissure) based the hit possibility on Speed in Generation I and were affected by accuracy and evasion modifiers. Using X Accuracy (which made all attacks hit) on a fast Pokémon with Fissure could quickly defeat teams, even if using an underleveled Pokémon. Generation II changed these moves to the level-based hit possibility, and they ignore accuracy and evasion modifiers.
109** Hyper Beam in Generation I did not have a recharge turn if the Pokémon knocked out its opponent or broke a Substitute. In Generation II and beyond, the attack ''always'' has a recharge turn.
110* NonElemental:
111** Normal is (unsurprisingly) this in the type system. It has the fewest interactions with other types, being resisted by two types, having one type immune to it, and dealing [[{{Pun}} normal]] damage to the other fifteen types (including itself). On the downside, Normal moves are not super-effective against any type either.
112** In relation to them being essentially the "default" typing and not having any strong elemental qualities of its own, Normal is notable for having many moves that can be strongly influenced by the environment, weather, or simply the individual inner qualities of the Pokémon using the move. Hidden Power becomes a elemental typing depending on the [=IVs=] of the Pokémon, Secret Power changes effect according to the current surroundings, Nature Power becomes a different move depending on the current terrain, Weather Ball changes typing and power with the weather, and Terrain Pulse changes power and typing with the Terrain. Likewise there are a number of Abilities (Aerilate, Pixilate, Refrigerate, Galvanize) which increase the power of Normal type attacks and change them into an elemental typing in the process. Normalize does the opposite, writing over elemental attacks the user knows and turning them into Normal type moves while also boosting their strength.
113** This aspect of the Normal type having a comparative lack of strong elemental affinity is further emphasized by the Normal type plate item in ''Legends Arceus'' being called the "Blank Plate."
114* NonIndicativeName: There are many Pokémon who aren't "normal" in the slightest, but are Normal-type solely because they don't fit into any of the other types. Good examples of this would be [[{{God}} Arceus]] (the creator of the universe) and [[MixAndMatchCritters Type: Null]] (a chimera of parts from other Pokémon).[[note]]It should be noted that both Arceus and Silvally (the evolution of Type: Null) have the gimmick of being able to change their type before battle, depending on what item they hold, so the Normal type is little more than a default state of being for them.[[/note]]
115* OneHitKO: Horn Drill and Guillotine will instantly KO the target if they connect.
116* PercentDamageAttack: Super Fang cuts the current HP of the target in half.
117* ThePowerOfFriendship: Return. Its power is dependent on how high the user's Friendship Value is, maxing out at 102 power. [[InvertedTrope Inverted]] with Frustration, which has the same power when the Value is as low as possible.
118* PuppyDogEyes: Tearful Look makes the target lose its combative spirit, lowering its Attack and Special Attack.
119* QuirkyBard: There are a lot of Normal-type Pokémon whose main features are gimmicks. Ditto can transform into other Pokémon; Eevee has eight potential evolutions; Smeargle can copy nearly every move; Spinda has variable spot patterns; Castform's type changes to match the weather (except sandstorms for some odd reason); Kecleon's ability changes its type into the attack last used on it; Chatot interacts with the DS microphone; Deerling and Sawsbuck have different designs depending on the in-game season; and many more. Often, these gimmicks are [[JokeCharacter all they have]], though some are still capable fighters (like Eevee's evolutions and Sawsbuck).
120* RammingAlwaysWorks: Tackle, Take Down, Double Edge, Head Charge, and Giga Impact, among others. Ramming is so iconic for being associated with Normal type attacks that the ultimate Normal type move (Breakneck Blitz) is itself basically a [[AddedAlliterativeAppeal terrain-tearing Tackle]] in its animation.
121* RandomEffectSpell: Metronome can select nearly any move in the series when used, while Assist is more controlled in that it will randomly select a move that one of the user's teammates knows. Both of them cannot call certain moves, like [[DepartmentOfRedundancyDepartment themselves]], [[DefendCommand Protect]], or [[CounterAttack Counter]].
122* RealIsBrown: Many of them have a brown or tan color scheme to make them look more like real animals.
123* {{Retcon}}:
124** Several previously Normal-type Pokémon and a few Normal-type moves became Fairy-type in Gen VI.
125** This also happened in Generation II, where [[DishingOutDirt Sand Attack]], [[CombatPragmatist Bite]], [[BareFistedMonk Karate Chop]], and [[BlowYouAway Gust]], all Normal-type in Generation I, changed type.
126* ScissorsCutsRock: Foresight and Odor Sleuth allow the user to hit Ghost-type Pokémon with Normal- and Fighting-type moves, which is normally impossible.
127* ShedArmorGainSpeed: This is how Shell Smash works. Though it lowers the user's defenses, it also gives great boosts to Speed as well as both offenses.
128* SituationalDamageAttack: Flail deals more damage the lower the user's HP is. At full HP, the power is a measly 20, but when the user has under 5% of their HP left, it becomes even stronger than [[WaveMotionGun Hyper Beam]].
129* SpamAttack: Barrage, Comet Punch, Double Slap, Fury Attack, Fury Swipes, Spike Cannon, and Tail Slap hit 2-5 times when used, though each hit is pretty weak.
130* SpinToDeflectStuff: The move Rapid Spin has the user spin at high speed to deal damage. It's actually really weak, but it has the useful property of removing Leech Seed, trapping moves that deal damage like Bind, and [[GeoEffects entry hazards]] like Spikes. This effect only works if the attack deals damage ''and'' the user doesn't faint from recoil, so a Ghost-type or damage from Rocky Helmet/Rough Skin/Iron Barbs can stop it.
131* StatusBuff:
132** Swords Dance increases the user's Attack by 2 stages (a 100% additive increase).
133** Work Up and Growth increase Attack and Special Attack by 1 stage each (a 50% additive increase), with Growth doubling the boosts during Sunny Day or Drought.
134** Harden and Defense Curl increase Defense by 1 stage, [[{{Combos}} with Defense Curl having the added bonus of doubling the power of]] [[RollingAttack Rollout and Ice Ball]].
135** Howl and Sharpen increase Attack by 1 stage.
136** Acupressure randomly increases one stat by 2 stages.
137** Belly Drum maxes out attack (to 400%) [[CastFromHitPoints at the cost of half the user's HP]].
138** Double Team increases Evasion by 1 stage.
139** Minimize increases Evasion by 2 stages, but also causes the user to always get hit by and take double damage from [[GiantFootOfStomping Stomp]], [[DeathFromAbove Body Slam]], [[RollingAttack Steamroller]], Dragon Rush, [[DeathFromAbove Flying Press]], and Phantom Force, as well as taking double damage from [[WrestlerInAllOfUs Malicious]] [[LimitBreak Moonsault]].
140** [[ShedArmorGainSpeed Shell Smash]] increases Attack, Special Attack, and Speed by 2 stages, but decreases Defense and Special Defense by 1 stage.
141** Stockpile increases both Defense and Special Defense by 1 stage, but maxes out at 3 stages instead of 6 because of the move's interaction with [[HealThyself Swallow]] and [[ChargedAttack Spit Up]].
142** Helping Hand increases the damage dealt by a partner Pokémon in Doubles/Triples by 50%.
143* SuperMode: Pidgeot, Kangaskhan, Lopunny, and Audino are capable of Mega Evolution, while Meowth, Eevee, and Snorlax are capable of Gigantamax.
144* SuperSpeed: Invoked with Quick Attack and Extreme Speed, which involve the user moving so fast they strike before other Pokémon normally would.
145* SwitchOutMove:
146** Roar and Whirlwind cause the target to switch out, but force the user to move last (mainly as a safeguard against abusive shuffle/[[CycleOfHurting lockdown]] shenanigans).
147** Baton Pass causes the user to simply switch out. However, doing so will maintain the user's current status changes (positive and negative), non-permanent status conditions (like confusion), Substitutes, and the like. Switching out normally would remove those changes. It also allows the user to switch out if it is prevented from doing so by Mean Look or Shadow Tag, and it will not trigger Pursuit's special effect.
148* UselessUsefulSpell:
149** Hidden Power can turn out like this if the type you get is something you can already get, like a STAB move [[NotCompletelyUseless (unless the user is one of the rare Pokémon that doesn't get access to one of their STABs, like Flying-type moves for Thundurus)]]. Even worse before ''X and Y'', where your Hidden Power could end up with a Power of ''30'', meaning that your resisted STAB attacks will most likely hit harder than a super-effective Hidden Power.
150** Most Normal-types have astoundingly diverse movepools (by TM and tutor), but sadly, most of the moves that make up that movepool run off stats that most Normal-types don't have use for (namely special attacks).
151* WaveMotionGun: The famous [[AwesomeButImpractical Hyper Beam]] manifests as a huge beam of energy.
152* YouWillNotEvadeMe: The moves Block and Mean Look prevent most opponents from escaping as long as the user remains in play. Only Ghost-types and Pokémon with certain abilities can escape.
153[[/folder]]
154
155[[folder:Fighting]]
156!!Fighting-Type (かくとうタイプ ''Kakutō Taipu'')
157[[quoteright:350:[[BareFistedMonk https://static.tvtropes.org/pmwiki/pub/images/fighting_types.png]]]]
158
159Fighting-types tend to represent various styles of martial artists, but with the twist that these fighters have their skills as a natural ability, rather than as a discipline. They can be found in caves, honing their discipline against the tough Rock-types, and occasionally in urban areas, likely a result of their discipline making them easily domesticated. [[MundaneUtility They can be useful in construction.]]
160
161Originally, Fighting-types weren't very useful in Gen I, when Psychic-types ruled the proverbial roost. With the introduction of both Dark- and Steel-types, both of which were weak to Fighting-types, their usability shot up dramatically, and they are now one of the major attacking types alongside Ground and Rock. Fighting-type attacks are super-effective on Normal, Rock, Ice, and the aforementioned Dark and Steel types, but are resisted by Bug, Poison, Flying, Psychic, and Fairy-types and completely ignored by Ghosts. Fighting-types are also useful defensively against Rock, Bug, and Dark attacks, but take double damage from Flying, Psychic, and Fairy moves.
162
163As of Gen IX, Fighting has been paired with every other type at least once.
164%%Offensively: x2 Normal, x2 Rock, x2 Ice, x2 Dark, x2 Steel, x1/2 Bug, x1/2 Flying, x1/2 Poison, x1/2 Psychic, x1/2 Fairy, x0 Ghost
165%%Defensively: x1/2 Bug, x1/2 Rock, x1/2 Dark, x2 Flying, x2 Psychic, x2 Fairy
166%%Known Specialists: Bruno in ''Red and Green/Blue'' and ''Yellow''[[note]]and also ''Gold and Silver'' and ''Crystal''[[/note]]; Chuck in ''Gold and Silver'' and ''Crystal''; Brawly in ''Ruby and Sapphire'' and ''Emerald''; Maylene in ''Diamond and Pearl'' and ''Platinum''; Marshal in ''Black and White'' and ''Black 2 and White 2''; Korrina in ''X and Y''; Hala in ''Sun and Moon''; Bea in ''Sword''
167----
168* ActionInitiative:
169** The physical Mach Punch and the special Vacuum Wave have priority, letting the user go before the opponent more often than not.
170** [[InvertedTrope Inverted]] with Vital Throw, Revenge, Counter, Focus Punch, and Circle Throw, which all have negative priority, causing the user to go last most of the time.
171* AlwaysAccurateAttack: Aura Sphere and Vital Throw bypass accuracy and evasion checks. They can still fail if the opponent is in the middle of using a move like Fly, as it removes them from the field.
172* ArmorPiercingAttack: Sacred Sword ignores changes in the target's Defense and Evasion (but also ignores increases as well).
173* AwesomeButImpractical:
174** [[KiManipulation Focus Blast]] is a very powerful special attack that can be taught to many Pokémon, but [[PowerfulButInaccurate is unreliable due to having 70% accuracy]] and has a low [[ManaMeter Power Point]] count.
175** Dynamic Punch will always confuse the opponent when it hits and has high power, but has 50% accuracy. Averted if used by a Machamp or Golurk with the ability No Guard, since the ability makes everything an AlwaysAccurateAttack, even if the opponent is outside of the field after using Dig or Fly.
176** Flying Press is the only dual-type attack in the game, being a Fighting and Flying attack. However, some types that are weak to Fighting resist Flying and vice-versa, meaning that it will usually only hit for neutral damage. Plus, there are few Pokémon that are weak to both Flying and Fighting-type attacks, so the end result is basically a Fighting-type move that really hurts Grass and Fighting-types, but doesn't work as well on Rock and Steel-types.
177** Meteor Assault is a Fighting-type clone of Giga Impact, meaning that Sirfetch'd is a sitting duck for 1 turn after using it (and it could do ''way'' more damage by just using Close Combat twice).
178* BadassNormal: Most Fighting-types don't have very many elemental or supernatural powers compared to most Pokémon and they tend to have low Special Attack power, but their physical strength is excellent.
179* BareFistedMonk: In general, the Fighting-type is used to represent this sort of fighting style in the ''Pokémon'' series. Most Fighting-types use no form of weapon, but they can punch hard enough to smash Steel-, Rock-, and Ice-types. Several Fighting-types can have the ability Iron Fist, which powers up their punching attacks.
180* BarrierBustingBlow: Brick Break removes Reflect and Light Screen from the opponent's side of the field before doing damage, unless they are a Ghost-type.
181* BloodKnight: Well, they don't particularly care for ''killing'', but generally speaking, they're certainly one of the most eager types to enter combat.
182* BoringButPractical: Fighting-Types lack the flashy attacks of the other types and variety in their moves, with the majority of them being just different variations of punches and kicks, but their raw strength and technique is so good that they really don't need to do anything else.
183* BrickBreak: The TropeNamer. It has average power, but it also has the useful properties of shattering Light Screen and Reflect.
184* CastFromHitPoints:
185** Submission deals damage to the user equal to 1/4 of the damage dealt to the target.
186** Final Gambit causes the user to faint, but deals damage equal to the value of their HP when it was used.
187* ChargedAttack: [[MegatonPunch Focus Punch]] [[PlayingWithATrope plays with this]]. It charges during the turn it is used and is executed at the end of it (making it the only charged attack that is anywhere ''near'' practical without a Power Herb), but requires the user to not take any damage for the attack to succeed, which is very difficult without using Substitute or somehow making the opponent unable to attack.
188* CharlesAtlasSuperpower: Most of them are described as having SuperStrength and [[SuperToughness toughness]] from sheer training.
189* CloseRangeCombatant: The majority of Fighting-types attack by getting up close and attacking with their fists.
190* ColorCodedElements: The Fighting-type icon is reddish brown. Some Fighting-types are likewise colored.
191* CounterAttack: The appropriately-named [[ExactlyWhatItSaysOnTheTin Counter]] deals twice the damage the user takes from Physical attacks to the opponent. It doesn't work on Ghost-types or if the user doesn't take physical damage.
192* CriticalHitClass:
193** Cross Chop has an increased chance to land a CriticalHit, as does Karate Chop.
194** Storm Throw will always land a CriticalHit when it's used, but has only average power.
195* DangerousForbiddenTechnique:
196** Close Combat and Superpower are as powerful as Fire Blast, Blizzard, and Thunder without the accuracy issues, but they lower the user's stats[[note]]Defense and Special Defense for Close Combat, Attack and Defense for Superpower[[/note]] each time they're used. For Superpower, this is averted if used by Malamar, Lurantis, and Enamorus-Incarnate with Contrary, in which case it ''raises'' the user's Attack and Defense.
197** Hammer Arm is as powerful as Earthquake, but it lowers the user's Speed each time it's used and has a small chance to miss.
198* DeathOrGloryAttack: Jump Kick and High Jump Kick deal massive damage, but missing or having the attack blocked/nullified causes heavy damage to the user (a portion of the damage it would've done in Gens I-IV; half of the user's max HP from Gen V and on).
199* DefendCommand:
200** Detect acts like the move Protect and defends the user from most attacks. Attempting to use it consecutively will decrease the chance of it succeeding by half.
201** Quick Guard protects the user and their allies from Priority attacks and is designed for Double and Triple Battles.
202** Mat Block protects the user and their allies from attack moves, but can only be used the first turn the user is in battle. Like Quick Guard, it's designed for Double and Triple Battles.
203* DifficultButAwesome: Focus Punch has 150 Power and 100% accuracy, but if the user takes direct damage when using it, they lose focus and can't move. Since the move is decreased priority (and beginning to focus has increased priority), the Pokémon using Focus Punch is likely to get hit and not be able to use the move, unless they're up against an opponent who is very fond of status moves. It's possible to work around this, like having a Substitute to sponge an attack (a broken Substitute doesn't count as getting hit), inflicting Sleep on a target before using it, or using it when the opponent doesn't attack. Double and Triple Battles also add the possibility of a speedy partner with After You or Follow Me.
204* DumbMuscle: The implicit reason for their weakness to Psychics; Fighting-types fail in contests of the mind, and most of them have poor Special Attack. Ironically, Fighting-types can be {{Genius Bruiser}}s as far as their knowledge of martial arts and physical training go; they just aren't that good with other subjects, implying they're more BookDumb than outright stupid. This is averted (but reinforced) with Gallade, Meditite, and Medicham, who are equally disciplined in the mind due to their additional Psychic typing. By and large, most Fighting-types are more-or-less just as intelligent as any other Pokémon.
205* ElementalPunch: As long as they have arms, they usually can be taught Fire Punch, Ice Punch, and Thunder Punch.
206* ElementalRockPaperScissors
207** Offense
208*** Strong: Dark, Ice, Normal, Rock, Steel
209*** Weak: Bug, Fairy, Flying, Poison, Psychic
210*** Can't Hit: Ghost
211** Defense
212*** Strong: Bug, Dark, Rock
213*** Weak: Fairy, Flying, Psychic
214* FixedDamageAttack:
215** Seismic Toss inflicts flat damage equal to the user's level.
216** Final Gambit deals damage equal to the user's HP when they used the attack. [[SuicideAttack Emphasis on "when they used the attack".]]
217* ForceAndFinesse: Makuhita/Hariyama and Meditite/Medicham were the only primary Fighting-types introduced in Gen III (although a few other Pokémon carried a secondary Fighting typing) and make a good pair, with Hariyama's sumo origin and slow, bulky style of mighty slaps and punches contrasted against Medicham's yogini influence and evasive, dance-like movements bolstered by psychic prediction. Most other Fighting-types lean toward the Force aspect, although there are some notable exceptions, like Mienfoo/Mienshao.
218* ForGreatJustice: Fighting is generally treated as a heroic and honorable type, forming a contrast with the more underhanded and villainous Dark-type. This (along with HonorBeforeReason) is why the Fighting-type is strong against the Dark-type (the Fighting-type represents discipline and law, which trumps the Dark-type's criminally-inclined chaos) and helps to explain why many Fighting-type Pokémon are depicted as heroes in their Pokédex entries (Pangoro is a BullyHunter, the Swords of Justice [[WeHelpTheHelpless defend innocent Pokémon]], Hakamo-o and Kommo-o drive away evil with their bells, Gigantamax Urshifu can smite evil with its glare, and so on). The description for the Justified ability even reads: "Being hit by a Dark-type move boosts the Attack stat of the Pokémon, for justice."
219* GeniusBruiser: While Fighting-type Pokémon in earlier generations displayed DumbMuscle characteristics, later ones appear to lean towards this: For example, Conkeldurr developed the ability to produce concrete, which it taught to humans, while older Hariyama are said to teach younger Makuhita how to properly train in sumo. Lucario are also said to be very intelligent and capable of easily understanding humans.
220* GlassCannon: The majority of Fighting-types have very good attack stats. Their defenses tend to run the gamut between bulky and frail, depending on what type of fighting style they are based on, but they lean towards frail overall.
221* HonorBeforeReason: The implicit reason for their advantage against Dark-types. This is further backed up by the ability Justified (Heart of Justice in Japanese), which increases Attack when hit by a Dark-type move.
222* HuMons: In terms of both body shape and fighting style, most Fighting-types are the most similar to humans. There are a few that explicitly aren't, such as the Swords of Justice (who resemble ungulates). Later generations introduced Fighting-types that are less and less humanoid.
223* HumanHammerThrow: There are a handful of Fighting moves that involve bodily throwing the target, including Circle Throw, Seismic Toss, Storm Throw, and Vital Throw.
224* KamehameHadoken: Aura Sphere is described as being this, which makes sense when used by most Pokémon capable of it (Lucario, Mewtwo, Mew, etc.), but ends up being ridiculous when it's coming from the likes of Dialga, Giratina, or Togekiss.
225* KiManipulation: The moves [[AlwaysAccurateAttack Aura Sphere]] and Focus Blast are energy-based Fighting-type moves. Kubfu is also stated to have an organ in its body that produces "fighting energy".
226* LastDiscMagic:
227** [[NoHoldsBarredBeatdown Close Combat]] is usually available to many Fighting-types late-game, though some get it as soon as they reach the mid 30's in level. [[LoopholeAbuse Or you can go to the Move Relearner and get it as soon as they evolve because it's listed as a Level 1 move in the programming.]]
228** Superpower is typically naturally learned late in the game or taught by move tutors found in the late- or postgame.
229* LifeDrain: Drain Punch inflicts damage and heals back 50% of the damage it inflicted.
230* LimitBreak:
231** The Fighting-type Z-Move is All-Out Pummeling, in which the user rams an energy orb into the target after some RapidFireFisticuffs.
232** The Fighting-type Max Move is Max Knuckle. It forms a huge fist made out of energy which hits the opponent and causes the Attack stat of the user and its allies to rise.
233** Gigantamax Machamp's exclusive G-Max Move is G-Max Chi Strike. It forms a huge fist made out of energy which hits the opponent and causes the CriticalHit rate of itself and its allies to rise.
234* MagicallyIneptFighter: A ''huge'' number of Fighting-types have high Attack but low Special Attack, and most Fighting-type moves are physical to go with their high attack. Ironically, quite a few Fighting-types actually have better ''Special'' Defense than physical Defense, most notably all of the Hitmon- Pokémon.
235* MegatonPunch:
236** Dynamic Punch is one of these, having a power of 100 and the move's description saying the user punches the target with full, concentrated power.
237** [[LimitBreak Max Knuckle and G-Max Chi Strike]] are depicted as this in the anime [[GameplayAndStorySegregation despite not acting that way in the games]] (In the games, Max Knuckle and G-Max Chi Strike wallop the opponent with a gigantic fist of energy).
238* MutualDisadvantage: Towards Bug-types, where they resist each other's attacks.
239* NoHoldsBarredBeatdown: In Gens IV and V, Close Combat is depicted as multiple fists pummeling the target. However, the move is also learnable by several quadrupeds (like Growlithe, Arcanine, and the Swords of Justice), a bird of prey (Staraptor), and a ''fish'' (Barraskewda), so it can just as easily involve kicks, beaks, fins, or whatever else the user has to pummel the opponent with.
240* TheParalyzer: The move Force Palm can inflict Paralysis 30% of the time.
241* PowerOfTheVoid: Believe it or not, this shows up in a certain Fighting move, Vacuum Wave, though not many Pokémon can make good use of it since it's a special move (most Fighting-types are oriented toward physical attacks) and it has a direct physical counterpart in Mach Punch.
242* RapidFireFisticuffs: Close Combat is depicted as a barrage of kicks and punches. Some Pokédex entries imply that Fighting-types can do that naturally, such as Machamp and Hitmonchan. The ultimate Fighting-type attack, the Z-Move called All Out Pummeling, takes this to the extreme of having dozens of fists knock the opponent into a mountainside.
243* RedHotMasculinity: Dark vermilion (a color ''redder'' than oranges used by the Fire type) is the color most commonly associated with the Fighting type, and its use of skill and strength in physical combat makes it the most outwardly masculine type. Fighting-type Pokémon also tend to either be all-male or have gender ratios that favor males.
244* SituationalDamageAttack:
245** The Power of Low Kick is dependent on the target's weight. For opponents weighing less than 10 kg, it's a measly 20, but for anyone weighing equal to or greater than 200 kg, it's a very strong 120.
246** Revenge normally has an okay Power of 60, but that will double if the user took damage on the same turn it was used.
247** Reversal's Power is dependent on how much HP the user has left; the lower the value, the more damage it deals. At max HP, it's a very weak 20, but at less than 5%, it maxes out at 200.
248* SpamAttack: Arm Thrust hits the opponent 2-5 times on each use.
249* SpinningPiledriver: The move Submission.
250* StatusBuff: Bulk Up increases the user's Attack and Defense by 1 stage each.
251* StrongFleshWeakSteel: They are strong against the Steel-type despite mostly being made of flesh.
252* SuicideAttack: Final Gambit causes the user to faint but inflicts an amount of damage equal to the user's current HP. Sadly, it's prevented from qualifying for TakingYouWithMe by mostly being given to Pokémon with laughably low HP (including the OneHitPointWonder Shedinja).
253* SuperMode: Heracross, Blaziken, Medicham, Lucario, and Gallade are capable of Mega Evolution, while Mega Mewtwo X and Lopunny gain the Fighting-type upon Mega Evolving. Machamp and both forms of Urshifu are also capable of Gigantamax, though the Urshifu forms derive their G-Max Moves' type from their style (Dark for Single Strike, Water for Rapid Strike).
254* SuperToughness: They resist Rock-type attacks.
255* SwitchOutMove: Circle Throw goes last, but forces the target to switch when it hits, unless they are immune to the move.
256* TrainingFromHell: Many of them go through a self-inflicted form of this. Sawk secludes itself in the mountains and trains without sleeping, Machoke lifts vehicles to train its muscles, Medicham fasts and meditates daily to develop its mental powers, and Poliwrath swims the width of the Pacific Ocean.
257* UndergroundMonkey: Galarian Farfetch'd and the Combat Breed of Paldean Tauros are pure-Fighting type, while Galarian Zapdos, Hisuian Lilligant, Sneasel and Decidueye as well as the other two breeds of Paldean Tauros have this type, unlike their regular forms.
258* UselessUsefulSpell:
259** Vacuum Wave was until the 7th generation the only Special priority attack in the series, but almost every Pokémon that learns it has ''horrible'' Special Attack. Infernape, Lucario, and Toxicroak are the only ones that can actually deal respectable damage with it, since they have passable Special Attack and a StatusBuff to increase it further.
260** Prior to Gen IV, most Fighting-types with the [[ElementalPunch elemental punches]] were fairly useless, because those attacks all ran off their (usually) low Special Attack stat.
261* WeakToMagic: Fighting types are weak against Psychic and Fairy attacks (the types that correspond the best to magic). In addition, Fighting attacks have low effectiveness on Psychic and Fairy Pokémon and are utterly useless against Ghost types (unless Foresight is in play).
262[[/folder]]
263
264[[folder:Poison]]
265!!Poison-Type (どくタイプ ''Doku Taipu'')
266[[quoteright:350:[[PoisonousPerson https://static.tvtropes.org/pmwiki/pub/images/poison_types.png]]]]
267
268These vile Pokémon have powers of venom, toxins, and poisons. Their specialty is harassing the enemy with status effects and residual damage. Most Poison-types are based on poisonous or venomous creatures, though some resemble inanimate objects such as trash bags and piles of sludge. They are mostly found in urban areas and forests, with the infamous [[GoddamnedBats Zubat]] family residing in caves.
269
270The status associated with them is Poison and Bad Poison. Both effects cause the afflicted Pokémon to lose health at the end of the turn, but Bad Poison is especially nasty because it inflicts steadily increasing amounts of damage — 1/16th of its max HP, which increases to 1/8 to 3/16 to 1/4, and so on. The moves Toxic and Poison Fang can inflict the latter status, as can Toxic Spikes if it is stacked, and if a Poison-type Pokémon uses Toxic in Generation VI and beyond, it has absolutely perfect accuracy, hitting even if the target uses Fly or Dig. Poison-types cannot be Poisoned themselves.
271
272Their offensive capabilities are not spectacular, though, as they are strong against only two types, Grass and Fairy, and are resisted by four types (Rock, Ground, Poison, and Ghost) and nullified by one (Steel). Despite this, they still have a few powerhouses. Their defensive abilities, however, are a bit better, resisting five types (Grass, Bug, Fighting, Poison, and Fairy) while being only weak to two, namely Psychic and Ground (although those two are fairly common...).
273
274%%Poison is the only type to have no dedicated Legendary or Mythical Pokémon, aside from Arceus holding a Toxic Plate or Poisonium Z. If one counts Ultra Beasts as being Legendaries, however, then Nihilego, Poipole, and Naganadel would stand as Poison Legendaries.
275
276Originally, Poison was the most common type in the game, narrowly edging out the ubiquitous Water type in Generation I. However, it hasn't been terribly common since; Generations II-VII combined have introduced exactly as many Poison-types as Generation I alone.
277
278In the Trading Card Game, Poison-type Pokémon are currently part of the Darkness energy type. In sets prior to ''Diamond & Pearl'', they were part of the Grass type, while in sets starting with ''Diamond & Pearl'' but prior to ''Sword & Shield'' they were part of the Psychic type.
279%%Offensively: x2 Grass, x2 Fairy, x2 Bug (Gen I only), x1/2 Rock, x1/2 Ground, x1/2 Poison, x1/2 Ghost, x0 Steel
280%%Defensively: x1/2 Grass, x1/2 Bug, x1/2 Fighting, x1/2 Poison, x1/2 Fairy, x2 Psychic, x2 Ground
281%%Known Specialists: Koga in ''Red and Green/Blue'' and ''Yellow'' and in ''Gold and Silver'' and ''Crystal''; Roxie in ''Black 2 and White 2''; Plumeria in ''Sun and Moon''
282----
283* AcidAttack: The Poison-type is traditionally associated [[PoisonIsCorrosive with acid]] in its flavor and attacks.
284** Numerous Poison moves — such as Acid Downpour, Acid Spray, Acid, Acid Armor, and Gastro Acid — are themed around corrosive substances rather than strictly toxic ones.
285** Gulpin and Swalot are also explicitly themed around gastric acids. Dragalge can, according to the Pokédex, spit acid powerful enough to dissolve the hull of a tanker.
286* AllWebbedUp: Toxic Thread lowers the target's Speed by 1 stage and poisons it. If the target is immune to one effect but not the other, the move will do whatever it can to the target rather than outright failing.
287* AlwaysAccurateAttack: As of ''X and Y'', if a Poison-type uses Toxic, it will always hit the target regardless of accuracy/evasion modifiers and can even hit targets during the semi-invulnerable period provided by moves like Fly and Dig. Clear Smog also bypasses accuracy and evasion checks, as it's meant to [[StatusBuffDispel remove stat changes]] and it would be difficult to do so if it can't hit the target.
288* AlwaysChaoticEvil: While wild Poison-types are just as neutral as any other wild Pokémon, they are usually the first choice of villainous teams, showing up most frequently at the command of Team Skull in the Alola region.
289* AwesomeButImpractical: [[{{Fartillery}} Belch]] is a strong special attack that actually has good accuracy for its power, but requires that the user consume a berry before it can be used and is mostly only learned by Pokémon with low Special Attack.
290* BalanceBuff: Poison was once the worst offensive type in the game. It only did super-effective damage to one other type (Grass), which plenty of other types did anyway; on the flip-side, several types resisted Poison. Gen VI added Fairies, giving Poison another type it could be effective against. Unrelated to this, Toxic now never misses if the user is a Poison-type.
291* BubblegloopSwamp: The Poison-type Spectacular Talent animation in ''ORAS'' involves the Pokémon being surrounded by exploding bubbles in a swamp filled with bright purple and green liquid.
292* {{Caltrops}}: The move Toxic Spikes lays poisoned caltrops that inflict [[DamageOverTime poison]] on anything grounded that switches in if they lack Heavy-Duty Boots. Adding a second layer upgrades the effect to bad poison.
293* ColorCodedElements: Poison-types are associated with purple, leading to an [[AvertedTrope aversion]] of PurpleIsPowerful.
294* CombatPragmatist: Not to the same extent as Dark, but definitely a prominent feature. Poison-type features include poisoning the opponent through various methods and lowering their stats through acidic poisons.
295* {{Combos}}: Can use Toxic to poison an opponent, then use Venoshock to deal extra damage to the poisoned target, or Venom Drench, which lowers the Attack, Special Attack, and Speed of a poisoned opponent by 1 stage each. If the user has Merciless, its attacks on a poisoned target will be guaranteed {{Critical Hit}}s (barring Shell/Battle Armor or Lucky Chant). And, yes, Merciless can be paired with Venoshock.
296* DamageOverTime: They are excellent at residual damage and status effects. Many Poison-types also have high HP (Muk, Garbodor, Swalot, Amoonguss, etc.), Defense (Weezing, Toxapex), or Special Defense stats (Nihilego, Venusaur, Tentacruel, Toxapex again).
297* DeadlyGas: A key concept behind Koffing/Weezing, iconic Pokémon of their type, as well as the moves Poison Gas, Smog, and Clear Smog.
298* ElementalRockPaperScissors
299** Offense
300*** Strong: Bug (Gen I Only), Fairy, Grass
301*** Weak: Ghost, Ground, Poison, Rock
302*** Can't Hit: Steel
303** Defense
304*** Strong: Bug (Gen II-Forward), Fairy, Fighting, Grass, Poison
305*** Weak: Bug (Gen I Only), Ground, Psychic
306* FeedItWithFire: In a slightly unusual sense of the trope, Poison-types are not only immune to poisoning, but can also remove any number of layers of Toxic Spikes on entry (unless they happen to not be grounded). The Poison-type Pokémon gets no benefit from doing this, though.
307* {{Gasshole}}: Belch, a powerful move introduced in Generation VI that requires the user to have consumed a berry during the battle to be used.
308* {{Gonk}}: In general, Poison-types tend to look more monstrous than most other Pokémon, being based on gasbags, slime monsters, literal garbage, and various poisonous animals, including snakes, frogs, and insects. Not many Poison-types could be called beautiful or even cute, though some qualify for UglyCute.
309* HealThyself: Purify is a move that removes the target's status condition, and if successful, it also heals the user's HP by up to 50%. However, it's Pyukumuku's SecretArt, and Pyukumuku isn't a Poison-type.
310** Pokémon with the Poison Heal ability will heal 1/8th of their max HP per turn, making this the only time Poisoning would give a healing factor instead of reducing hit points. Obviously, it's never seen on Poison-type Pokémon.
311* HerdHittingAttack: Acid and Poison Gas hit all opponents, while Sludge Wave hits everyone but the user.
312* LimitBreak:
313** The Poison-type Z-Move is Acid Downpour, in which the user creates a poisonous swamp and sinks the target into it.
314** The Poison-type Max Move is Max Ooze, which causes slimy purple poison to erupt from the ground, raising the user and its allies' Special Attack stat by 1 stage.
315** Gigantamax Garbodor's signature G-Max Move is G-Max Malodor. This move causes green poisonous sludge to erupt from the ground, Poisoning everyone on the target's side of the field.
316* LikeCannotCutLike: Poison moves won't do much against Poison Pokémon, and Poison-types are immune to the status condition.
317* {{Mooks}}: The most common type (along with [[CombatPragmatist Dark]]) to be used by the bad guys. Note that, as they are the servants of {{Mooks}} themselves, this effectively makes them {{Mooks}} ''squared''.
318* MutualDisadvantage: In Gen 1, they are mutually weak against Bug-types. Not anymore from Gen 2 onwards, as Poison-types resist Bug attacks, while Bug-types take neutral damage from Poison attacks.
319* {{Nerf}}: Toxic as a Technical Machine used to be notable in that just about every fully-evolved or Legendary Pokémon (and most unevolved Pokémon) could learn it, but as of Gen 8, it has been restricted to mainly Poison type Pokémon and ones whose history, abilities, or design inspirations have connections to toxins in some way. This severely puts a damper on the classic "[[GradualGrinder Toxic stall]]" strategy by substantially reducing the number of Pokémon able to use it.
320* PoisonIsCorrosive: The moves Acid and Acid Spray deal damage without inflicting poison; instead, they lower the target's Special Defense (Acid has a 10% chance of doing so while Acid Spray always lowers Special Defense by 2 stages). Despite this, they still don't affect Steel-types. The Ability Corrosion allows the user to poison Steel-types via Poison Gas or Toxic, but it doesn't allow any Poison-type attacks to damage them.
321* PoisonIsEvil: While Poison-types as a whole aren't inherently evil, villainous teams such as Team Rocket are fond of using them. Several leaders of villainous teams often include a Poison-type or two on their team, including Giovanni's Nidoking and Nidoqueen, Maxie's, Archie's, and Cyrus's Crobat, Ghetsis's Drapion and Toxicroak (''Black 2'' and ''White 2'' only), Plumeria's Salazzle, Guzma's Ariados, and [[spoiler:Oleana]]'s Salazzle and Gigantamax Garbodor. [[spoiler:Lusamine]] is ''heavily'' associated with Nihilego, but does not use one in battle. [[spoiler:The Loyal Three and Pecharunt]] is the first instance in the franchise where Poison-type Pokémon are ''inherently'' evil.[[note]]Eternatus is more of an AmbiguouslyEvil case.[[/note]]
322* PoisonousPerson: Toxins, and corrosives, and fumes!
323* PowerNullifier:
324** The move Gastro Acid suppresses the target's ability (unless it's Multitype, Stance Change, Schooling, Comatose, Shields Down, Disguise, RKS System, Battle Bond, or Power Construct) as long as they remain in battle.
325** The Koffing line's Neutralizing Gas ability suppresses the abilities of all other Pokémon in the battle.
326* SecretArt:
327** The Ability Liquid Ooze causes any LifeDrain effect used against the owner to inflict damage on the opponent instead of healing them.
328** Stench decreases the chances of RandomEncounters if the user is in the head of the party and gives a free 10% flinch chance to all the user's attacks in battle. This effect does not stack when holding a King's Rock or Razor Fang.
329** Toxic's [[AlwaysAccurateAttack guaranteed-to-hit]] effect only applies if a Poison-type uses the move.
330** As of Gen 8, Toxic's distribution has been limited to primarily Poison-types or Pokèmon related to it.
331** Corrosion allows the user to poison Steel-types as well as ''other'' Poison-types via Poison Gas or Toxic. It still will not allow Poison-type attacks to damage Steel-types, however. If the user is holding a Toxic Orb, it becomes the only time a Poison-type can poison itself as well.
332** Merciless causes a Pokémon’s attacks to become guaranteed {{Critical Hit}}s[[note]]barring Shell/Battle Armor or Lucky Chant[[/note]] — but only if the target is poisoned.
333** Neutralizing Gas suppresses the abilities of all other Pokémon in the battle.
334* SituationalDamageAttack: Venoshock normally has slightly below-average Power of 65, but if the target is Poisoned, the power doubles to a high 130.
335* SituationalSword: Venom Drench lowers the target's Attack, Special Attack, and Speed by one stage each, but will only work if the target is Poisoned.
336* StatusBuff: Coil increases Attack, Defense, and Accuracy by 1 stage each, while Acid Armor increases Defense by 2 stages.
337* StatusBuffDispel: The move Clear Smog removes all stat changes when it deals damage.
338* StoneWall: The type itself leans toward this, given its poor attacking versatility but high number of resistances, though in practice the Mons themselves run the entire spectrum of stat distributions.
339* SuperMode: Venusaur, Beedrill, and Gengar are capable of Mega Evolution, and Venusaur, Gengar, Garbodor, and Toxtricity are capable of Gigantamax (though Garbodor is the only one to have a Poison-type G-Max Move).
340* TechnicolorToxin: Purple, in this case.
341* TrapMaster: The Toxic Spikes move creates a field effect on the opponent's side, causing their Pokémon to be poisoned when they switch in (badly poisoned if a second layer is set). Steel-types, airborne Pokémon, Pokémon holding Heavy-Duty Boots and other Poison-types (who remove Toxic Spikes when they switch in, unless they are flying/levitating) are unaffected.
342* UniversalPoison: Despite the kind of toxicity varying between species, they all inflict the same kind of Poison (or Toxic Poison).
343* WalkingWasteland: A number are said to cause pollution and decaying plants just by their presence. Grimer and its evolution Muk are particularly awful about this:
344-->"Just one drop of this Pokémon's body fluid can turn a pool stagnant and rancid." \
345"A toxic fluid seeps from its body. The fluid instantly kills plants and trees on contact." \
346"Wherever Grimer has passed, so many germs are left behind that no plants will ever grow again."
347* WeakButSkilled: Poison-type moves have issues with being used for direct damage, but are very effective with status effects and grinding.
348[[/folder]]
349
350[[folder:Ground]]
351!!Ground-Type (じめんタイプ ''Jimen Taipu'')
352[[quoteright:350:[[DishingOutDirt https://static.tvtropes.org/pmwiki/pub/images/ground_types.png]]]]
353
354These Pokémon are associated with the Earth. As such, these Pokémon are often based on underground or desert-dwelling creatures, and their attacks usually involve sand or using the Earth itself. They are most famous for the move Earthquake, a strong and reliable attack that is a must-have on a team. Ground types make their homes in caves and desert regions. Their greatest advantage is over Electric-types, as Ground-types are immune to Electric-type attacks.
355
356Ground is tied with Fighting for being super-effective against the most types — Fire, Rock, Electric, Poison, and Steel — and unlike Fighting, it is resisted by a mere two types (Grass and Bug), both of which have [[KryptoniteIsEverywhere their own defensive shortcomings]]. However, with a type this strong, there are many ways to be immune to it: the Flying type, the Levitate ability, the Air Balloon item, and the moves Magnet Rise and Telekinesis all can render a Pokémon immune to Ground. Defensively, Ground resists Poison and Rock and is immune to Electric, but is weak to Water, Grass, and Ice.
357
358If a sandstorm is raging, Ground-type Pokémon [[ProtectionFromTheElements take no residual damage from it]].
359
360In the Trading Card Game, Ground-type Pokémon are part of the Fighting energy type.
361
362%%Offensively: x2 Fire, x2 Electric, x2 Rock, x2 Poison, x2 Steel, x1/2 Bug, x1/2 Grass, x0 Flying
363%%Defensively: x1/2 Rock, x1/2 Poison, x0 Electric, x2 Water, x2 Grass, x2 Ice
364%%Known Specialists: Giovanni in ''Red and Green/Blue'' and ''Yellow''; Bertha in ''Diamond and Pearl'' and ''Platinum''; Clay in ''Black and White'' and ''Black 2 and White 2''; Hapu in ''Sun and Moon''
365----
366* AHandfulForAnEye: Sand-Attack, favored move of myriad ComMons, is essentially them throwing a fistful of sand in their opponent's eyes to lower their accuracy. Mud Bomb and Mud-Slap function similarly, though in their cases its a fistful of mud.
367* AntiAir: Normally, Ground-type attacks are ineffective against Flying-types. The one exception is Zygarde's SecretArt Thousand Arrows, which not only can hit Flying-types, but will also bring them down to the ground and remove any immunity to Ground-type moves the target may have. It can even bypass the semi-invulnerable phase from Bounce, Fly, or Sky Drop and cancel them out.
368* AwesomeButImpractical:
369** Downplayed with Dig. It gives invulnerability to most attacks for one turn, but said turn is also a charge turn that telegraphs what you are doing to your opponent, so you must think ahead when you use it, lest you become a sitting duck when you emerge and/or find yourself fruitlessly attacking a Flying-type or Levitator.
370** Magnitude can hit as hard as ''Hyper Beam'' without the recharge turn side-effect, but only if the RandomNumberGod [[http://bulbapedia.bulbagarden.net/wiki/Magnitude_(move) likes you]]. If it doesn't, [[RandomizedDamageAttack have fun tickling the opponent to death]].
371* BadWithTheBone: Cubone and Marowak are ground types, on top of that the moves Bone Rush, Bone Club, and Bonemerang are also ground type moves which in battle animation uses a StockFemurBone to inflict damage.
372* {{Caltrops}}: The move Spikes lays some at the opponent's feet, causing damage whenever a grounded Pokémon on their side switches in. It's even called "Caltrop" in Japan.
373* ChunkyUpdraft: The animation for Zygarde's [[SecretArt signature move]], Land's Wrath, depicts dirt and rocks rising around it.
374* ColorCodedElements: Ground-types are often tan or light brown, and their elemental icon is the same.
375* DishingOutDirt: More literal dirt than Rock-types. They can learn plenty of Rock-type moves, though.
376* DisneyVillainDeath: The Ground move Fissure entails opening up a chasm in the earth for the target to plummet into, causing an instant KO. No deaths in Pokémon battles, of course, but Fissure is the closest the franchise comes to invoking this trope.
377* EarthquakesCauseFissures: Woe betide you if your Pokémon gets hit with the [[OneHitKO instant-knockout]] move Fissure.
378* ElementalPowers: The move Earth Power is a special move that strikes the target with a burst of energy.
379* ElementalRockPaperScissors
380** Offense
381*** Strong: Electric, Fire, Poison, Rock, Steel
382*** Weak: Bug, Grass
383*** Can't Hit: Flying
384** Defense
385*** Strong: Poison, Rock
386*** Weak: Grass, Ice, Water
387*** Immune: Electric
388* FastTunnelling: Almost all Ground-types can learn the move Dig, and plenty of other Pokémon as well, until it lost its TM status in ''Sun and Moon''. (Dig became a TM again in ''Sword and Shield''.)
389* GroundPound: It can be inferred that this is why Magnitude and Earthquake are physical moves, not special: the Pokémon isn't summoning elemental power to vibrate the ground, but actually striking it with a punch or full-body blow. Most anime depictions bear this reading out. (Contrast the special move Earth Power.)
390* AHandfulForAnEye: One of the more infamous moves of the early game is Sand Attack, which lowers the target's accuracy. The moves Mud-Slap and Mud Bomb can accomplish this as well while actually causing damage, unlike Sand Attack.
391* HealThyself: Shore Up, the SecretArt of Sandygast and Pallosand, heals the user's HP, normally by 1/2, but it's boosted to 2/3 if there's a sandstorm.
392* HerdHittingAttack: Land's Wrath, Thousand Arrows, Thousand Waves, and Precipice Blades hit all opponents, while Bulldoze, Earthquake, and Magnitude hit everyone but the user.
393* HorsingAround: Introduced as the signature move of Mudsdale, the move High Horsepower became a Technical Record in the 8th Generation. While slightly weaker than Earthquake (95 Power and Accuracy), it doesn't get weaker under Grassy Terrain or risk hitting the user's allies in Double Battles since it’s a single-target move, making it a viable alternative.
394* KillItWithIce: Most Ground-types are weak to [[AnIcePerson Ice]].
395* KillItWithWater: One of their [[ElementalRockPaperScissors biggest weaknesses]] is the [[MakingASplash Water]] type.
396* LastDiscMagic: The TM for [[SimpleYetAwesome Earthquake]] is usually found very late in the game, often in Victory Road. Like Close Combat for Fighting-types, however, several Pokémon learn the move in the mid-30s, giving them a very powerful attack early on.
397* LimitBreak:
398** The Ground-type Z-Move is Tectonic Rage, in which the user forces the target deeper and deeper underground until the heat and pressure create an explosion of energy.
399** The Ground-type Max Move is Max Quake. The user burrows underground, the force of which sends a massive focused wave of tectonic force to be directed into the opponent. This also raises the Special Defense of the user and their allies.
400** Gigantamax Sandaconda's exclusive G-Max Move is G-Max Sandblast, where Sandaconda burrows underground and sends a blast of sand to erupt and bind the opponent in a Sand Tomb for four to five turns.
401* {{Living Statue}}s: A couple of Ground-types (such as the Claydol and Golurk lines) are artificial lifeforms made of clay or other sedimentary material.
402* MightyGlacier: Ground-types aren't known for being too fast in general, but make up for it with great power and bulk to compliment the type's fantastic offensive and solid defensive profiles.
403* OneHitKO: Fissure creates a massive pit in the ground and drops the target into it to knock it out instantly.
404* PowerNullifier: The type is immune to Electric-type moves, which makes it particularly important for stuffing the ever-common [[StatusInflictionAttack Thunder Wave]] and [[SwitchOutMove Volt Switch]]. Additionally, Thousand Arrows nullifies Flying-types' and Pokémon with Levitate's immunity to Ground-type moves.
405* RandomizedDamageAttack: Magnitude randomly selects a Magnitude ranging from 4 ([[CriticalFailure 10 base damage]]) to 10 (150 base damage).
406* SandBlaster: Certain Ground-type moves, such a Sand Tomb or Scorching Sands, function by blasting the oppoent with sand.
407* ScissorsCutsRock: One of Zygarde's signature moves, Thousand Arrows, is a strong Ground-type move that not only hits normally immune Flying-types or Pokémon with Levitate, but also knocks them to the ground, leaving them vulnerable to other Ground-type attacks.
408* SecretArt: Arena Trap prevents all grounded (read: those without an Air Balloon, Levitate, or part Flying-type) and non-Ghost-type opponents from switching out or fleeing.
409* ShockwaveStomp: The move Bulldoze is described as a strike against the ground that sends a shockwave of energy to lower the speed of all targets who are hit.
410* SimpleYetAwesome: Earthquake. All it does is cause the ground to shake strongly and has no additional effects aside from hitting Pokémon around the user in Double and Triple Battles. It has high power, can be taught to a '''ton''' of Pokémon via TM, and makes for a great coverage option due to the amount of types Ground hits super-effectively. The ''only'' thing that could be considered a drawback when used in Singles, the most used battle format during the story, is its somewhat low PP of 10 (16 max), which should still be more than enough to last a battle.
411* SpamAttack: Bone Rush hits the target 2-5 times per use, with each hit being a weak attack. Bonemerang will always hit 2 times, and is stronger than similar moves of its archetype (50 Power and 90 Accuracy, as opposed to the usual 40 Power and 90 Accuracy of most 2-hit moves).
412* StatusBuff: Rototiller increases the Attack and Special Attack of all Grass-types on the field by 1 stage. This does include the opponent's side.
413* SuperMode: Steelix, Swampert, Camerupt, and Garchomp are capable of Mega Evolution. Groudon can undergo Primal Reversion to become Primal Groudon, and Zygarde with Power Construct shifts into Complete Forme when its HP falls below half. Sandaconda alone is capable of Gigantamax.
414* ThemeNaming: A number have "don" somewhere in their names, as it manages to incorporate the Japanese character 土 do (meaning "ground"). [[LongList Rhydon, Donphan, Groudon, Hippowdon…]]
415* ThisIsADrill: The move Drill Run, a powerful spinning move used by drill-based and spinning Pokémon (like Excadrill).
416* TrapMaster: Spikes creates a field effect on the opponent's side that causes their Pokémon to take damage whenever they switch in unless they're immune to Ground or are holding Heavy-Duty Boots. The effect can have up to three layers; the first causes them to lose 12.5% of their max health upon switching in, the second layer 16.67%, and the last layer 25%.
417* UndergroundMonkey: Galarian Yamask is part-Ground type.
418[[/folder]]
419
420[[folder:Flying]]
421!!Flying-Type (ひこうタイプ ''Hikō Taipu'')
422[[quoteright:350:[[Main/BlowYouAway https://static.tvtropes.org/pmwiki/pub/images/flying_types.png]]]]
423
424These Pokémon soar through the skies with grace. Some of them don't, but they have similar abilities. Flying-type Pokémon are usually based on birds and other avian creatures, but quite a few are based on other fliers: dragons, mammals, insects, and even seedlings, balloons, and rockets. There are a wide variety of Pokémon represented by this type; in Gen VI, it was the first type to be paired with every existing type at least once, with the introduction of the Fighting/Flying Hawlucha and the retcon of Togetic & Togekiss into Fairy/Flying. They're diverse and adaptive enough that Flying-types are found in almost every conceivable environment imaginable, save for the ocean floor. The majority of them are dual-type Pokémon (as, prior to Generation V, there was no such thing as a pure-Flying type or a Pokémon with Flying as a primary type), and have Flying as their second type. Generations V, VI, and VIII introduced seven exceptions: [[OlympusMons Tornadus]] (pure Flying), Noibat and Noivern (Flying/Dragon), the Rookidee family (pure Flying in the first two stages, Flying/Steel upon evolving into Corviknight), and Cramorant (Flying/Water). Flying is the third most-common type.
425
426Offensively, they are strong against Grass, Bug, and Fighting, and are resisted by Electric, Steel, and Rock. Defensively, they resist Fighting, Bug, Grass, and are immune to Ground, but are weak against Rock, Electric, and Ice.
427
428In Triple Battles, Flying-type attacks can hit a target regardless of their placement, except for Air Cutter, which hits more than one Pokémon instead.
429
430Flying-types are also useful for their ability to learn [[WarpWhistle Fly]], which takes the trainer to important locations like towns and cities. There are a few Pokémon that are not Flying-type yet can learn the move, though.
431
432In the Trading Card Game, Flying-type Pokémon are part of the Colorless energy type.
433%%Offensively: x2 Grass, x2 Bug, x2 Fighting, x1/2 Rock, x1/2 Electric, x1/2 Steel
434%%Defensively: x1/2 Grass, x1/2 Bug, x1/2 Fighting, x0 Ground, x2 Rock, x2 Electric, x2 Ice
435%%Known Specialists: Falkner in ''Gold and Silver'' and ''Crystal''; Winona in ''Ruby and Sapphire'' and ''Emerald''; Skyla in ''Black and White'' and ''Black 2 and White 2''; Kahili in ''Sun and Moon''
436----
437* AirborneMook: When they're encountered as enemies.
438* AirJousting: Gen VI introduced Sky Battles, ostensibly reserved exclusively for Flying-types and those with Levitate (though in fact, it really comes down to whether or not the Pokémon's animation depicts them in midair, and a number of Flying-types are excluded, especially lesser evolutions who are depicted as roosting on the ground, such as Pidgey).
439* AlwaysAccurateAttack: Aerial Ace bypasses accuracy and evasion checks when used. Hurricane will also do so during Rain, with the added bonus of hitting opponents when they are in the middle of using Fly, Bounce, or Sky Drop.
440* AntiAir: Roost is [[HealThyself a self-healing move]] that also removes the Flying type from the user for the turn if it has that type.
441* AwesomeButImpractical:
442** Downplayed with Bounce and Fly. They give invulnerability to most attacks for one turn, but said turn is a charge turn that telegraphs what you are doing to your opponent, so you must think carefully before using them. Sky Attack does the same thing, but is more powerful and without the invulnerability part. Sky Drop works around the main issue by grabbing the target on the first turn so they can't be switched out, although it's hilariously easy to negate in Rotation Battles, does no damage whatsoever to Pokémon that would be immune to Ground-type moves, and fails entirely on Pokémon above a certain weight threshold.
443** Hurricane is a powerful attack that has a decent chance of causing confusion, but has shaky accuracy at 70%. Averted in Rain, since it bypasses accuracy and evasion checks.
444* BlowYouAway: As ''Pokémon'' lacks a Wind type, Flying is the type that uses many of the wind-based attacks like Gust, Air Slash, Air Cutter, Hurricane, and Tailwind.
445* CastFromHitPoints: Brave Bird deals damage to the user equal to 1/3 of the damage dealt to the target.
446* ChargedAttack:
447** Sky Attack charges for one turn, and then inflicts damage on the second.
448** Beak Blast, Toucannon's signature move, charges up at the start of the turn and inflicts damage at the end, just like Focus Punch. Unlike Focus Punch, it can't be stopped by attacking the user; trying it is a bad idea, as anyone that makes contact with the user while it's in the process of charging up is burned.
449* ClipItsWings: Flying-types are vulnerable to this from the move Smack Down, which, in addition to causing super-effective damage (it's a Rock-type move), negates the Flying Pokémon's immunity to Ground moves. [[note]]It doesn't cause ''extra'' damage beyond being super-effective, though.[[/note]] Zygarde's SecretArt [[ScissorsCutsRock Thousand Arrows]] has the same effect.
450* ColorCodedElements: The Flying-type color is light blue, verging on periwinkle (in contrast to Ice's cyan). However, most Flying-types, being based on birds, tend to incorporate white, brown, tan, and red into their designs.
451* ComMons: They're some of the first Pokémon a trainer will encounter, and a lot of them are Normal-typed, too.
452* ConfusionFu: Owing to the type's diverse nature, Flying-types can fill all kinds of roles, many of which aren't the same. Will that Flying-type be a special attacker, physical attacker, mixed attacker, wall, or supporter? What kind of attacks will it throw at you? You won't know unless you have a general idea of what tricks they like to use.
453* DangerousForbiddenTechnique: Dragon Ascent, Rayquaza's [[SecretArt signature move]], is an incredibly powerful move that also allows it to Mega Evolve, but each use lowers the user's defenses.
454* ElementalRockPaperScissors
455** Offense
456*** Strong: Bug, Fighting, Grass
457*** Weak: Electric, Rock, Steel
458** Defense
459*** Strong: Bug, Fighting, Grass
460*** Weak: Electric, Ice, Rock
461*** Immune: Ground
462* FeatheredFiend: The bird-based Flying-types are definitely not all handsome and pleasant. Fearow, Dodrio, Honchkrow, Unfezant, and Mandibuzz deserve particular mention, along with all the bird-based legendaries except Ho-Oh.
463* {{Flight}}: It's a given -- virtually all Flying-types can fly in some manner, and though some are too young and small to fly yet, they'll evolve into something that can. The only exceptions are Gyarados[[note]]which was revealed to actually be able to fly in ''VideoGame/PokemonLegendsArceus''[[/note]], the Doduo line, the Hoppip line, and the Mantine line, but the latter two can still glide on wind currents in lieu of flying themselves. Subverted with Hawlucha and the Gligar line, which can glide in a manner almost identical to flight given the proper wind conditions.
464* FragileFlyer: As a rule, Flying-type Pokémon are strongest in their Speed, Attack, and Special Attack stats, but lag in their Defenses and HP.
465* FragileSpeedster: Most of them have Speed as their best stat, especially in Generation VI when a number of Pokémon received slight boosts to one of their stats; many ComMon birds received Speed boosts as part of this. The fastest non-legendary Pokémon, Ninjask, is a Flying-type. Also, many of them can learn Tailwind to double the Speed of party members for a few turns. Flying-types' HP and defenses, meanwhile, tend to be on the low side; as with most generalizations, however, there are exceptions.
466* GameBreakingBug: In ''Black'' and ''White'', if Gravity was activated while Sky Drop was being used, the opponent Pokémon would be stuck in the air, unable to attack or be attacked. This could potentially lead to an {{Unwinnable}} situation if neither side has a move that can hit the stuck Mon.
467** In ''Sun'' and ''Moon'', if Sky Drop is used on a Pokémon protected by Spiky Shield and the resulting damage would KO the Sky Drop user, they instead remain on the field with 0 HP, unable to attack or be attacked. Unlike the Gravity/Sky Drop glitch, not even moves that can hit a Pokémon in the semi-invulnerable state can fix this — the game views the opposing side of the field as empty, as evidenced by the fact that the displayed message isn't "But it missed" or "[Pokémon] avoided the attack", which are generally used when a move misses; rather, it's "But it failed", which appears when trying to attack an empty side of the field (either because a quicker opponent self-KO[=ed=] or a quicker partner in a Double Battle cleared the field).
468* GiantFlyer: Ho-oh, Lugia, and Yveltal are the largest birds in the Pokémon world and rank among the largest Pokémon altogether, though Rayquaza, also a Flying-type, is longer still and the tenth "tallest" Pokémon overall.
469* GuideDangIt:
470** Sky Drop had a weight limit added to it in ''X and Y'' that the games don't mention.
471** There are a few moves which can hit a Pokémon that's in the "invulnerable" state of Fly, Bounce, or Sky Drop, like Gust, Thunder, Twister, Hurricane, and Sky Uppercut. Nobody will ever tell you this in the games.
472* HerdHittingAttack: Air Cutter hits all opponents in Doubles, Triples, and Horde Battles.
473* InASingleBound: With the Bounce move, the user springs high into the air on the first turn to crash back down on the second, potentially causing paralysis.
474* LifeDrain: Yveltal's SecretArt Oblivion Wing heals the user for 75% of the damage it dealt.
475* LimitBreak:
476** The Flying-type Z-Move is Supersonic Skystrike, in which the user soars up and plummets towards the target at full speed, impacting with enough force to tear the ground apart.
477** The Flying-type Max-Move is Max Airstream, which launches essentially a horizontal tornado at the opponent. This also causes the Speed stat of the user and their allies to rise.
478** Gigantamax Corviknight's signature G-Max Move is G-Max Wind Rage. This move has Corviknight unleash a blast of wind filled with sharp feathers which shatter screens like Light Screen and Reflect, as well as blowing away terrain effects and entry hazards like Spikes.
479* {{Nerf}}:
480** Hurricane had its Power lowered from 120 to 110 in ''X and Y''.
481** Sky Drop will fail on anything weighing more than 400.9 lbs. (200 kg) as of ''X and Y''.
482* LostInTranslation: Despite its name, Aerial Ace can be learned by pretty much anything with claws or some kind of slashing protrusion. This is because the Japanese name is "Swallow Return/Cut", [[https://en.wikipedia.org/wiki/Sasaki_Kojiro#Swallow_Cut which is named after a famous sword technique used in feudal Japan]] that was supposed to look like a swallow's tail and what the move is supposed to be based on (hence the slashing shown in the attack's animations). Note that in its debut games, Taillow and Swellow (Pokémon based on swallows) were the only Pokémon that learned the move without a TM.
483* ObviousRulePatch: During Gen V, Sky Drop was banned from random Wi-Fi matches, official tournaments, and even the in-game Pokémon World Tournament due to [[http://bulbapedia.bulbagarden.net/wiki/Sky_Drop_glitch an exploit that could neuter a target Pokémon for an entire match in Double and Triple battles]].
484* OurDragonsAreDifferent: Among the few Pokémon based on dragons that lack the actual Dragon type, most of them instead have Flying as their secondary typing. Charizard is based on Western dragons, Aerodactyl[[note]]a pterosaur[[/note]] and Lugia[[note]]a birdlike CartoonCreature[[/note]] resemble wyverns and are made out to be draconic, Thundurus' Therian Forme is more serpentine, and Gyarados is clearly based on an Eastern dragon — though unlike the other four, it wasn't stated to be capable of free flight, making its Flying typing a bit baffling until ''VideoGame/PokemonLegendsArceus'' clarified that Gyarados is in fact able to fly. Sceptile[[note]]a gecko[[/note]], Ampharos[[note]]a sheep[[/note]], and Tyranitar[[note]]a [[DinosaursAreDragons dinosaur]][[/note]] are notable exceptions, though they're based on real-world animals. There are also many Dragon/Flying dual types, with flight being part of the dragon mythos all over the world.
485* PowerfulButInaccurate: In particular the special attacking moves of this type tend to be on the less accurate side. However, at least for Hurricane there's a workaround, as it turns into an AlwaysAccurateAttack during rain.
486* RazorWind: Air Slash and Air Cutter attack with sharp gusts of wind that slice up opponents.
487* RecurringElement: As mentioned in ComMons above, every generation includes a weak Normal/Flying bird Pokémon encountered early on. Gen I actually had both Pidgey and Spearow, Gen II brought Hoothoot, and so on for Taillow, Starly, Pidove, Fletchling, and Pikipek in further generations. Rookidee in Gen 8 averts this by being a pure Flying-type. Their evolved forms are definitely ''not'' all mediocre, though, especially Staraptor, Talonflame (who is a Fire/Flying-type), and Corviknight (who is a Flying/Steel-type).
488* RestingRecovery: The move Roost, which is described as the user landing to rest. [[HealThyself This restores half its max HP]], and if a Flying-type uses the move, they'll lose their Flying type for the remainder of the turn[[note]]In Gen IV, a pure Flying-type that knew the move would become a ???-type.[[/note]]. This will cause some interesting effects:
489** If a pure Flying-type Pokémon successfully uses Roost, it will become Normal-type until the end of the turn. If a Pokémon is a Fire/Flying type that lost its Fire type due to using Burn Up (such as Moltres or Ho-Oh), using Roost causes it to become typeless until the end of the turn.
490** If a Pokémon with another type besides Flying uses Roost, it will lose its Flying type until the end of the turn (but will not have it replaced with the Normal type).
491** If a pure Flying-type Pokémon that has been affected by Forest's Curse/Trick-or-Treat successfully uses Roost, its Flying type will be replaced by Normal, in addition to retaining its Grass or Ghost type addition, respectively.
492* SecretArt:
493** Aerilate turns all Normal-type attacks into Flying-type and gives a free 20% damage boost that stacks with the STAB bonus (30% in Gen VI).
494** Big Pecks prevents the user's Defense from being lowered.
495** Gale Wings gives Flying-type moves +1 priority (in Gen VI, this always applied, [[ObviousRulePatch but from Gen VII onwards, it only applies at full health]]).
496** Multiscale decreases damage taken by 50% if the user's HP is full when the hit is taken.
497** Delta Stream activates a weather condition which turns any attack that's normally super-effective against Flying to neutral. Due to being weather-based, this can be cancelled out with Air Lock or Cloud Nine.
498** The move Sky Drop picks up the opponent during the first turn and [[NotTheFallThatKillsYou drops them on the second]], but can fail if used on anything past a specific weight threshold and will not damage anything immune to Ground-type moves.
499* SomewhereAnOrnithologistIsCrying: The Zubat, Woobat, and Noibat lines are in the Flying egg group, which is otherwise restricted to Pokémon that are birds.
500* StatusBuff: Tailwind doubles the Speed of the user and their allies for 4 turns (3 turns in Gen IV).
501* SuperMode: Charizard, Pidgeot, Gyarados, Aerodactyl, Altaria, Salamence, and Rayquaza are capable of Mega Evolution, though Mega Charizard X, Gyarados, and Altaria have their Flying-type replaced with another type, while Pinsir gains the Flying-type. Charizard, Butterfree, and Corviknight are capable of Gigantamax, but only Corviknight has a Flying-type G-Max Move.
502* ThisIsADrill: Drill Peck has the user use a corkscrew attack with its beak acting like a drill. In the anime, depending on the iteration, the beak spins like a drill on its own, or is covered in a spinning aura of energy.
503* TornadoMove: Gust and Hurricane hit the target with a tornado.
504* UnskilledButStrong: Flying is a very solid offensive type with neutral coverage comparable to Normal, but every Flying-type move with a base power higher than 80 (and even some below that) [[NecessaryDrawback has either less than 100% accuracy or some sort of disadvantage]], and even the better of them can be rather stingy about their distribution. Fly, Sky Attack, and Bounce require one turn or a Power Herb to charge them up and can still miss, Brave Bird has [[CastFromHitpoints recoil damage]], Dragon Ascent drops the user's defenses, Beak Blast has a low priority, and Acrobatics can only used for its full damage when the user doesn't hold a possibly helpful item.
505* WindFromBeneathMyWings: Most Flying-types use their wings to generate the aforementioned BlowYouAway attacks, although not all (Drifloon and Drifblim obviously don't when using Gust, for instance).
506[[/folder]]
507
508[[folder:Bug]]
509!!Bug-Type (むしタイプ ''Mushi Taipu'')
510[[quoteright:350:[[BigCreepyCrawlies https://static.tvtropes.org/pmwiki/pub/images/bug_types.png]]]]
511
512Bugs are made up of mostly insectoid Pokémon as the name implies, but tend to represent arthropods in general, rather than just what we would consider "bugs", up to and including crabs and extinct arthropods like ''Anomalocaris''. Like with Dragon-types, there are a few Pokémon based on arthropods that are not Bug-type, though they have characteristics in common with Bug-types.
513
514They are normally fragile in combat, as one might expect, but tend to be surprisingly effective offensively, as they are highly effective against the popular [[CombatPragmatist Dark]]- and [[PsychicPowers Psychic]]-types. They're also super-effective against Grass-types. However, they're resisted by [[KryptoniteIsEverywhere a whopping seven types]] — Poison-, Fighting-, Fire-, Flying-, Ghost-, Steel-, and Fairy-types. Defensively, they resist Fighting-, Grass-, and Ground-type attacks, but are weak to Fire, Flying, and Rock.
515
516Bug-types are often found in the beginnings of a journey. They start extremely weak, sometimes get not much better, and then have stats that are stronger than most things in that stage -- [[CrutchCharacter but only that stage]]. There are a few exceptions, though; Gen V in particular has quite a few strong contenders. They are typically found in [[TheLostWoods forest areas]], but are commonplace enough that one can expect to find them nearly anywhere.
517
518In the Trading Card Game, Bug-type Pokémon are part of the Grass energy type.
519%%Offensively: x2 Grass, x2 Psychic, x2 Dark, x1/2 Poison (x2 in Gen I only), x1/2 Fighting, x1/2 Fire, x1/2 Flying, x1/2 Ghost, x1/2 Steel, x1/2 Fairy
520%%Defensively: x1/2 Fighting, x1/2 Grass, x1/2 Ground, x2 Fire, x2 Flying, x2 Poison (Gen I only), x2 Rock
521%%Known Specialists: Bugsy in ''Gold and Silver'' and ''Crystal''; Aaron in ''Diamond and Pearl'' and ''Platinum''; Viola in ''X and Y''; Guzma in ''Sun and Moon''
522----
523* ActionInitiative: First Impression is a powerful attack with increased priority, but [[ItOnlyWorksOnce it only works on the first turn in battle]], like Fake Out.
524* AllWebbedUp: String Shot, Spider Web, and Sticky Web are Bug-type moves with ensnaring effects. Savage Spin-Out also uses webbing to attack.
525* AwesomeButImpractical: Silver Wind has a rare chance to raise ''all of the user's stats'' (except Evasion, Accuracy, and critical hit rate) ''by one stage at the same time''. However, it's only a mere 10% chance, and the attack's power of 60 and maximum PP count of 8 means that it can't be relied on that much.
526* BalanceBuff: The type used to be one of the worst ones overall, then Generation IV introduced several Bug-type moves that can be accessed at the appropriate levels, such as Bug Bite, X-Scissor, and Bug Buzz. Generation V gave them some immense buffs and introduced powerhouses such as Scolipede, Galvantula, Volcarona, and [[OlympusMons Genesect]]. Generation VII also introduced Vikavolt, Araquanid, Golisopod, and Buzzwole, all four of which are incredibly useful {{Mighty Glacier}}s, Ribombee is a very fast SupportPartyMember with Pollen Puff, which functions both as a powerful Bug-type attack and a healing move when it's used on a partner, and Pheromosa is an [[FragileSpeedster extremely fast]] and powerful GlassCannon. [[DownplayedTrope However, the type is still plagued by a massive array of weaknesses on both the offensive and defensive sides.]]
527* BigCreepyCrawlies: Despite being based on insects, a lot of them are just as large as Pokémon of other types. The largest is Slither Wing, which is around 10 and a half feet long 3.2 meters) on average and the heaviest is Buzzwole, weighing 735.5 Ibs (333.6 kg). The smallest is Joltik, which is reasonable in size for a bug. It's only 4 inches long, about the size of a tarantula. (However, it's based on a ''tick'', which are ''much'' smaller.)
528* BewareMyStingerTail: Fell Stinger increase the user's Attack stat if it knocks out a foe with it.
529* ComMons: Many of them are species that are very common in the beginning-game, but not that useful beyond the early levels.
530* ColorCodedElements: The Bug-type icon is jade/lime green, as are many Bugs themselves. However, Bug-types can also be a wide variety of other colors similar to real-life insects.
531* CreepyGood: While more 'evil' Bug-types do exist, on average the Bug-type is usually played more positively, with cute or heroic Pokémon making up a lot of their ranks. They are even super effective against the [[CombatPragmatist Dark]]-type.
532* CrutchCharacter: Many of the Bug-types in earlier generations (and some in later generations) were designed as this, making the late-game and competitive viability of the type as a whole rather questionable outside of some rare exceptions. [[DownplayedTrope Downplayed]] as time went on, as more Bug-types were designed to match the average power level of their fellow types, while many of the older Bug-types received powerful moves and abilities like [[StatusBuff Quiver Dance]] and [[ScissorsCutsRock Tinted Lens]].
533* ElementalRockPaperScissors
534** Offense
535*** Strong: Dark, Grass, Poison (Gen I Only), Psychic
536*** Weak: Fairy, Fighting, Fire, Flying, Ghost, Poison (Gen II-Forward), Steel
537** Defense
538*** Strong: Fighting, Grass, Ground
539*** Weak: Fire, Flying, Poison (Gen I Only), Rock
540* FourLeggedInsect: Setting aside the bipedal Bug types like Pinsir and Scyther, there are some four-legged ones like Ariados, Surskit, Nincada, and Joltik.
541* FragileSpeedster: Typical for insectoid fighters, with emphasis on the fragile in a lot of cases.
542* HealThyself: Heal Order, one of the {{Secret Art}}s of Vespiquen, restores HP.
543* HealingShiv: Pollen Puff, the SecretArt of Ribombee, is notable for actually dealing damage if you use it on an opponent. If Pollen Puff targets an ally, it heals their HP instead.
544* HornAttack: The mighty Megahorn, the strongest of all Bug-type attacks, is learned by many Pokémon with impressively strong horns — especially Heracross, since it's based on a beetle.
545* {{Irony}}: Out of all of the types, Bug's only second to Normal when it comes to having Flying as a secondary type. There's only a few Bug-types capable of learning Fly[[labelnote:*]]Volcarona, Genesect, and Vikavolt[[/labelnote]], and none of them are part-Flying.
546* KryptoniteIsEverywhere: Just like Grass, Bug is resisted by ''seven'' types. Thankfully, many Bug-types have surprisingly good movepools, allowing them to work around this. A few Bug-types possess the ''Tinted Lens'' ability, which practically eliminates their type resistances and makes them neutral.
547* LifeDrain: Leech Life allows Bug-types (and Zubat) to heal themselves for half of the damage inflicted to the enemy. However, it was ''the'' most mediocre LifeDrain attack up until Gen VII's major buff to its base power, bringing it up from 20 to ''80''.
548* LightEmUp: The move Signal Beam is described as a "sinister beam of light". Psychic-, Water-, and Electric-types tend to learn the move through tutors.
549* LimitBreak:
550** The Bug-type Z-Move is Savage Spin-Out, in which the user binds the target with threads of silk, throws and drags the resulting cocoon around violently, and then cuts the cocoon (and the target) with a slash.
551** The Bug-type Max Move is Max Flutterby, in which the user sends at its opponent a swarm of butterfly-shaped projections that explode and lower the Special Attack of the target and its allies.
552** Gigantamax Butterfree's signature G-Max Move is G-Max Befuddle. This move causes Butterfree to cover the target in highly toxic powder from its wings, randomly causing paralysis, poison, or sleep.
553* MagikarpPower: On the opposite end of the CrutchCharacter that some early Bug-types suffer from, others famously fall into this: some Bug-types like Wimpod, Larvesta, Pineco, Sewaddle, Snom, and Blipbug start out with mediocre-at-best (if not outright terrible) stats and/or shallow movepools: when they evolve, they gain massive stats and many more tricks to make them very respectable on the field in some form.
554* MasterOfNone: Most of the early generation Bug-type Pokémon tend to have rather poor stats, usually because they're [[CrutchCharacter the early-game bugs]]. This trait has since been mostly dropped out from Generation V onwards.
555* MutualDisadvantage:
556** They are mutually resistant to Fighting-types.
557** In Gen I, they are mutually weak against Poison-types. Not anymore from Gen II onwards, as Poison-types resist Bug attacks, while Bug-types take neutral damage from Poison attacks.
558* PestController: Several moves, such as Infestation and Attack Order, function by siccing a swarm of smaller bugs against the opponent.
559* PowerGivesYouWings: The animation of the Bug-type Spectacular Talent involves the Pokémon spinning a silk cocoon around itself, which glows in multiple colors before bursting to reveal a pair of butterfly wings made of bright orange and yellow light.
560* ProjectileWebbing: Several Bug-type moves are themed around a Pokémon shooting or spitting strands of silk at its opponent.
561** The old staple String Shot is typically themed as a Pokémon shooting strands of silk from its mouth to bind its opponent. It's most often learned by Pokémon resembling caterpillars, other insect larvae, or spiders.
562** This tends to be particularly evident in anime depictions, where moves such as Spider Web and Sticky Web are often shown as the user (typically a spider-like 'mon such as Ariados, Galvantula, or Dewpider) tossing fully-formed orb webs at its opponent, or alternatively as sticky globs that turn into webs on contact with a target. Notably, the moves' descriptions in the games just reference their users spinning or weaving nets around their targets — no active launching is implied.
563* ScissorsCutsRock: The ''Tinted Lens'' ability which is owned by a handful of Bug-Types, doubles the damage on resisted ("Not Very Effective") hits, effectively making them neutral instead. Considering Bug is resisted by a lot of types, this ability is very helpful.
564* SecretArt:
565** The Ability Swarm increases the power of Bug moves [[TurnsRed when the user is at 1/3 or less health]].
566** The Ability Compound Eyes gives a 30% accuracy bonus to the user's attacks. The bonus works on a multiplier, so a move with 70% accuracy will hit 91% of the time, not 100%. It also increases the chance that a wild Pokémon will hold an item when encountered.
567** The Ability Shield Dust protects the user from the secondary effects of attacks (such as Shadow Ball's potential Special Defense drop or Scald's chance to burn).
568** The BugBuzz move has a 10% chance to lower the target's Special Defense and is a sound-based attack.
569** The [[AllWebbedUp Sticky Web]] move sets a trap on the opposing team's side that lowers the speed of grounded Pokémon that switch into battle.
570* ShownTheirWork: Possibly unintentionally, but String Shot and its effect (slowing down the opponent) are nigh identical to the [[https://www.youtube.com/watch?v=LY8TgD6-7kg bizarre prey catching method of the velvet worm]], a small, multi-legged invertebrate that ensnares its prey by squirting a long strand of sticky goo on them, which then hardens and immobilizes the target.
571* SpamAttack: Pin Missile hits the target 2-5 times on each use, with each individual hit dealing weak damage.
572* StatusBuff:
573** One of Vespiquen's {{Secret Art}}s, Defend Order, increases Defense and Special Defense by 1 stage each.
574** Quiver Dance increases Special Attack, Special Defense, and Speed by 1 stage each.
575** Tail Glow drastically increases Special Attack (3 stages), meaning the user can max out their Special Attack in 2 turns.
576* SuperMode: Beedrill, Pinsir, Scizor, and Heracross are capable of Mega Evolution, while Butterfree, Orbeetle, and Centiskorch are capable of Gigantamax (but only Butterfree has a Bug-type G-Max Move).
577* SwitchOutMove: The move U-turn inflicts damage before forcing the user to switch out. Many Flying-types and naturally fast Pokémon tend to get this move from TM.
578* TooDumbToFool: One possible reason why they're strong against Dark-types and Psychic-types — insects are just too simple-minded to fall for the trickery of a Dark-type or be bested by a Psychic-type's mental attacks.
579* TurnsRed: The Ability Swarm boosts the power of Bug-type moves by 30% when the user is at low health. Unusually enough, this ability is the only one of its kind that isn't a starter type-exclusive.
580* WeakButSkilled: The Bug-type is rather lackluster in the offensive department. However, many Bug-types have tricks up their sleeve. [[SwitchOutMove U-turn]] and Sticky Web are great for utility purposes, with Tail Glow and Quiver Dance being among the best StatusBuff moves in the game. Additionally, most Pokémon based on butterflies or moths can learn Stun Spore or Sleep Powder, and most of those have access to the powerful Quiver Dance.
581* WeakToFire: Bug/Steel and Bug/Grass are some of the most common Bug type combinations, and they take ''quadruple'' damage from Fire attacks. The former combo is especially noteworthy because this double weakness is their ''only'' weakness, while the latter combo is an extreme sufferer of KryptoniteIsEverywhere.
582* WhyDidItHaveToBeSnakes: Insects are one of the most common phobias, which is likely why the type deals double damage to Psychic-types.
583* XMakesAnythingCool: The move X-Scissor has the user attack by doing a scissors motion with their claws (or whatever is being used to slash), creating an X-shaped slash.
584* YouWillNotEvadeMe: The move Spider Web traps the target in the arena so long as it's not a Ghost-type.
585[[/folder]]
586
587[[folder:Rock]]
588!!Rock-Type (いわタイプ ''Iwa Taipu'')
589[[quoteright:350:[[RockMonster https://static.tvtropes.org/pmwiki/pub/images/rock_types.png]]]]
590
591A type made up of Pokémon with mineral bodies, prehistoric Pokémon brought back to life through FossilRevival[[note]]with the exceptions of [[Characters/PokemonGenerationVCobalionToGenesect Genesect]], who is Bug/Steel, and the [[Characters/PokemonGenerationVIIIImpidimpToCalyrex Galar Region fossils]][[/note]], or those just durable enough to be considered rock-like. Many of them are physically strong in both attack and defense. Rock attacks are particularly effective against a lot of types; hitting Fire, Bug, Ice, and Flying super effectively while being resisted by Ground, Fighting, and Steel (if a hypothetical Pokémon had all 18 types simultaneously, it would still be weak to Rock moves). Defensively, they resist [[PoisonousPerson Poison]], [[PlayingWithFire Fire]], [[BlowYouAway Flying]], and Normal, but they are weak to ''[[KryptoniteIsEverywhere five]]'' different types: [[MakingaSplash Water]], [[GreenThumb Grass]], [[DishingOutDirt Ground]], Fighting, and [[ExtraOreDinary Steel]]. They tend to reside in caves, arid lands, and mountainous regions.
592
593The type is best known for having several moves that can be taught to a large variety of Pokémon via [=TMs=] or Move Tutors like Rock Slide, Stone Edge, and [[TrapMaster Stealth Rock]], as well as a lack of moves that are both powerful and accurate.
594
595When a sandstorm is raging, Rock-type Pokémon are [[ProtectionFromTheElements unaffected by the residual damage from the sandstorm]], and their Special Defense is boosted by 50%.[[note]]Starting in Generation IV.[[/note]]
596
597In the Trading Card Game, Rock-type Pokémon are part of the Fighting energy type.
598%%Offensively: x2 Fire, x2 Bug, x2 Flying, x2 Ice, 1/2x Ground, 1/2x Fighting, 1/2x Steel
599%%Defensively: x1/2 Normal, x1/2 Fire, x1/2 Flying, x1/2 Poison, x2 Water, x2 Grass, x2 Ground, x2 Fighting, x2 Steel
600%%Known Specialists: Brock in ''Red and Green/Blue'' and ''Yellow''; Roxanne in ''Ruby and Sapphire'' and ''Emerald''; Burgh in ''Diamond and Pearl'' and ''Platinum''; Grant in ''X and Y''; Olivia in ''Sun and Moon''; Gordie in ''Sword''
601----
602* AchillesHeel: While the Rock-type does not have any quadruple weaknesses (no single type does), it was often paired with the Ground-type in Gens I and II, and when it is, it has quadruple weaknesses to Water and Grass. Since both of these types are often specially offensive, just one hit from either of them usually means that the Pokémon will faint.
603* ActionInitiative: Accelerock has a priority of +1, meaning it goes before most attacks.
604* AntiAir: As one of the types super-effective against Flying-types. As a matter of fact, one of its moves, Smack Down, will remove any immunity to Ground-type moves the target may have. It even knocks the target out of the sky if it's in the middle of using Fly, Bounce, or Sky Drop.
605* AwesomeButImpractical:
606** Ancient Power has a rare chance to raise ''all of the user's stats'' (except Evasion, Accuracy, and critical hit rate) ''by one stage at the same time''. However, it's only a mere 10% chance, and the attack's power of 60 and maximum PP count of 8 means it can't be relied on that much.
607** Head Smash inflicts ''enormous'' damage, but it has low PP and accuracy and will deal half the damage it dealt back to the user. On more frail users, that ''really'' hurts. The last part is averted if the user has the Rock Head ability, which nullifies recoil.
608** Rock Wrecker is a Rock-type clone of Giga Impact, meaning that your opponent will have 1 turn to [[{{Pun}} rock your world]] after you use it. Also, you could do more damage by using Rock Slide or Stone Edge repeatedly (assuming that they don't miss).
609** The more common[[note]][[LastDiscMagic at least in the late-game]][[/note]] Stone Edge has 100 base attack with a high CriticalHit ratio, but it has a pitiful amount of PP and prone to miss (though not as much as Thunder and Blizzard), making this move a huge liability, especially when travelling long distances in-game. {{NPC}}s are not as affected by this, since [[WeHaveReserves many of them]] are packing this move on at least one of their Pokémon.
610* CastFromHitPoints: Head Smash. Notable for damaging the user for 1/2 of the damage dealt to the target compared to the other recoil moves' 1/4 or 1/3, thanks to having a Power of ''150''.
611* CrutchCharacter: Rock-type's defensive role is only relevant early in the game, where most of the Pokémon are either Normal, Bug[[labelnote:*]]actually does neutral damage to Rock, but Bug-type moves are unavailable in the early game[[/labelnote]], or Flying-types. Past that point of the game, they get overshadowed by Steel defensively and [[KryptoniteIsEverywhere the types they are weak to become much more common.]]
612* ChunkyUpdraft: Ancient Power is depicted in-game as a rising wave of stones around the opponent. Stone Edge is depicted similarly.
613* ColorCodedElements: The Rock-type icon is dark brown, though Rock-types themselves are usually varying shades of grey or black.
614* DifficultButAwesome: Rock is a very strong type, but it's not without problems. Offensively, it provides awesome coverage and has powerful attacks, but most Rock-type moves have less than 100% accuracy. The few Rock-type moves that have good accuracy are very weak (Ancient Power and Smack Down) or have limited distribution (Power Gem and Diamond Storm). Defensively, the type's tendencies towards low Special Defense stats and a myriad of weaknesses make them [[GlassCannon far more brittle than expected]]. Using Rock-types holds a lot of risk, but if the odds are in your favor, they ''will'' yield results.
615* DishingOutDirt: One of two types to represent this, along with Ground. They attack with stones and boulders. Naturally, they can easily learn Ground-type moves.
616* EarlyBirdBoss: Related to CrutchCharacter above. Whenever there is a Rock-type Gym Leader, they are usually the first gym challenge in the game (Brock, Roxanne, Roark) or second (Grant), where the player has limited resources and their lineup consists of unevolved Pokémon limited to Normal- and Flying-type moves, which Rock-types resist. This makes them rather difficult to deal with early on (especially for the Fire-type starter). Once the player gets further in the game with access to more varied elemental types and stronger Pokémon that can easily prey on their numerous weaknesses, Rock-types become ''far'' less difficult to handle.
617* EatDirtCheap: Many of them feed on sediment, most notably the Tyranitar and Aggron families.
618* ElementalRockPaperScissors
619** Offense
620*** Strong: Bug, Fire, Flying, Ice
621*** Weak: Fighting, Ground, Steel
622** Defense
623*** Strong: Fire, Flying, Normal, Poison
624*** Weak: Fighting, Grass, Ground, Steel, Water
625* FossilRevival: All of the fossil Pokémon [[BreakingOldTrends except those from the Galar Region]] are part Rock.
626* GemstoneAssault: The moves Power Gem ([[LightEmUp "a ray of light that sparkles as if it were made of gemstones"]]) and Diamond Storm (a storm of sharp diamonds and the SecretArt of Diancie).
627* GlassCannon: While most Rock-types lean towards MightyGlacier, from a typing standpoint, they're this trope. Offensively, they're strong against four types, including the common Bug-, Fire-, and Flying-types, and only resisted by three. Defensively, however, they're not so good — while Rock may have four resistances and be one of only two types to resist Normal, it's saddled with a whopping ''five'' weaknesses, many of which are to common attacking types.
628* KryptoniteIsEverywhere: The Rock type is tied with the Grass type for the most weaknesses, with ''five''. Of those weaknesses, three of them — Water, Ground, and Fighting — are some of the strongest offensive types in the game, and Steel is the best defensive typing and is likely to have a Steel-type attack even if it's purely defensive. Fortunately, Rock doesn't have ''nearly'' as many resistors as Grass does. The Rock/Dark Tyranitar ties with Grass/Psychic, Grass/Ice, and Grass/Dark for having the most weaknesses of any type combination (seven weaknesses, one of which is a double weakness).
629* LastChanceHitPoint: The very useful ability Sturdy, which is mainly associated with the Rock-type, protects the Pokémon from one-hit knockouts by leaving it with one HP if an attack would otherwise take it from full health to zero. It also protects against the OneHitKO moves, and that was what the Ability did prior to Gen V, but the newer feature is more important.
630* LastDiscMagic: The TM for Stone Edge is only available late or post-game or can be learned naturally by many Rock-types during the aforementioned time frame. Due to the large amount of Pokémon that can learn it, said TM is harder to find compared to other examples of this trope.
631* LightEmUp: The move Power Gem is a barrage of light beams released from gemstones.
632* LimitBreak:
633** The Rock-type Z-Move is Continental Crush, in which the user forms a gigantic rock by fusing many small rocks and [[DeathFromAbove drops it on the target]]. Lycanroc's exclusive Z-Move, Splintered Stormshards, has Lycanroc summon giant pointy chunks of boulders and launch them at the opponent.
634** The Rock-type Max Move is Max Rockfall. ExactlyWhatItSaysOnTheTin, the move creates a rock similar in height to the average Dynamax transformation and then simply lets it fall over onto the opponent. The rock proceeds to shatter into grain-sized pieces, producing a Sandstorm for five turns.
635** Gigantamax Coalossal's signature G-Max Move is G-Max Volcalith. This move creates a volcanic rock similar in height to Coalossal and then simply lets it fall over onto the opponent. The rock proceeds to explode and continuously damage non-Rock types.
636* MagicallyIneptFighter: Rock-types typically lean on the physical side with high Attack and Defense. Their special stats are nowhere near as impressive. To illustrate this further, after nine generations, the grand total of ''special'' Rock-type moves can be counted on one hand, and even fewer of them are viable.
637* MightyGlacier: Speed is not the forte of this type, but when it comes to Attack and Defense stats, they shine.
638* PoorPredictableRock: Pun aside, when you go up against a Rock-type, you're probably not going to have to worry much about them exploiting a low Special Defense; even after the split, almost all Rock-type moves are physical. Some Rock-types, like Rhydon/Rhyperior and Aggron, have surprisingly large coverage movepools, but they lack the Special Attack to take advantage of them.
639* PowerfulButInaccurate: The driving force behind Rock-type attacks is that they have great damage, but their accuracy is poor. In fact, before Generation IV, there was a grand total of one Rock-type attack with 100% accuracy.
640* PrehistoricMonster: Most of the Fossil Pokémon, known as such because they're generally revived from various fossils, are all at least part Rock-type. They range from invertebrates that lived in the sea to ones that are based on actual dinosaurs and other prehistoric reptiles. It's unclear if they were all Rock-types in life or if the Rock-type being added may be a side effect of being revived from fossils (it's noted a number of times that the revival process may not revive them in their original form). The only exceptions to being Rock-type so far have been Genesect and the Generation 8 fossils, all of whom have rather special conditions regarding their revival.
641* RockMonster: Most of them are clearly comprised in part of rocks and other minerals, though some, like [[PrehistoricMonster Archeops]], really push the concept in terms of design.
642* RollingAttack: Rollout, which increases in strength on each consecutive turn... assuming that it connects.
643%%* SecretArt: Rock Wrecker, a Rock-type [[AwesomeButImpractical Giga Impact]] (massive damage, but requires a recharge turn afterwards when it hits). (Need context to how this moves is a secret art; what makes it accessible to only a group of specific Pok%eacute;mon.)
644* ShedArmorGainSpeed: Half of all Pokémon with the Weak Armor Ability (which sharply raises the user's Speed but lowers its Defense for every contact attack it takes) are Rock-type, as are over half of the Pokémon that can learn Shell Smash. Minior's Shields Down ability boosts its Speed ''and'' both attack stats at the cost of defense when its health is reduced to half.
645* SiliconBasedLife: Many Rock-types are mostly made up of [[ShapedLikeItself rocks]], like Geodude and Regirock. Uniquely, Nihilego is a Rock-type that's made of glass (molten sand), or at least some flexible substance resembling glass.
646* SpamAttack: Rock Blast hits the target 2-5 times on each use, with each hit dealing weak damage.
647* StatusBuff: Rock Polish increases the user's Speed by 2 stages. All Rock-types also get a 50% boost to Special Defense during a Sandstorm.
648* StoneWall: Statistically, though the type's weaknesses don't always bear it out. Shuckle and Carbink (and Diancie) are strong on both defenses, while Regirock, Rhyperior, Golem, and even Onix are top physical defenders (and Regirock's special defense is pretty good, too, being part of a defensively-oriented legendary trio).
649* SuperMode: Aerodactyl, Tyranitar, Aggron, and Diancie are capable of Mega Evolution, though Mega Aggron loses its Rock-type. Coalossal and Drednaw are capable of Gigantamax, but only Coalossal has a Rock-type G-Max Move.
650* TrapMaster: The move Stealth Rock summons sharp floating stones on the opponent's side of the field which proceed to somehow turn invisible (hence the "stealth" part of the move). The stones automatically deal damage by striking at any opponent that switches in (unless they are equipped with Heavy-Duty Boots or have an ability that shields against the effects of entry hazards). The amount of HP lost is dependent on how weak a Pokémon is to Rock in the ElementalRockPaperScissors; it deals 3.125% of the switch-in's total HP on a double resist, 6.25% on a single resist, 12.5% on a neutrality, 25% on a single weakness, and a whopping 50% on a double weakness.
651* WarmUpBoss: Rock-type specialists are often the first bosses in the games of their generation, sometimes with a Rock-type FakeUltimateMook as their ace. This is most prominent in the early generations, with examples like Brock's Onix, Roxanne's Nosepass, and Roark's Cranidos (though the last one is trickier). Later games also have a few examples of single strong Rock-types as early bosses, such as Lord Kleavor in ''[[VideoGame/PokemonLegendsArceus Legends: Arceus]]'' or the Titan Klawf in ''[[VideoGame/PokemonScarletAndViolet Scarlet and Violet]]''.
652* WeakToMagic: Many Rock-types, especially in the early generations, have very high defence but much lower Special Defence. Their Special Defence buff in a sandstorm mitigates this.
653* UseYourHead: The ultra-powerful and dangerous-to-the-user Head Smash works like this.
654[[/folder]]
655
656[[folder:Ghost]]
657!!Ghost-Type (ゴーストタイプ ''Gōsuto Taipu'')
658[[quoteright:334:[[OurGhostsAreDifferent https://static.tvtropes.org/pmwiki/pub/images/ghost_types.png]]]]
659
660A group of Pokémon based on spirits, ghosts, goblins, and all manner of mischievous and creepy creatures from beyond the grave. They can be found in abandoned buildings and burial grounds. Due to their unusual nature, the Ghost type has the second-least representatives out of all types.
661
662Ghosts are primarily useful due to the fact that they're immune to 2 types, both of which are particularly common. Their resistances, to Bug and Poison, aren't ''quite'' as useful. Combined with other types and abilities, Ghost-types usually find a niche in {{No Sell}}ing other attacks. In previous generations, their resistances can overlap with the weaknesses of the Dark type, thus, Pokémon that were both types had no inherent weaknesses (although with the introduction of the Fairy-type, this is no longer the case). Starting in Gen VI, Ghost-types also cannot be trapped and can be freely switched out at any time (they can also run from any wild Pokémon regardless of speed).
663
664In the Trading Card Game, Ghost-type Pokémon are part of the Psychic energy type.
665%%Offensively: x2 Ghost, x2 Psychic, x1/2 Dark, x1/2 Steel (Gen II-V), x0 Normal
666%%Defensively: x1/2 Bug, x1/2 Poison, x0 Normal, x0 Fighting, x2 Ghost, x2 Dark
667%%Known Specialists: Agatha in ''Red and Green/Blue'' and ''Yellow''; Morty in ''Gold and Silver'' and ''Crystal''; Phoebe in ''Ruby and Sapphire'' and ''Emerald''; Fantina in ''Diamond and Pearl'' and ''Platinum''; Shauntal in ''Black and White'' and ''Black 2 and White 2''; Acerola in ''Sun and Moon''; Allister in ''Shield''; Ryme in ''Scarlet and Violet''
668----
669* ActionInitiative: Shadow Sneak has increased priority, letting the user circumvent Speed.
670* AnimateInanimateObject:
671** Many Ghost-types are based on living objects, some of which are actually normal objects possessed by spirits. Such examples include Rotom, the Honedge line, and the Sandygast line.
672** The move Poltergeist, introduced in the Isle of Armor, involves taking control of the opposing Pokémon's item and attacking them with it.
673* AwesomeButImpractical:
674** Ominous Wind has a rare chance to raise ''all of the user's stats'' (except Evasion, Accuracy, and critical hit rate) ''by one stage at the same time''. However, it's only a mere 10% chance, and the attack's power of 60 and PP count of 5 (8 at most with PP Up/Max) means it can't be relied on that much.
675** Shadow Force and Phantom Force make you completely invincible for one turn, but said turn is a charge turn that telegraphs what you are doing to your opponent, meaning that they will probably switch in a Normal-type. At least [[ArmorPiercingAttack they ignore Protect, Detect, and other protection moves]].
676** Trick-or-Treat adds the Ghost-type to its target, meaning you can spam your now super-effective Ghost STAB at them. However, because it [[ExactWords adds]] the type and doesn't override it, Normal-types will still be immune [[NiceJobBreakingItHero (and will now be immune to Fighting attacks, their only weakness)]]. Or your opponent can just switch out to something that resists Ghost anyway.
677** Curse, when used by a Ghost-type, takes away half the user's HP to afflict a DamageOverTime effect that takes away 1/4 of the victim's HP each turn, but can be removed by switching. Guess what a human opponent with even a ''tiny'' shred of competence '''will''' do '''''immediately''''' unless you took the time to prevent it? (And if you ''did'' bother [[YouWillNotEvadeMe to stop your opponent from running away]], you're probably nearly dead and will be finished off with just one more hit, which will allow your opponent to switch out.)
678** Prior to Gen [=II=], Ghost-types had next to no practicality in battle; there were only three Ghost-types available, all of which were dual Poison-types too, they were only super-effective against ''themselves'', and, contrary to what the anime claimed at the time, were useless against Psychic-types.[[note]]They could have had a niche in {{No Sell}}ing Normal-type moves from the likes of Tauros or Kangaskhan, but as the only Ghost-types at the time (the Gastly line) were also Poison-type and had poor defensive stats and Abilities didn't exist yet, this would probably lead to getting wrecked by Earthquake.[[/note]]
679* AlwaysAccurateAttack:
680** Shadow Punch bypasses accuracy and evasion checks when it's used.
681** Apart from Poltergeist, no Ghost-type move with a given accuracy number has less than 100% accuracy.
682* BalanceBuff: Steel-types lost their resistance to Ghost-type attacks starting from Gen VI, making Ghosts among the types that directly benefitted from the generational change, with no (direct) [[{{Nerf}} nerfs]]. Even the introduction of Fairy-types was good for Ghosts, as it's another type that scares away Dark-types.
683* BarrierBustingBlow: The moves Phantom Force and [[SecretArt Shadow Force]] not only bypass Protect and Detect, they also remove the protection for the rest of the turn. They also ignore the negative effects of Spiky Shield, King's Shield, Baneful Bunker, Obstruct, Silk Trap, and Burning Bulwark.
684* BoringButPractical: Ghost-type moves tend to be more reliable than those from other types, making them well-suited for patient players.
685** Every move's (except Poltergeist) accuracy is either 100% or it bypasses miss checks entirely; Phantom Force and Shadow Force also give the user substantial protection while hitting through any DefendCommand in their way.
686** Attacks like Shadow Bone and Shadow Ball carry higher chances of their added effect activating, and those two moves in particular have a chance to lower the foe's relevant defense stat. The type also has increased priority in Shadow Sneak, Swift-accuracy in Shadow Punch, and a FixedDamageAttack in Night Shade. None of these attacks are especially powerful, though.
687** The Ghost type's unique status effects — Spite, {{Curse}}, Nightmare, Trick-or-Treat, Destiny Bond, and the innate effects in Spirit Shackle and Spectral Thief — aren't as game-changing as the StatusEffects found in, say, Grass or Poison moves, but they're more likely to hit[[note]]all are 100% accurate and unaffected by type matchups, and some can bypass DefendCommand moves[[/note]], harder to get rid of[[note]]Spite can only be fixed with Leppa Berries and Nightmares last until the opponent wakes up, but everything else fixable can only be fixed by switching out[[/note]] and less likely to backfire[[note]]Trick-or-Treat and Spite are the only ones that can be bounced back with Magic Coat or Magic Bounce, and none of them can feed a StatusBuff ability[[/note]].
688* BreakingOldTrends: After 8 generations, the move Poltergeist is the very first Ghost-type move that has less than 100% (or {{always accurate|attack}}) accuracy.
689* CameBackStrong: Pokémon that ''become'' Ghost-type after they evolved tend to be much stronger than when they were alive. Annihilape's Dex entries in Gen IX even imply that it was dying and becoming a RevenantZombie that granted it such insane power (both in lore ''and'' in gameplay).
690* CastingAShadow: They actually fit this better than the Dark-types. Shadow Claw and Shadow Ball take the form of weaponized darkness, while other attacks like Shadow Punch and Shadow Force describe the user manipulating darkness to hide themself before striking.
691* ColorCodedElements: The Ghost icon is a grayish dark purple. Ghost-types are very often purple too.
692* ConfusionFu: Not just in movesets, but in fighting style, as Ghosts have been legitimately used as {{Glass Cannon}}s[[note]]Gengar[[/note]], {{Mighty Glacier}}s[[note]]Giratina[[/note]], {{Stone Wall}}s[[note]]Eviolite Dusclops[[/note]], {{Fragile Speedster}}s[[note]]Dragapult[[/note]], and as {{Lightning Bruiser}}s[[note]]Annihilape[[/note]].
693* {{Curse}}: Ghost-types are fittingly fond of using moves and Abilities that could be considered curses, including Grudge, Destiny Bond, the Abilities Cursed Body and Mummy, and Curse itself. Curse is a SecretArt that was initially a move of unknown type that worked differently for Ghosts based on a pun. [[note]]The move's Japanese name can mean either "curse" or slow", depending on the kanji used.[[/note]] It officially became a Ghost-type move in Gen V. CastFromHitPoints to regularly drain the opponent's health for Ghost-types; lowers Speed and raises Attack and Defense for anything else.
694* DarkIsNotEvil:
695** They are all rather spooky as expected, but they tend to be more [[ThePrankster mischievous]] than malevolent.
696** This also applies to their ace trainers, as well. Despite specializing in Ghost-types, none of them are evil, malicious, or even [[PowerStereotypeFlip all that spooky]]. [[VideoGame/PokemonRedAndBlue Agatha]] is a CoolOldLady, [[VideoGame/PokemonGoldAndSilver Morty]] is a PerkyGoth, [[VideoGame/PokemonRubyAndSapphire Phoebe]] and [[VideoGame/PokemonSunAndMoon Acerola]] are {{Genki Girl}}s, [[VideoGame/PokemonDiamondAndPearl Fantina]] is a FunnyForeigner, [[VideoGame/PokemonBlackAndWhite Shauntal]] is a CuteBookworm, [[VideoGame/PokemonSwordAndShield Allister]] is a ShrinkingViolet, and [[VideoGame/PokemonScarletAndViolet Ryme]] is a BattleRapping CoolOldLady.
697* DefrostingIceQueen: Most Ghost types won't care for you at all when you first catch them. They can still bond with you through the usual methods (winning battles with them, pampering or playing with them, and even just keeping them in your party long enough).
698* DemonicPossession:
699** In the original game, Ghost-types possessed the Channelers in Lavender Town, forcing them to be their "trainers" in attacking you. It's implied that the Ghosts were driven mad by the anger and grief of the Marowak mother whose son Team Rocket killed.
700** More benignly, many Ghost-types possess various inanimate objects ranging from dolls to sand castles, forming different species based on what they're controlling.
701* DifficultButAwesome: Ghosts and ghost moves can force your opponent to make some very uncomfortable choices. Perish Song can end them if they have no way to escape, made all the more difficult with the trapping moves they know. And trapping is useless on ghosts since Gen VI. If you fully exploit the strengths of the ghosts you use, the opponent can do nothing but watch helplessly as their wall or support gets dragged off by the reaper.
702* TheDragAlong: There's a small subset of Pokémon that begin with 35 base friendship rather than 70 when you capture them in the wild — in other words, they're significantly less happy to join up with you than ordinary Pokémon (though you'll still win them over through dedication and care). Ghost- and Dark-types jointly make up a major chunk of this group.
703* DyingCurse: Destiny Bond and Grudge will only work if the user is knocked out on the same turn they are successfully used.
704* ElementalRockPaperScissors:
705** Offense
706*** Strong: Ghost, Psychic (Gen II-Forward)
707*** Weak: Dark, Steel (Gen II-V)
708*** Can't Hit: Normal, Psychic (Gen I Only)
709** Defense
710*** Strong: Bug, Poison
711*** Weak: Dark, Ghost
712*** Immune: Fighting, Normal
713* EscapeBattleTechnique: All Ghost-types are immune to being trapped and can switch out at will from trapping abilities. Furthermore, they are capable of successfully escaping regardless of speed in a wild battle.
714* ExactTimeToFailure: Forced with Perish Song[[note]]which is ''technically'' a Normal-type move, but can be learned by many Ghost-type Pokémon[[/note]]. Three turns, and both sides are K.O.ed, bypassing Focus Sash and any ability that may have saved them. The number of trapping moves that ghosts learn means that they can switch out before the timer reaches zero, and their opponent cannot.
715* FauxFlame: Probably an influence as to why the Fire-type move Will-o-Wisp is so widely distributed among Ghost-types and likely the reason it's the only Fire-type move that works when Primal Kyogre's fire-extinguishing rainstorm is in effect. Rest assured, though, the move ''will'' burn the target when it lands.
716* FourIsDeath: In a very strange way. As of Generation VII, the Ghost Pokémon evolutionary families who don't evolve via level-up are in groups of four. 4[[note]]Gengar, Dusknoir, Trevenant, and Gourgeist[[/note]] need to be traded to reach their final evolution, and 4[[note]]Mismagius, Froslass, Chandelure, and Aegislash[[/note]] need stones to reach their final evolution.
717* InfinityPlusOneElement: In the ''Mystery Dungeon'' subseries, Ghost-types are king. The ability to walk through walls is supremely powerful in a roguelike game, allowing you to escape bad situations, hit enemies from where they can't retaliate, and perform a DungeonBypass. It's quite telling that you generally can't recruit them until the post-game.
718* {{Intangibility}}: Why the Ghost-type is immune to Normal and Fighting-type moves, as well as trapping effects/abilities — they can vanish and reappear at will and make matter pass through their bodies. It could also be the reason why Ghost-type moves became neutral against Steel-types in Gen VI.
719* {{Irony}}: Before the Physical/Special split, Ghost-type attacks used to be all physical, but the ghosts they're based on don't have a ''physical'' body.
720* JackOfAllStats: Type-wise. Ghost is tied with Dragon for the fewest unfavorable attacking matchups; it's weak against Dark and nullified by Normal. Offensively, though, it's only strong against itself and Psychic, but at the same time, it only has 2 resistances against it: Dark types and Normal types (the only type immune to it)[[note]]Prior to Gen 6, 3 resistances, the third type being Steel[[/note]]. As a result, Ghost-type attacks will be hitting foes neutrally more often than not.
721* LimitBreak:
722** The Ghost-type Z-Move is Never-Ending Nightmare, in which the user summons deep-seated grudges to attack the target, taking the form of huge energy tendrils that pile on the target and explode.
723** The Ghost-type Max-Move, Max Phantasm, creates huge spectral furniture and other decor which it proceeds to crash into the opponent. This also lowers the Defense of the opponent and their allies.
724** Gigantamax Gengar's exclusive G-Max Move is G-Max Terror, which creates huge spectral furniture and other decor which it proceeds to crash into and absolutely terrify the opponent, preventing them from fleeing or switching out.
725* ManaBurn: Two different Ghost-type moves can drain PP (Power Points). Spite knocks 4 PP off the move last used (''all of it'' in the ''Mystery Dungeon'' games), while Grudge causes all of the PP to be drained from the move that [=KOed=] the user.
726* MechanicallyUnusualFighter: Ghost-type attacks aren't very effective offensively, but they have many unique status attacks like Spite, Curse, Nightmare, and Destiny Bond, and also have a number of moves that can inflict other status conditions (Confuse Ray, Lick, Astonish).
727* MundaneUtility: The move Poltergeist, while being a powerful attack on its own, also has the useful side effect of revealing the target Pokémon's held item, even if said held item cannot be removed with moves such as Knock Off.
728* MutualDisadvantage: While they enjoy being immune to Normal-type moves, Ghost-type moves cannot harm Normal-type Pokémon.
729* NocturnalMooks: In the games that base RandomEncounters off the time of day, they will frequently only appear at night or in dark areas like caves.
730* NonIndicativeName: Many Ghost-types are actually natively ethereal entities that share the characteristics of a ghost ''without'' actually being the lingering soul of a creature that died, as a ghost is commonly understood to be. Giratina, for example, is a [[PhysicalGod deity]] that is not dead, but simply able to phase through matter much like a ghost can. A more appropriate name would probably be something like "Spirit-type".
731* NoSell: Ghost-type Pokémon are completely immune to Normal and Fighting-type moves. Normal-type Pokémon are also completely immune to their attacks, however.
732* OurGhostsAreDifferent:
733** Ghost-type Pokémon have many traditional characteristics of ghosts but are not, for the most part, actually spirits of the dead. Some aren't even ghostly at all -- Sableye, Oricorio's Sensu Style, Alolan Marowak, and Decidueye, for example, are all clearly living and tangible creatures. As shown by "Mimikins" in the anime, they can even die and become actual undead ghosts (key differences including that truly "ghost" Pokémon cannot interact with the living world in any physical way, unlike Ghost-types).
734** When Ghost-type Pokémon have death as part of their origin, they are typically treated not as dead themselves but rather described as becoming Ghost-type in order to be able to live again in a different form or state of being. Examples include ones like Yamask and Phantump which are stated to be human spirits reborn as Pokémon, while Drifloon is stated to have been "formed by the spirits of people and Pokémon" that gathered together. Dreepy and Galarian Corsola were once non-Ghost types but became extinct in those forms and then were reborn as Ghost-types at some point. Becoming Ghost-type for them is treated in lore as a form of adaptation so they could live again in their old habitats, and in Corsola's case allowed for it to even evolve where its original form couldn't. This proved to be the case for the ancient Hisuian population of Zorua and Zoroark as well, which were reborn as Normal/Ghost-types when they proved unable to survive in the region in their original forms (though their spite toward both humans and other Pokémon for contributing to their deaths led to this rebirth as well). An even straighter example of adaptation is Alolan Marowak, who explicitly gained the Ghost/Fire typing in order to protect themselves and the (still Ground type) Cubone from their local enemies, no extinction involved, with the implication that the spirits of their mothers have returned to protect them via the ghostly flames on their bones. Spiritomb is explicitly 108 (human) souls that are forced together inside one SoulJar, and Froslass is repeatedly stated in dex entries to have originated from the soul of a woman who died in a snowstorm, her regrets and grudges causing her to be reborn as this Pokémon (although another dex entry says such a soul merely "inhabits" the body of Froslass, rather than being the Pokémon's own soul). How reliable dex entries are for Ghost types in particular can be debated, with some dex entries stating their origins as undisputed facts, others giving the same or similar info but stating such an origin is a legend or story.
735* OurMonstersAreWeird: The type's favoring of AnimateInanimateObject often results in some odd Pokémon like haunted, carnivorous sandcastles and seaweed that use nautical instruments as weapons. Even Ghost-types that aren't directly haunted objects but are based on them can be strange, such as the Litwick line (candles, lamps, and chandeliers) and Drifloon and Drifblim (balloons).
736* {{Poltergeist}}: The exact name of one Ghost-type attack, which manipulates an opponent's held item and hits them with it. It's surprisingly powerful having 110 power, but has only 90% accuracy and fails if the opponent lacks a held item.
737* PowerNullifier: The Ghost type's defenses are defined by its immunities, not its resistances; it is immune to two other types, Normal and Fighting, something no other type can claim. Twenty-five out of the forty-four Ghost-type Pokémon also have access to a third immunity through an ability or secondary typing, and the Pokémon with the most type immunities, Shedinja[[note]]through Wonder Guard[[/note]], is partially a Ghost-type.
738* PsychicPowers: Many Ghost-types are capable of learning Psychic-type moves.
739* PurpleIsTheNewBlack: The only Ghost-types in Gen I, the Gastly line ending in Gengar, was based around a living shadow and are all purple. For them, the wires are crossed, being part Poison.
740* SecretArt:
741** The move Curse will only do its DamageOverTime special effect when used by a Ghost-type.
742** The ability Cursed Body has a 30% chance of preventing the opponent from using the last move they used for the next 4 turns.
743* SituationalDamageAttack: Hex has a below-average power of 65, but its power doubles to a whopping 130 when used on targets with StatusEffects.
744* SoulPower: A lot of the Ghost-type's abilities are related to the spirit.
745* SquishyWizard: Ghost Pokémon have lots of cool tricks and can be pretty good on offense, but if you can actually hit them their defenses are often rather lacking.
746* StatusBuff: Curse, when used by a non-Ghost, increases Attack and Defense by 1 stage but also lowers Speed by 1 stage.
747* StatusInflictionAttack:
748** Many Ghost-types get [[PlayingWithFire Will-O-Wisp]], which inflicts Burn.
749** Lick has a high chance of inflicting paralysis, while Confuse Ray is a 100% accurate attack that causes confusion.
750** Hex doesn't cause a status effect, but it does deal double damage against foes afflicted with them.
751* SuperMode: Gengar, Sableye, and Banette are capable of Mega Evolution, with Gengar alone also being capable of Gigantamax.
752* TakesOneToKillOne: Ghost is one of the two types weak to itself, the other being Dragon.
753* TakingYouWithMe:
754** Destiny Bond will instantly KO the opponent if their next attack [=KOs=] the user, with a success rate that declines with every consecutive use (Gen VII onwards, as it could be used repeatedly without failing in Gen II-VI).
755** This can apply to Perish Song as it not only counts down to the target's demise but also the user's. This can be averted however if the user switches out before the timer reaches 0.
756* TeethClenchedTeamwork: As described under TheDragAlong above, most Ghost types won't like you when you first catch them. That said, they'll still obey your commands if you're a skilled enough trainer, usually as measured by your number of badges.
757* UndeadAbomination: Ghost-types tend to be more otherworldly and bizarre than their contemporaries in the mortal realm, with their very existence often defying scientific explanation — Gengar is a gaseous LivingShadow that's somehow also poisonous, Shedinja is the possessed empty shell left behind by a metamorphosed Ninjask whose back cavity can [[YourSoulIsMine suck your soul out]] if you look at it too long, Spiritomb is a [[MergerOfSouls merger of one hundred and eight evil souls]] held together by negative emotions and [[SealedEvilInACan permanently bound to a keystone]], no one knows ''what'' Mimikyu is because anyone who looks upon its true form will [[BrownNote die of fright]], etc.
758* UndergroundMonkey: Galarian Corsola is pure Ghost-type. Alolan Marowak as well as Hisuian Typhlosion, Zorua and Zoroark are part Ghost-Type.
759* UniquenessDecay: It was once only represented by the Gastly family. Now there's a good selection to choose from (though they're still rare, with 72 Pokémon, making Ghost the rarest type after Ice).
760* WasOnceAMan: A few Ghost-type families are frequently stated to be former humans. We never actually see [[NothingIsScarier exactly how this happens]], but its frequently stated it's spirits gaining physical form through possessing objects or a sheer power of will. Examples include Yamask, Froslass, Spiritomb, Ghastly, Phantump and Sandyghast.
761* WeakButSkilled: When in the offensive, Ghost-type moves tend to be on the weak side. Until the Generation VI games introduced Phantom Force, there was no Ghost-type Pokémon with a Base Power higher than 80 that wasn't [[SecretArt a signature move]], [[LimitBreak a Z-Move, or a Max Move]], and it took until the introduction of Poltergeist in Generation VIII to get one such move that was executed in a single turn. Due to this, offensive Ghost-type moves are generally valued for their secondary effects or the fact only two types (three before Generation 6) take less than neutral damage from Ghost-type attacks.
762* YourSoulIsMine: Some Ghost-types are said to love stealing or draining the souls of people and Pokémon alike.
763* YouWillNotEvadeMe: The move Spirit Shackle prevents the opponent from switching out or running away if it hits. Many ghosts also learn Mean Look and Block naturally, more than the normal types these moves belong to. Worse still, ghosts also tend to learn [[ExactTimeToFailure Perish Song]], which if the situation is unfavorable for the victim, means their defeat is inevitable.
764[[/folder]]
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