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All-Rounder

All-Rounders are Pokémon whose role gives them good offensive and defensive capabilities, but neither stands out as much as other roles.

    In General 
  • Jack of All Trades: All-Rounders are certainly no slouches at dishing out damage, moving around and defending themselves, but they're as tanky as most of the Defenders/Supports, their crowd control is limited to targetted individuals, they're not really as "bursty" as the Attacker roles and their mobility are not as flexible as Speedsters.
  • Magikarp Power: Most of the All-Rounders only show their true power during late game, with them being recommended, if not outright required, to jungle early game to level up before they can engage with the opposing players.
  • Master of All: It is notable that most Pokémon on this role are very powerful late-game.
  • Mechanically Unusual Fighter: The most straightforward Pokemon out of all the list is Machamp. Everyone else has a gimmick which users must capitalize on to maximize the efficiency of using their respective Pokemon.

    Machamp (Kairiky) 

Machamp (カイリキー, Kairiky)

https://static.tvtropes.org/pmwiki/pub/images/unite_machamp_0.png
Machamp is a Fighting-type Pokémon who hails from the Kanto region, with the Pokémon being known for its strong fighting prowess and immense physical strength.

  • Critical Hit:
    • Cross Chop has been more used for its utility and its increased critical hit rate.
    • While Submission does not have an increased Crit rate itself, it does improve the crit rate of its next move. This makes Cross Chop + Submission a preferred choice with Scope Lens + Razor Claw held items
  • The Juggernaut: Has four sources of Unstoppable to negate enemy crowd control: Bulk Up and its upgrades, Submission and Dynamic Punch, and Close Combat. Particularly fitting is Submission, which lets Machamp dash across the arena shrugging off any attempts to stop it.
  • Lightning Bruiser: Not only is Machamp strong enough to win a 1v1 fight, it can also make itself fast enough to initiate one.
  • Rapid-Fire Fisticuffs: Close Combat and its unite move Barrage Blow strikes their target with a massive flurry of punches before ending with one last powerful punch.
  • Status Buff: Can cast Bulk Up to itself to make itself immune to Hindrances.

    Charizard (Lizardon) 

Charizard (リザードン, Lizardon)

https://static.tvtropes.org/pmwiki/pub/images/unite_charizard_5.png
One of the most popular Pokémon of all and somewhat of a secondary mascot in the series, Charizard is a Fire/Flying-type starter first introduced in the Kanto region.

  • Armor-Piercing Attack: The additional tick from Charizard's Basic Attack when his enemies gets burned ignores Defense.
  • Critical Status Buff: In almost every sense of the word "critical", as Blaze increases Charizard's Critical Hit rate when they're low on health.
  • Damage Over Time: Focuses around doing this with Burn, especially with their basic attack gaining an additional tick against burning enemies.
  • Limit Break: Seismic Slam. Charizard grabs an enemy Pokemon and slams them hard into the ground. Afterwards, Charizard takes to the skies, becoming unimpeded by obstacles, and upgrading their basic attacks to burn enemies and heal Charizard.
  • Mechanically Unusual Fighter: Charizard's basic attack is a stream of fire that hits 4 times, and is not affected by attack speed bonuses or reductions. Leveling up increases its attack range.
  • Mighty Glacier: Charizard's HP is expectedly large for a Melee Pokémon, and its attacks are mostly based on dealing damage rather than crowd control.
  • Mythology Gag: Seismic Slam is one specific to the anime, where Seismic Toss is the Signature Move of Ash's Charizard. Seismic Toss is otherwise a subpar move for Charizard in the main games, as it is a Fixed Damage Attack that doesn't take advantage of Charizard's high offenses.
  • Playing with Fire: As expected from one of Pokémon's most famous Fire types.
    • Flame Burst is a fireball that damages and burns enemies. It can be upgraded to:
      • Flamethrower: A stronger version of Flame Burst.
      • Fire Punch: A charge attack that burns the target.
    • Fire Spin: Creates a fiery whirlwind that damages and slows enemies down. Upgrades to:
      • Fire Blast: A stronger version of Fire Spin.
      • Flare Blitz: A charge attack that launches enemies hit by it, granting Charizard a shield.
  • Simple, yet Awesome: Charizard's basic attack does not have a Boosted Attack to compensate for his Basic Attack being a multi-hit. His moveset revolves around improving his basic attack by burning them and Damage over Time with Crowd Control, and evolving Charizard increases the range of his Basic attack, which initially starts at Melee range. In conclusion, all Charizard really has to worry about is his positioning and when to use his skills to keep stacking the Burn status effect which improves the strength of his Basic Attacks, and his crowd control.
  • Starter Mon: Charizard is the All-Rounder option for the player's first Unite License.

    Lucario 

Lucario (ルカリオ, Lucario)

https://static.tvtropes.org/pmwiki/pub/images/unite_lucario.png
Lucario is a Steel/Fighting type Pokémon who hails from the Sinnoh region.

  • Bad with the Bone: Lucario's boosted attack and Bone Rush both utilize a long Stock Femur Bone as a weapon.
  • Cooldown Manipulation: Has a variety of ways to reduce the cooldown of its primary moves:
    • Learning Extreme Speed will passively mark enemies that have not been recently hit by the move; if the first enemy Lucario hits with Extreme Speed has one of these marks, the mark is removed and Extreme Speed's cooldown is reset. Bone Rush and Aura Cannon will also apply Extreme Speed marks to enemies hit.
    • Power-Up Punch has its cooldown reduced each time Lucario hits an opponent with a move. Because both of its secondary move upgrades hit opponents multiple times, a good hit can easily reset Power-Up Punch's cooldown entirely.
    • Bone Rush+ resets the cooldown of Lucario's primary move when Lucario teleports to the bone.
  • Difficult, but Awesome: Classified as an Expert-difficulty character, and the finesse requirement is especially exemplified with Extreme Speed and Bone Rush. Recklessly flailing around with Extreme Speed isn't going to do Lucario favors with its middling power, as its cooldown reset doesn't occur on a repeat target. Bone Rush, while has range, is on a slightly longer cooldown than Close Combat and has a secondary attack that requires quick thinking whether you want to jump to the bone or not, but can reset the cooldown on Extreme Speed or Power-Up Punch when upgraded. A good trainer knows how these moves behave, but a great trainer can utilize the Cooldown Manipulation well to make Lucario zip around like crazy and escape with hardly a scratch.
  • Extra-ore-dinary: Downplayed. Starts out with Meteor Mash, but that's the only Steel-type move Lucario knows, and it'll get replaced in due time.
  • Flash Step:
    • Starts with Quick Attack, which is a simple dash that damages enemies Lucario passes through, and can upgrade into...
      • Extreme Speed, which is similar to Quick Attack, but can be used again and again as long as Lucario can keep finding new targets to dash to.
      • Power-Up Punch, which has Lucario charge up to deal a single powerful punch at the end of the dash, reducing the damage they take as they do so.
  • Kamehame Hadouken: Its Unite Move, Aura Cannon, fires a giant orb of aura power from Lucario's hands. The orb not only pierces through enemies in its way but can hit the same target multiple times, making it lethal at close range where it travels slower and thus can intersect an opponent's hitbox for a longer time.
  • Life Drain: Close Combat heals Lucario each time it hits an enemy.
  • Lightning Bruiser: Lucario is not only just as fast as it is bulky, it's also threatening even in early games, which makes him very flexible in choosing a lane, though it's since drifted more towards Fragile Speedster by the release of All-Rounders with better defensive stats and safer movesets.
  • Mighty Glacier: With Close Combat and Power-Up Punch, Lucario isn't quite as zippy as with Bone Rush and Extreme Speed, but deals higher damage per move and has a decent degree of self-sustain. Additionally, both of these moves can make Lucario Unstoppable (Close Combat by default, Power-Up Punch when it upgrades to Power-Up Punch+), making it safer against crowd control.
  • Rapid-Fire Fisticuffs:
    • Meteor Mash, a single powerful punch that knocks back the target, can upgrade into...
      • Close Combat, which is this type of move.
      • Meanwhile, Bone Rush, which is similar to Close Combat but stuns and throws a bone Lucario can dash to, is closer to Blade Spam due to Lucario's choice of weapon.

    Garchomp (Gaburias) 

Garchomp (ガブリアス, Gaburias)

https://static.tvtropes.org/pmwiki/pub/images/unite_garchomp.png
Hailing from region of Sinnoh, Garchomp is a "pseudo-legendary" Ground/Dragon-type Pokémon.

  • Achilles' Heel: Because Garchomp needs to hit enemies enough times with attacks or moves to ramp up before reaching his full power, burst-damage Attackers like Gardevoir and Alolan Ninetales can pose a serious problem for him by shredding him before he can hit critical mass.
  • The Berserker: Garchomp's attack mechanics encourage constant aggression from the player, as he only reaches full power if he manages to hit enemies 5 times in succession and the effect wears off quickly outside of combat. His boosts also include a lifesteal bonus, making him more powerful as long as he keeps attacking enemies.
  • Dig Attack: Dig is a move where Garchomp closes the gap by digging under, then appearing, at the end of the move, striking whoever is within the vicinity of the move.
  • Gathering Steam: Instead of getting boosted attacks after a set number of hits or on a cooldown, Garchomp builds boost stacks each time he deals damage, and at 5 stacks, his attacks become boosted for a short duration that is reset each time he does damage; while this effect is active, he gains a significant boost to attack speed and lifesteal and his attacks deal damage based on the target's remaining health. As long as he can keep dealing damage, he retains the bonuses, making him efficient at clearing objectives in a short time.
  • Gender Flip: It's a male Garchomp (as shown by the notch on its dorsal fin) but is depicted as an incarnation of Cynthia's Garchomp in the Legacy Trainer Showdown event, which is female, although Cynthia's Garchomp also had a chance of randomly appearing as male in battle facilities in past main series games. Later averted with Cynthia's appearances in the recurring Solo Challenge mode, where her Garchomp became female like its other depictions.
  • Magikarp Power: Downplayed. While Gible has only two mediocre moves, one of which is barely functional, he only needs to use them to quickly stack his basic attack to become a boosted attack, which makes him mildly functional on the lane.
  • Mechanically Unusual Fighter: Garchomp's basic attack is different from the other Pokémon in which he has to "gain and maintain momentum during combat". This boosts Garchomp's basic attack speed which allows him to outdamage an opponent in a direct-contact duel but can only be activated by the prerequisite of hitting a Pokémon five times with basic attacks or moves. Also, the stat boost is temporary but can remain active for as long as Garchomp has a Pokémon in range to hit.
  • Our Dragons Are Different: Garchomp, being a part-Dragon type, has access to two Dragon-type Moves
    • Dragon Claw is a Dragon-type attack move where Garchomp lunges forward twice. The first hit pushes his opponent, the second hit is a boosted attack.
    • Dragon Rush is a Dragon-type move where Garchomp jumps then dives toward his target, damaging and pushing them towards the end of the linear AOE.
  • Sand Blaster: Sand Attack is a Hindrance move that Blinds opponents in the area of effect, making them unable to see all the Pokemon within the vicinity. It later upgrades to Dig or Dragon Rush.
  • Secondary Sexual Characteristics: The distinctive notch in his dorsal fin indicates that the playable Garchomp is male. Cynthia uses a female one, indicated by the intact fin, in Solo Challenge with all the same capabilities of her playable counterpart.
  • Shockwave Stomp: Bulldoze is an AOE attack move that hits anything within a specific radius from Garchomp. It can be upgraded to Earthquake, a more powerful slam that also slows and triggers aftershocks to deal additional damage.
  • The Spiny: Garchomp has a passive ability, Rough Skin, that reflects 30% of the damage he takes from the opponents back to them. Since this ability has no cooldown (prior to a patch), it gets particularly nasty against Pokémon with continuous moves like Blastoise's Rapid Spin or Crustle's Stealth Rock.

    Tsareena (Amajo) 

Tsareena (アマージョ, Amajo)

https://static.tvtropes.org/pmwiki/pub/images/unite_tsareena.png
Tsareena is a Grass-type Pokemon who originally hails from the Alolan region.

  • Action Girl: All Tsareena are female and all of her kits are geared towards offensive uses.
  • Barrier Warrior: When Queenly Majesty's bar is filled, either Grassy Glide or Trop Kick will give her a shield.
  • Difficult, but Awesome: Tsareena can almost certainly win a clash where she or her team might be outnumbered but when she starts a combo, she needs to continue the combo or die trying because, while she can definitely initiate a fight, it's easy to control her with either crowd controls or distanced fighting so she will not have an opportunity to continue the combo or even get out of the fight. For these reasons, Mr. Mime and Wigglytuff can hard-counter her.
  • Green Thumb: As a Grass-type Pokémon, she has access to three Grass-type moves.
    • Razor Leaf is a Grass-type move where she throws a linear barrage of leaves which damages anyone within the vicinity. At Level 6, this move can be replaced by the following moves listed below:
      • Trop Kick is a Grass-type move where Tsareena kicks in a linear direction, reducing the Attack stats and movement speed of anyone within the vicinity.
      • Grassy Glide is a Grass-type move where Tsareena slides in a linear direction, slowing anyone within the line as well as pushing back the opponent.
  • Kick Chick: Most of her moves, including her basic attacks, Unite move, and even her scoring animation revolve around kicking.
    • Stomp has Tsareena jump into the air and slam down on her opponent, which damage and stuns them.
    • With Triple Axel, she kicks the target three times, the power of each attack increasing per hit.
  • Life Drain: Having Queenly Majesty active will cause her primary move (Triple Axel or Stomp) to heal her.
  • Mechanically Unusual Fighter: Tsareena's main gimmick is her Queenly Majesty ability, which gives her a gauge with three bars. Filling the bar by either using her abilities or hitting with her boosted attacks will give her a Queenly Majesty status, giving her one use of a boosted version of her regular moves (the boosted move does not use the regular cooldown of that move).
  • Skill Gate Characters: Tsareena can do extremely well on lower-ranked fights since most players favor Attackers and Speedsters more than Defenders or Supporters. On higher ranks, while it still does takes effort, it's still manageable to fight against Tsareena as long as you ally yourself with one Pokémon who has a decent crowd control skill, since she's frail when she's not under the Queenly Majesty buff.
  • Spin Attack: Has access to Rapid Spin, a dash move with a wide area which can be replaced by Stomp or Triple Axel

    Dragonite (Kairyu) 

Dragonite (カイリュー, Kairyu)

https://static.tvtropes.org/pmwiki/pub/images/unite_dragonite.png
Dragonite is an orange Dragon/Flying-type Pokémon that was first introduced in the Kanto region as the series' first "pseudo-legendary".

  • Fire, Ice, Lightning: Variation. It's Fire, Water, Lightning.
  • Mechanically Unusual Fighter: Dragonite is the only Pokémon with multiple Boosted Attacks, switching between them each time it's used. All of them reduces the cooldown of their abilities, and each one has an additional effect.
    • Dratini has access to a Water-type boosted attack that heals itself.
    • Dragonair has access to both the Water-type boosted attack and an Electric-type boosted attack that stuns the target.
    • Dragonite has access to the both Water-type boosted attack, the Electric-type boosted attack, and now has access to the Fire-type boosted attack, a Percent Damage Attack.
  • Non-Elemental: Dragonite has access to two Normal-type moves:
    • Super-Speed: Extreme Speed is a Normal-type move where Dragonite dashes towards an area, slowing down anyone who gets hit by the move. While Dragon Dance is usually a better pick, it has its niche of resetting Multiscale cooldown.
    • Kamehame Hadoken: Hyper Beam is a Normal-type move where, after a slight wind-up, Dragonite sends out a powerful laser towards a target. If Dragonite used Dragon Dance, the attack's base power is increased and it deals additional damage based on the target's max HP.
  • Our Dragons Are Different: Dragonite has access to four Dragon-type moves:
    • Tornado Move: Twister is a ranged Dragon-type attack that throws a large tornado on a linear but wide area, damaging and slowing any enemies within its vicinity. At Level 5, this move can be replaced into either "Dragon Dance" or "Extreme Speed".
    • Breath Weapon: Dragon Breath is a Dragon-type move where Dragonite casts a flame in the area, damaging anyone within said area as well as slowing them down.
    • Stance System: Outrage is a Dragon-type Melee move where Dragonite shifts from being a ranged attacker to a melee attacker, as well as turning all of his basic attacks to boosted attack. Because his attacks are boosted attacks, the elements will now quickly rotate instead of requiring to attack three times before it changes elements.
    • Magic Dance: Dragon Dance is a Dragon-type Buff move that improves the attack speed of Dragonite as well as increases his Attack stats as well. This move not only stacks three times, it also improves the damage of Hyper Beam.
    • Limit Break: His Unite Move, Draco Impact, allows him to attack an area within roughly 1/4 the width of the Remoat Stadium. Because the movement speed of most Pokémon in this game is very slow, this is a big deal, as not only can you snipe a Zapdos from outside the central area, you can also quickly score at the opponent's area with almost no obstacle.
  • Pragmatic Adaptation: Dragonite is well known in the mainline competitive scene for being one of the only two Pokémon that have access to an ability called Multiscale, the only other Pokémon being Lugia. This ability, in the original game, drops any attacks done to Dragonite by 50% as long as Dragonite has 100% of his health. In this game, Dragonite can trigger it regardless of health, but only reduces damage by 20% and the ability has a cooldown.

    Aegislash (Gillgard) 

Aegislash (ギルガルド, Gillgard)

https://static.tvtropes.org/pmwiki/pub/images/unite_aegislash.png
Aegislash is a Steel/Ghost type Pokémon who hails from the Kalos region. With his signature ability, Stance Change, Aegislash is either a powerful Fragile Speedster or a tanky Stone Wall.

  • Casting a Shadow: Being part-Ghost, Aegislash has access to two Ghost-type moves.
    • Shadow Sneak casts a shadow near Honedge's vicinity, teleporting towards anyone within the vicinity. At Level 5, this move can be replaced by either Sacred Sword or Shadow Claw.
      • Shadow Claw makes Doubledge/Aegislash slash three times, the third hit launching his target upwards.
  • Charles Atlas Superpower: Has access to Sacred Sword, a Fighting-type offensive move that cuts a triangular AOE in front of Aegislash.
  • Difficult, but Awesome: Playing Aegislash to the fullest means managing its stances and boost counter, which means not only using its moves, but also doing so in the right order to either tank hits or deal them back while also threading basic attacks in between.
  • Extra-ore-dinary: As a part-steel-type Pokémon, two of its defensive moves (Iron Defense and Iron Head) are Steel-type.
  • Glass Cannon: As Honedge and Doublade, it has the No Guard skill, which increases both the damage he takes as well as the damage he deals.
  • Limit Break: His Unite Move, Coup-De-Grace, hits anyone within a linear AOE, dealing more damage the lower the targets' respective HP. The damage dealt is capped against wild Pokémon to prevent it from trivializing bosses.
  • Mechanically Unusual Fighter: In addition to his Stance System, Aegislash's Boosted attack relies on a boost counter (max: 4) which is built by using moves. The effect of the boosted attack depends on its current stance.
  • Shield Bash: Iron Head allows Aegislash to shove himself forward, dealing damage as well as granting him a shield that deflects all incoming damage. Wide Guard also has Aegislash taking a defensive stance and forcing enemies back when cast and when it ends.
  • Stance System: Each time Aegislash uses an offensive move (its primary move), it shifts into Blade Stance, which increases Attack, Attack Speed and Movement Speed. Its secondary moves are counted as defensive moves, causing it to shift into his Shield Stance, which increases its Defense and Special Defense.

    Azumarill (Marilli) 

Azumarill (マリルリ, Marilli)

https://static.tvtropes.org/pmwiki/pub/images/azumarill_unite_5.png

Azumarill is a Water/Fairy type Pokémon who hails from the Johto region.

  • The Bus Came Back: Azumarill is the first playable Pokémon that represents the Johto region to be released since Blissey's release, which happened on August 18th, 2021. This ended a drought of additions of Pokémon from the Johto region that lasted for six months.
  • Critical Hit: Huge Power is an Ability that ensures that Azumarill will always land critical hits as long as he is hitting exactly one Pokémon with his basic/boosted attacks or moves. On the inverse, if the move hits more than one enemy, the hit will never crit.
  • Making a Splash: Being part Water-type, Azumarill has access to four Water-type moves:
    • Bubble is a Water type move where Marill can blow bubbles while moving, each bubble dealing damage. At Level 7, this move can be replaced by either Whirlpool or Aqua Tail
    • Whirlpool is a Water-type move where Azumarill summons four tornado-shaped water vortexes surrounding him. If the summoned Whirlpool hits an opponent, not only does it damage the opponent, it will also heal Azumarill as well.
    • Aqua Tail is a Water-type move that increases the speed and area of effect of Azumarill's basic attack. If the move hits the opponent from a distant, it will hit harder as well as heal Azumarill.
    • Water Pulse is a Water-type move where Azumarill can shoot a jet in front of him, dealing damage, as well as decreasing movement speed. In addition, this move can bounce to the nearest opponent available, repeating the same effects up to three times.
  • Limit Break: Belly Bash is Azumarill's Unite move, where Azumarill slams his belly three times to shield himself as well as increasing his attack in exchange for his HP, before dashing towards his opponent and dealing damage to them as well as throwing them.
  • Non-Elemental
    • Tackle is a Normal-type move where Marill dashes through the opponent, damaging as well as stunning them. At Lv 5, this move can be replaced by either Water Pulse or Play Rough.
  • Our Fairies Are Different: Downplayed — being part Fairy-type, Azumarill has access to one Fairy Move: Play Rough, which is is a Fairy-type move where Azumarill will increase his attack speed as well as changing his basic attack into a grab.
    • Not the Intended Use: Play Rough is very weak when the move is used to attack the opponent, as the stun is not enough to slow down the target, let alone incapacitate the nor is each hit powerful enough to finish off the opponent, but where Play Rough shines is its additional speed boost that lasts for 4 seconds.
      • If this is used in conjunction with Whirlpool, you may maximize the Whirlpool's damage by rotating at a target clockwise, consistently hitting the Whirlpool's active hitbox.
      • This speed boost also stays even if you cancel Play Rough into Aqua Tail.

    Buzzwole (Massivoon) 

Buzzwole (マッシブーン, Massivoon)

https://static.tvtropes.org/pmwiki/pub/images/unite_buzzwole.png

Buzzwole is a Bug/Fighting-type Pokémon that was introduced in the Alola region. In particular, Buzzwole is a member of a special group of Pokémon known as the "Ultra Beasts", creatures that hail from other dimensions who arrive in the main universe to wreak havoc upon the island nation.

  • Big Creepy-Crawlies: As a Bug-type Pokémon, Buzzwole has access to three Bug-type Moves:
    • Lunge
    • Fell Stinger
    • Leech Life
  • Charles Atlas Superpower: Downplayed as a Fighting-type Pokémon. Buzzwole has access to only one Fighting-type move.
    • Superpower
  • Dishing Out Dirt: Has access to Smack Down, a Rock-type move, where Buzzwole throws his opponent up the air. While up in the air, Buzzwole can quickly follow up with another press, in which Buzzwole will grab the opponent from the air, then slam them down on the floor, dealing AOE damage.
  • Gathering Steam: His Ability, Beast Boost, temporarily buffs his Attack stats whenever he kills one opponent Pokémon.
  • Grievous Harm with a Body: Smack Down's second use, and Superpower as a whole, use the unfortunate first target as a bludgeon to smash everyone else caught in the area; having both will often mean charging into the enemy team to beat them up with one of their own in order to maximize damage.
  • "Instant Death" Radius: Getting close to Buzzwole as anything other than a Defender tends to result in the offender getting smashed into the ground and/or sucked dry by Leech Life in short order. Fortunately, almost everything it does is melee ranged... unless it has its Unite Move ready.
  • Mechanically Unusual Fighter: Buzzswole has a unique "Muscle Gauge" that improves the power of the second moveset, and the few ways to increase it are Basic Attacks, Boosted Basic Attacks, and any of the first movesets (Mega Punch, Lunge, Smackdown)
  • Mighty Glacier: At melee range, Buzzwole is absolutely devastating and has decent survivability, though its mobility is rather lacking. Its only reliable gap-closer is its Unite Move.
  • Non-Elemental: Has access to Mega Punch, a Normal-type move where Buzzwole jumps in an area then slams the floor. At Lv 5, this move may be replaced with Lunge or Smack Down.

    Tyranitar (Bangiras) 

Tyranitar (バンギラス, Bangiras)

https://static.tvtropes.org/pmwiki/pub/images/unite_tyranitar.png

Tyranitar is a Rock/Dark-type Pokémon that was first seen in the Johto region, being the region's "pseudo-legendary" Pokémon.

  • Armor-Piercing Attack: Ancient Power and Sand Tomb allow Tyranitar to ignore enemy defense and shield.
  • Exact Words: The ability to ignore enemy defense and shield is powerful indeed... But when the enemy has the Rayquaza shield, bypassing the shield might make it harder for him to stop scoring attempts, as the shield makes scoring attempts uninterruptible.
  • Injured Vulnerability: His Unite move allows him to instantly knock out enemy Pokémon under a certain HP percentage.
  • Limit Break: His Unite Move, Tyrannical Rampage, grants him a buff that increases his movement speed as well as reducing his cooldown. Furthermore, if he hits his target opponent Pokémon at less than 10% HP, the target will instantly get knocked out.
  • Magikarp Power: He can only change his moves at Lv 5 and Lv 9, which is also the same levels he evolves at, the latter of which being where he gets his Unite Move as well.

    Scyther/Scizor (Strike/Hassam) 

Scyther (ストライク, Strike)/Scizor (ハッサム, Hassam)

https://static.tvtropes.org/pmwiki/pub/images/949a9ecb_2384_403c_aed5_799bd1aac319.png

Scyther is a Bug/Flying-type Pokémon that was first seen in the Kanto region, while its evolution Scizor is a Bug/Steel-type Pokémon that was first seen in the Johto region. They differ from other Pokémon in that Scyther's evolution depends on which move upgrade he chooses at level 5; if Dual Wingbeat is chosen, he will remain Scyther, and if Bullet Punch is chosen, he will evolve into Scizor.

  • Blow You Away: Scyther can learn Dual Wingbeat and if he does so, he will not evolve.
  • Extra-ore-dinary: Scizor is part Steel-type and evolves from Scyther if he learns Bullet Punch.
  • Goomba Stomp: Double Hit has Scyther/Scizor bouncing off of enemies and applying a mark and dashes at an opposing Pokémon at the end.
  • Limit Break: Green Illusion Dive for Scyther which has him creating illusionary copies of himself and using them to deal damage to and mark opposing Pokémon allowing Scyther to attack with a powerful dash and then recall his copies with said copies dealing damage to any enemy they hit. Scizor's Red Illusion Dive has him throwing consecutive punches and punching the ground at the end of the move and can also grab enemies while dashing and incapacitating them if the enemy strikes an illusionary copy while dashing.
  • Mechanically Unusual Fighter: Evolving or not evolving Scyther is not just an aesthetic thing but will also dictate the subsequent stats the Scyther will gain. Levelling as Scyther will turn him into a Fragile Speedster, while levelling as Scizor will turn him into a Mighty Glacier.
  • Multiform Balance: As Scyther, it develops into a Fragile Speedster that can dash deep into enemy lines to chase or escape and inflict high burst damage to pick off enemies, but has low staying power and survivability. Evolving into Scizor shifts it into a Mighty Glacier, greatly reducing its movement speed and overall mobility but giving it high amounts of self-sustain and continuous damage output with the highly-spammable Bullet Punch.
  • Mythology Gag: Dual Wingbeat and Bullet Punch are moves that Scyther and Scizor commonly use in the competitive scene due to their Technician ability.
    • Scizor being a sidegrade to Scyther rather than an upgrade like most evolutions is a reference to Scizor (and later fellow Scyther evolution Kleavor) being the only Pokémon to have the same base stat total as its pre-evolution.
  • Status Buff: Swords Dance which has Scyther/Scizor charging forward in a line while boosting his attack for a short time and every eighth basic attack he does becomes an area of effect attack that deals damage to enemies in a straight line.

    Urshifu (Wulaosu) 

Urshifu(ウーラオス, Wulaosu)

https://static.tvtropes.org/pmwiki/pub/images/b171f1fd_a4e1_4861_bc11_e104c8dfcd8d.jpeg

Urshifu is a legendary Pokémon from the Galar region. At Level 5, the player can decide whether Kubfu evolves into Urshifu (Single Strike) or Urshifu (Rapid Strike) with both forms having their own moves.

  • Armor-Piercing Attack: Urshifu's ability is Unseen Fist, wherein if he deals damage to an opposing Pokémon with a shield effect, he pierces part of the shield and does damage.
  • Bare-Fisted Monk: Kubfu is a Fighting-type Pokémon and Urshifu is part Fighting-type.
  • Combat Pragmatist: Single Strike Urshifu is part Dark-type and knows Wicked Blow and Throat Chop with the latter preventing hit foes from moving and his Unite Move, Ebon Fist is Dark-type as well.
  • Critical Hit: After Rapid Strike Urshifu uses Surging Srikes once, he can use it two more times, and on the third time, all hits are critical hits.
  • Limit Break: Two of them: Ebon Fist for Single Strike Urshifu which has him dashing at an opponent and if the player specifies a direction, the opponent is shoved in that direction, dealing damage and shoving opposing Pokémon at the landing site but if not, then the opponent is thrown and cannot act after landing. Flowing Fists for Rapid Strike Urshifu which not only deals damage but also allows Urshifu to move faster and reduces cooldown on all his moves. If used again, Urshifu attacks the opponent five times and Urshifu can attack ten times in the time between the intial use of the move and the follow-up. Urshifu takes decreased damage during these blows and after he is done, deals damage to and shoves opponents in an area of effect.
  • Making a Splash: Rapid Strike Urshifu is part Water-type and knows Surging Strikes, Liquidation and his Unite Move, Flowing Fists is Water-type as well.
  • Mechanically Unusual Fighter: The player can choose which type of Urshifu that they want Kubfu to evolve into with Single Strike Urshifu focusing on powerful, single hits and Rapid Strike Urshifu focusing on multiple strikes.
  • Megaton Punch: Single Strike Urshifu's Wicked Blow and Ebon Fist are mighty punches with Wicked Blow dealing damage in an area of effect and Ebon Fist shoving or throwing opponents depending on if a directing was specified.
  • Use Your Head: Kubfu knows Headbutt which has him charge forward headfirst and if he strikes an enemy, the enemy cannot act for a short period of time.

    Zacian 

Zacian (ザシアン, Zacian)

https://static.tvtropes.org/pmwiki/pub/images/815f19e9_3f3e_40c3_9fde_2d5e93d013c4.png

Zacian is a legendary Steel/Fairy-type Pokémon from the Galar region.

  • Absurdly Sharp Claws: Knows Slash as a starting move and it can be turned into Metal Claw or Sacred Sword with both moves being able to slow opponents.
  • Armor-Piercing Attack: If Sacred Sword is boosted with Aeos Energy, then it will partially ignore the opponent's defense.
  • Charged Attack: Intrepid Sword allows Zacian to charge up its sword and empower its attacks and moves by consuming its collected Aeos Energy, which it does at a steady rate while holding down the goal button. The more energy used, the longer the buff lasts. Sovereign Sword is also a Hold-type charged attack, with the charge consuming Aeos Energy over time to improve its damage and area of effect.
  • Extra-ore-dinary: Part Steel-type and can learn Metal Claw and Sacred Sword.
  • Limit Break: Sovereign Sword which has Zacian ready its giant sword, charge it with Aeos Energy and then slash in an area in front of it. Zacian becomes immune to hindrances while the Unite Move button is held down and it's in its ready stance and the longer it's in said stance, the more Aeos Energy is charged into the sword and once a set amount is charged, the move becomes stronger and does more area of effect damage.
  • Luckily, My Shield Will Protect Me: If Agility is boosted with Aeos Energy, Zacian gains a shield for a brief time.
  • Mechanically Unusual Fighter: Zacian's ability, Intrepid Sword, relies around holding down the goal scoring button to charge its sword with Aeos Energy, boosting both its basic attacks and allowing it to use a boosted version of one of its moves once. As such, if Zacian KO's or assists in KO'ing an enemy, that enemy drops more Aeos Energy than usual.
  • Mythology Gag: Zacian is forced to equip a useless "Rusted Sword" item in one of its held item slots, giving players one less item to work with. This sword is how Zacian assumes its Crowned Sword form, the one used in game.
  • Necessary Drawback: Because Zacian has very high stats all around, its power is offset by it being forced to use a Rusted Sword in one held item slot, limiting it to two held items instead of the usual three.
  • Our Fairies Are Different: Part Fairy-type, but it only knows one Fairy-type move, Play Rough which has Zacian leaping forward, and upon hitting an enemy, stops in place and deal damage to the enemy and other nearby opposing Pokémon. If the move is boosted with Aeos Energy, Zacian no longer stops in place and all enemy Pokémon that it hits are left unable to act for a short time.
  • Phlebotinum Battery: Zacian is the first Pokémon in the roster to use Aeos Energy for something other than scoring goals, as it can spend Aeos Energy to empower its basic attacks, use an enhanced move (which is independent of its regular move cooldowns), and charge up its Unite Move.
  • Super-Speed: Knows Quick Attack which can be upgraded into Agility, with the former acting like Play Rough and the latter allowing Zacian to become immune to hindrances and greatly boosts its speed, but after a short time, the speed boost weakens, with the boost lasting longer if Zacian is in battle with the opposing team. If the move is boosted with Aeos Energy, the movement speed boost lasts for longer and Zacian gains a shield.
  • Weapon of X-Slaying: Sovereign Sword, Zacian's Unite Move, deals bonus damage to enemies that currently have Unite Buffs from their own Unite Move.

    Blaziken (Bursyamo) 

Blaziken (バシャーモ, Bursyamo)

https://static.tvtropes.org/pmwiki/pub/images/img_0611.jpeg

Blaziken is a Fire/Fighting-type from Hoenn.

  • Absurdly Sharp Claws: Torchic starts with Aerial Ace which has him dash in the designated direction and slash enemies with his claws.
  • Bare-Fisted Monk: Part Fighting-type but Focus Blast is his only Fighting-type move.
  • Expy: His moveset is lifted from both Hua Mulan and Yena. Blaziken has two stances, one focusing on speedy strikes and the other on slow but powerful strikes, and they're designated as his Unite attack even if they don't count as one. On the punch/speed style, Fire Punch is a skill that allows him to dash at least twice as long as he hits an opponent with it. On the kick/power style, Overheat has him charge up a wide and powerful area attack that he can cancel for an earlier strike, but charging longer nets even bigger damage. Both skills should be familiar to the players of Mulan and Yena. His other two skills (Focus Blast and Blaze Kick) are original for him.
  • Ki Manipulation: Can have Focus Blast as one of his moves which has him shoot a ball of focused energy in a direction and if it hits an enemy, it explodes and reduces the enemy's movement speed.
  • Limit Break: Averted - instead of having a typical Unite Move whose energy charges over time and by fighting wild Pokémon and scoring goals, Blaziken’s Unite Move uses a fixed cooldown and switches between Spinning Flame Punch and Spinning Flame Kick depending on his current style, allowing him to switch between stances while dealing damage around himself and buffing Speed and Attack respectively. Moreover, neither counts as a Unite Move for the purpose of "Use a Unite Move X times" challenges.
  • Mechanically Unusual Fighter: Instead of picking moves at will at the appropriate levels, Blaziken has 2 fixed movesets, with his kick style using Overheat and Blaze Kick and his punch style using Fire Punch and Focus Blast, and when leveling up he can only learn the moves from his kick style. Each style has its own Unite Move and he switches styles upon using his Unite Move. Additionally, due to his Unite Move being effectively a “stance change” button, Blaziken’s Unite Moves have a fixed 6-second cooldown cooldown instead of the energy system that other Unite Moves use.
  • Playing with Fire: Part Fire-type and most of his moves are Fire-type moves such as Overheat and Blaze Kick.
  • Secondary Sexual Characteristics: Female Blaziken have shorter head feathers and a shorter crest than males. When compared to Blaziken's depictions in other games, the lengths of this Blaziken's feathers and crest match those of the male.
  • Stance System: Blaziken has two distinct styles, punch style and kick style, each with its own associated moves; using his Unite Move will swap between them, with Spinning Flame Punch changing it from kick to punch style and then switching to Spinning Flame Kick, which does the inverse. Additionally, in punch style, Blaziken has higher attack speed but shorter reach on his basic attacks than in kick style. Because Blaziken can only learn his kick style moves, punch style only becomes accessible after reaching level 8 and learning his Unite Move.
  • Status Effects: His second moves (Ember, Focus Blast, Blaze Kick) have the ability to slow enemies down for a period of time.

    Mimikyu 

Mimikyu (ミミッキュ, Mimikkyu)

https://static.tvtropes.org/pmwiki/pub/images/img_0634.png

Mimikyu is a Ghost/Fairy-type from Alola that wears discarded Pikachu merchandise to be as popular as Pikachu and to protect others from seeing his true form.

  • Absurdly Sharp Claws: Can learn Shadow Claw and starts with Slash.
  • Life Drain: Shadow Claw restores health to Mimikyu after damaging opponents.
  • Limit Break: Play with Me... where Mimikyu jumps at an opponent and traps them inside his rag, dealing damage over time and grants Mimikyu a shield while preventing the opponent from being harmed by attacks except Mimikyu's.
  • Luckily, My Shield Will Protect Me: Play with Me... grants Mimikyu a shield.
  • In a Single Bound: Courtesy of Play Rough and Play with Me...
  • Non-Elemental: Can learn Slash.
  • Our Fairies Are Different: Part Fairy-type but can only learn Play Rough.
  • Our Ghosts Are Different: Part Ghost-type and starts with Astonish and can learn Shadow Claw and Shadow Sneak.
  • Pragmatic Adaptation: In the games, after Disguise is triggered, Mimikyu remains in Busted Form for the rest of the battle. Here, if Mimikyu goes into Busted Form, he will go back into Disguised form after a period of time with the period of time being decreased if he knocks out an opposing Pokémon.
  • Status Effects: Both of Mimikyu's first learnable moves decrease the opponent's movement speed.
  • Super-Scream: Starts with Astonish.

    Metagross 

Metagross (メタグロス, Metagross)

https://static.tvtropes.org/pmwiki/pub/images/img_0671.png

Metagross is a Steel/Psychic-type from Hoenn, being one of that region's "pseudo-legendaries" and the first one to lack a 4× weakness in the mainline games to a single attack type like its contemporaries.

  • Conservation of Ninjutsu: Metagross is designed to thrive in large fights and become more efficient against multiple opponents. Clear Body reduces the effect of hindrances on it depending on the number of opposing Pokémon nearby, and its primary move and Compute and Crush both become more powerful the more opponents are in range.
  • Extra-ore-dinary: Part Steel-type and can learn Iron Defense, Meteor Mash and Gyro Ball.
  • Ground Pound: While floating with Magnet Rise, performing a basic attack causes Metagross to slam down onto the ground, briefly stunning nearby enemies.
  • Limit Break: Compute and Crush which has Metagross quickly analyze the position of opposing Pokémon around it, gaining a shield depending on how many were analyzed, and if two or fewer or analyzed, Metagross lunges forward to the opponent with the lowest health and damaging it, and restoring a portion of its Unite Move's cooldown. If three or more are analyzed, the attack instead damages all surrounding Pokémon and creates a wall around Metagross.
  • Luckily, My Shield Will Protect Me: Iron Defense, Meteor Mash, Gyro Ball and Compute and Crush grant Metagross a shield.
  • Megaton Punch: Metagross can learn Meteor Mash, its former Secret Art.
  • Psychic Powers: Part Psychic-type and can learn Zen Headbutt as Metang which has it start with firing a psychic wave forward.
  • Ramming Always Works: Can learn Tackle and Zen Headbutt.
  • Spectacular Spinning: Can learn Gyro Ball.
  • Status Buff: Magnet Rise has Metagross levitating and increasing its speed.

    Gyarados 

Gyarados (ギャラドス, Gyarados)

https://static.tvtropes.org/pmwiki/pub/images/unite_gyarados.png

Gyarados is a Water/Flying-type from Kanto, famous for being a powerful creature that evolves from the completely worthless Magikarp after expending sufficient effort.


  • Blow You Away: Part Flying-type and can learn Bounce.
  • Breath Weapon: Can learn Dragon Rage.
  • Charged Attack:
    • Hitting enemies three times with a single use of Aqua Tail unlocks a boosted version of it for use. The boosted Aqua Tail can be charged to increase its damage and area of effect.
    • Gyarados's Unite Move deals damage upon surfacing, becoming more powerful the more time he spent submerged.
    • Bounce can be charged to increase the jump range. Charging it for enough time also causes it to slow enemies on impact.
  • Cooldown Manipulation: If Gyarados gets a takedown or assist, his moves have their cooldowns reduced.
  • Fragile Speedster: Magikarp's Rattled ability allows him to move faster after taking damage, and Splash allows him to jump a decent distance... and that's about all he's good at.
  • Invulnerable Attack: Gyarados cannot be attacked while submerged during his Unite Move.
  • Lightning Bruiser: Upon evolving into Gyarados, he remains quite mobile while hitting hard and fast and also being fairly durable like most All-Rounders.
  • Limit Break: Dragon Current, which causes Gyarados to submerge and become unable to be attacked; using the ability again causes him to surface and deal damage. If he stays submerged for long enough time, emerging will cause a whirlpool that slows enemies, and submerging for longer instead creates a water spout that hurls enemies into the air upon emerging.
  • Magikarp Power: But of course, it's the species' entire gimmick. As Magikarp, both of his moves are pretty pathetic, his stats are awful, and his basic attack is unquestionably the worst in the game, and unlike a lot of Pokémon with weak early games (and in the main series), you can't just leech experience until you evolve - Magikarp has to actively contribute to the battle in order to evolve into his powerful Gyarados form in a timely manner.
  • Making a Splash: Part Water-type and can learn Aqua Tail and Waterfall.
  • Mechanically Unusual Fighter: The first Pokémon whose evolution is not based on level, instead based on filling up an Effort Gauge by contributing to the battlenote . The more active Magikarp is (especially by scoring goals and aiming for takedowns), the faster he can evolve, and both of his moves upgrade immediately upon evolving.
  • Secondary Sexual Characteristics: This Gyarados is a male as evidenced by him having yellow whiskers as a Magikarp and blue ones as Gyarados (females have white whiskers in both forms).
  • Wolverine Publicity: His inclusion in the game was promoted as being Magikarp's inclusion instead of Gyarados' on sources such as the game's official Twitter account. His Character Spotlight video also features a brief glimpse at Magikarp gameplay, whereas other Spotlights usually only focus on final evolutions, except for Scizor's since evolving him is optional.

    Falinks 

Falinks (タイレーツ, Tairetsu)

https://static.tvtropes.org/pmwiki/pub/images/img_0727_8.png

Falinks is a Fighting-type from Galar.

  • Bare-Fisted Monk: Fighting-type and can learn Bulk Up and No Retreat.
  • Limit Break: Dust Devil Formation wherein the troopers run continuously around the brass at great speed, dealing damage to any opponent they hit and slowing them and they also take reduced damage.
  • Luckily, My Shield Will Protect Me: Megahorn and Iron Head grant Falinks a shield.
  • Mechanically Unusual Fighter:
    • Falinks can switch between normal and either No Retreat wherein he can't change the direction he's facing and can't move backwards but his attack is increased and the damage he takes from the front is reduced or Dispatch with Beat Up wherein he sends out two brass to attack who he hit for a period of time. In addition, these also change the way Megahorn or Iron Head works.
    • The brass is only considered to be an enemy while the rest are considered as wild Pokémon. Certain attacks that work depending on what type of Pokémon it affects can severely screw Falinks (such as Venusaur's Petal Dance letting it restore an absurd amount of HP while basically becoming unkillable, or Lucario gaining up to 6 Extreme Speed uses attacking Falinks).
  • Pragmatic Adaptation: Beat Up is depicted as Falinks charging forward, hitting opposing Pokémon and switching to Dispatch, sending out two brass to attack the opponent. In the games, it calls out the trainer's entire team to attack the opponent.
  • Spam Attack: Megahorn has Falinks attacking twice in a row.
  • Status Buff: Can learn Bulk Up (which boosts Falinks' Attack, Defense, and basic attack speed and No Retreat.
  • Use Your Head: Falinks' first move is Tackle which can be upgraded into Megahorn or Iron Head, both gaining additional effects depending on if Falinks is in No Retreat or Dispatch Form.

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