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Pokémon The Alola Pokedex

What summer project should I work on?

  • Walking With Pokemon: Clefable

    Votes: 0 0.0%
  • Walking With Pokemon: Mawile

    Votes: 2 25.0%
  • Walking With Pokemon: Vullaby

    Votes: 0 0.0%
  • Walking With Pokemon: Incineroar

    Votes: 0 0.0%
  • Haxorus Alola Dex Entry

    Votes: 0 0.0%
  • Steelix Alola Dex Entry

    Votes: 2 25.0%
  • Sandaconda Alola Dex Entry

    Votes: 0 0.0%
  • Aegislash Alola Dex Entry

    Votes: 1 12.5%
  • Landorus World Myth Encyclopedia Entry

    Votes: 2 25.0%
  • Zacian World Myth Encyclopedia Entry

    Votes: 1 12.5%

  • Total voters
    8
  • Poll closed .
Swampert
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    The final Crashmoth commission. Will be moving onto Akala next week.

    Swampert (Mudkip, Marshtomp)
    Amansluto regenspalus

    Overview

    There is a narrow ecosystem between the vast oceans and the sprawling riversheds. Where fresh and saltwater meet they can form salt marsh estuaries, fields of specialized grasses and trees living around the mixed waters. These ecosystems can be dry at low tide and submerged at high tide. They are always in flux as the land and sea advance and retreat.

    The waters of salt marshes are usually too saline for freshwater fish and most reptiles to bother with. They are too shallow for the marine apex predators. In this narrow gap swampert emerge as the kings of the marsh. They are also the protectors of the marsh, building impromptu flood walls and dams to reduce the harm from hurricanes and droughts.

    Mudkip hunt the smaller fish and insects that are attracted to estuaries for the lack of large predators. Marshtomp will hunt slightly larger species but supplement their diet with plants. Swampert, despite being the largest and strongest creatures in the ecosystem, are almost entirely herbivorous. They are generally good-natured creatures that are tolerant of both salt and freshwater after a brief period of acclimation.

    All of this made swampert a common starter pokémon in eastern, southeastern, and southern Asia. Many trainers made a point of training a team of six, one aligned with each of the elements – air, water, earth, wood, metal, and fire. This tradition is what led to the modern party limit in most of the world. Most water-types were strictly aquatic and not useful for travelers. Water-types that were powerful, amphibious, and easily tamed became very popular.

    Mudkip was introduced to Alola in the 1800s when Asian laborers were brought en masse to the islands to work the new spider silk and pinap berry plantations. Modern conservationists generally do not see swampert as a major threat – they eat seagrasses, including an endemic species, but they are protective of their vulnerable ecosystems. Politicians love swampert for helping shore up the coast before major storms, reducing the damage done. For now they are quasi-protected.

    In Alola swampert have the added bonus of being ground-types. There aren’t many ground-types on the archipelago and most are concentrated in a single valley that is notoriously difficult to explore. Swampert are great teammates, either as an alternative starter or when caught as a marshtomp.

    Physiology

    Mudkip is classified as a pure water-type. Marshtomp and swampert are classified as dual water- and ground-types. While there is a general policy of keeping pokémon the same typing throughout the evolutionary line, wild mudkip seldom use any ground-type moves. Trainers wishing to teach their pokémon one must rely on a very good breeder or a TM.

    Mudkip are small salamanders. In areas with clearer waters, they are usually a dark brown or very dark blue. In areas with murky waters, they develop a lighter coloration. Specimens bred as a starter usually have a light blue color morph instead of a darker or brown one. There are also cross-bred specimens with axlawful that are light red or pink.

    Mudkip have prominent gills that are sometimes a different color morph than the rest of their body. They do not have lungs, but can breathe on land via their slime. The slime itself is a bubble with mucous on the outside and water underneath. As long as the wet slime is connected to air it can absorb oxygen and move it towards the gills. Their eyesight is quite weak. Instead, they rely on their extremely sensitive head fin to sense the world around them. They can detect minute differences in water currents or moderate differences in air currents to tell where potential prey and predators are. Their large, tall tail allows them to move in the water without much effort.

    Mudkip have three rows of teeth but do not chew. These teeth are designed to keep fish, amphibians, and invertebrates from escaping while they are being eaten. They rely on suction to pull the prey into the throat and towards the stomach. Outside of simply biting prey they can also kill them with blunt force. Mudkip can push things up to four times heavier than them.

    Marshtomp are in a somewhat awkward middle stage between the carnivorous mudkip and the herbivorous swampert. This is best seen in their teeth: they have three sets. One is sharp and angled to keep prey in. The other two are only along one side of the mouth each. These are blunt teeth for chewing seagrass and other plants. In this strange way marshtomp teeth resemble humans.

    Marshtomp’s tail all but disappears as it ages. Each of the hind legs has a fin grow out of it. These fins are useful for movement but primarily used for sensory purposes. The head fin grows even larger and more sensitive.

    Swampert are built for power. Their muscles are much stronger and they gain several pads and braces to help them exert their strength without injury. Like most amphibians swampert are also fairly quick to heal. They have two head fins instead of one, dramatically boosting their sensory abilities. Swampert can detect even distant storms and tsunamis. Their tailfin regrows, this time much larger than before. Between their tail and muscles swampert can swim up to fifty miles per hour. They can also lift objects weighing up to one ton. Their baseline senses are still rather weak, but the atmospheric and hydrospheric radar senses more than make up for it. Swampert’s teeth are all very blunt. Their stomach is also more similar to a cow’s than to mudkip’s. This allows them to eat seagrasses, which are often very high in silica content and difficult to digest.

    Swampert can grow to be five feet long and weigh up to two hundred pounds. Wild lifespans are around thirty years, but captive specimens can live to be fifty.

    Behavior

    Mudkip are carnivores. They prefer to bury themselves in the benthos and then lunge out when something swims or crawls by. They will eat anything they can fit in their mouth and attempt to eat several things that they can’t. Mudkip send almost all of their time in the water, only going onto land under a swampert’s supervision. They mostly stay near their parents until they evolve.

    Marshtomp are relatively independent. The local swampert will keep an eye on them and occasionally step in to offer guidance, but they are mostly on their own. Marshtomp do not hold territory themselves. Instead, they wander through the territories of various swampert. Marshtomp spend some time basking on land to increase their body temperature or to dig out their burrows. These burrows go beneath the water table so that they are partially flooded. Sometimes small animals and pokémon will seek refuge in abandoned burrows, especially during high tides. Marshtomp will often engage in contests of strength with other marshtomp, although these are for entertainment and training rather than territorial disputes. Neither holds territory so there is nothing to dispute.

    Younger marshtomp primarily act as ambush predators like mudkip. When times are hard they will resort to eating grasses, shrubs, and fruit in the water and on land. Older marshtomp increasingly transition their diet towards plants and only rarely hunt, usually when the local swampert believe the area is being overgrazed and begin to defend it.

    Swampert are the benevolent rulers of their territory. They are almost exclusively herbivorous and prefer to eat seagrasses. During the day they can sometimes be seen basking on land. Swampert first alter their environment by building large tunnel and shallow pond systems that provide places for them to bask in shallow water. The tunnels are often deep enough to extend under the seagrass and connect many different parts of their territory. The submerged tunnels are often a haven for smaller fish and pokémon. Swampert will usually ignore them but attack larger pokémon that try to intrude.

    Swampert will also act against anything they believe is a threat to the local ecosystem. Pokémon that knock over trees may be swiftly punished. If the seagrasses are becoming overgrazed, they will take to eating on land or hunting in the water. They will lash out at anything that tries to eat the seagrasses during this time, including marshtomp.

    Finally, swampert can sense incoming natural disasters. When they approach swampert will begin to stack boulders and build earthen walls to protect their territory from harm. Sometimes they will even build walls around local towns if they have the time. During droughts they will build earthen dams to keep water in the area.

    Aside from their own mate they will not allow other swampert into their territory. They do not compete for dominance via physical competition as their physical strength will react. Instead they have a rather more peculiar display. Swampert can push their eyes slightly out of the socket so they bulge out. they can also make barking and screaming sounds. Territorial contests involve both swamperts extending their eyes and making loud noises while occasionally pounding the ground. It is unclear how a victor is determined, but eventually one will turn around and run away. They sometimes attempt this display in trainer battles to the confusion of everyone else involved.

    Husbandry

    The species is generally easy to care for, diet aside. They can tolerate being on land for hours at a time and can swim in a wide range of salinities. The relative docility of swampert and the small size of mudkip means that most Pokémon Centers allow them to use the community pools. Marshtomp are sometimes banned.

    Mudkip need to be misted regularly when on land. This can be done with a spray bottle filled with dechlorinated water. They will gorge themselves if offered too much food so trainers should make sure to feed them no more than fifteen (and no less than eight) percent of their weight every day. Crustaceans are mudkip’s favorite food, but they will also eat fish, worms, small amphibians, and some commercial insect mixes. Pokémon Supply Stores, especially in Malie, sometimes sell a mix specially designed for mudkip and marshtomp.

    Mudkip must be given access to dechlorinated water at least once for every twelve hours they are outside their pokéball. Misting and high humidity can increase this, but never to more than sixteen hours. Rain can provide hydration needs, although mudkip still prefer to swim. Because salinity does not matter to them this can be met by both freshwater streams or ponds and the ocean. Trainers in Alola are rarely very far from either. Most routes run through nature reserves or leased private land held for conservation or sport purposes. These are often clustered around rivers, ponds, or the coast as these are the areas where pokémon congregate. While mudkip can be safely touched if recently hydrated, the pokémon usually dislike it. Their slimy skin can also make the experience unpleasant for the trainer.

    Marshtomp and swampert can go for up to twenty-four hours outside their ball without hydration. On balance, their dietary needs are somewhat more difficult to satisfy. Marshtomp will need to be slowly weened off of crustaceans and meat-based mixes and onto seaweed such as kelp. Swampert’s diet should primarily be made up of seaweeds with other plant matter used as a treat or filler for no more than 30% of their food intake. Thankfully, kelp and seaweed are common in Alolan cuisine and can often be purchased from grocery stores.

    All stages are generally intelligent and curious pokémon. They can be easily housebroken and trained in battle and quality-of-life commands. Some swampert even develop an apparent understanding of their trainer’s language. Toys are appreciated. Large rubber balls are generally the best as mudkip enjoy knocking them around and marshtomp and swampert will often try to wrestle them. While they may not be physically affectionate, they enjoy spending time around their trainer and team. Trainers should try to play with the pokémon. Games of catch, chase, and occasionally wrestling or tug-of-war are good. The swampert (and even mudkip) will win the strength-based games, but they will usually restrain themselves enough that their trainer seemingly has a chance. At the very least they will try to ensure their trainer does not get hurt. Fighting types make for good teammates. Strangely enough, they prefer being around carnivores over herbivores. Swampert can get a little testy with other seaweed eaters.

    Some trainers also make good use of their pokémon’s storm sense to seek shelter when the weather is about to get bad.

    While swampert are generally nocturnal, they can easily shift their sleep schedule to be more active in the day. Instead, their most annoying habit is their desire to dig. Swampert ordinarily build deep and long tunnel systems across their entire habitat. At the very least they will want to build burrows around the camp site. Burrows are allowed on land with no grass cover so long as the pokémon fills it back in when they are done. Ground-type engineers such as swampert have no trouble filling in the holes they make. Some trainers will leave their swampert alone for a full day and discover that their pokémon has made a ten-foot-high pile of dirt to put back in the ground.

    Illness

    Most amphibians suffer some health problems when their skin dries up. The swampert line literally cannot breathe on land when dehydrated. Frequent exposure to rain or water bodies will help alleviate the problem. Any habitat pokéballs used should have a water feature. Dehydration symptoms are thankfully visible almost immediately. The first symptom is slightly clouded slime. Ordinarily the slime is transparent. If this is not the case the pokémon should be withdrawn immediately until such time as hydration is possible.

    Outside of dehydration most injuries are fairly easily healed with time and the occasional potion or berry. After intense battles the pokémon should still be submitted to professional care, but for the most part they are quite hardy.

    Evolution

    Mudkip steadily grow until their second birthday, when they begin a fairly rapid growth spurt upon evolution. The formal demarcation line between mudkip and marshtomp is the growth of fins on the legs. Marshtomp continue to grow quickly over the course of six months before evolving again into swampert. The formal demarcation line between marshtomp and swampert is the growth of the second headfin. This rapid growth is part of the reason that mudkip is a popular starter: they can be given to a trainer shortly before evolution and that trainer will have a swampert of their own by the end of the challenge.

    Battle

    Swampert are very durable and power. They can strike from afar with water, ice, and seismic moves. Swampert can also support their team with moves such as stealth rock, yawn, and, in double battles, wide guard. All of these traits make them consistently popular picks among competitive trainers, especially those from Asia. Water specialists generally like swampert because of their ability to no-sell most electric moves and retaliate with earthquake or bulldoze.

    Swampert’s main problem is that they lack reliable recovery or setup moves, limiting their utility as a tank. Other popular tanks such as corviknight, slowking, avalugg, and tangrowth can rapidly heal themselves. Swampert more or less cannot outside of rest, which has its own drawbacks. Wish support can help but is often difficult to time. Still, swampert are often used as a hard backstop rather than a wall. The lack of setup moves outside of work up and curse, combined with their low speed on land, means that they will not be able to use their bulk to set up for a sweep.

    Swampert might not be able to wall or sweep an entire team, but they are very good at taking out one or two particularly troublesome pokémon. Put them against the biggest threat to the team and they will often be able to outlast it and knock it out themselves. Even if they themselves go down afterwards their main purpose has still been fulfilled.

    On the island challenge swampert’s main kit should include a water move, an ice attack for coverage (if possible), at least one ground attack, and stealth rocks. This lets them control the battlefield and overpower almost all opponents. Earthquake, ice beam, and hydro pump let swampert strike from a distance. Up close their own massive power can overpower almost everything. They can easily hold their own throughout the challenge, although they may be dead weight against grass specialists and totems.

    Marhstomp can capitalize upon their durability to act as utility pokémon with moves such as yawn and stealth rock. Their decent bulk lets them go on the offensive once their utility role is fulfilled. A marhtomp alone is a good pick for the first two islands, around which point it will probably be close to evolution.

    While mudkip are relatively durable, their main strength is in offense. Most young pokémon struggle to pack a punch. Mudkip has no such problem. If taught physical attacks such as rock smash and rock throw they can quickly establish themselves as a physical powerhouse. Mudkip has a slight problem in that they do not easily learn physical water-type attacks such as waterfall or dive. Trainers may need to shell out cash for a TM in order to teach these moves. Still, mudkip are powerful for their age and most starter mudkip are close to evolution.

    Acquisition

    Alola’s largest salt marsh by far is the brooklet watershed’s estuary in Brooklet Hill Commonwealth Park. The estuary is a mix of native seagrasses and introduced Spartina alterniflora, which almost nothing in Alola but swampert can digest. Swampert have established themselves throughout the ecosystem. The most powerful tend to have territories closer to the ocean. Swampert can also be found in the marshes of western and northeastern Ula’Ula, portions of southeastern Melemele, and along the eastern coast of Poni island.

    Swampert are protective of their mudkip. To avoid any problems in the area mudkip capture is prohibited. Marshtomp and swampert capture is allowed. Both will generally go with a trainer they show interest in who can beat them in a proving battle. Be warned that winning a proving battle against a swampert can be very difficult and they usually consider grass-types to be cheating. If they consider their capture illegitimate, they will probably be uncooperative until their trainer proves themselves some other way.

    Marshtomp and swampert can be purchased, captured, or adopted with a Class II license. Mudkip can be purchased or adopted with a Class I license.

    Breeding

    Swampert do not have formalized mating rituals. Instead they may simply come to respect a swampert in an adjoining territory and agree to partner together, merging their territories and getting ready to raise children. Mating usually occurs in March as the rainy season comes to a close. The female will then store the male’s gametes in a pouch near her uterus. As the dry season winds down she will introduce the sperm to her eggs to fertilize them. She will lay up to fifty eggs in a specialized chamber in her tunnel network. At least one of the swampert will guard the eggs at all times until they hatch. The eggs hatch after a six-week incubation period. The swampert will continue to guard their mudkip until they evolve.

    Captive breeding is much the same. Swampert are periodically introduced to each other until they agree to mate. Then they are released onto a fairly large property to dig their tunnel systems. On smaller properties they will usually burrow across the property line, even if concrete is extended into the ground. This means that there are very few breeders with multiple swampert. It is more likely that they also breed other species on the property their swampert occupy.

    When the mudkip get close to evolution the swampert may allow the breeder to distribute them to other trainers, especially if the swampert are given the chance to evaluate the trainer beforehand.

    Relatives

    Swampert’s closest relative is axlawful, an endangered and heavily protected species from Anahuac. They can also cross breed with most other amphibians and some aquatic reptiles. Swampert can crossbreed with dragapult despite being separated in time by hundreds of millions of years.
     
    Stoutland New
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Stoutland (Lillipup, Herdier)
    Canis huddersfield

    Overview

    Stoutland are a very popular pet in the cooler portions of the world. They are intelligent, low-maintenance, and good with children. Stoutland can even be used as farm laborers in a pinch. Gym challengers can easily obtain a lillipup as a starter and continue using it to the end of the challenge. It can then remain in the household once the challenge is over.

    Stoutland have been imported to Alola, most notably around Paniola to assist in herding. They do not naturally do well in the archipelago. Their long, thick coats were developed to help them survive in mountain ranges and northern areas with long, harsh winters. Tropical lowlands are not good territory for them. While a skilled groomer can keep their hair short, this is expensive and the pokémon tends not to like it. The process also undercuts their defensive prowess in battle. There are better canine companions in Alola. For example, eevee are becoming increasingly easy to obtain and most of its evolutions fair better than stoutland in Alola’s heat. Manectric are loyal companions that can also herd livestock if needed. Furfrou and granbull are also fairly low maintenance, health problems aside.

    The species are still great companions, of course, but they struggle in the local climate in ways that other potential team members do not. Ice specialists that already have to figure out ways to keep their pokémon cool can make good use of a stoutland. Most other trainers cannot.

    There are currently efforts to crossbreed stoutland with arcanine to produce stoutland that are better suited for warm climates. Some early successes have been reported, but there are not enough hybrids at this time for widespread public distribution.

    Physiology

    Lillipup, herdier, and stoutland are all classified as pure normal types. The designation is uncontroversial.

    Lillipup are small canine pokémon. Their coat is long and usually brown, grey, or white. Some captive specimens have coats that grow until they reach the ground. The remaining purely wild populations tend to have shorter but thicker coats. The most notable feature of lillipup is their facial hair. It is loaded with very sensitive whiskers that can create a radar-like view of the world. The whiskers can even sense ghost-types hiding in the spectral plane.

    Herdier’s facial hair retracts to cover their forehead, eyebrows, and muzzle while leaving the rest of the face with only normal fur. On balance, they gain a long black coat on their back. The fur in this coat is very dense and can link together to form a sort of armor. It also keeps them very warm, which is important as they leave their parents and venture into the cold on their own.

    Stoutland have black protective fur covering most of their body. The white facial hair grows out into a moustache that can reach the ground. Stoutland are also a lot wider and bulkier than herdier and lillipup. Some of this mass is fur, but most is not. Stoutland also have an inner eyelid that protects their eyes from impacts. This is useful when running through snow or hailstorms, but their broad paws and inner eyelid can also make them effective at running on sand.

    Stoutland can grow to be four feet tall at the withers. They can weigh up to 300 pounds, although most weigh less than 180. Captive specimens can live for up to thirty years. Wild and feral individuals, especially in Alola, do not live nearly as long.

    Behavior

    Wild stoutland can still be found in portions of the Crown Tundra, Scandanavia, and Siberia. These populations are physically similar to their domestic counterparts due to continued interbreeding between wild, feral, and captive specimens.

    Stoutland mate for life. In cold climates they will usually hunt separately, especially if there are lillipup or the female is pregnant. Stoutland can use their powerful legs and broad paws to chase down prey over the snow. Alternatively, they can use their whiskers to sense creatures hidden by snow, dirt, or foliage and then strike at the hidden prey. Stoutland are not the largest creatures in their home range, but their tenacity and durable coat let them take on creatures even larger than they are.

    Wild lillipup seldom stray far from their parents. The stoutland’s fur can keep their children warm. The parents will also dig a deep burrow under the snow or dirt for their puppies to take shelter in. Older lillipup may be brought along for hunts or territorial patrols.

    Territorial disputes between stoutland tend to be resolved by moustache length: the stoutland with the largest moustache will get whatever territory (and mate) it wants. Lesser dogs will have to settle for smaller territories and less powerful mates. Biological sex and dominance have little to do with each other: either can be the dominant stoutland in an area and have their choice of mates.

    Lillipup are forced out by their parents as they near evolution. The new herdier will typically form packs of six to twelve individuals. Packs tend to hunt together. Herdier are clever enough to set up ambushes formed either of other herdier lying in wait or crudely made traps of pitfalls and sticks.

    All wild stoutland in Alola are recently introduced ferals. The wild population has been observed breeding, but it is not believed that the current population is self-sustaining in the long term. Herdier in particular struggle to keep up active hunting strategies while overheating. Stoutland can at least easily dig up roots and buried prey to eat. Shrubs and roots are only a small portion of a wild stoutland’s diet in the north. In Alola they seem to constitute about thirty to forty percent of biomass consumed.

    Wild stoutland are known to be fond of people. They may have begun hunting with humans as far back as fifty thousand years ago, although their proper domestication did not occur until much later. Wild stoutland will happily rescue any human they see in trouble. Sometimes this courtesy even extends to pokémon who could have been prey if the stoutland was hungrier. Attacks on humans are vanishingly rare and almost entirely attributable to rabies.

    Husbandry

    Stoutland are fairly standard canines. Their diet can be composed exclusively of pre-prepared canine mixes. They can easily be trained to only defecate and urinate outside. Walks are greatly appreciated. A stoutland without sufficient exercise can become very rambunctious, potentially leading to damaged walls or furniture given their size.

    Stoutland have a few advantages over other canines. Not even lillipup bark or yap without very good reason, making them a quiet dog for apartment tenants. Stoutland also do not shed. In spite of this, managing their hair is easily the hardest part of their husbandry. Herdier and stoutland have fur that acts as a sort of armor and it can be very difficult to trim without hurting the pokémon. Grooming is best left to professionals. While stoutland hair can be allowed to grow out, this will cause the pokémon to overheat in the Alolan sun. The hair will also need to be regularly brushed to prevent knotting.

    All stages are very social. They are known for having bad separation anxiety when removed from trusted humans or teammates. On balance, herdier and stoutland are quite good with caring for children and other pokémon. The line is very intelligent: even lillipup are as smart as human toddlers. Stoutland have the equivalent intelligence of a ten-year-old child. A stoutland is undyingly loyal to the people it is attached to. Those without the pokémon’s trust will struggle to get it to listen. Any abuse or neglect is remembered and will be held against the trainer for years to come. Affection and care are likewise remembered and rewarded.

    Illness

    Stoutland are prone to most canine diseases. Rabies vaccination is mandatory for all lillipup within three weeks of capture or birth. Tick, flea, and worm medications are readily available from all pokémon supply stores.

    Digestive tract issues are particularly common in stoutland. They are prone to constipation, diarrhea, and vomiting. These symptoms are especially likely after a change in diet. Care should be taken to phase in any dietary changes slowly. In the event of diarrhea make sure to provide the pokémon with plenty of fluids and a cool place to rest.

    Many newborn lillipup suffer from low blood sugar. Health problems can quickly arise if feedings are not frequent enough. This is most common in hang-raised lillipup, but can occur in nursing specimens, especially if the mother has not had a role model to teach her the ropes of motherhood. Sluggishness can be hard to spot right away as lillipup are not particularly active while nursing. Glassy eyes are the first readily observable symptom, at least in puppies that have opened their eyes (see Breeding). Make sure that these puppies are immediately fed and then closely monitored until they are old enough to eat solid food.

    Evolution

    As lillipup grow older their black coat begins to grow in. Stoutland will ordinarily begin to reject their offspring once the first black hairs appear. The formal demarcation line for evolution is the growth of a full coat of black fur. This usually occurs around the sixteen-month mark.

    Herdier continue to grow as they age. Their black coat grows as they do. The formal demarcation line between herdier and stoutland is either sexual maturity or the growth of a moustache at least sixteen inches long, whichever comes first. This usually occurs around the twenty-five-month mark in captivity or the thirty-month mark in the wild.

    Battle

    Stoutland are durable with a special ability to sense and strike ghosts. Their support movepool is small but functional with moves such as thunder wave and helping hand. None of this is quite enough to save them on the competitive circuits. Many top trainers have a stoutland as a personal or family pet, but they will rarely bring the pokémon to their serious matches. They are simply outclassed by other normal types. Between tauros, miltank, bouffalant, bewear, kangaskhan, and snorlax there are no real niches left for stoutland to fill. Even stoutland’s armored fur is an incomplete defense as the coat does not extend to the face.

    None of this is to say that stoutland are weak. They emphatically are not. But trainers with a great deal of time, resources, and assistance will almost always pick the stronger pokémon to fill a slot on their main roster.

    A stoutland can easily stay competitive up to the end of the island challenge. Their size and strength let them hit hard enough to damage even the later totems that are not inclined to hold back or surrender. Herdier and stoutland’s fur can take most physical hits, although they must play around strikes to the face. Stoutland even have solid coverage options in stomping tantrum, crunch, and the elemental fangs. Many of those options can be taught even without TMs.

    Herdier are durable. While they hit less hard than stoutland, they can still deal decent damage and outpace many slower opponents. Their tenacity can also let them pull through a few matches they might otherwise be at a disadvantage in.

    Lillipup are courageous against any opponent they believe they stand a chance against, no matter how slim. If they believe there is no chance, they will turn tail and attempt to flee. Hyping the pokémon up before battles and walking through planned strategies helps bolster their confidence. Lillipup, like its evolutions, functions best as a bulky attacker that can take a few hits and deal decent damage in return. Be cautious, though, as lillipup do not have a full coat of protective fur to help them take hits to their back.

    Acquisition

    Feral populations can be found around Paniola Town on Akala Island. Capture of lillipup is allowed with a Class I license, although it is best to catch one that has already been rejected by its parents. Herdier and stoutland capture is handled by the DNR as wild herdier and stoutland have a difficult time adjusting to new trainers and they are not suitable for capture. The line are frequently available from both breeders and shelters.

    Breeders present the opportunity to raise a lillipup from a young age and form a particularly close bond. Many shelters also have herdier and stoutland that outgrew their old apartment homes or were surrendered due to the cost of feeding and grooming them. These pokémon start off stronger and are often grateful to the trainer who got them out of the shelter.

    All three stages can be purchased or adopted with a Class I license.

    Breeding

    Stoutland mate for life. They do not have a standard breeding season and usually make another litter as soon as the last one has been kicked out. After a five-week pregnancy, the female will give birth to about six pups. The male and female will then diligently watch over their children until they come close to evolution, at which point the offspring will be kicked out to pave the way for a new litter. Stoutland in the wild and captivity have also been known to adopt orphaned lillipup and, on occasion, babies of other canine species. There are old legends in Europe of future heroes being abandoned in the wilderness and raised by stoutland.

    It is relatively easy to breed stoutland in captivity. If they accept a mate, they will periodically produce litters. The older lillipup can then be given away to other trainers without issue. Stoutland have been known to cross breed with most canines, especially true dogs and wolves.

    Stoutland with offspring of their own will put less time and attention towards helping raise teammates and children in their household. Trainers should keep this in mind when deciding if they want to breed their stoutland or not. A childless stoutland will happily babysit human children or make sure other pokémon have their needs met.

    Relatives

    Stoutland’s closest living relatives are boltund and furfrou, other dogs domesticated in Europe. While stoutland have always been more dominant in the northern reaches of Europe, the other dogs became more popular in the warmer areas around the Mediterranean. Over time boltund became associated with Galar, furfrou with Kalos, and stoutland with Russia. Wild populations of stoutland can still be found across much of montane or temperate Europe. Feral populations can now be found across much of the globe.

    There are a few breeds of stoutland made by crossbreeding with other canines. The most common is the regal stoutland, made by crossing with furfrou. The regal stoutland, despite having longer fur, is actually more tolerant of warm weather. Its fur is also much better as wool. The large size combined with usable wool makes them a niche farm animal in parts of Europe. Crosses with boltund can produce the Wyndon stoutland. The fur of Wyndon stoutland is often repelled from the body, making them appear much larger than they actually are. This has the side effect of dramatically reducing their cold tolerance.

    More niche crosses include the static stoutland, a similar cross with manectric that is much smaller but better able to control electric energies. The plains, Mongolian, or royal stoutland is an attempted cross with arcanine for use in colder areas. This is one of the few crossbreeds that is larger than a purebred stoutland. They have much thinner fur and better endurance than purebred stoutland as well.

    While stoutland can interbreed with several other canines, those crossbreeds are not routinely bred for and are the result of individual pokémon taking an interest in each other. This is far more common in captivity than in the wild. Stoutland have been observed mating with most canines, with a few exceptions. Species that select mates based in part on intelligence (zoroark, ninetales, lucario, espeon, sylveon) are often reluctant to settle for a creature they perceive as juvenile at best.
     
    Last edited:
    Eevee New
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Eevee
    Mutatiovulpes octuplumiter

    Overview

    Eevee have experienced an astounding rise in popularity over the past quarter century. Previously they were an unpopular species confined to a dwindling range in Europe. Now they are consistently ranked as one of the most desired pokémon in the world. Before eevee ownership was mostly limited to scientists working with radiation or attempting to unravel the secrets of pokémon.

    Currently pokémon science is mostly limited to figuring out how things work. There are eighteen (or so) variations of elemental energy and every pokémon links better to some parts of the spectrum than others. Moves are similar patterns of energy use employed by multiple pokémon, even those without the anatomical support for such an attack. Flash evolution occurs in some species but not in others for reasons unknown. Eevee, with their multiple elemental evolutions and high sensitivity to radiation, might be the key to beginning to figure out why things work instead of just how they do. Or they might not. Research so far on the species has not actually answered any of the biggest questions scientists want answered.

    In the meantime, eevee became one of the most popular pokémon in the world thanks to a few well-placed coordinators and pop stars as well as a TV series about a bandit in the American Southwest. Some eevee are cute, although their mutations can easily trigger the uncanny valley effect or make them outright disturbing to look at. Its evolutions are at least more genetically stable. As breeders have bred more and more eevee to keep up with demand the species has become a popular alternative starter for even middle-class families. One starter can potentially evolve into one of eight forms down the road, letting the trainer figure out what they want once they have actual experience working with pokémon and a vague idea of what their final team will look like.

    Eevee are generally friendly. They are also not nearly as mischievous as most other foxes. Trainers willing to put up with their health issues until the pokémon evolves may find one to be a rewarding companion.

    Physiology

    Eevee are classified as normal types. Some have a very deep connection to this element and can charge their attacks with neutral elemental energy. Others have no particular affinity. Eevee can also take on the traits of different types as they age, even before evolution. Normal is a sort of a placeholder typing in most cases.

    Eevee are vaguely canine quadrupeds. They usually have brown fur, although variants with white, black, silver, red, and even blue coats have been observed. The average eevee has long pointed ears on top of their head. Their eyes are typically large and front-facing. A mane of light-colored fur covers their neck. Their bones are usually lighter than the average dog pokémon but sturdier than the average feline.

    It is hard to be more specific when discussing eevee because of their most notable quirk: rapid mutation. The same ability that lets eevee evolve into at least eight different forms also means that their appearance and anatomy are constantly in flux. Traits from nearby pokémon and even humans can be gained or discarded over the course of the pokémon’s life. An eevee raised primarily around furfrou will gain a very fluffy coat, while one that grows up in the presence of reptiles may gain some crude scales. There are many reports of an eevee’s face coming to resemble that of its trainer. The resulting face can be cute, awkward, or disturbing.

    Eevee lifespans are variable. Most do not live past two years in the wild or captivity. Those that grow up around extremely long-lived pokémon can live for up to ten years without evolving. In any case, evolution increases the pokémon’s lifespan.

    Size and weight are also variable. Most eevee grow to be around twenty-four inches long, including the tail, and weigh around ten pounds. Some are heavier, some are lighter.

    Behavior

    Eevee are generalists by nature. They can eat insects, small mammals, fruits, and fungi. Their exact diet depends on the local conditions. Most are good at climbing and digging but struggle to swim. Those in coastal areas may sometimes become strong swimmers as they age. In fact, behavior patterns, from sleep cycles to diet, vary considerably by region and parentage.

    Eevee spend most of their early life under the protection of their families. Childhood experiences depend on the exact parents. This applies to the evolution (vaporeon raise their young kits in dens only accessible from the water, espeon build nests in trees) but also to the evolution’s mate. In most species crossbreeding is rare in the wild. Eeveelutions crossbreed about as often as they mate with other eeveelutions. Some of the other parent’s natural childrearing practices will be incorporated as well.

    Wild eevee are usually shy around humans. This comes as a shock to many trainers as captive eevee are generally quite friendly and will actively seek out affection. They have been selectively bred for these traits. Wild specimens are not so quick to trust and will sometimes be wary of trainers they have known for months or even years, only coming close to accept treats. The explanation is relatively simple: eevee are a prey species and humans are a large, unfamiliar creature. Against most predators eevee’s best defense is to remain hidden. If that fails they will attempt to run, dig, or climb away before resorting to combat. Most wild evolutions are similarly wary, with espeon and sylveon as notable exceptions.

    Husbandry

    Eevee can eat a wide range of items. Live insects and raw meat can be the staples of a diet. So can fruit and nuts. Ideally there would be some mix of both, with emphasis on the items the teammates primarily eat. Cat and dog kibble can also work, with occasional raw meat thrown into to provide taurine. Any meat will do. Some eevee enjoy maize as a food that is somewhat difficult to eat (and can be wrestled by small eevee).

    Captive-born eevee are generally affectionate. They will follow their trainer around and crave cuddling, playing, and brushing. Some are very fond of sitting on their trainer’s upper back or head whenever they bend forward. Wild-born specimens, as mentioned above, are usually content to watch from a safe distance.

    Eevee scentmark their territory. They can be trained to only mark outside but they will still need frequent walks or they will begin to pee on everything they find and consider to be theirs. Eevee also naturally have a distinct scent. This can be somewhat reduced with fox-specific grooming products but will probably not go away. Eevee are also fond of making caches of food in secluded places. Sometimes they will get back to this food before it rots. Sometimes they will not. Trainers will need to either watch their pokémon eat or do frequent inspections of their territory.

    The ideal outdoor enclosure for eevee has a variety of places to explore. There should be opportunities to climb and dig. Boxes just big enough to fit in are excellent toys and hiding places. Mulch attracts insects, which are excellent prey and/or toys. Plants give shade and interesting scents, as well as drawing insects. Oleander, however, can be toxic and should be avoided. Slides are also an excellent toy. Jury-rigged water slides are twice as interesting.

    Eevee are social creatures by default. They should be provided with some sort of companion at most times, either the trainer or a teammate. Wild-caught eevee will prefer playing with other small-to-mid-size mammalian pokémon. Captive-born eevee prefer attention from their trainer.

    Eevee have an unfortunate habit of seeking out radiation of all sorts. At its most benign the impulse manifests as sitting in direct sunlight for hours at a time. Sometimes they will also seek close contact with microwaves, which double as box-like hiding places. Take care to ensure your eevee cannot get in. In the worst case scenarios eevee will attempt to run away to uranium mines or nuclear power plants. Trainers near these areas will need to take great care in building their eevee’s enclosure to make it escape-proof.

    Illness

    Eevee have inherently unstable physiology. This makes them versatile pokémon that can adapt to almost any environment and evolve into at least eight different forms. It also saddles them with less useful adaptations. Eevee are particularly prone to cancer due to their unstable genetics. Even if they do not get cancer the growth of new traits from nearby pokémon can sometimes mesh poorly with existing ones. Regular checkups are required for eevee, even in mutation-resistant specimens. Eevee are drawn to the radiation in some medical equipment and will gladly go to Pokémon Centers to investigate.

    In addition to their more unique problems, eevee still suffer from some of the same issues as ordinary mid-size omnivorous mammals. They must receive a rabies vaccine within two weeks of birth or capture and then again every six months after. Eevee’s rapid changes can sometimes render old vaccines ineffective or lead to new ones being required, such as avian flu if the eevee has picked up adaptations from birds on the team. Eevee will also need regular deworming and anti-flea medication as long as they are allowed outside on a regular basis and have not developed a means of naturally combatting parasites.

    Evolution

    Eevee can evolve into at least eight different evolutions. Covering all of these in one article would be impractical due to the length of the resulting entry and the differences in care requirements between all eight. The requirements for triggering each evolution will be discussed in the articles for each.

    Some eevee cannot evolve. A handful of breeders have been selecting for eevee with less mutation potential. In minor cases the eevee will have a deeper connection with normal-type energy and more resistance to adverse mutations, in exchange for higher thresholds for evolutions. A few of the resulting eevee cannot evolve at all but are also highly resistant to all mutations. Cancer has not been observed in so-called static eevee to date, although the small sample size makes it impossible to draw broader conclusions at this point. Static eevee also seem to have some enhanced connection to the eight elements that a normal eevee could specialize in upon evolution.

    In Galar eevee can gigantamax. The process increases the size of eevee’s mane and appears to make them more playful, something that is extremely dangerous when the pokémon is upwards of ninety feet tall. Gigantamax is legal in Galar within stadiums built to handle the unique challenges associated with the phenomenon. It is impossible everywhere else.

    Battle

    Eevee are versatile pokémon, but they are not particularly strong ones. Sometimes they can compare favorably with other pokémon their age, but if they do not evolve they will find themselves quickly falling behind on the second island of the island challenge.

    Eevee bred to have a deeper connection to normal energy are the most dangerous in battle as their take downs and even quick attacks can do serious damage. Other eevee must rely on a mix of weaker normal attacks, coverage moves, and options like sand attack to gradually wear an opponent down.

    Alternatively, eevee can use their wide utility movepool and decent durability to act as a cleric. The combination of wish and heal bell can keep the team healthy or be used to heal up the eevee itself. Wish can be difficult to teach, but a teammate that knows the move can greatly accelerate the process.

    Finally, eevee have access to a unique Z-move in Alola, Extreme Evoboost. When used the Z-move charges the eevee with energy from across the spectrum, dramatically increasing its defenses, offenses, and attack. This boost can also be baton passed to another pokémon. At least one trainer has combined the Z-move, a static eevee, baton pass, and a sweeper to good effect. The first problem with this strategy is that it requires using an eevee. Even static eevee lag well behind most adult pokémon. Obtaining the necessary Eevium-Z is also difficult as only a few are in existence. The Tapu and Lunala can apparently produce more by converting more common Normalium-Z crystals, but they are difficult to contact and not prone to answering small requests.

    Acquisition

    Eevee can be purchased from most high-end pet stores. A few breeders on Akala also regularly produce litters. A few escapes from these ranches, combined with releases of undesired evolutions, has allowed for a small but stable feral population to establish itself in central and northwestern Akala. Capture is currently limited to one per trainer. The rule is not based on environmental protection as eevee are invasive. Rather, it is to keep the wild population as a tourist attraction. The Commonwealth government has openly discussed releasing eevee on Akala to bolster the population’s numbers.

    Eevee can be purchased, adopted, or captured with a Class I license.

    Breeding

    Every evolution creates and raises its children in a different way. These topics will be discussed further in the articles on the individual evolutions. Instead, a brief overview of the care of orphaned newborns will be given here.

    Sometimes eevee are orphaned, rejected, or otherwise taken from their mother before the point of self-sufficiency. They can still survive with human intervention. The first two weeks before the eevee opens its eyes are critical. A warm, secluded place must be provided. A popular setup is a box lined in blankets with a weak artificial heater underneath. Other pokémon or at least plush replicas should be provided for the eevee to cuddle. Eevee will accept milk from more or less any mammal. Miltank milk is the cheapest and contains all necessary nutrients, although the eevee might overindulge and put on too much weight if allowed. In any case the baby fat will probably be lost fairly quickly after the pokémon begins to exercise.

    Eevee are also very accepting of other pokémon as surrogate mothers. If they are inserted into a litter of other newborn pokémon and the surrogate mother agrees to raise the eevee it will grow up healthy, although its physiology and behavior will be tweaked to match its surrogate mother and siblings. Bottle-fed eevee will need to be regularly cuddled by a human or adult pokémon to learn the scent of its ‘mother.’

    Relatives

    Eevee DNA is extremely difficult to analyze. More static specimens appear to be related to ninetales and thievul. Some eevee’s DNA can become closer to cats, rabbits, or even fish. Some scientists argue that their closest relatives are not foxes but ditto.

    A somewhat more interesting question is where eevee came from and why their relationship to elemental energy is so strange. Most early writings from Europe were lost in the Bronze Age Collapse, the fall of the Imperium, or the subsequent rise of the Church of Life. What we do know is that 3,000 years ago the population of Kalos dramatically declined and a monumental graveyard was constructed south of Cromlac’h. There are different accounts of the event: it may have been a plague, the intervention of Yveltal or Xerneas, or even an ancient weapon of mass destruction.

    Some scholars have argued in favor of the last point citing eevee as evidence. They do not appear in any early cave drawings or the surviving records of the ancient world. Eevee and its evolutions also do not appear in the fossil record until approximately 3,000 years ago. Wild eevee also appeared to undergo a dramatic population increase following the invention of atomic weapons and power plants. Perhaps they emerged following a nuclear blast near Cromlac’h.

    This theory is undercut in a variety of ways, however. The economic and industrial support network needed to mine the necessary ore and construct the bomb simply did not exist before the Industrial Revolution. Bronze Age Kalos did not have firearms, so making the jump to atomic weaponry seems unlikely. It is also quite possible that the timing of eevee’s rise and the population decline in Kalos is simply a coincidence.
     
    Vaporeon New
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Vaporeon
    Mutatiovulpes octuplumiter – 1

    Overview

    Vaporeon have always been somewhat uncommon in the wild. They only naturally evolve near areas of high-water elemental energy. These include some beaches with an abundance of water-types and particularly pristine lakes and rivers. As these pristine places became more and more uncommon in the age of industrialization, vaporeon numbers rapidly declined. Now wild vaporeon only occur in a dozen or so European parks. However, most of these parks are in the northern reaches of the continent or near high-altitude glacial meltwaters, meaning that the eevee there are just as likely to evolve into glaceon as vaporeon. Only in Czyste Jeziora National Park in Poland are vaporeon the most abundant eeveelution.

    Vaporeon are intelligent, playful, and useful in battle. They make for excellent companions for any trainer able to satisfy their needs for pure water and whole fish.

    Physiology

    Vaporeon are classified as pure water-types.

    All of eevee’s evolutions have strange physiology. Vaporeon’s is perhaps the strangest. Their body type is similar to a typical canine or feline, but they also have prominent gills and fins, including a broad fluke at the end of their tail. One pair of fins extends from either side of the face. These cheek fins help pump water over the gills. They also contain distinct markings unique to each individual. Specimens will extend their cheek fins when encountering another vaporeon. A dorsal fin is located on top of the head. It is a hard, bony fin that makes it difficult for opponents to bite down on the head. Behind the head fins is a set of gills. Behind these is a white frill with more identifying markings. It can be extended to make the pokémon appear larger than it is. Scientists have speculated it may also help with gill function. A long dorsal fin extends down the length of the body, supported by a series of spines.

    Vaporeon’s legs are strong enough to allow them to dig or climb. Climbing is assisted with claws at the end of each digit. The feet are also webbed to assist in swimming. Vaporeon have lungs in addition to their gills. They can breathe freely on land or in the water.

    The strangest adaptation that vaporeon possess is hinted at by their pale blue coloration. Vaporeon can entirely dissolve into water for short periods of time. This makes them intangible to predators and invisible to prey. It also leaves them very vulnerable to current-based attacks or poisoning. Upon reforming in polluted or poisoned water, vaporeon will ingest the toxins directly into their body. This limits vaporeon’s range to very pristine bodies of water such as springs, glacial meltwater, and continuously protected streams or lakes running from these sources. In the past vaporeon could also be found around coastlines, but seawater is now too polluted for them everywhere except Antarctica and portions of coastal Greenland. These places are too cold to make for ideal vaporeon habitats.

    Vaporeon typically grow to be five feet long, including the tail, and twenty inches tall at the withers. One weighed in at sixty pounds, but thirty to forty is more typical. Wild vaporeon typically live for about fifteen years, but captive specimens routinely live for more than thirty.

    Behavior

    Early studies reported that vaporeon had ‘alpha pairs’ who were the only ones allowed to breed. This is technically true. Wild vaporeon live in pairs with a few newly evolved children and any unevolved eevee. The parents are dominant over their children and typically kick out any vaporeon that become too rebellious. Offspring that evolve into something other than a vaporeon are immediately exiled.

    Vaporeon spend most of their time in the water. About half of their day is spent hunting for fish pokémon such as magikarp, feebas, or basculin. Ambush tactics employing their liquid state are preferred in waters still and pure enough to allow for it. Otherwise, they wait at the edge of the water and lunge in after any prey that come too close to the edge. Sometimes vaporeon will work together to herd larger prey towards the water’s edge where they can be driven onto land and killed.

    Vaporeon rest in their burrows at night. Their burrows can be complex systems with multiple chambers and entrances on land and in the water. One vaporeon or eevee will stay awake as a sentry and alert the rest of the flow to anything trying to enter the burrow. Smaller intruders can be scared off or killed for food, depending on their power. Larger predators entering from the water will be fled from. Those entering from land will be fled from if there are no eevee present. If there are eevee present one vaporeon will stall for time while the eevee cling onto the other vaporeon as they escape. Eevee can hold their breath for long enough to survive a quick swim out of the burrow to relative safety.

    Vaporeon do not contend with many amphibious predators capable of posing a threat to them. Quagsire can swim in the water or walk on land and they are competent burrowers, but are also far too slow to outpace vaporeon either on land or in the water.

    Vaporeon play when they are not sleeping. A lone vaporeon will amuse itself by harassing other species or exploring the environment. Vaporeon living in pairs or family groups will engage in games of chase, hiding, wrestling, climbing, or exploring new “toys” they come across. Vaporeon pairs will often sleep in heaps with each other and their offspring. They are also highly vocal and have over twenty types of recorded vocalizations, variations on which can produce complex expressions akin to language.

    Vaporeon keep latrines near their dens. They prefer to defecate on land rather than in the water. Visiting vaporeon and other eeveelutions will begin their visit by inspecting the latrine.

    Husbandry

    Vaporeon husbandry is relatively simple with two notable exceptions: their needs for fish and clean water. Wild vaporeon almost exclusively eat fish. Captive specimens will sometimes take a berry as a treat, but fish should compose the bulk of their diet. These can be small non-pokémon fish or fresh or frozen fish pokémon. They will usually reject highly processed fish. A supplement of Vitamin B1 and Vitamin E will be required if the fish was frozen before consumption. Stationary trainers can meet this need relatively easily. Traveling trainers will need to either rely on wild-caught fish, which is sometimes illegal and often inadvisable due to mercury or other toxins in the area, or haul their own fish for long distances without it beginning to rot. Ice-type powered freezers are more or less required for this. Traveling vaporeon trainers will often begin to smell like fish on long journeys because of the frequency with which they must handle them.

    Vaporeon also require frequent access to bodies of pure water. They can and will drink water offered to them, but they occasionally need to submerge for their physical and psychological health. These water bodies must be free from any significant concentration of toxins, including chlorine. There are maps of Alola pointing out springs and other areas of high-quality water. Some of these springs are public. Others will require the permission of the landowner. Vaporeon trainers may be best off leaving their pokémon in stasis as much as possible on drier trails; spending all of their time in an ultra ball can double the time a vaporeon can go between trips to fresh water.

    Most small Pokémon Centers and larger trail stops will accommodate requests for a small tub of filtered water for a vaporeon to swim in. Larger pokémon centers sometimes have pools of very high-quality water for particularly sensitive pokémon. These are only available for vaporeon well-trained enough not to attack fish they share the pool with.

    Vaporeon are diurnal, so they thankfully will not be bothering their trainer at night. Wild vaporeon sleep in heaps inside their burrows. Captive specimens will often crawl under sheets or blankets to cuddle with their trainer. Sometimes they will attempt to dig into the mattress. Unlike most canine or feline pokémon, spraying vaporeon with water to discourage a behavior is less than useless. Thankfully they are quite intelligent and a few reprimands will drive the point home.

    It is possible to have a rough understanding of vaporeon’s language without a translator. They are very vocal and some of their sounds can be identified. Growls mean a vaporeon is about to attack while screams are for play fights or driving away intruders. Whistles and barks typically indicate curiosity about something. Humming is a sign of affection.

    Vaporeon are natural explorers in the wild and captivity. They will approach anything they do not reasonably believe to be a threat and attempt to watch, sniff, or touch it. Wild specimens have been observed forming complex games from simple objects, some resembling a sport. They are also hoarders who will take intriguing objects into their burrow for further study.

    Vaporeon are very playful and will frequently want to play with their trainer or teammates. A trainer without a great deal of free time should form a team of similarly intelligent and energetic pokémon so they can at least play with each other. Vaporeon in general do not do well on small teams. Trainers who have their own favorite games can try to teach them to their vaporeon. The species can figure out most sports and learn to play them. Some have even been taught to play board or video games. At least one minigolf course has a vaporeon as a mascot who occasionally hops out of water features to play alongside the visitors. She holds a stick in her mouth to use as her club and is apparently quite proficient at the game.

    Vapoeon are quite good with children. They have similar energy levels and intelligence, and it is very hard for children to actually hurt the pokémon.

    Most vaporeon can easily learn how to use toilets or latrines. They are happier urinating and defecating in the same place as their trainer than in a litter box. Sometimes they will even help other teammates use the toilet, although initial results may vary by anatomy and intelligence.

    Vaporeon will dig their own burrows if they stay in one place for more than a few days. They should be allowed to do so if possible. If it is not, then a series of tubes, boxes, and blankets can form a suitable faux burrow. Pokémon Center staff are usually willing to loan out equipment to form these burrows, if only to reduce damage to the landscaping around the building.

    Illness

    Vaporeon will need to be vaccinated for canine distemper, parovirus, and rabies within thirty days of capture.

    The most common health problem for captive vaporeon is obesity. They are greedy eaters and will beg or steal to get more fish. A vaporeon should be limited to 10% of its weight in food on a normal day, with up to 18% being allowed following difficult battles that inflict injury.

    Vaporeon can heal most injuries by fading into the water and reforming. This instantly heals most minor cuts and abrasions and removes any parasites. More serious wounds will require an increase in food, lots of time in pure water, and veterinary supervision to heal. But almost all injuries they survive will be recovered from without any scarring or lasting health consequences.

    Evolution

    Eevee evolve into vaporeon around strong sources of water elemental energy. Particularly pure lakes, especially those home to springs or powerful water-types such as suicune, are full of this energy. Other bodies of water, particularly the ocean, also have water energy. The vaporeon that evolve in these areas may not survive long due to pollution, though.

    The most reliable way to evolve an eevee into vaporeon is to purchase a water stone and let the eevee absorb the energy within it. This will usually trigger a flash evolution into vaporeon, although very small stones may not be enough to trigger the process. Spending lots of time in Brooklet Hill Commonwealth Park can also result in an eevee evolving into vaporeon. Some older eevee will evolve after a short visit to the park.

    Battle

    Vaporeon can summon rainstorms by vibrating the fins on their head. The rain does not immediately begin, unlike storms summoned by politoed or pelipper. Rather, the storm will gradually grow over the course of fifteen to twenty minutes. Thankfully, vaporeon are quite capable of stalling for that long. Their durability and utility make them popular on more defensive rain teams.

    Even without access to water, vaporeon heal quickly and take most elemental hits well. They can use aqua ring and rest to heal themselves throughout the battle. Passive damage inflicted by whirlpool and scald can help them stall out most opponents. Haze can negate the boosts of opponents that try to set up on them. Several pokémon, especially fire-types, are hard walled by vaporeon even outside of the water. With access to the water, vaporeon can heal minor wounds immediately and make itself very difficult to hit. This leaves them particularly vulnerable to electrical, poison, and water attacks, but allows them to completely negate most other blows.

    Vaporeon can also support their team by setting up with moves like acid armor, aqua ring, and work up before using baton pass to transfer the boosts to a teammate. But their main utility lies in their ability to keep the team healthy with moves such as heal bell and wish. A team with a vaporeon is resistant to status effects and can heal up any team member that is weakened but not knocked out. This gives them a niche over even more durable water-types such as milotic and slowbro. They occasionally see use at even the highest levels of competitive play, usually on stall, rain, or baton pass teams.

    On the island challenge, vaporeon’s attacks still pack enough of a punch to be effective. Vaporeon can function as a bulky attacker with strong moves like hydro pump, ice beam, and shadow ball. Alternatively, they can use their standard competitive tactics of wearing down opponents with slow acting moves like scald, toxic, and whirlpool. Vaporeon can also help restore opponents who cannot quickly heal themselves, both in battle and after it is offer.

    Acquisition

    A few wild vaporeon have been seen in Brooklet Hill Commonwealth Park. It is unclear whether these were released by trainers who did not want a vaporeon or evolved from wild eevee. In any event capture has been prohibited in hopes of a rare wild vaporeon population establish itself. It is also illegal to capture any eevee that may be born to a wild vaporeon until such time as they have been kicked out of the family unit.

    Trainers who want a vaporeon of their own should either evolve it from an eevee or look to shelters in the Brooklet Hill area where vaporeon are sometimes dropped off following an unwanted evolution. Some breeders and pokémon stores will also sell vaporeon from time to time. Vaporeon require a Class II license to adopt or purchase.

    Breeding

    It is very difficult to breed vaporeon in captivity or to observe reproduction and childrearing in wild specimens. Vaporeon are ordinarily curious and friendly towards humans. Pregnant or nursing vaporeon suddenly become very afraid of human contact. Loud noises or unfamiliar humans can cause pregnant specimens to miscarry or nursing mothers to abandon their children. Captive breeding can only occur if the mother is given a quiet, secluded area and contact with all humans is minimized until the eevee are weaned. The stress will remain to a lesser degree as long as there are eevee living in the family unit. The loss of an eevee can send the parents into a spiral of depression that ends in them losing or abandoning their territory.

    In any case, it is easiest to obtain eevee by breeding another evolution. Mated females will be stressed around humans from the time their pregnancy begins to the time their last eevee evolves or turns two. It would be recommended to spay or neuter vaporeon that are intended to be long-time companions, but they can sometimes undo these injuries by dissolving into water.

    Like most of eevee’s evolutions, vaporeon will crossbreed with a wide variety of species. They strongly prefer vaporeon or other eeveelutions, but will also mate with most canines, felines, and pinnipeds. They have even been observed mating and producing viable offspring with some fish or serpentine pokémon. Any children born to a female vaporeon will be fairly standard eevee, regardless of what species the father was. Children sired by a male vaporeon may still be eevee if the mate is a canine or feline. More distantly related mates will result in offspring entirely of the female’s species.

    Relatives

    Consult the Eevee entry for more information.
     
    Last edited:
    Machamp
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Machamp (Machop, Machoke)
    Fortissimus quiest

    Overview

    Machamp are the fighting-type that all other fighting-types are measured against. Only the toughest of dragons can match them in raw strength. An equally small number of pokémon have a comparable drive to train. The two traits combine to make machamp the quintessential melee-ranged powerhouse of competitive battling.

    The machamp line also enjoy helping others, especially if the task involves heavy lifting or clever applications of raw strength. This makes machamp one of the most popular pokémon for construction projects. In Alola machamp are also often used as ride pokémon. Unusually for a ride pokémon, machamp actively prefer it if their trainer also brings along heavy gear or other pokémon to carry. The main problem with training machamp is simply finding things for them to do.

    Physiology

    Machop, machoke, and machamp are classified as pure-fighting types.

    Machamp are one of the few surviving therapsid pokémon, making them technically neither reptiles nor mammals. In practice they function much the same as mammals and can be treated as such most purposes.

    Machop are short bipeds with a human-like shape, a stubby tail, leathery gray skin, and three ridges above their head. The ridges are useful for increasing the machop’s surface area. This vents the massive amounts of heat that their bodies can generate while exercising. A quirk in machop’s muscles lets them exercise for long periods of time. They also require much less caloric intake that their physical exertion would suggest. On balance, machop must sleep for almost fourteen hours a day.

    Machoke are taller and have much larger muscles than their pre-evolution. The head shape slowly grows into a more typical one for a therapsid, as opposed to the machop’s rather human-like face. Several long red markings appear on the arms and legs. A series of dark gray armored flaps grow over the groin area to help protect it and support the yellow plate above it. The yellow plate has an armored exterior.

    The plate connects to several nerves, tendons, and strange fibrous cords that weave throughout the machoke’s body. These serve to sharply limit the amount of power that machoke can bring to bear, although they are still capable of lifting several tons. The plate can be removed in a pinch, lifting the physiological and psychological limits it imposes on the muscles. Machoke grow incredibly strong as a result, but this comes with a price. Their bones much denser than an ordinary human’s, they are still not nearly strong enough to withstand a machoke’s full strength. Firing off uninhibited punches can literally shatter the pokémon’s body in the process. In the wild the plate is only removed when the pokémon is already dying and wants to accomplish one last thing.

    Machamp have two key differences from machoke, one obvious and one not. The visible one is the growth of two new arms, both every bit as strong as the old ones. More subtle, but more important, is the strengthening of bones and connective tissues. A fully grown machamp has ligaments and bones tough enough to withstand their own punches. Even without removing their plate, machamp can punch 1000 times a second and exert energy equivalent to a kiloton of TNT. Unfortunately for humanity (but fortunately for machamp), the ambient energy that strengthens them dissipates after death, making machamp bones unviable as an industrial material.

    Many people are surprised to see how small machamp actually are. Even the tallest of machamp only grow up to five feet tall. They can still weigh over three hundred pounds. Machamp can live up to ninety years in captivity. Wild lifespans, while not well documented, are probably similar.

    Behavior

    Machop spend all of their time browsing, sleeping, or training. Their preferred food is shrubby vegetation that is relatively low to the ground. Fruits and root vegetables are also eaten from time to time. Machop train in the evening, usually with other machop but sometimes with machoke or other species. Sparring is their exercise of choice. More typical strength and flexibility exercises are also mixed in. Older machop will pick a single style of combat and focus all of their energies on it.

    Machoke start to branch out and learn other styles of combat from the machamp in their dojo. While machop are somewhat shy, machoke often seek out fights with other pokémon to test their strength and strategy. Many trainers are terrified the first time a machoke jumps into their path and demands a battle. They pose very little risk in practice: the entire line is herbivorous and machoke try not to seriously hurt their opponents. The challenge that looks scary to humans is just a standard greeting in machoke society.

    Machamp do not live in the same dojos as machoke and machop. Instead, they start to wander the world, settling down only long enough to figure out a new style or move that they did not previously know. Once they have obtained mastery they will move on. Machamp are less aggressive at picking fights than machoke. They tend to hang back and watch others battle before deciding if it’s worth issuing a challenge or not. Wild machamp often follow apex predators around to watch for prey species that can put up a solid fight.

    Husbandry

    Many pokémon can live happy lives as household pets or zoo animals. This line is not one of them. Caring for a member of the line requires daily training for both trainer and team. Seach stage has different training needs.

    Very young machop should be exposed to many different fighting-type pokémon or human martial artists. They should regularly be brought back to someone who can teach them their preferred style once they have adopted one. Ideally the trainer would also take lessons at the same time. Machoke prefer rotating between a few different instructors. Teaching others, including their trainer, can also make machoke happy. Machamp simply need a wide variety of opponents and teachers to work through. This is easiest to satisfy in major cities where many different types of people and pokémon are gathered in one place.

    Standing water troughs or bottles should be available in the pokémon’s quarters. Machamp can drink over a gallon at a time but can go more than a day without drinking anything. Their diet should primarily consist of shrubs with small amounts of leaves, roots, shoots, and fruit mixed in. Wild-raised specimens will regulate their own eating. Captive-born machop must be taught to do so, ideally by a machoke. All three stages are easily housebroken. None of them like pokéballs, but they will tolerate them for short periods, especially in the lead up to a major battle.

    One of the line’s most endearing qualities is their desire to give back to their community. In the wild this occurs within the dojo for machop and machoke. Machamp are loyal to wherever they are currently training. In captivity this typically means the trainer, the team, and human society at large. The pokémon will gladly assist with chores, construction, or even public service so long as they are receiving adequate training. Be aware that machoke and machamp are not built for delicate hand movements. They can safely carry bulky goods, people, or mid-size to large pokémon. Items smaller than their hand are often broken, especially if moving them requires dexterity.

    Illness

    There are very few theraspids alive. This means that there are very few generalist diseases that affect machamp. The handful of specialist diseases and parasites usually don’t slow the afflicted pokémon down very much.

    Machop and machamp recover very quickly from almost all wounds. Machoke do as well, but they are still the most vulnerable stage. Self-inflicted injuries can occur even with the limiting plate intact. These injuries can be quite severe, although most will eventually heal. With the plate removed machoke can literally tear themselves apart. Intentional removal of the plate creates a presumption of pokémon abuse under commonwealth law.

    Evolution

    Machop flash evolve upon obtaining mastery of their main fighting style. They will flash evolve again after gaining proficiency in about a dozen styles. The first evolution usually occurs around the tenth birthday with the second occurring around fifty years of age. Newly evolved machamp leave their dojo to wander around the wild, only briefly rejoining machoke dojos to breed.

    These evolution times are very long. While they can be slightly shorter in captivity, especially for the machoke to machamp evolution, they will still take years or decades to occur.

    In the Galar region, some machamp exposed to the dynamaxing process take on a different form with more proficiency in fire-type attacks. Gigantamaxed machamp are a popular counter to other dynamaxed pokémon, but their precise strikes and difficulty aiming punches at small, grounded targets makes them relatively easy to stall out with non-dynamaxed pokémon in a pinch.

    Battling

    Machamp are one of the most metagame defining pokémon in the world. Their serious attacks can bend metal and eventually overwhelm all but the sturdiest of opponents. They can even punch up to a thousand times a second, although these punches are relatively weak. Machamp will usually win against any opponent they can reach. The bulkiest of walls tend to be steel- or rock-types that fall sooner rather than later. The few pokémon that can take multiple hits can also fall prey to machamp if they have a conventional head. Machamp are prone to striking particularly stubborn opponent’s heads with enough force to cause a concussion. While they seldom outright kill opponents, the attack is disorienting enough to give the machamp and its trainer time to think.

    There are a handful of ways to deal with machamp. Many exploit the species’ relatively inaccurate thrown projectiles by staying at a distance. Ranged flying pokémon can fire at machamp while dodging the occasional rock slide or stone edge. Teleporters can stay away from machamp and fire back with powerful psychic attacks that machamp has no real resistance to. Ghosts can turn intangible to avoid normal blows and then use trickery and spectral attacks to wear machamp down. This strategy is risky because machamp are very good at weathering status effects and often only hit harder out of spite. Most machamp have also picked up a dark-type move or two and can punish ghosts.

    Some dragons can match machamp in brute strength and hold on long enough to run out the switch clock and get a counter in. Fighting-types can usually pull this off, too, by making machamp want to drag out the fight long enough to get a proper measure of their opponent. Rare pokémon that the machamp has never fought before can gain a similar reaction. Some particularly strong fire -type pokémon can either create an inferno so hot that the machamp dares not approach. Water-types with great bulk or speed and a very strong surf or hydro pump can potentially knock a machamp of its feet and keep it pinned and drowning under the crushing torrent of water.

    Every serious professional trainer needs multiple checks to machamp. Care should be taken not to knock out a pokémon with something machamp can beat until the machamp is taken care of. Otherwise, the machamp will easily revenge kill it. Trainers facing machamp should do everything they can to knock it out before the switch timer runs. Otherwise, the machamp will be withdrawn and come back in later to score a free knockout on another pokémon.

    Machoke are much weaker and a fair bit less bulky than machamp are. This makes them far more manageable to face with strong pokémon that are not particularly weak to it. All of the tactics that can check machamp work extremely well against machoke. They are still powerful enough to carry their weight through the end of the island challenge.

    Machop are strong for their size, but not overbearingly so. Facing one in a straight physical brawl isn’t recommended, but at least most similarly experienced pokémon can take a few hits without fainting.

    Acquisition

    Machoke dojos are typically found in rocky areas where scrub plants are common. The two Alolan dojos are located in Ten Carat Hill and the Vast Poni Canyon.

    The best way to lure a machop or machoke away from its dojo is to battle it with a fighting-type pokémon or something else with a style that it can replicate. A specimen that takes interest might decide to focus on that style and come with its new mentor. This can require several days or even weeks living near the dojo, potentially without anything to show for it. Non-consensual capture is not recommended as it may provoke other dojo members. The pokémon is also unlikely to listen to commands even if the captor gets away

    Machamp capture is not legal in Alola. Newly evolved machamp are typically relocated to a larger landmass where they can explore without getting upset when it runs out of styles to learn. Occasionally the DNR will allow a trainer a chance to bond with a soon-to-be-relocated machamp.

    Adoption is possible, especially from injured or elderly trainers who can no longer give their pokémon the attention it needs. Shelters occasionally have machop, machoke, or machamp whose old trainer recently died.

    Machop can be captured or adopted with a Class II license. Machoke can be captured or adopted with a Class III license. Machamp can be adopted with a Class IV.

    Breeding

    Machamp that cross path with a machamp of the opposite sex will engage in a duel. If the winner is impressed, they will mate. The female will lay a clutch of three to five eggs about sixteen days later. She will drop them off at the nearest machoke dojo and then leave. The male will stay another thirty to forty days until the eggs hatch. They will help train the dojo’s pokémon during this time.

    Captive breeding is surprisingly easy. Two machamp brought together will challenge each other. The female will be quite content leaving her eggs with the male’s trainer. Unfortunately, the male is reluctant to directly assist with childrearing. It is best to get at least one machoke to help train the babies on the basics of combat and life skills.

    Relatives

    Machamp are native to the mountainous areas, deserts, and dry grasslands of the old world. Occasionally a vagrant machamp will enter into a rainforest, marshland, or prairie but machoke dojos are not found in these locations. Because machamp have wide ranges, genes mix across large distances. As such there is only one machamp subspecies.
     
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    Gigalith
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Gigalith (Roggenrola, Boldore)
    Custossolis vulcanis

    Overview

    Gigalith are a popular choice in competitive battling due to their durability and sheer firepower. Boldore have found more use on the concert stage. All stages of the line have the peculiar ability to attune and amplify energy waves around them. While gigalith use this to unleash powerful solar beams, roggenrola and boldore generally stick to sound waves or electrical currents. Upscale concert venues typically keep a few sound-tolerant roggenrola around as part of their acoustics system.

    Fans of all types of “rock” can usually find a place for the line on their team.

    Physiology

    All three stages are currently classified as pure-rock types. There is some dispute. Competitive battlers and the leagues that support them often push for gigalith to have am additional fire-typing as they naturally attack with weaponized heat and light. The proposed typing is what trainers facing a gigalith should prepare to deal with. While this view has fallen out of favor in most of the world, it might find success in reclassifying the vulcan gigalith (see Battle, Relatives).

    Roggenrola have a small, roughly spherical body with three layers. The outside layer is primarily composed of obsidian. It has no curves, instead consisting of flat plates connected by a network of sharp edges. This layer is typically black, but other colors such as brown are not uncommon. A middle layer of basalt comprises most of the pokémon’s weight. The three legs protruding from the body are also made of basalt. These help the roggenrola move. The connective tissue between the main body and the legs is made of thin strands of glass known as Pele’s hair.

    The interior of the pokémon’s body is rather different. A hexagonal “ear” connects the interior and exterior. Roggenrola’s core contains a powerful energy crystal that powers them through two evolutions. Quartz structures hold the crystal in place and help it amplify or cancel out energy wavelengths around it. Gigalith can simply nullify any sounds they do not wish to hear; roggenrola, however, are irritated by loud noises or powerful vibrations. Boldore are generally fine with noise as long as they are actively amplifying or otherwise controlling it. Unfortunately for trainers, this means that they are prone to magnifying the sounds of crying babies or loud arguments without being asked to do so. It is only through prolonged exposure to loud sounds and experience controlling them that boldore can learn what sounds humans want amplified and learn to simply ignore or suppress others.

    Boldore’s legs have expanded and developed an obsidian coating. Each is also tipped in a colorful crystal tip that helps the pokémon sense the world. The ability to walk on three legs at once makes boldore much better adapted for relatively fast surface movements. Several other crystal spikes protrude from the body. In addition to sensory functions, these spines help the pokémon control the vibrations around it. Finally, a protective guard develops in the middle of the ear to make direct attacks to the weak point harder.

    Gigalith are far larger than a newly-evolved boldore. They also have a much more upright build and posture. More connective tissue is visible between the legs and main body. This is necessary as, unlike with boldore, the body typically rests on the ground. It must be raised up above the legs for movement. The legs do not move down with the gigalith when at rest; instead, the pokémon simply extends the pele’s hairs down and lowers the main body while keeping the legs in place. When it wants to move, the pele’s hair is withdrawn and the body rises up to rest directly on the legs. Gigalith have four legs.

    Boldore’s protruding crystals develop into massive spikes, ridges, and other formations that allow for light absorption and more sophisticated vibration manipulation. The ear-guard has grown and the original ear has separated into two separate ones that do not connect before reaching the core.

    A fully grown giglaith can reach a height of seven feet while sitting down, including the crystalline “crest” on top of its head, and weigh over 9,000 pounds. Vulcan gigalith have much shorter lifespans than their continental counterparts. The oldest vulcan gigalith are only about 120,000 years old.

    Behavior

    Relatively little is known of roggenrola behavior. Most of their life is spent deep underground, and only small glimpses of it are on display when mines cut into their home. By and large, they seem to do nothing. They will occasionally eat rock by digging into it and letting some slip into their core. This slowly leads to growth. Humans seem to move too quickly to catch the pokémon’s attention. The only way a wild roggenrola will react to people is if they stay almost entirely still for several hours. Even then it can take the pokémon several days to decide to approach.

    Boldore spend more of their life on the surface and are thus better understood. They live in flows of fifty to three hundred boldore. The flows slowly migrate over the island they live on, entering different caves to eat minerals found within. If a boldore dies, its body is cannibalized by other members of the flow and the area is left immediately. Boldore are relatively curious about the world and prone to spending years at a time studying interesting things, living or otherwise.

    Gigalith tend to stay put for centuries or even millennia. They subsist off of the energy from sunlight, which they absorb with their crystal formations. Kinetic vibrations are used to lift any obsidian shards that are broken off their bodies and move them back into position. An abrupt burst of heat then seals them in place. While gigalith can use their vibrations to create sandstorms or seismic attacks or their sunlight absorption to unleash powerful bursts of light or fire, they seldom feel the need to do so. Very little attacks gigalith. Even the invasive larvitar on Akala tend to stick to easier targets such as geodude, rockruff or boldore.

    Small pokémon often use gigalith as a warm perch to rest on, confident that the gigalith will retaliate against anything that tries to start a fight on its body. Small felines are particularly prone to doing this. Psychics have discovered that the gigalith are seldom able to differentiate the cats currently living on them from their distant ancestors.

    Gigalith seem to have an odd cognitive structure. Recently evolved gigalith and those whose trainers constantly move them around have some ability to identify individuals around them and remember their history and relevance. Older wild gigalith are almost unthinking. They react to threats, absorb sunlight, and repair damage. They otherwise seem to have very little cognition at all. Gigalith simply have no need for thought or memory unless their environment drastically changes. Then and only then will gigalith start accessing memories and slow their relative sense of time down until they can find another sunny perch to sit in.

    Husbandry

    Roggenrola require a lot of patience. Socializing with them will require a minimum of several hours. Unfortunately, most similarly patient pokémon are other mineral pokémon that roggenrola may try to eat. Even recording devices playing soft music or recorded pokémon sounds are often made of metal and are therefore potential food. Roggenrola are also prone to trying to eat tile floors, jewelry, and anything else made of stone. This is much less common if there is a pile of basalt, quartz, obsidian, and miscellaneous igneous rocks in their enclosure. The pile will almost always be more appetizing than other available food sources, especially if the food can outrun the roggenrola. Some particularly curious roggenrola may not be satisfied with the pile and will still attempt to eat other minerals.

    Boldore are far more social and curious than roggenrola. Thankfully, this allows them to bond with even somewhat fast-paced pokémon. However, they do require far more socialization than roggenrola do. Frequent attention from either a human or at least one another pokémon (preferably a boldore or roggenrola) is required. Ideally over a dozen boldore would be housed together. The environment should be altered every few months with new toys added and old ones removed. Boldore can tolerate, and even enjoy, loud music.

    Gigalith are traditionally housed outside. They are very comfortable living alone and will seldom interact with humans or other pokémon. For the most part they will sit still and absorb sunlight unless disturbed. Trainers who do wish to bond with their gigalith must battle with it or move it around rather frequently. This has the unfortunate side effect of irritating the pokémon, sometimes to the point of attacking the nuisance trainer.

    Rock-type specialists have recently discovered that gigalith enjoy being placed in enclosed structures with retractable glass roofs. The roof can be opened up on sunny days to allow for maximum solar energy absorption and closed on rainy ones to minimize erosion. The setup tends to interest gigalith enough to partially bring them out of hibernation to study their environment. Trainers, especially those with other rock-types, can bond with their pokémon in relative safety. Gigalith enjoy having their obsidian polished. Exposed crystal and connective tissue should seldom be touched, much less polished. Even the most social of gigalith will seldom play with toys. However, at least one has become fond of games in which they move around obsidian marbles. Marble games are a good way to train the pokémon in more subtle uses of their vibrations.

    Illness

    The only way to truly kill a member of the line is by causing irreparable damage to the core. This is usually only possible by specifically targeting the weak point with a powerful attack. A gigalith with a broken core will stop moving and partially collapse. In the wild it will then be cannibalized by other members of the species. Core damage is borderline impossible to treat in captivity and should be avoided at all costs.

    Normal wear-and-tear damage is far easier to fix. A gigalith can simply move the severed portions of its body back into place and seal them there. Roggenrola and boldore prefer to simply eat enough rock to grow larger and replace the damaged area (see Evolution). Medical attention is not typically required and may actively slow the pace of evolution.

    Evolution

    Roggenrola eat infrequently when they do not need to heal damage. When injured they will immediately eat enough food to not only repair the wound but to actively grow larger when the rocks are repurposed. They evolve into boldore once they reach about 200 pounds in weight. Battling with roggenrola can make them evolve on a human-friendly timescale rather than in geologic time. Evolution is marked by a series of abrupt physical and behavioral changes.

    Boldore do not go from their first to second evolution quickly, even when near-constant battle. Trainers who wish to one day have a gigalith are advised to start by catching a rather large boldore. After a long period of battle, boldore will start to seek out and eat an unusual amount of crystal. They will ideally cannibalize parts of an existing gigalith. Memories are stored at the base of crystals, allowing newly evolving boldore to gain some of the memories of a gigalith that came before. Other members of the flow will help move the last pile of obsidian, pele’s hair, quarz, and basalt necessary to begin evolution to a high location with direct sunlight. They will then leave their flowmate behind to complete the final few growths and become the island’s newest gigalith.

    Battle

    Vulcan gigalith are powerhouses of sun teams or solid physical tanks on weatherless ones. Defensively, gigalith can rely on their obsidian armor to deflect very weak attacks. Stronger contact moves are prone to shattering the armor into sharp glass that punishes follow up attacks. Beneath the armor is a layer of sturdy basalt protecting the core.

    Gigalith’s offensive capabilities include extremely powerful solar beams and fire blasts unleashed from the stored energy in the core. Alternatively, gigalith can use vibrations to weaken or create seismic attacks, launch volleys of small rocks, and blunt or redirect beam-based attacks. Powerful sonic attacks are the go-to for gigalith that were trained as boldore to amplify sounds.

    The pokémon’s biggest weakness comes from their limited energy supply. Gigalith tend to unleash all their stored power within a few spectacular attacks. Then they must rely on sunlight to recharge themselves. On sun teams this allows them to keep going for quite some time. On weatherless ones, especially if the battle is fought at night, gigalith must spend a substantial amount of time recharging between attacks. While they are still bulky enough to stall out this period, it is not ideal. Gigalith trainers, if they can train their pokémon at all, are encouraged to work on moderating the initial attacks.

    Six-on-six battles are rare on the island challenge. This means that gigalith only having a few attacks in them barely matters as most battles can be finished quickly enough. Totem battles in particular can be made very short with a gigalith’s firepower.

    Boldore really prefer not to fight. When placed into battle they will usually attempt to leave the battlefield and will only attack as a last resort. Boldore used as amps are more likely to defend themselves from the start by using sonic attacks to deter potential attackers. Unfortunately, very loud music is seldom enough to outright knock out a pokémon. Even well-trained boldore that can use rock-type attacks do not hit particularly hard.

    Roggenrola seldom attack anything but other mineral pokémon. The most use they serve in battle is being a very dangerous target to hurt with melee attacks and potentially stalling out the timer on a pokémon afflicted with toxic poisoning, perish song, or other residual damage.

    Acquisition

    Roggenrola and boldore are now uncommon on Akala due to predation by introduced larvitar. They were never particularly common on Ula’Ula as it lacks the extensive cave systems of Melemele, Akala, and Poni.

    Roggenrola are only found in abandoned mines, cooled lava tunnels, and other caves deep underground. They seldom make an effort to flee from trainers and can usually be caught without a battle.

    Boldore are most often seen on the surface while moving between caves and mines as part of their flow. On Melemele they are most common in the stretch of land along Routes 1 and 3 connecting Ten Carat Hill to the Verdant Cavern system. Flows will seldom collectively defend themselves, although individual boldore might fire off a few attacks to prevent capture. Gaining loyalty or imposing meaningful training regimens can be difficult, especially if the flow was about to migrate or was in the process of doing so when the pokémon was captured.

    Gigalith can be found at high elevations with direct sunlight. Alola’s largest lives on the steps of the Altar of the Moone. Other notable gigalith live in Wela National Park and at the summit of Ten Carat Hill. Capture of gigalith is illegal due to their very long lifespans and the probability of collateral damage to a protected site during a capture battle.

    Roggenrola and boldore can be captured with a Class II license. All stages can be adopted or purchased, often from music or mineral stores, with a Class II license.

    Breeding

    No one knows how roggenrola are formed. Psychic questioning of gigalith has yet to yield any meaningful results.

    Relatives

    Gigalith are separated by the most common minerals they are made from. Vulcan gigalith are scattered throughout the volcanic islands of the Pacific Ocean and are made primarily of basalt and obsidian because of it. Sunlight is seldom an issue during the dry season and rainy seasons can be waited out by entering an even deeper hibernation than normal.

    Sandstone gigalith (C. harenarum) live in the Sahara Desert and Arabian Peninsula. These gigalith are particularly adept at manipulating sand to ensure that they do not get buried by it. Ancient civilizations in the area exploited this by building massive pyramids, pedestals, or temples in their cities. The gigalith would be placed on top, away from nuisances and closer to the sun. In exchange the gigalith would ward off the worst sandstorms and keep the site from being reclaimed by the desert. Most of these ancient gigalith were captured and relocated to European or American museums during the late nineteenth and early twentieth centuries. Many archeological sites have been covered in sand during the intervening years, and the Egyptian government has formally called on Galar, Kalos, and the United States (among others) to return the rock-types. These pleas have yet to be answered, and at least five of these Egyptian gigalith have been killed on the competitive battling scene.

    Continental gigalith (C. titanus) are by far the most common subspecies. These gigalith live on every continent but Antarctica and most non-volcanic islands. Japan is a rare exception, as the native aggron and tyranitar have driven the population to extinction. Introduced aggron are steadily reducing the population of gigalith in mainland Europe as well.

    This species is almost entirely composed of granite and quartz. While they possess neither the obsidian armor of vulcan gigalith nor the fine sand manipulation of their sandstone counterparts, continental gigalith can grow to be up to fifteen feet tall. They can also live for hundreds of thousands of years, unencumbered by sinking islands, lava flows, or the need to constantly move the sand around them.
     
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    Carbink
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Carbink
    Gemmae antiquae supraundus

    Overview

    Carbink must compete with rockruff for the role of introductory rock-type. Carbink have much easier care requirements, but rockruff have more familiar ones. More trainers had a rockruff or growlithe pet growing up than those that had a sentient rock in the home. There is a perception that the mammalian rockruff are more social and affectionate than the silicon-based carbink. This is actually untrue. While lycanroc can be standoffish, carbink stay affectionate and social throughout their lives. They are also a good introduction to the fascinating world of inorganic mineral pokémon. Trainers who hope to someday wield a magnezone, golem, or gigalith are strongly encouraged to start with carbink.

    Physiology

    Carbink are classified as dual rock- and fairy-type pokémon. The typing is disputed. Carbink can levitate using electromagnetic repulsion or localized gravity manipulation, but they can also use telekinesis to lift themselves. Diancie have also been confirmed as telepathic. Many of carbink’s utility moves are more aligned with psychic energies than fey ones. Yet, carbink’s main defense in the wild is unleashing moonblasts. They are also nocturnal and prone to congregating outdoors in large groups during full moons. The Department of Agriculture has settled on a secondary fairy-typing out of tradition for the time being. Further research by geologists and psychics, as well as revelations about diancie, may change the designation.

    Carbink have conical and botryoidal bodies. The body’s exterior is composed of basalt. Peridot crystals, silicon, and magnetite make up much of the core. Peridot occasionally grows out through the basalt, exposing the gemstones inside. Mental processing is done with a silicon-based nervous system. The peridot appears to generate, channel, and store energy, although the exact mechanisms for this are poorly understood.

    A small ‘head’ sits on top of the main body. Two specialized crystals rest here. While they resemble eyes, carbink are blind. One eye crystal senses radiation and the other is dedicated to picking up electromagnetic waves. Two soft “ears” on top of the head are used to sense movement and sounds through air currents.

    A small white mane wraps around the head. This is not part of the carbink’s body. It is actually a lichen. In exchange for a place to live, the lichen helps carbink socialize. The lichen is partially unwrapped with gentle telekinesis and then used to polish another carbink’s protruding gemstones.

    Beneath the mane is a small slit for ingesting finely ground rocks. Carbink rarely eat in captivity; they only need to ingest rocks once every one to two decades. Their digestive system moves equally slowly. As such laboratory studies must be long-term, limiting the amount of research available. In any case, carbink seem to get most of their energy from floating in strong magnetic fields and absorbing moonlight with their peridot crystals.

    The largest carbink are around one foot in height and weigh around fifty pounds. Analysis of the peridot in carbink has determined that carbink can live for over two million years.

    Behavior

    Carbink live in social groups, or hardnesses, of thirty to fifty individuals. During the day the carbink retreat into the cooled lava tunnels of Melemele and Poni. On clear nights, especially during full moons, the entire hardness will emerge and bask in the moonlight. Sometimes they will interact with nearby pokémon. Carbink tend to see organic life as both curious and harmless. Some will even approach humans without fear and try to polish eyeglasses or phone screens as a sign of good will.

    Telepathic conversations with diancie and continental carbink have hinted at a large underground kingdom filled with carbink and ruled by diancie. This may very well be true for corundum carbink. In Alola this seems not to be the case. Carbink are seldom found deep in the caves of Melemele and Poni. They seem to be entirely absent from the caves of Akala and Ula’Ula where the volcanoes are still active.

    The species had very few natural predators before the introduction of sableye. Unfortunately for them, the sableye of Alola prefer to dine on carbink. All hardnesses have taken to keeping a few members on sentry duty when inside of caves. Individuals seldom wander away from the main group anymore. Spelunkers have seen carbink floating through the caves en masse, frequently casting dazzling gleams to drive out sableye. A blinding volley of moonblasts follows each successful reveal.

    Husbandry

    Carbink rarely need to eat. A small tray of gravel can be kept around, but is not necessary; carbink will seek out small rocks to ingest on the rare occasions when they are hungry. Rocks are common enough in the environment that they can feed themselves. Carbink should be allowed to bask during full moons and at least a few other moons a month. This keeps them energetic and allows them to put more energy into battle.

    Carbink are rather independent pokémon and, in areas away from sableye populations, can be granted a fair amount of freedom to wander. There is a tradition in Alola where retired people and young children help return lost carbink to their trainer or hardness if they cannot find their own way back.

    Sableye are terrible teammates for carbink. The arrangement will end with at least one of them dead. Carbink are naturally distrustful of other ghosts as well. Most lithovores are good teammates for carbink. This is unusual for rock-types and is a major boon for would-be specialists. Carbink simply float above most would-be predators, shrugging off weak attempts to strike them down to earth.

    Most people do not realize that carbink are highly intelligent and social pokémon. They resent being stored in their pokéball and prefer to be exploring or floating around near their trainer at almost all times. Mechanical devices, from grandfather clocks to electronics, are fascinating toys to observe. Carbink are also quite good at not frying electronics, although a newly captured carbink will still occasionally break a device. Other pokémon can make for enrichment opportunities as well, and carbink are prone to floating just out of reach of available teammates.

    The best way to show affection to a carbink is to gently dust off the stone portions of its body and to polish the exposed gemstones. Do not polish the eye stones.

    Illness

    It is difficult to seriously hurt a carbink. Carbink typically stop battling when they deplete their moonlight reserves or get bored. Conscientious steel-type trainers will focus on breaking down carbink’s shields and exhausting them rather than going in for the kill. Responsible trainers should simply withdraw their pokémon when faced with a potentially fatal matchup.

    Carbink can regenerate surface level damage by bathing in moonlight and slowly fusing small stones to their body. Anything that strikes the core or seriously cracks the peridot is likely to be fatal. Surgeries on mineral pokémon are still largely experimental. Surgery is further complicated by carbink’s nature as psychic or fey creatures: once one has died, its peridot begins to crumble and the body falls apart. Only well-timed interventions by a small number of ghost, psychic, and fairy-types (sableye included) can prevent this.

    Most “illnesses,” such as an abrupt inability to stay floating, are really the result of exhaustion. A break from battling and plenty of time to rest in the moonlight should be enough to fix the problem. More serious cases may require the proximity of a moon stone or healing from a fairy-type such as clefable or comfey.

    Evolution

    There is currently no proof that peridot diancie exist. However, corundum diancie exist and it is widely believed they evolve from corundum carbink. As such it is possible that peridot carbink can evolve.

    Battle

    Carbink are incredibly durable utility pokémon. Most attacks, physical or elemental, simply do not phase them. In the meantime, they can set up trick room, reflect, light screen, sunny day, sandstorm, hail, or stealth rock. Magic coat can be used to deter taunt users. The pokémon’s intelligence lets them learn many tricks and use them as necessary.

    On balance, carbink are incredibly passive. Even their strongest moonblasts and power gems aren’t enough to put a real dent in anything that is not weak to the attack and relatively frail. Even on the island challenge carbink struggle as offensive threats. This passivity allows other pokémon to freely set up against them or steadily whittle carbink down. Furthermore, carbink’s role as the ultimate utility pokémon is compromised by their real limit: energy. An exhausted carbink will simply stop battling. This will usually occur long before it can set up screens, trick room, weather, and hazards. Trainers will need to prioritize the most important field advantage for a given battle.

    Acquisition

    Carbink are often found just inside the caves under Ten Carat Hill and Vast Poni Canyon during the day. They venture outside at night. Carbink were once common, but the introduction of sableye led to a dramatic decline in their numbers. Sableye themselves are almost entirely gone from Alola due to carbink hunts and DNR action, but the damage has been done. Carbink numbers are unlikely to fully recover before the islands are subsumed by the waves.

    The easiest way to catch a carbink is to simply show up in the caldera of Ten Carat Hill or the bottom of Vast Poni Canyon night after night around the time of a full moon. Small gadgets should be gathered and laid out. Interesting but inoffensive pokémon will also help the process. A carbink may eventually take interest in a prospective trainer and agree to travel along for some time. Proving battles are unnecessary.

    Breeding

    No one has ever documented carbink reproduction. Even the chattiest of carbink do not wish to discuss the matter with psychics. Given the absurdly long lifespans involved, it is probable that no carbink has been born in Alola since the kingdom was founded over five hundred years ago. There are still theories. Early scientists speculated that carbink were formed by the pressures deep within the earth. No active participation by extant carbink was required.

    Recent research in mineral pokémon has revealed that most are not formed ex nihilo in this way. Instead, extant members of the species carefully assemble their offspring, either within their own bodies or outside of them. Whether carbink do this, and what involvement diancie might have in the process, is currently a subject of scientific debate.

    Relatives

    Carbink on mainland Europe, Africa, and Asia are mostly of the corundum subspecies (G. a. terrafirma). These are mostly identical to peridot carbink, except their gemstones are blue or red corundum. The one major biological difference between the two populations is that these carbink live much longer lives as their homes are not slowly sinking into the waves. Some corundum carbink are over seven million years old.

    While diancie were formerly classified as a separate, related species, they have now been confirmed to be a separate evolutionary stage.
     
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    Sableye
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Sableye
    Saxavarons hopkins

    Overview

    Sableye were first sighted in 1841 by spelunkers deep in the bowels of Mammoth Cave. They were sighted again in the upper levels of the cave in 1857. A crypt of sableye explored a nearby farm in 1871. Sableye have since used their stealth and intelligence to find their way across the world, finding new caves and mines to live in.

    Despite their unsettling appearance and creepy laughter, sableye do not represent a serious threat to humans. They are, however, an existential threat to gemstone-based pokémon. Carbink populations have plummeted in Alola and are only now starting to level off. Sableye are now rare themselves, although dedicated trainers can find one by spelunking into the depths of Melemele and Poni islands’ cave systems. In return they will find themselves with a surprisingly fast and durable trickster that can slowly wear down opponents many times larger than itself.

    Physiology

    Sableye are classified as dual ghost- and dark-types. There is a school of thought that sableye should be classified as ghost- and rock-types due to the prominence of crystals in their body. This theory is currently not dominant. Sableye are highly resistant to telepathic assault, can meld into shadows better than most ghosts, and originally lived in total darkness. These traits make them well-qualified for a dark-typing.

    Sableye are small bipeds. Their dark purple “skin” is actually a variant of ectoplasm that fades into nearby darkness very well. Each limb ends in three sharp claws. A variety of gemstones rise to the surface of the pokémon’s body, typically on the head and torso. Many sableye have eye-like gemstones. The evolutionary purpose of faux eyes for a creature that lived in total darkness is disputed. It may have helped deter bioluminescent threats, but relatively few have been documented in the Mammoth Cave system.

    One of sableye’s more unusual features is often hidden. When leaping or falling, sableye can extend shadowy “wings” from their upper arms, allowing them to make slightly higher jumps or break falls. These wings can also be used to make the pokémon appear larger, deterring predators and competitors.

    Unusually for a phantom, sableye eat like an organic or mineral pokémon. They seldom feed on emotional energies in the wild, although research has suggested that they can passively feed on curiosity and fear. Instead, they primarily feed on rocks, particularly coal and gemstones. Sableye use an unusual curse-like process to break down the rocks into spectral energy that is ingested. Some of the physical stone remains and leaves the body with a gemstone impurity. These stones make sableye harder to take down, but they also gradually slow the pokémon until it is nearly immobile and unable to reliably feed.

    Sableye have fluorescent green fluid in their body that presumably fulfills a similar purpose to blood. The liquid evaporates rapidly at room temperature, forcing sableye to keep their own bodies highly pressurized. Wounds are almost-instantly sealed with a small stretch of shadowy skin.

    The oldest sableye can weigh up to fifty pounds, although most weigh barely more than twenty. Fully grown sableye are two to three feet tall. Captive sableye’s lifespans vary depending on the frequency of gemstone feedings. Specimens fed gemstones every day usually die within ten years of capture. Those fed gemstones sparingly can live for several decades.

    Behavior

    Most wild sableye live far underground in gemstone mines or large cave systems. They live in crypts of four to eleven individuals. Most of their diet seems to be made up of limestone, with slate and granite rounding out their meals. Gemstones such as quartz, peridot, diamond, and corundum are less frequently consumed but highly desired. Most of the gem is ingested and transformed into spectral energy. Some remains and physically fortifies the body, boosting the pokémon’s strength and durability at the cost of speed.

    The depths of Mammoth Cave are still poorly understood. Strange energy fields block teleportation to and from all but the uppermost caverns and tunnels. This makes exploration even more dangerous, as there is no good means of escape should something go wrong. Drones that attempt to explore the deep reaches of the cave system are quickly destroyed, usually by curious sableye. The spelunking expeditions that dare to venture down are notoriously unlucky with electronics breaking, fires quickly going out, and strange accidents plaguing the crew. Many relatively intact campsites have been found years or decades after the fact. The remains of spelunkers are rarely found.

    All of these obstacles mean that not much is understood about the environment sableye first adapted to. A need to defend against predators would explain the slow accrual of gemstone armor and social behaviors. Lithovores and the rare predator of phantom pokémon go after sableye in other parts of the world. There are roggenrola in the Mammoth Cave system, but it is the unencumbered, young sableye that can climb up stalagmites and cling to stalactites that fare best against roggenrola. Very old sableye often meet their end at the hands of the small rock-types.

    Circumstantial evidence suggests they are hunted by an agile but weak predator, making a lithovore unlikely. There are many ghost-types in Mammoth Cave, but most seem to prey on living pokémon or the humans that wander in. Others wander up to the surface to hunt. A handful have been documented feeding on other ghost-types when starving, but this does not seem to be a common occurrence. Scholars, paranormal enthusiasts, and spelunkers continue to speculate on the identity of Mammoth Cave’s apex predator.

    Sableye usually just forage for ‘dead’ stones. On occasion they will have individual crypt members lure a living target away from its social group, only for the others to surround and overwhelm it in the darkness. Carbink is their most common target in Alola, although they will occasionally go after a stray roggenrola or boldore.

    Unfortunately for sableye, carbink have adapted to their presence. Individuals rarely stray from their hardness. Carbink have also been documented hunting the ghost-types by scouring the cave system, flushing out sableye with dazzling gleam, and then going for the kill with repeated fairy-type attacks. The sableye that remain typically live deep inside the cave systems of Poni and Melemele, away from the territory of carbink. It is presumed that they just dig for rocks rather than hunt them, but it is difficult to document sableye behavior. Spelunkers are likely to miss them in the darkness and cameras are quickly dismantled or devoured by sableye or other lithovores.

    Husbandry

    About 80% of sableye’s diet should be made up of limestone. Shale, magnetite, and granite can make up the rest. Sableye should eat about six ounces of stone a week. Gemstones should either be mixed into the diet or presented as a reward on special occasions. Quartz is the most cost-efficient means of meeting this need for most trainers, although those living in some parts of Ula’Ula and Akala may find obsidian easier to come by.

    Gemstones should be kept away from sableye in the home, but this is a futile endeavor in the long run. Sableye are intelligent, patient, and have very sharp claws. In time they will pilfer any gemstones in their home. Many trainers do not think to protect their electronics. Synthetic diamond is extremely useful for absorbing heat. Quartz semiconductors are also common. Between the two, sableye are known to rip apart computers, phones, and gaming consoles to get to the gemstones inside. There is no cheap way to safeguard these beyond experimental technology that withdraws pokémon when they cross certain boundaries. This is generally useless on the strongest of pokémon, but it can work for the relatively small sableye. Keeping the electronics in a room with constant, extremely bright lighting can also help deter the ghost-types.

    It is unwise to let a sableye out in public unless it is constantly supervised. Trainers otherwise run the risk of their pokémon eating something rather expensive.

    Sableye living in one place should have a space dedicated to them. It should be kept dark, humid, and cool at almost all times. The sounds of running water help calm sableye, but it may be difficult to play the sounds with a device that the sableye will not dismantle or eat. Poles, especially stone poles, help sableye climb around their environment as they would in the wild. Sableye also enjoy scratching posts, most cat or dog toys, blocks of ice, and, strangely, stuffed animals. These toys can be occasionally placed in or removed from the habitat or moved around within it to stimulate the pokémon.

    Zoos and farms typically keep entire crypts of sableye to ensure that social needs are met. Individual trainers, especially traveling ones, should spend lots of time with the pokémon to help compensate for the absence of conspecifics. Other ghost-types will rarely prey upon sableye and make for decent companions or playmates. If nothing else, sableye see other ghost-types as fascinating creatures to observe.

    Do not keep sableye on a team with carbink, minior or a member of the gigalith line. Conversely, lithovores that are faster than sableye are prone to hunting them. Garchomp and gabite are particularly likely to eat their would-be teammate.

    Polishing the protruding gemstones is a good method of bonding with a sableye. Even the eyes can be polished with no negative reaction. Physical affection, by contrast, is not recommended due to sableye’s sharp claws.

    Battling can also serve as enrichment, especially against opponents that have little to no chance of harming sableye. They are cruel pokémon that enjoy steadily wearing their opponents down while dodging hits or shrugging off damage.

    Illness

    As they are not aminivores, sableye do not suffer from the same illnesses as most ghost-types. Most sableye illnesses instead stem from physical damage. Blood loss and massive trauma, especially if it damages crystals, can result in difficulty moving or reforming, loss of senses, an inability or unwillingness to eat, memory loss, or strange deviations in future crystal growth. The causes and treatments for all of these illnesses are poorly understood. Prevention is the only real solution. Keep sableye out of fights with very powerful fairy-types or pokémon that can strike with enough power to instantly shatter gemstone.

    At the end of their natural life, sableye are gradually encumbered by their gemstones to the point where they can no longer move. In the wild they will be killed by lithovores. Captive sableye can survive for some time longer, but eventually will die when they can no longer eat. Their gemstones survive them, making sableye farming a difficult but lucrative venture. A great deal of small, low-quality gems must be fed to a sableye but, in turn, a few pure, massive gemstones will be harvested.

    Evolution

    There is some debate as to whether the oldest sableye, encumbered by their gems, constitute a separate evolutionary stage from younger ones. At present most paranormal studies researchers reject this view. The oldest of sableye are differentiated from the youngest only by the exaggeration of a single feature that the youngest already possess. There is no substantial difference in size or biological processes. Even their elemental signatures are nearly identical.

    Sableye are capable of mega evolution. The process removes all the gemstones from the pokémon’s body and reforms them into a single large one outside of it. This gemstone can be used as a powerful shield and a source of energy for spectral attacks. However, sableye will faint and the mega evolution will be reversed if they come out of contact with the gem for more than a few seconds. This makes mega sableye bulkier and stronger at the cost of speed and stealth. Competitive battlers and analysts are torn over whether mega sableye is better than its base form.

    Battle

    Sableye are a quintessential component of quick stall teams. Their ability to slip in and out of shadows to dance around attacks helps them dodge hits. Weak attacks can be tanked and then shrugged off with recover or pain split. In the meantime, sableye can wear down opponents with taunt, night shade, and will-o-wisp.

    Strong attackers and fairy-types with dazzling gleam can overpower sableye before it can be too annoying. However, powerful normal- and fighting-type pokémon may need to rely on elementally charged attacks to hit sableye in the first place.

    In practice, sableye is disadvantaged by the tendency of competitive matches to take place on open fields of dirt or grass under bright lighting. There are relatively few places to hide and shadows to move in. There are also few things to climb on to use for escape or a better attacking point.

    The island challenge is a very good environment for sableye. Few pokémon can harm the average sableye. Most totem matches and some kahuna battles will take place in non-standard battling environments, such as caves and buildings. These environments present plenty of opportunities for sableye to avoid and wear down opponents.

    The main drawback of sableye on the challenge is the difficulty of feeding them. Rocks are heavy and, unlike most lithovores, sableye are not able to help carry the weight. Teaching sableye all the tricks they need to win matches with passive damage can also take time and money.

    Acquisition

    The easiest way to find sableye is to go spelunking into the depths of either Verdant Cavern or Ten Carat Hill. Deep down in the tunnels, sableye start to appear. The pokémon are not particularly shy, but they are also difficult to spot in a dark cave system. Laying out bait of some sort, such as a large quartz crystal, is the best way to lure them out. Then more quartz should be shown, with the implicit promise that there will be more waiting on the surface. After a quick proving battle, the sableye will follow its new trainer.

    There are very few restrictions on sableye capture given their status as a particularly destructive invasive species. Anyone with a Class II license can capture them, and they can be handed over the DNR or sold on the open market for a fair bit of money. In turn, importing sableye is illegal and purchases with the intent to keep the pokémon in the region are discouraged. Sableye that would be placed up for adoption are usually either put down or transferred to the mainland.

    Breeding

    Sableye do not have sex and do not appear to have gender. Any two sableye can mate. The pair gathers a few small gemstones. Then they both pour shadows into the stones, creating a new sableye nearly as large as its parents. Newborn sableye are not particularly durable but can slip in and out of shadows with ease.

    Captive breeding is prohibited on Alola. While a few laboratories breed sableye as part of their research on phantom pokémon reproduction, the captive demand is easily met by capture from the places where sableye are disrupting ecosystems.

    Relatives

    Sableye are believed to be phantom pokémon that developed similarities to mineral pokémon rather than the other way around. They are currently placed in a family with other phantom pokémon endemic to the Mammoth Cave system. Taxonomists continue to debate the merits of this.
     
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    Mawile
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Mawile
    Mendax magnicornu cinere

    Overview

    Mawile’s central appeal to trainers lies in their rare combination of cuteness and danger. They are adorable pokémon prone to playing up their innocence and acting like a petulant preschooler. Mawile also have sharp teeth, an astonishingly powerful bite, and a sadistic streak. Despite their lethality and notorious temperament, mawile almost never attack their trainer. The species gives plenty of warning before biting anything but its usual prey. Most victims of mawile attacks are children who are unable or unwilling to respect the pokémon’s boundaries.

    Trainers that don’t plan on having children of their own might be drawn to mawile as a substitute. Fairy-type specialists used to navigating the whims of the fey may find mawile to be a good addition to the team due to its near-immunity to toxins and ambivalence towards cold iron. Some trainer just want a sense of danger in their lives without actually catching a pokémon that attacks unprovoked. Regardless, mawile make for a good battler and pet so long as their needs are met and their boundaries are respected.

    Physiology

    Mawile are classified as dual steel- and fairy-type pokémon.

    There is fierce debate as to whether mawile are a mineral pokémon or an organic one. They have the organ systems that one would expect from a mammal of its build, but much of its body is made of metal. The parts that are made of flesh, such as the skin, muscles, and digestive tract, tend to have metal closely bound to the organic material. Iron sheaths protect blood vessels. The blood, unsurprisingly, has an extremely high amount of copper and iron in it. As is fitting for a borderline organic-inorganic pokémon, mawile eat both minerals and meat.

    Mawile are bipeds. Their skin is pale yellow, as is most of their fur. The head is hairless, with progressively thicker and longer fur going down. The fur at the end of the pokémon’s limbs is black. Three sharp claws adorn the hands and feet. Mawile have very large eyes to help them see in the dark. Prehensile ears extend from the forehead, most of their length covered in a thin coat of black fur.

    The pokémon’s most distinctive feature is their horn. The horn is made almost entirely of a blend of iron alloys. It is long and black, making it appear as a large ponytail at a glance. The horn is prehensile and can be opened to reveal a second mouth. The bite force comes not from muscles, but from a series of electromagnets that can be turned on or off. When activated, the magnets draw the horn closed with over 3000 PSI of pressure. Between their serrated teeth and awesome bite force, mawile can kill most small pokémon in a single attack. All but the toughest pokémon can be grievously wounded by a bite, especially since mawile’s small stature lets them target feet and legs in order to knock opponents off balance and limit future movements. This allows mawile to simply wait around for particularly dangerous prey to die of blood loss or starvation. Mawile can swallow food with their horn, and the lack of taste buds makes it useful for eating food that the pokémon dislikes.

    Early scholars theorized that mawile were formed when a gumshoos fetus partially split, creating two heads. This theory fell out of favor when genetic sequencing showed that mawile’s closest living relative is rhyhorn, making the second mouth a horn. More recent studies have led to a variant of the earlier theory. Mawile fetuses, when accounting for their low amount of organic tissue, have extremely high amounts of the sonic hedgehog protein. The protein is associated with facial width; in other animals a high amount can lead to the partial or total development of multiple faces. Similar protein levels are seen in pokémon such as dodrio that naturally have multiple heads. At some point, a rhyhorn mutated to have two heads. Some of these mutants may have survived, and eventually evolved into a form that could make better use of having a second mouth.

    Mawile can grow up to two feet tall, horn excluded, and weigh over forty pounds. They typically live for fifty years in captivity; their wild lifespan is unknown.

    Behavior

    Mawile are solitary pokémon that usually live inside of cave systems, especially those with large crystal deposits. Mawile enjoy eating energy-laden crystals, whether they come from pokémon or not. Sableye and carbink are some of their preferred prey. However, mawile are unable to jump very high and even with their long horn mawile have a limited vertical reach. As such, sableye are much easier targets than carbink. The small population of mawile in Ten Carat Hill helps check the local sableye population, and the DNR has flagged the species as having a low priority for removal.

    Mawile often investigate strange objects, especially metallic ones, by eating them. Cameras in mawile territory tend to meet quick ends. Most of what is known about mawile comes from their behavior in captivity and near the surface. The pokémon often comes to the entrances of caves to hunt for meat. In the rainy season, mawile will go outside from one cave entrance, get soaked, and then go to another entrance. It will make a big show of being cold and vulnerable, tucking their horn down and keeping it shut. If a maternal pokémon takes pity on the mawile and tries to snuggle, it will be ripped apart and eaten.

    The problem with this strategy is that pokémon with sophisticated enough social systems to feel sympathy for a pokémon of another species quickly learn not to trust the mawile in their range. Mawile eventually need to stray farther from the cave to find berry bushes. Mawile can stand in berry bushes and emit a sweet-smelling scent from a gland near the back of the horn’s mouth. When something small and relatively slow approaches the bush, mawile will snap them up. Smaller prey are eaten whole.

    Alternatively, mawile can hunt in still, murky water by wading in and breathing through their second mouth, the rest of their body concealed underwater. When something approaches for a drink or swim, it can be snapped up and held underwater until it drowns. This comes at the risk of the mawile itself drowning and is only done in areas with no good prey to con at cave edges and no berry bushes to hide in. Underwater ambush hunting can also be done inside of shallow, slow-moving cave streams. The water washes away the mawile’s scent leaving them free to keep the entire horn above water rather than just the tip. Some particularly gutsy mawile will even keep their face above the surface. When something approaches for a drink, mawile will sense the movement, lunge forward, and either break the prey’s neck or drag them into the stream to drown.

    Mawile lead solitary lives when not nursing or raising young childrene. They strictly enforce territorial boundaries within caves, although main thoroughfares for getting to and from the surface seem to be shared. Mawile that encounter each other in shared spaces may still become aggressive. However, it is more likely that the two will ignore each other entirely, keeping wide distances. Mawile refuse to look at other mawile, with the exception of current mates and children. Even in the thick of fights mawile prefer to keep their backs turned on each other and fight with their horns. Looking directly at another mawile is considered an act of submission.

    This reluctance mostly extends to humans. Many trainers are confused when their pokémon refuses to look directly at them, preferring to watch their trainer through mirrors or furtive glances. On the rare occasion when they will look at their trainer, it is typically to ask for something with wide, pleading eyes and pathetic mewling.

    When mawile do strike humans, it is usually after first begging and then pouting with a fearsome glare and a stamp of the foot. If this goes unanswered, they will nudge and then slap their horn into the human’s leg. Then and only then will they attack. The best way to avoid mawile attacks is to not take anything from them, especially mega stones and other beloved crystals.

    Husbandry

    Mawile eat a mixture of meat and minerals. They prefer their meat raw. Cooked meat or even cat or dog mixes can work in the short term, but the mawile will be displeased. Eventually, displeasure will give way to tantrums, and then to attempted violence or escape. The pokémon may suddenly appear to get over their displeasure when it starts eating nearby wild pokémon, strays, and any pets that get a little too close to the mawile and a little too far away from their trainer. Mawile have prodigious appetites and will eat as much as they can. The minimum amount of meat they should be fed in a week is half their body weight split over one to four feedings. Because they are quite heavy, this is a lot of food. More will be needed if the specimen is regularly battling.

    They are less gluttonous for metal. Iron, cobalt, aluminum, and magnesium scraps will be eaten with the horn, but mawile only require about one-fifteenth of their body weight a week in metal. Very young individuals require more, and very old ones require slightly less. It is best to let mawile eat their fill of metal, as they will stop eating when their needs are met. A small dish of water should be made available, although mawile will use it infrequently unless they are only given dried meat or kibble.

    Mawile can be housebroken. They prefer shallow pans of litter to proper boxes as it is difficult for them to fit their body and horn into a standard box.

    As intelligent pokémon, mawile require frequent enrichment. They are quite possessive of their favorite toys and beds. If a toy must be cleaned, it is best to lead the mawile to the washing and drying machines so they can watch over it. Some mawile have been taught how to do their own laundry. This usually requires strategically placed stepladders to compensate for the pokémon’s short stature. In general, mawile prefer if many locations in the home are accessible for them so they can at least pretend to do human things. Whether they find this to be a form of helping, a game, or a sort of mockery is unclear. Trainers with translator pokémon have suggested that it may be a mix of the three.

    Mawile, like most steel-types, enjoy being polished. This only extends to their horn; the exposed metal on their claws should not be polished. Despite their cuteness and human-like appearance, mawile resent having ribbons or other clothing placed on them. Attempts to make them wear an outfit for Halloween or a beauty contest typically result in some form of retaliation, such as the trainer’s entire wardrobe being shredded or a water pipe being torn open.

    Illness

    Mawile are very resistant to rust due to enzymes in their blood. Still, mawile that have been underfed or hurt in battle may begin to rust from the inside out. This is the most serious of mawile illnesses and can only be treated by blood transfusion from another mawile. Early warning signs include exhaustion, an inability to open the horn, and anorexia. It is best to treat internal rust as soon as possible as damage may not be reversible.

    Evolution

    Mawile’s mega evolution results in the pokémon growing an extra horn and gaining a much more powerful bite in each one. Unusually, some wild mawile can mega evolve. There have also been wild mega mawile documented that never seem to revert, even when seriously hurt. Captive mawile can retain their mega-evolved state for much longer than most species can. Some trainers have reported that their mawile has figured out how to mega evolve on its own after years of practice with a trainer’s help.

    There is a school of thought that mawile’s mega form is actually a stone-facilitated evolution. The working name for the proposed evolution is mysdouble.

    Wild and captive mawile are extremely possessive of their mega stones and will resort to lethal violence to protect or retrieve them. Trainers should rely on soothing words, lots of patience, and very thick gloves when they must take one away. Even then, it is best to simply wait until the pokémon trusts the trainer with its stone before even attempting to remove it.

    Battle

    Mega mawile, or mysdouble, is a phenomenally powerful fairy-type that can (literally) rip apart most opponents while shrugging off hits that most fairies quickly succumb to. This makes mysdouble one of the most popular pokémon in Kalos’s league, due the region’s love of both mega evolution and fairy-types.

    Ordinary mawile is still usable in the circuits that ban mega evolution, although it is seldom used by anyone but fairy-specialists looking to patch up a team weakness. As slow ambush predators, mawile rely on prey getting close to its prey while it is relaxed. Neither of these are likely to happen in a standard fight, even with the use of fake tears. A devastating bite is simply not helpful if nothing ever gets into biting range.

    Mawile still make very effective counters to some fighting-types that have to get in close to unleash their full power. Between a powerful bite and a strong play rough, mawile can easily put down melee fighting-types that rely on stone edge or rock slide for ranged coverage. This is particularly true on the island challenge or in street tournaments where casual trainers are somewhat unlikely to have taught their melee attackers more than one option for striking at a distance.

    The best way to counter mawile is to use ranged attackers and fliers to stay well out of the way of a bite. Mawile’s ranged options tend to be relatively weak, as the pokémon’s ordinary muscles have nothing on its magnet-powered bite.

    Acquisition

    Mawile are found in the caves and caldera of Ten Carat Hill, as well as in the surrounding forests. The prior description of mawile hunting techniques can be used to locate one. The easiest way to get a mawile to come with a prospective trainer is to display a mega evolution. This will entice the mawile into coming along in hopes of finding a mega stone. Presenting an actual mega stone to a wild mawile is a terrible idea: the pokémon will try to kill the trainer and walk away with the stone. This is only recommended with multiple strong mawile checks present to show that the stone can not be taken by force. This is still a dangerous strategy, as the scuffle may attract even more mawile.

    Since mega evolution is not accessible to the average trainer, offering donations of meat and quartz is a good alternative. Coming back to the same territory regularly will allow for chances to bond with the mawile and eventually pave the way for capture. It is legal to feed wild mawile, but there must be intent to capture and a ranger must be notified beforehand.

    Mawile are not easily bullied into submission. Instead, they must be treated with kindness and deference until the pokémon sees their trainer as either a true friend or an easy mark.

    A few specialty breeders on Melemele regularly hatch mawile eggs. Most are bred and raised specifically for either battle or contests, making them rather expensive. The babies that don’t take to either can sometimes be purchased for a reduced price.

    Mawile can be purchased, adopted, or captured with a Class II license.

    Breeding

    Mawile mate every five years. One of the only times a wild mawile will look directly at another is when a female evaluates a suitor. If she is interested the two will mate and the male will leave. The female will be pregnant for roughly five months before laying one large egg. The egg will then be presented to the male to guard. Males raise the offspring for roughly three years before kicking the babies out and leaving them to find their own territory. In the unlikely event that the male dies during the pregnancy, the female will reluctantly raise the offspring herself.

    Captive mating requires having pens for two separate mawile. Males and females can occasionally meet in a common area for evaluation and, if a suitable match is found, mating. Mawile are not shy about mating. Both should then be separated until the egg is laid, at which point the female should be allowed to personally present it to the male. Removing a mawile’s egg is a terrible idea that will end in lots of property damage at best or multiple deaths at worst.

    Males will accept plenty of help raising the children, as mawile do not seem to actually enjoy doing this. As long as he can make sure that the children are fed and generally healthy, he will be content to sit back and let his trainer do much of the childrearing. Mawile that are going to be sent to battlers can be trained from a young age to play fight. Future coordinator pokémon can slowly be acclimated to wearing clothing and holding back from doing anything too grisly in battle.

    Relatives

    There are two mawile species, each with several subspecies. Cave mawile (M. tenebris spp.) are generally larger and have proportionally more metal. Their eyesight is very poor or nonexistent. They live in cave systems where organic food is relatively abundant. They have no real need to leave their cave. Instead, they tend to reside at the deepest depths and subsist primary on the crystals found there. The kalosian mawile is the most famous example, but they have a curious quirk not seen in other cave subspecies. Kalosian mawile (M. t. tricapita) do not seem capable of breeding in captivity; there is some speculation that only mysdouble can successfully mate.

    Forest or surface mawile (M. mendicornu spp) tend to spend less time in their cave and more time on the surface looking for food. These mawile have more developed scent glands and more powerful bites, at the cost of having less armor as they have less time to forage for metal and crystal. The mawile in Alola are descended from Galarian mawile (M. m. pernicius) a subspecies that can spend days or even weeks at a time outside of caves. In Alola the abundance of food lets them spend more time inside of Ten Carat Hill. Over a few generations they have gained heavier armor while retaining most of their bite strength. Kalosian mawile are the most popular for their size and ease of mega evolution, but Alolan mawile are starting to gain popularity abroad. A few breeders have already begun to cater to this demand.
     
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    Lycanroc
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Lycanroc (Rockruff)
    Canesnautici montani

    Overview

    Lycanroc were probably domesticated or semi-domesticated when they first came to Alola. A large feral population has spread on the islands since then. The indigenous people lived in close quarters with lycanroc, even hunting together on occasion, but they are not friendly and subservient in the same way as domesticated dogs. They are only ever tame. This makes them a poor choice for a first canine pokémon. Still, the captive-bred population is much larger than Alola’s other truly wild canines like houndoom and ninetales. Trainers who grew up with a stoutland or eevee but want to train a more challenging dog on the trail may be well-served by a stand-offish but loyal lycanroc.

    Physiology

    Rockruff and lycanroc are currently classified as pure rock-types. There is a significant minority of scientists that supports a secondary normal typing to readily indicate the pokémon’s organic nature. The USDA is set to hold hearings on the matter beginning in April 2020.

    Both stages are primarily organic. Some body parts are made of stone such as the claws, collar, rib guard, and horn. Their claws are primarily made of gabbro, a common mineral in oceanic crust. A layer of gabbro also surrounds their ribs to protect internal organs from attack. Lycanroc have a gabbro horn extending from their forehead. The horn first appears after evolution and continues to grow as they age. Rockruff have a series of small “pebbles” growing from the skin on their neck. In lycanroc, four of these grow into prominent horns that make it difficult to strike at the pokémon’s weakest point.

    Rockruff are small canines. Their coat is usually light brown. Tan, orange, red, black, and white coats have also been observed. The mane around their neck and the tuft of fur around their tail are almost always white. Rockruff have a powerful sense of smell, even by canine standards. Rockruff can sometimes track prey that passed by three to five days ago. On balance, their sense of vision is weak.

    Rockruff and lycanroc supplement these weaknesses through a form of geosensory. The rocks on their body are used to attune them to the surrounding earth. This lets them sense the position of the rocks around them, including bones. It also makes their rock-type attacks particularly potent. Lycanroc can use these abilities to run up near-vertical cliff faces and sense the footsteps of prey nearly half a mile away. This ability is dampened or overwhelmed by the loose sands of beaches and the Haina Valley. This weakness can be mitigated with extensive practice.

    There are three different forms of lycanroc. These are not currently considered distinct evolutionary stages, but the matter will be reviewed along with their typing in the upcoming USDA hearings. These three forms are formally known as the diurnal, nocturnal, and crepuscular lycanroc. Breeders and hobbyists often refer to them as the midday, midnight, and dusk lycanroc, respectively. The rest of this guide will use the formal terminology.

    Diurnal and crepuscular lycanroc have similar builds to rockruff. Their limbs, claws, tails, and manes grow longer. Diurnal lycanroc have weak vision, but can still distinguish shapes and estimate distances to them. Crepuscular lycanroc have the strongest sight of the three, including a limited range of color vision. They are well known for their flamboyant coats during the mating season. Their hearing and geosensory are somewhat weaker than their diurnal counterparts.

    Nocturnal lycanroc are much different than rockruff. Their muscles and bones are aligned so that they can easily sit upright with their forepaws in the air. Some even learn to walk on two legs for short distances. Lycanroc wrists are built in such a way that they can grip objects more easily than the average dog. Only nocturnal lycanroc are in a position to fully exploit this. They can carry objects in one paw while walking on the other three. Their rib guards grow out to extend through the skin. The nocturnal form’s mane grows to be longer and extend all the way up to the horn. This makes the pokémon look larger than it actually is. The eyes of the nocturnal form glow red in the dark. This is the only purpose of the eyes, as nocturnal lycanroc are fully blind. Finally, the nocturnal form has a much darker coat than rockruff. Some even have blood red fur.

    Lycanroc seldom bark. Their more common vocalizations are hisses, growls, screams, chortles, snorts, and purrs.

    All forms grow to a height of roughly three feet at the withers. They can weigh over sixty pounds. Males are usually slightly larger than females. Wild specimens seldom live for more than seven years, but captive ones can live for up to twenty.

    Behavior

    Rockruff are typically curious and prone to exploring the world around them, almost always under the aegis of their nearby mother. As soon as a rockruff’s eyes open they will begin to pick fights with small bugs and other weak pokémon. Sometimes they will even engage with a larger opponent. As long as the enemy at least puts up a good show for the rockruff, the mother will let it leave alive. Anything that dares to ignore or hurt her child will suddenly find itself dealing with an angry lycanroc.

    With the sole exception of mothers and young children, crepuscular lycanroc live alone. They use their vision and intelligence to try and hunt one or two small pokémon at dusk and dawn. After their hunts they will usually retreat to a secure burrow or cliff face to sleep through the night and day. Days with cloudy skies and nights with bright moonlight are a rare chance for the crepuscular lycanroc to play. During these times they will often find herds of pokémon, especially mareep, and run alongside them. Crepuscular lycanroc are easily fast enough to kill their playmates, but they choose not to. There is some evidence that they actually target species that dare to hurt mareep in their range. This has made them surprisingly popular with the ranchers of Paniola despite the occasional lost sheep to an injured lycanroc unable to hunt its usual prey.

    Diurnal lycanroc live in mated pairs raising their most recent litter and sometimes the litter before it. Their territories are regularly patrolled to make sure that other lycanroc are not intruding. Watering holes are usually considered common ground and territorial ranges often converge there. Diurnal lycanroc are snipers, using geosensory and geokinesis to fire off small rocks with incredible speed and unerring accuracy. They blend in among the rocks until something gets into their range. Then it is killed with a few accelerocks. Lycanroc can hunt prey up to one thousand feet away from them. Fathers are the primary caregivers of weaned pups. They use their superior size to protect the children while the female hunts.

    Despite their fearsome appearance, nocturnal lycanroc are the most social. Families are still tight-knit and spend most of their time by themselves. Hunts are often coordinated affairs of three to five families. They primarily target creatures larger than themselves. Lycanroc compensate for their blindness by using harsh screams and a fearsome appearance to scare prey into running. From there they can use their geosensory to track its movements. The packs will take turns harassing the prey until it is worn down or babies fall behind. The lycanroc then finish the prey with a powerful claw swipe to the neck. This is where their bipedal attacking stance and superior jumping ability come into play. Rockruff are brought along to most hunts. It is believed that they help the blind adults aim so that they can more reliably strike the vital points of their targets.

    Husbandry

    Standard canine kibble is a good base for a rockruff or lycanroc diet. Meaty bones and gabbro or bastalt can supplement the diet. Some breeders and trainers feed their pokémon the whole carcasses of small pokémon. Despite being rock-types, the lycanroc line do need to drink lots of water and should always have access to a bowl.

    Rockruff can be trained to defecate and urinate outside if training starts from a young age or another, older canine can model the behavior. Wild-caught lycanroc seldom learn.

    The diurnal and nocturnal lycanroc are social creatures that expect near-constant attention from either other pokémon or their trainer. Training them with another canine is the best approach. Try to make sure that the canine companion is active at the same times of day. Otherwise, the two may fight over when to play and when to sleep. Lycanroc love climbing structures made up of a boulder pile or rock wall.

    Earlier guidebooks suggested that rockruff needed to be dominated in such a way that they would recognize their trainer as an alpha. No affection was allowed as it was a sign of weakness, and showing weakness to a large predator who lives in your house is dangerous. Recent scholarship has revealed that lycanroc do not form strict social hierarchies. Instead, their packs are made up of parents and children, with the former expecting some level of submission from the latter. Lycanroc parents are still prone to doting on their children. While lycanroc’s horns and claws make them poor cuddling partners, physical and social affection is very much encouraged. Grooming serves a double purpose of reinforcing social bonds and looking after the pokémon’s health.

    Rockruff become increasingly temperamental as they approach evolution. This is where boundaries will need to be enforced, ideally by another large canine. A quick recall also works. The pokémon will calm down when the evolution is completed. Trainers who keep a firm hand but show plenty of affection through the process will find their new lycanroc to be intensely loyal to them.

    All lycanroc can open doorknobs. Nocturnal lycanroc are particularly prone to doing this. All locks that lycanroc are not supposed to open should be childproofed. Any yard they have access to should be fenced off by a barrier at least six feet high. This is because lycanroc are actually quite skittish towards intruders and prefer that they be kept out. It also keeps overeager rockruff contained. Fences meant to contain rockruff will need to extend below the ground for at least three feet.

    Illness

    Like most dogs, lycanroc are prone to getting parasitic worms. Deworming medication should be administered every two months to fully grown lycanroc and monthly for rockruff. The Alolan government requires that all captive rockruff and lycanroc be vaccinated against rabies, distemper, parvovirus, and hepatitis.

    Evolution

    Lycanroc begin to evolve around their first birthday. Evolution is marked by a period of rapid growth and physical changes. The entire process takes roughly six months to complete. This is well understood. What is not well understood is the mechanism that determines which form the rockruff evolves into. The earliest theorists pointed to astrology and other omens. Charles Darwin theorized that it had to do with what rocks they were fed. The leading theory at present is that the form is determined by nearby predator and prey species. In areas with few other predators and abundant prey, lycanroc can afford to become solitary, diurnal hunters. Areas with competing predators and abundant nocturnal prey will lead to evolutions into nocturnal lycanroc. If the prey is mostly diurnal, then diurnal lycanroc is the most probable evolution.

    Reliably imitating these conditions in captivity is difficult.

    Alola is brimming with predators. Unless trainers can afford a large, well-fenced property keeping them away is nearly impossible. This makes captive crepusclar lycanroc very common in Australia, where there are few competitors, and virtually non-existent in Alola. Some trainers have had luck evolving them on Aether Paradise or the minor outlying isles. Others go the extra mile and travel outside the region to evolve their rockruff.

    In practice lycanroc most often evolve to match the habits of their smaller traveling companions. A lycanroc raised on a team with plenty of diurnal pokémon will likely take that route. The inverse is true for a team of night-lovers. Temporary acquisitions of gumshoos or raticate can help lead the rockruff down the favored path. These methods do not guarantee success and Alola’s shelters frequently receive lycanroc that either evolved into the wrong form or proved too difficult to handle during evolution.

    This is a problem as lycanroc do not rehome well (see Acquisition).

    Battle

    Lycanroc are powerful enough to be used in competitive battling, but not so powerful that they are a mainstay. Champion Selene’s crepuscular lycanroc has led to an increase in their usage.

    Crepuscular lycanroc are quite fast and have sharp claws and teeth. This makes them solid rush-down attackers that can constantly press the attack. Landing a solid hit on them is also difficult due to their well-placed spikes. Opponents that rely on their jaws find crepuscular and diurnal lycanroc to be particularly difficult opponents. Crepuscular lycanroc can also be taught accelerock, the signature move of the diurnal lycanroc. Theirs will never be quite so fast or powerful as that of the other form, but they do have one advantage: sight. Crepuscular lycanroc can reliably aim their accelerock at birds. Their terrakinesis is not as strong as diurnal lycanroc and they are not as strong as the nocturnal form, making them a balanced pick between them. Crepuscular lycanroc are by far the most popular form on competitive circuits.

    Diurnal lycanroc are snipers. Their preferred means of offense in the wild is firing off sharp rocks at high speeds. If opponents get too close, diurnal lycanroc can either rely on bites and slashes or upheave the earth into a mess of spikes and ditches. Unfortunately, their reliance on geosensory makes a poor match against fast-moving, light-boned birds. Many trainers are unwilling to add a rock-type that is hard countered by fliers.

    Nocturnal lycanroc are brawlers. They rely primarily on heavy paw strikes, sharp claws, and a fearsome bite to deal damage. Their spikes protect their critical areas, but they otherwise have fairly light armor. This means that most brawlers, like fighting-types, can out damage them. The team and fear-based strategies that they employ in the wild are more or less useless in singles matches against disciplined opponents. Their terrakinesis is also weaker than the crepuscular lycanroc.

    They have a niche as the fastest grounded rock-type. Nocturnal lycanroc still face stiff competition for a team slot. Aggron, for example, can deal lots of damage up close while also being able to counter birds and tank hits. Kabutops are reasonably fast rush-down brawlers with sharper claws and heavier armor. The average trainer might not have access to either, but professionals typically do. Many other canines are also both faster and more durable than nocturnal lycanroc.

    Rockruff are not particularly strategy intensive. They rush in and bite and scratch until they win. Strategies like scary face or rock attacks can be used to supplement their core offensive tactics, but rockruff typically rely on being stronger or better armored than opponents.

    All three lycanroc forms are perfectly serviceable on the island challenge and can keep up through the very end.

    Acquisition

    Shelters receive lots of recently-evolved lycanroc. This is a problem because lycanroc are not easily rehomed. Even moving between permanent locations with the same trainer can be jarring for them. Fewer than 10% of attempted adoptions are successful. They are still an endangered species and the government is reluctant to put them down. Plans are in the works for releasing some of these lycanroc either in their current Alolan ranges, Ula’Ula, or Australia. At present most are held in specialty care facility on Route 3.

    Rockruff can be obtained from the wild, but parents are often unwilling to let go of pups. Injured lycanroc may willingly cede puppies they can no longer properly care for. Hungry orphans and capture orphans sometimes seek out trainers and attempt to get captured.

    Lycanroc capture is not recommended. Few bond with trainers. Even attempting it requires another large canine, usually an arcanine, to enforce boundaries and show the captured specimen the ropes. Crepuscular lycanroc capture is prohibited due to their small wild numbers.

    Most of Alola’s lycanroc live on Poni Island, particularly in the mountainous interior. They used to be common on all four of the main islands, but competition from other canines that either grow larger or work in larger packs has reduced their numbers. Ranchers also systematically eliminated lycanroc from most of Akala and Ula’Ula to protect their livestock. Reintroduction has been approved for Ula’Ula, but the agricultural lobby has prevented any attempts to bring them back to Akala. The Melemele population is confined to portions of the interior and the area around Ten Carat Hill. A small population of four lycanroc and five rockruff exists on Route 3 and is protected to prevent further losses.

    Rockruff and lycanroc capture is legal on all of Poni Island and within Ten Carat Hill Commonwealth Park. Trainers are allowed a maximum of one capture. There are relatively small annual capture quotas. Capture and adoption of rockruff requires a Class II license. Capture and adoption of lycanroc requires a Class IV.

    Rockruff are best purchased as newly-weaned infants. Breeders will often sell the rights to a rockruff before it is even born. The older rockruff get, the less likely they are to grow comfortable around humans or to obey the rules of human society.

    Breeding

    Lycanroc should be spayed or neutered by trainers who do not plan on breeding them. This greatly reduces the effects of heat. Heat begins in January and ends in July. Females will often try to escape to find other males to mate with. Males will begin seeking out females. If puppies are not desired, they should be separated from any canines of the opposite sex. The start of heat is marked by bloody discharge from females. Smaller discharges will repeat every few weeks until heat ends. When a male and a female find each other they will mate and pregnancy will likely follow. Assistance in mating is unnecessary and undesired.

    Pregnant females should be fed a puppy mix instead of standard kibble. This should be maintained through the end of lactation. Pregnancies last roughly fifty-nine days. Litters typically consist of two puppies, but one to three puppies are also common. Mothers appreciate a dry, warm nest to live in with her offspring. The puppies will open their eyes around one week of age and be weaned a week later. They will begin to poke their heads out of the nest at five weeks and start exploring outside at eight. Interference before this time is strongly discouraged and will likely result in a display of aggression from the parents.

    Lycanroc can breed once every year. Nocturnal and diurnal lycanroc prefer to mate for life. Crepuscular lycanroc show no preference between an old partner and a new one.

    Relatives

    Lycanroc were brought to Australia by the indigenous people. They are the feral descendants of a now-extinct dog pokémon. The most common species in Australia is the desert lycanroc (C. dingo). While Alola’s alpine lycanroc are well-attuned to firm rock, desert lycanroc have stronger vision and an affinity for controlling loose sands. This allows them to create antlion traps and stir up sandstorms to retreat under. They can also move quickly and with sure footing over even the loosest sands.

    European settlers introduced competitors and other canines which reduced the lycanroc population and diluted their genes. Ranchers began killing and poisoning the survivors. Very few purebreds remained by the 1940s. The alpine species was almost extinct. Fortunately, this species had been brought by other wayfarers to Alola. The largest remaining population in the world now lives on Poni Island.

    Feral specimens have become established on a few other rocky and sandy islands around the world. While some are proper breeding colonies, few have enough genetic diversity to survive long-term. Whether the populations should be rounded up, managed with new introductions, or left to die on their own is a matter of some debate.
     
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    Spinda
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Spinda
    Fauxvulpis album

    Overview

    Spinda are usually seen as small, perpetually dizzy pokémon that somehow manage to survive in a world of monsters. This impression was formed because humans only see spinda when the pokémon is encountering a large, unfamiliar biped that has encroached into their territory. Early scientists only saw the pokémon’s attempt to scare them away, not how they actually live their lives when there are no people around. Wild spinda spend are quite fast and agile. They spend most of their time in the treetops.

    Collectors have come to prize spinda for their unique spot patterns. Some have a collection of ten or more spinda. This is quite difficult for the average person as spinda do not like each other. Almost every new adult will require their own living space. They also do not breed well in captivity, making the purchase of new spinda the only viable way for an amateur to grow their collection.

    Traveling trainers may not see much use for spinda. The pokémon is easily scared, slow to bond, and has dietary requirements that are difficult to meet on the trail. Trainers with a love for spinda, a pack pokémon for carrying bamboo, and money for lots of TMs may still get some use out of it.

    Physiology

    Spinda are currently classified as pure normal-types, but recent research has led to a strong push towards a pure psychic-typing or a dual normal- and psychic-typing. The United States Department of Agriculture is currently reviewing the matter, but as an invasive not found on the mainland it is a low priority. Nepal and India have adopted a pure psychic-typing within the last decade and China is expected to make a similar change within the next few years.

    Contrary to popular belief, spinda are usually quadrupedal. They use their sharp claws to climb trees. Spinda have tails about sixteen inches long. All species have large ears. Their face is adorned by a black spiral pattern that disorients attackers and makes it difficult to immediately pinpoint their small, dark eyes. The coat is cream colored with light red or orange spots spaced randomly across their body. The spot pattern is unique to every spinda.

    Spinda primarily eat bamboo in the wild. However, spinda are recently descended from carnivores and have not had time to evolve stomachs that can efficiently digest woody plants. They must eat lots of food just to take in enough energy to survive. One adaptation that does help them is a bony growth in their paw that can function as a pseudothumb. This helps them grasp bamboo stalks and better hang on while doing tricky climbing maneuvers.

    When threatened, spinda rear up onto their hind paws, raise their front paws, and move around to threaten their perceived enemy. Spinda have weak vision and a very broad definition of ‘threat’ that can encompass tree roots and rocks. They have very poor balance and low speed when moving this way. It was traditionally believed that spinda’s ‘dance’ could inflict confusion on enemies. Spinda actually use their minor telepathy to disorient enemies even without dancing. This is particularly useful in arboreal chases as even slight confusion can drive their pursuer to a painful or lethal fall.

    Spinda grow up to five feet in length, tail included, and can weigh up to ten pounds. They can live for twenty-five years in captivity. Their wild lifespan is unknown.

    Behavior

    Spinda primarily live in areas with high elevation, dense tree cover, and lots of bamboo. This lets them jump from tree to tree without going to ground. Dense foliage helps them hide from birds. Telepathy-induced confusion usually lets them deal with arboreal predators, but the presence of dark-type species such as persian and raticate serves to limit their numbers in Alola.

    They are primarily solitary, only interacting with other spinda when mating or raising young. More than half of their day is spent asleep. The rest is mostly spent eating. They can grow thick fur and wrap their tails around themselves to stay warm in cool climates or shed all but a thin coat of fur and spread their ears out to stay cool when it is too hot.

    Spinda use pores on the bottom of their paws to mark their territories. If a rival gets too close to their feeding grounds, spinda will first engage in hissing and paw swipes to deter their rival. Then they will descend from the treetops and perform their war dances at each other in an effort to assert dominance. If this does not lead to a winner, they will once again climb into the trees and try to unbalance the other until they fall or yield.

    Husbandry

    Replicating spinda’s diet is very difficult in captivity. Roughly seventy percent of their food by weight must be fresh bamboo. Spinda prefer to eat their bamboo when it is attached to a tree or other vertical surface. This is a cumbersome requirement for stationary trainers and nearly impossible to meet on the trail. Only trainers with a large budget and pack pokémon should attempt to raise a spinda while traveling.

    Another quarter of the pokémon’s diet can be met by leaf-eater biscuits. Be advised that spinda will gorge themselves on these biscuits. Trainers should make sure that roughly three times more bamboo is eaten than biscuits. If the spinda is eating too many biscuits, the amount given should be reduced until the diet balances again. The remainder of the diet can be met with nuts, fruit, vegetables, or mushrooms. Spinda love small eggs, but these should only be provided as a rare treat.

    Spinda do not like living with conspecifics. They can tolerate other spinda only if both have separate feeding areas, nest boxes, and a sight barrier between their preferred sleeping spots. Large predators unnerve spinda and proximity can lead to behavioral changes and eventual illness. Even smaller dogs are not recommended companions as they can expose spinda to canine distemper (see Illness). Flea-prone pokémon are also bad companions for health reasons (see Illness).

    Spinda can usually tolerate other herbivores, especially ones that can be escaped from by climbing up the nearest tree. There are some reports of spinda playing with herbivorous or pescatarian birds in their party or enclosure. Parrots and cranes seem to be particularly good companions. Finally, komala and spinda have similar enclosure requirements. Several breeders have raised the two together. Older komala do not appreciate the relatively high energy of the spinda, but younger komala can peacefully share an enclosure.

    Any spinda enclosure should have an elaborate climbing structure that allows the pokémon to move from one end of the enclosure to the other without touching the ground. Food and nest box locations can be changed from time to time to provide enrichment. Scratching posts, food frozen in ice, rubber balls, and wind chimes all make for good enrichment. Just make sure that toys cannot be easily swallowed.

    Many trainers find out the hard way that spinda are excellent escape artists. Habitats should ideally be entirely enclosed by mesh strong enough that the pokémon cannot escape. For larger habitats this may not be practical. Spinda are excellent climbers and strong swimmers, but they are not good at vertical jumps. Walls that are at least six feet tall and made of a smooth material are usually enough to keep spinda in. Make sure that there are no trees or other objects spinda can climb and then jump from to escape. Electric wires are more likely to hurt spinda than they are to deter them.

    The ideal spinda enclosure has places to retreat to away from Alola’s heat. Spinda begin to suffer from heat-related illness at 85 degrees Fahrenheit. At sea level this means that lots of shade, cool misters, and access to a climate-controlled area will be necessary.

    Illness

    Spinda are extremely vulnerable to canine distemper. They cannot even receive a vaccine with a live strand. Even vaccinated spinda must be kept away from the feces of unknown wild pokémon. It is not recommended to keep spinda on the same team as a species that can carry the disease.

    They are also quite vulnerable to parasites. A veterinarian should examine a stool sample twice a year to check for worms. Fleas are also a common nuisance, which is particularly bad because common flea baths might kill spinda outright. Treatment is delicate and something best handled by a specialist.

    Spinda do not molt in Alola as they always keep their summer coat. Hair loss should always be seen as a cause for concern.

    Evolution

    Not applicable.

    Battling

    No serious trainer has ever used a spinda in battle. A handful of coordinators have made use of one for their surprisingly wide movepool and natural cuteness. Any contest ruleset with actual battles puts spinda at a natural disadvantage.

    Simply put, spinda are fast, strong, and tricky enough to outcompete most young pokémon. One can even be used as a solid battler through the first island. Then they will severely fall off. Spinda are actually quite good in arboreal combat, but leagues tend to have limited climbing structures. Their best bet is confusing the enemy long enough to land a few sharp claw strikes before going down.

    Spinda are also very averse to fights. Battling with one too frequently can cause stress-related illnesses. Trainers should not attempt to use spinda in any sort of high-level fight.

    Acquisition

    A small population of spinda lives in the highlands of Melemele. The most accessible place spinda live is the forest around the caldera of Ten Carat Hill. More live in the island’s rugged interior, but this area is designated a No Catch Zone where the population of invasive species is directly managed by the DNR.

    Spinda spend almost all of their time in the trees and are quick to flee from anything that approaches. Capturing one can be a long, drawn-out process. Some trainers have reported success using a persian to ‘hunt’ the spinda in the trees, especially during the day when most are asleep or drowsy.

    It is easiest to simply adopt spinda from a breeder or collector. Several can be found scattered across the major cities and trading hubs of Akala, Ula’Ula, and Melemele.

    Spinda can be obtained with a Class III license.

    Breeding

    Spinda mate in January or February. Females will begin displaying interest by rolling around on the ground. If a male is introduced, they will mate. She will then enter into a dark, enclosed space to make her nest. Provided nest boxes, especially those built into a wall and connected to other climate-controlled boxes and indoor spaces, are best for this. The female will begin to line her nest with soft materials as birth grows nearer. She will deliver one to two cubs in June or July. She will not leave her nest box for a month while she relies on fat reserves, food stores, and deliveries from her mate to survive.

    Baby spinda have a very high mortality rate. Breeders are lucky if one cub survives out of every four that are born. Some have found success by using hatches in the side of the nest box to access the spinda, rather than withdrawing her or sticking their hands through the main entrance. Large indoor complexes of climate-controlled nest boxes also seem to get better results.

    Some females will reject their cubs. Hand-rearing may be necessary. Newborn spinda cannot use a bottle as they are likely to choke on the milk. Instead, the food must be injected directly into their stomachs. This changes after seven days and they can be shifted over to a feline formula after seven days.

    Relatives

    There are three recognized species of spinda. All three are owned by collectors in Alola, although only one has an established wild population. This is the highland spinda native to Tibet, Nepal, and portions of northern India.

    The lowland spinda (F. rufus) has only a short, stubby tail and is about one-third larger than the highland spinda. They can still climb when necessary, but they spend most of their time on the ground. Paradoxically, this is because there are fewer arboreal predators in the lowlands. Highland spinda rely on the threat of a confusion-plagued chase through the treetops to deter the common persian in the area. The predators in the lowlands can be escaped by simply climbing higher. Lowland spinda do not need to outrun or outmaneuver anything once they have safely reached higher elevations so they can afford to be less proficient climbers. They also have a much higher tolerance for warmer climates, making them the easiest to raise in Alola. This species can be found in the remaining forests of eastern and central China. Their telepathy is also weaker as it is less of a deterrent to predators.

    The Hoennese spinda (F. caudabrevis) are descended from the lowland spinda. As such they do not have the long tails of the highland species. They have since evolved to better survive in the volcanic mountains of Hoenn. Adaptations include specialized fur and toepads that let them dig or bury into fields of ash. Their lungs are designed to filter out the small, toxic particulates of ash fields. They use weak telekinesis to keep these burrows from collapsing while they rest under the surface in a place too hot, toxic, and loose for most predators to bother traversing. At night these spinda venture to nearby bamboo forests to eat. Sometimes they relax in the local hot springs.
     
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    Tentacruel
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Tentacruel (Tentacool)
    Sicarius fleckeri

    Overview

    Tentacruel are not jellyfish. What they are is far stranger. There remains a debate as to whether they are a true multicellular organism or simply a collection of specialized, but genetically identifiable, single-celled organisms. There are some who insist there is no difference.

    Unlike jellyfish, tentacruel have a central nervous system, active propulsion and navigation, and the ability to form memories and react proactively to external stimuli. They can learn several elemental attacks and recognize their trainer. This does not make them particularly social. At best they can be taught to attack things when their trainer gives a command in exchange for large amounts of food later. This is not always a good thing. Sometimes this makes the specimen far more aggressive than it otherwise would be. Fleckeri’s tentacruel is one of the most venomous creatures on the planet. A full powered sting from a very large tentacruel can permanently cripple a wailord or kill a gyarados.

    Thankfully, tentacruel hold back. They gauge the size of their target and only release enough venom to severely wound. This avoids spending excessive resources on venom production, ensures that the target will both never bother them again, and creates a disfigured advertisement as a warning to others. Tentacruel antivenom has been developed and widely distributed. Almost every beach and stadium in Alola has some prepared. Research into tentacruel venom has helped lead to treatments of other cardiovascular ailments. It is possible that in the near future there will be more lives saved by tentacruel every year than lost to them.

    Outside of antivenom research there is very little reason to own a tentacruel. They are not particularly intelligent companions. Tentacruel quickly dry up on land, making them near useless in most battle arenas. Finally, tentacruel use is generally considered unsporting. The Alolan League once outright banned them. The new, relaxed policy is that they can be used if the trainer informs the referee ahead of time that they will be using the pokémon and there is time to secure a dose of antivenom. The trainer using tentacruel will have to pay for this dose if it is required. Tentacruel antivenom costs about $50 a dose.

    Physiology

    Tentacool and tentacruel are classified as dual water- and poison-types.

    Tentacruel have specialized types of cells for purposes such as propulsion, tentacles, flesh, stinging cells, digestion, reproduction, vision, and cognition. All cells are genetically identical.

    The body is almost entirely made up of water. What remains is thin, gelatinous flesh. The main “bell” is roughly circular with tentacles hanging down from the rim. The bell itself can be filled with air to allow the pokémon to float on the surface and be carried by the wind. Some tentacruel are left-handed and some are right-handed. The difference is which way their bell crumples in the wind to propel the pokémon. The bell can also be deflated to allow the pokémon to sink. In the water it can be relaxed and constricted in such a way that the pokémon can swim. They are not strong swimmers and only resort to active propulsion during periods of dangerously strong winds.

    The bell contains a mesh of nerves just below the surface that helps the tenatcruel process information. Tentacruel are capable of associating visual signals with commands and combat with rewards. They can even learn and retain moves, letting them tap into their elemental well for ranged attacks and hydrokinesis.

    Curiously, tentacool and tentacruel also have fully functional eyes with corneas and irises. In fact, they have twenty-four eyes. These are grouped into four clusters, two on each ‘side’ of the bell. From a distance they resemble two normal eyes, but when viewed up close it becomes clear that each eye is six closely packed stalks, each with an eye at the end.

    Tentacruel have no need for lungs as oxygen can be absorbed directly through their thin skin. The digestive cells on the bottom of the bell wrap around prey and emit acids to break down the flesh. Nutrients are then directly absorbed into the cells. Individual tentacles are occasionally brought into the bell alongside the food so that those cells can also be replenished. With no need to carry oxygen or nutrients throughout the body, tentacruel do not need blood. This means they have no use for a heart.

    While most of their body is translucent, tentacool and tentacruel have three markings on the bell. These are bioluminescent and can be made to glow red. The purpose this serves is debated. The old dominant theory was that this was a means of communication between tentacruel, but recent research has shown that tentacruel show no reaction to simulated light patterns if there is not a conspecific physically present. It is now believed that tentacruel send this signal to warn other species to stay away. It is only shown in deeper waters where tentacruel do not hunt and it saves them from making biologically expensive venom. Tentacruel have only two predators in Alola, both uncommon, so they gain more from conserving venom than they lose from increased predation. These lights can also be used to mimic confuse ray, but this is only seen in captive specimens who feel the need to stun foes long enough to catch up and sting them.

    The most distinctive feature of the species is their long tentacles. Tentacool have only two, while tentacruel can have up to sixty-four. These are lined with nematocysts that inject venom into anything organic they come across. Tentacruel venom is designed to inflict shocks great enough that the heart of their prey stops functioning. Lesser doses are designed to inflict severe pain, scarring, and mild disruption of the cardiovascular system. These rarely result in a heart attack and death unless the tentacruel intends on eating its prey. Anything longer than half the width of the tentacruel is functionally inedible. This means that humans and most large to mid-size pokémon are safe from even the biggest tentacruel. Some species with weak hearts or lungs will still die from a tentacruel sting. Humans who are very old, very young, or who have weakened cardiovascular systems can also be killed by a strike intended to maim.

    Tentacool can survive being almost entirely dehydrated. When they are left stranded by currents or tides, tentacool will begin to shrivel up and contract. They will rehydrate and begin functioning once a storm or high tide puts them back into the water. Tentacruel cannot survive full dehydration and use their weak hydrokinesis to resist waves and currents pushing them ashore. They move out to sea and towards the ocean floor when storms approach.

    Tentacruel can grow to a diameter of three feet across the bell. Their tentacles can reach over fifteen feet in length. The largest recorded tentacruel had a dry weight of only fourteen pounds. Captive and wild tentacruel seldom live for more than two years after reaching the medusa stage.

    Behavior

    Tentacruel are largely pelagic creatures that spend almost all of their time at the surface. Their main prey are small fish such as magikarp, feebas, remoraid, basculin, and wishiwashi. Tentacool typically eat non-pokémon fish and invertebrates. The pokémon drifts with the wind and currents and spreads out its tentacles far enough apart that it becomes difficult to see any single one. When a hunting specimen feels something brush its tentacles, it uses its vision hydrokinesis to judge how large it is. If it is just the right size to be both edible and worth eating, a killing sting is delivered and the tentacles are used to reel in the prey.

    In harsh storms tentacruel lower themselves to the bottom of the sea. They bury their tentacles in the substrate as anchors. The pokémon will remain motionless until daylight comes and it is time to resume hunting. One day without food will not kill the pokémon – in fact, one captive specimen stayed in stasis for over three months when feedings stopped. It promptly began to move and hunt the moment prey was added into the tank again.

    Alola’s most popular beaches are surrounded by netting capable of keeping tentacool and tentacruel out. The remaining beaches close when the wind and tides push more of the pokémon in than usual. Attempts to spot the dull red parts of the bell are sometimes successful, but the pokémon is built to blend into the water. Visual spotting is not particularly reliable as such.

    Alomomola primarily subsist on eating tentacool. Lapras occasionally eat one, but this is not the core of their diet. Both are highly resistant to tentacruel venom, so their prey must rely on ranged attacks and disorienting lights to fight back. Most defenses are unsuccessful. The species survives because there are far more of them than their relatively rare predators will ever be able to eat.

    Husbandry

    Tentacool and tentacruel need tanks that are at minimum the length of their body in all three dimensions. These tanks also need to be custom built to keep the pokémon constantly moving in the current but never trapped against the side of the tank. There is some research that simulated lunar and tidal cycles also help improve health. In practice only professional trainers, wealthy collectors, and public aquariums have the resources to accommodate large tentacruel species. Tentacool can be stored short-term in smaller tanks, but eventually they will outgrow their enclosure.

    Very young medusa should be fed brine shrimp. Tentacool can have slightly larger fish placed into their tanks. Ordinarily it is not recommended to feed pokémon living food for ethical and practical reasons. It is unfair to put prey in a situation which they cannot escape. There is also a real chance of injury to the predator. The problem is that tentacool and tentacruel do not actively hunt. They rely on things brushing against their tentacles to trigger a reaction. Some aquarists recommend live feedings for this reason. Others have found dropping food directly in to the pokémon’s tentacles every so often does the trick. Some aquariums employ current systems sophisticated enough to keep prey floating in the water column without having currents so strong that they injure the predator. The pokémon will begin to light up once it is done eating.

    Enrichment is mostly unnecessary. There should be enough substrate at the bottom of the aquarium to anchor in. Anything more complicated is more likely to harm the pokémon than it is to be used as a toy.

    Illness

    Tentacruel do not recover lost eyes and tentacles. Almost every other part of the body can be regenerated over the course of days. Elderly individuals slowly experience senescence as their bell begins to fray and tentacles gradually fall off or stop working. Eventually the entire pokémon will stop moving and begin to break apart. This process is a natural part of the pokémon’s life cycle.

    Trainers stung by tentacruel should immediately apply antivenom. Even with quick exposure it is likely that the sting area will scar. It will probably remain extremely painful for days or weeks. Failure to use antivenom can result in shock, delirium, cardiac arrest, and death.

    Evolution

    Tentacruel’s life cycle contains a third stage that is not technically a pokémon. This is a polyp, a small creature that attaches itself to flat surfaces and steadily grows. Unlike most ‘eggs,’ the polyp can both hunt and reproduce. It uses small tentacles to catch nearby zooplankton for food.

    Eventually the polyp will grow out two tentacles and absorb the others into the main body, which will become the bell. It will break off into the water and begin moving. Over time the tentacool will grow a bell with a diameter of around fourteen inches. Then the other tentacles will begin to grow in. Evolution into tentacruel formally occurs when the new tentacles reach the same length as the original two.

    Battle

    S. fleckeri is intelligent enough to learn rudimentary battle strategy. Some even learn to recognize hand signals. Verbal commands are ineffective as the pokémon is deaf. They are excellent combatants in the water, able to knock out most opponents in a single sting from one of their long tentacles. They also have limited ability to harm things out of the water beyond shooting moderately powerful ranged attacks out of the pool and hoping they hit something. This technically puts them at an advantage against purely physical, land-based attackers. The switch clock will still probably run out before the tentacruel inflicts meaningful damage. Faster water-types can outspeed tentacruel, although maneuvering around every tentacle can be tricky. The species is popular in underwater battling exhibitions. It sees almost no use outside of these specialized matches.

    Both tentacool and tentacruel are essentially useless on land. They struggle to hit enemies not in the water with them. In aquatic matches it is best to let them hunt on their own. Luigi Ricci famously defeated half the team of a water-type specialist by sending in his Fleckeri’s tentacruel and letting it stand still, waiting for the opponent to inevitably stumble into a translucent tentacle and get stung. Trainers who want to take a more proactive path can attempt to teach their pokémon confuse ray, scald, or ice beam.

    Acquisition

    The easiest way to obtain a tentacool is to go onto any unenclosed beach in Alola at low tide, find a dried out specimen, and then drop a ball onto it. Tentacruel capture is more difficult and requires going out on a boat or a long pier. During the day of a new moon or full moon there will be an abundance of tentacruel in shallow waters. A pokémon can try to wear one down from a distance before capture is attempted.

    Do not sail towards a tentacruel while riding on the back of a pokémon. This is likely to end in disaster.

    Tentacool require a Class III license to possess; Tentacruel require a Class IV.

    Breeding

    Fully grown tentacruel reproduce in January and July. They congregate in a handful of spawning areas. All adults will then release a cloud of sperm or eggs. A tentacruel seems to pick whether to release sperm or eggs at random and they are all capable of releasing both. Should the tentacruel survive to a second breeding session, they will release the other gamete. Some eggs will encounter sperm and become fertilized. They will then latch on to any hard surface they find and begin to develop into a polyp. Tentacruel death rates are exceedingly high following spawning events, perhaps to reduce competition for new young or to put more biomass in the water as the adults disintegrate.

    Tentacruel in aquariums have never been observed spawning. Captive specimens will spawn if released into a group of other spawning tentacruel. It is impossible to keep the children of the captive specimen, so this is seldom done.

    Relatives

    The most impressive species of tentacruel is the aptly named giant tentacruel (S. magnalux). This species can have a bell nearly ten feet across and tentacles over fifty feet long. It also has the ability to concentrate light into powerful laser attacks launched from the bell. Unlike S. fleckeri, it can also sense the world above the surface with enough detail to reliably aim attacks. The giant tentacruel has been known to actively hunt birds by shooting them out of the sky and then reeling the stunned bird into its bell. The giant tentacruel’s venom is not nearly as potent as that of Fleckeri’s tentacruel. It is only strong enough to kill zooplankton and small fish. Lasers are relied upon to kill everything else.

    The giant tentacruel lives in cold waters near the Arctic. Some can be found as far south as Sinnoh or the mainland United States, but this is rare. These sightings are becoming even less common due to climate change. Because their lasers require solar energy to fire, the giant tentacruel is only active for eight months of the year. During the winter they dive deep into the ocean and become dormant for months.

    The Rockingham tentacruel, by contrast, might have the smallest adult stage of any known pokémon. Their tentacruel phase has a bell less than a quarter inch across. Their sting is initially painless. Humans stung by Sicarius rockingham will go into cardiac arrest within fifteen minutes. There is effective antivenom, but most victims will have no idea they have been stung in the first place. Once symptoms arise it will be too late for the antivenom to have any effect.

    Most tentacruel are nowhere near as large as the giant tentacruel or as venomous as those in the Sicarius genus. The coral tentacruel (Alcyoneumanes sp.) does not have a tentacool stage. To some observers it looks like they barely develop past a polyp. The bell is anchored to a hard surface such as a rock or coral reef. The tentacles grow out into the water and rise towards the sun. Zooxanthellae on the tentacles lets the pokémon gain food via photosynthesis. They almost never move.

    The species most often seen in public aquariums is the minor tentacruel (Marispiritus hensonii). Minor tentacruel reach bell widths of one to two feet. Their venom is only potent enough to kill zooplankton, their main prey. Researchers did not classify them as pokémon until 2004, when it was demonstrated that they possessed the ability to manipulate elemental signatures. This effect can be observed by running weak electrical currents through the water or using area of effect attacks such as trick room. The tentacruel will begin to glow strange colors as the energy around them is partially negated, sparing the pokémon from the brunt of the attack. Why a pokémon with almost no natural predators evolved such a sophisticated defense system is unclear.

    Tentacruel’s closest living relatives are siphonophores, long chains of identical single-celled organisms. Tentacruel may be an important glimpse into how differentiated cells and true multicellular organisms first developed. They are not true jellyfish, although both are cnidarians. They are more closely related to corsola than the true jellyfish.
     
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    Lumineon
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Lumineon (Finneon)
    Pantodon luxor

    Overview

    The deep ocean is still largely unexplored. The creatures that live there have adaptations that can seem alien to surface dwellers. Yet it is not far away in linear distance. The ocean floor around Alola is about two miles deep. The distance is short enough that creatures theoretically could frequently travel from the bottom to the surface. Few species actually do this as it would requires adapting to two very different environments.

    Relicanth and clamperl both dwell on the abyssal plains off Alola’s coast. While they can survive at the surface with a long enough decompression period, none intentionally make the trip. Lumineon is one of the very few fish species in Alola to do so with any regularity.

    As with most fish, finneon and lumineon are not ideal for traveling trainers. There has been a spike in demand in the aquarium trade following the 2003 film Finneon’s Wake. Alola’s wild population of finneon has sharply declined since the movie’s release. This is particularly ironic as Wake centers around a finneon trying to escape the confines of an aquarium.

    Physiology

    Both finneon and lumineon are classified as pure water-types. Both partially subsist on moonlight, leading some scientists to argue for a fairy-typing. This view has been rejected by the USDA as neither stage attacks with moonlight, is injured by cold iron, or has an extraterrestrial origin.

    The scales on the dorsal side of finneon’s body are dark blue, while those on the ventral side are light blue. The area around the lateral line and is pink. There are also pink spots on the caudal fins. The pink areas contain receptors that absorb and store moonlight. It can later be released to form a shimmering silver light. Finneon also have a mucus coating that makes them difficult for predators to grip. The coating also allows them to live inside of some venomous anemones.

    Most of finneon’s fins are rather short. The notable exception are their and pectoral caudal fins. The caudal fin is the most compact and muscular. It is mostly hidden by the pokémon’s very long pectoral fins. The movements of the long, wing-like pectoral fins in water currents combined with the shimmering light creates a disorienting effect. It can be difficult for predators to identify the pokémon’s weak points. This is doubly true if dozens of individuals are lit up in close proximity.

    Lumineon lose their mucus coating upon evolution. The pink lateral line and counter-shading are also lost. They are replaced by horizontal stripes and a solid pink coloration inside of the pectoral fins and at the end of the caudal fin. The rest of the pectoral fins are dark blue with a light blue fringe. Lumineon’s pectoral fins are even larger than those of finneon. Their pelvic fins have also greatly expanded. The pectoral fins are thin and free-floating. This makes the pokémon look much larger than it actually is. The pelvic fins, by contrast, are straight and sturdy. These are used to anchor the pokémon into the substrate.

    Lumineon can reach lengths of four feet and weights of twenty pounds. Captive specimens can survive up to six years. The lifespan of wild lumineon is unknown.

    Behavior

    Finneon rest inside of anemones during the day. The finneon gain a safe place to rest. The lumineon, in turn, occasionally bring food to their host. They also help ward off more active predators that are not deterred by the anemone’s stings alone.

    The finneon come out at night to school. Swarms of dozens or hundreds of finneon form near reefs. Members take turns basking in the moonlight at the surface. The first line of defense against predators is to stun or confuse them with shimmering lights. If this does not succeed, the finneon will pool their limited powers of hydrokinesis to create strong currents around the school.

    Wishiwashi are primarily diurnal, but on occasion a school of finneon will encounter a wishiwashi school. These tend to lead to mass death events on the wishiwashi’s side as the lights disrupt their coordination and leave them vulnerable to predators. Finneon themselves would never eat anything as large as an adult wishiwashi. They eat a diet of zooplankton. Finneon will also eat released eggs and sperm during other species’ spawning events.

    Relatively little is known about the habits of wild lumineon. What we do know is mostly pieced together from footage from submersibles. The presence of large, strange intruders at the bottom of the sea naturally alters the behavior of the pokémon it observes, making this data somewhat unreliable.

    Lumineon appear to spend most of their time near the ocean floor ‘walking’ along on their pectoral fins. They sense the substrate beneath them for anything edible. They will happily eat worms, crustaceans, and anything weak or slow enough to be killed and small enough to be eaten in a single bite. There have been videos taken of lumineon trying to eat starmie. The latter usually releases a single leg and flees.

    Lanturn, gorebyss, huntail, and golisopod could all plausibly kill a lumineon if they crossed paths. This occurs fairly often on submersible streams as being bathed in light ruins lumineon’s ability to blend in to the darkness. Lumineon glow when threatened in an attempt to make themselves look larger and more dangerous than they are. They otherwise stay dark as making any light is a good way to be found and eaten.

    Every full moon, some lumineon will surface. They typically do so far away from land, as pelagic areas have fewer predators than coastal waters. Lumineon will spread out their fins and bask in the moonlight until dawn approaches, at which point they will slowly begin to descend back to the depths to feed.

    Husbandry

    Finneon are best held in large saltwater tanks. Their tank should ideally have plenty of coral and at least one large anemone and one other hiding space per pokémon. Finneon have also been known to hide inside of crevasses, clams, and plants if they cannot find an anemone. There should be plenty of surface area in the tank and a moonlight-lamp hung above it to allow for basking. Outdoor pools can do without the lamp as long as there are no major barriers to natural moonlight. They should not be stored with fin-nippers. Filtration currents should be kept weak to avoid damaging the pokémon’s fins. Tanks generally need to be several thousand gallons in size with at least ten finneon kept together.

    Many inexperienced aquarists make the mistake of buying finneon when they are less than five inches long and placing them in a reef tank suitable for a fish of that size. Even without accounting for evolution, finneon can grow to be over 1’ long. They prefer to live in schools of ten or more individuals. A very large tank or pool is needed to properly house them.

    Lumineon prefer open tanks with a sandy bottom to the densely-packed reefs that finneon love. It is not necessary to pressurize the water as lumineon can survive at the surface. Anything small enough to fit in lumineon’s mouth and slow enough to fall prey to it will be eaten. Fin nippers should also be avoided for similar reasons as finneon. Fish that stay near the top of the water column can peacefully coexist with lumineon. Burying toys in the sand can make for good enrichment. Make sure the toys are either small and edible or otherwise too large to be a choking hazard. Moonlight lamps should be turned on at least once a month in a regular cycle.

    Raising a finneon or lumineon on the trail is possible but very much not recommended. Finneon tend to grow nervous in the open public pools at pokémon centers, and even lumineon are prone to getting their fins nipped. Neither likes being in coastal waters or shallow pools, preferring reefs or the open ocean instead. Near-constant storage in a stasis ball will be required. This carries a danger of malnourishment and migraines.

    Finneon can be safely fed a, diced squid, shrimp, clams, and other aquatic invertebrates. Large pellets are also often accepted by smaller specimens. Lumineon prefer to have worms, flatfish, or crustaceans buried in the sand for them to find. Both stages are voracious eaters for their size. Finneon may need to be fed as many as eight times a day, with three being the absolute minimum. Lumineon need to be fed less often but can eat surprisingly large meals. They should be provided food until they stop eating.

    Some resorts have taken to ‘seeding’ the water with brine shrimp and chopped-up-fish at night to encourage finneon to come out. This is often successful and can lead to mesmerizing light displays without keeping any finneon in captivity.

    Illness

    Fin damage is the most common category of illnesses for the species. Fin nipping occurs when an opponent tears or bites the fin. It tends to result in serious rifts in the fin or even entirely missing pieces. This can limit the pokémon’s ability to create lights. Serious cases can result in infections or death. Injuries can be mitigated or cured by an immediate healing potion or move.

    Fin rot occurs in water of low quality. It tends to appear as steady discoloration or weakening of the fin, eventually resulting in the loss of the fin or death by poisoning. The best way to treat fin rot is to transfer the pokémon to cleaner water. It can be treated by some antidotes and a competent veterinarian, but the damage is unlikely to be entirely reversed.

    Lumineon are prone to abrupt shocks, up to heart attacks, if exposed to a sudden change in light. Their tank should generally be kept dim with a gradual increase in light as the simulated full moon approaches. Specimens withdrawn in darkness should only be sent out into dark environments, and vice-versa.

    Evolution

    Lumineon flash evolve after absorbing a set amount of lunar energy throughout their lifetime. In the wild this typically occurs around ten months of age. It can be much faster in captivity, but evolutions that occur before the six-month mark can result in stunted growth or defects in the evolutionary process. Evolution can be accelerated by more powerful lunar lamps or by placing a moon stone in the tank.

    Battle

    Lumineon are not natural battlers. They can access a wide range of energy spectrums for attacks, but they lack the physical or elemental strength to use any of them well. Coordinators, on the other hand, have made lumineon a staple of the field. Their weak-but-varied arsenal, natural beauty, and bioluminescence make them very good at displays. The power level of contest battles is much lower than that of professional matches, allowing lumineon to hold their own.

    In normal battles lumineon will struggle, even on the island challenge. There are two ways to go about training one: offense and utility. Offensive lumineon can learn a variety of tricks such as hydro pump, ice beam, signal beam, and hidden power. These can allow lumineon to batter grounded opponents from the safety of a saltwater pool. Alternatively, lumineon can use tricks such as defog, rain dance, and toxic to support the team and gradually wear opponents down. Beware of anything that can hit lumineon in the water, as their frail fins and lack of armor make them easy to knock out.

    Finneon are sturdier for their size and better suited for utility movesets over offensive ones. They can be a decent choice for early battles with a saltwater pool, but will quickly fall behind their teammates.

    Acquisition

    Finneon can be found in reefs during the day. At night they tend to come a little closer to the coast. They will be very visible, although it can be hard to aim a ball at any given pokémon. Finneon do not typically form a collective defense against captures from docks or boats, but may attempt to fight back against trainers on the back of a pokémon. Lumineon can be found in deeper waters on the nights of full moons. They will dive deeper at the first sign of trouble, making capture somewhat difficult. Aquarium specialty stores usually sell finneon and occasionally sell lumineon.

    Both stages can be obtained with a Class III license.

    Breeding

    Lumineon are sequential hermaphrodites. All finneon are born female. The largest, strongest, and most aggressive lumineon in an area transition to being male. Only about one in ten lumineon found on the seafloor are male. It is theorized that males maintain large, exclusive territories. Neither captive nor wild breeding has been documented. Lumineon will bring juvenile finneon to the surface with them on the night of a full moon and then leave them there.

    Relatives

    P. luxor is known as the reef lumineon. They can be found on most reefs in the tropical and sub-tropical Pacific.

    The other species, P. neolant, is an anadromous fish native to Sinnoh, Kamchatka, and the delta of the Amur River. They are born in the spring just as the ice begins to melt. They will then head to the sea to evolve as the ice returns. After evolution they will dive down to the depths, only surfacing once a month to bask in moonlight. The finneon have more muted colors compared to P. luxor. This helps them blend in with the grasses and mud lining the rivers and lakes they call home. Bioluminescence is usually only employed to ward off predators that approach a school. Captive schools can be taught that light displays lead to feedings, encouraging the behavior.

    A few resorts in Unova kept schools of P. neolant as they had a higher tolerance for cold surface waters compared to P. luxor. The finneon delighted guests until 2003, when Hurricane Charlie hit the region and broke many of the sea pens. At least one resort forgot to withdraw the pokémon before the storm hit, leading to a school escaping into the wild. Improbably, this school has since begun to breed. Finneon are now somewhat common in Unova.
     
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    Wishiwashi
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Wishiwashi
    Scholae milibus alola

    Overview

    As the possibility of invasion loomed over Alola in the War of the Pacific, Governor Olson proclaimed that the territory was a wishiwashi: a myriad of people who would band together as one to resist those who dared attack them. His prediction proved correct: Alola’s people and the soldiers stationed there rallied to keep the territory in American hands. The wishiwashi has since become the mascot of the naval bases on the island and many of Alola’s sports teams.

    Unfortunately, fish pokémon are difficult to keep on the island challenge. A whole school of wishiwashi magnifies the challenges of raising a single fish. Stationary trainers with the funds and space for a large enough tank or pool may find a small shoal of wishiwashi to be good pets. Professionals with no shortage of funds, skill, and ambition often try their hand at taming a school. Those who succeed are rewarded with one of the most powerful threats in the ocean.

    Physiology

    Wishiwashi are classified as pure water-types.

    Individuals are counter-shaded with light silvery scales on their bottom half and dark blue scales on the top. A series of large white scales cover the lateral line.

    Wishiwashi schools are much, much larger. Their entire body is dark blue. It is shaped like a large predatory fish with a deeper body form than individuals. The dorsal fin is not physically attached to the main body and made up of a series of fish-like entities that form the rough shape of a dorsal fin. The school is wholly unable to eat or perform any important biological functions other than breathing. They possess large white eyes that do not serve any purpose beyond intimidation. Wishiwashi schools exclusively sense the world through water, including that within living creatures.

    Individual wishiwashi grow to lengths of 14 inches and weights of five ounces. Schools can reach lengths of thirty feet and weigh up to 1,350 pounds. Wishiwashi can live for up to fourteen years in the wild.

    Behavior

    Wishiwashi live in shoals of two to four thousand fish. They feed by swimming through the water with their mouths open. Zooplankton such as copepods are caught in the water entering their mouth and moving towards their gills. There they are intercepted by gill rakers, small strands that catch any zooplankton coming through and direct it down the esophagus. Wishiwashi swim near constantly in slow loops around the islands. Their swimming speed slows at night as they enter a resting state.

    Individuals are prime targets for many predators due to their small size and high nutritional value. When they come under attack, wishiwashi begin to move together and congregate into a school. Once the school has formed it will set about punishing whatever dared to prey on the individuals in the shoal. Even gyarados learn that it is not worth preying upon wishiwashi.

    The species still has some predators in Alola. Sharpedo are known to rush into the middle of a school, eat what they can, and quickly swim away before a school can form. Schools are rather slow and sharpedo can easily outrun them. Long distance water-type attacks can be dodged by momentarily leaping above the surface as they pass. Other predators can entirely negate the ability to school and prey upon the individual wishiwashi without fear of serious retaliation. Lumineon’s flashing lights, bruxish’s telepathic attacks, and noivern’s sonic blasts can disrupt the concentration of a school, causing it to collapse.

    Wishiwashi can mostly avoid these threats. Sharpedo are uncommon in Alola outside of the waters of Poni Island. Bruxish seldom leave reefs. Lumineon only surface once a month far offshore and can be avoided by moving closer to the coast. Wishiwashi previously used to live further out to sea where noivern would be reluctant to strike due to the long swim back. The decline in noivern populations has allowed the shoals to move closer to the shore over time.

    Husbandry

    Wishiwashi can be captured while schooling. This allows the entire school to be held in one ball. Almost every league allows for wishiwashi to be used as one pokémon, even when thousands of individuals are used. Stasis balls are far preferable to habitat balls for this. The latter can result in disorientation and difficulties swimming for a short time after release.

    Since wishiwashi only school when threatened they will spend most of their time separated into individuals. A large pool, sea pen, or pond will be needed to hold a full shoal of wishiwashi. Large tanks (1,000 gallons or more) can be used for smaller shoals of up to thirty or forty individuals. Ponds should ideally be free of larger fish that could stress the fish into schooling. Larger shoals prefer their enclosure to be at least ten feet deep and at least fifty feet long by twenty feet wide. These are minimum requirements: bigger enclosures are better. Some aquarists recommend building an aviary or greenhouse over the pond to keep out birds or other potential stressors. This is only practical for top-tier professional trainers or very wealthy hobbyists.

    It is best to feed wishiwashi by training them to associate a lure with feeding. The fish will then move towards that lure and swim with mouths wide open in anticipation of food. Food can then be scattered. Copepods and other zooplankton are their preferred food. If the fish schools with any regularity, more food will be required. Some very large outdoor ponds and sea pens fed with natural seawater can develop their own copepod populations capable of supporting a shoal with little to no additional food. All other setups will need to have separate zooplankton breeding tanks used for feeding them.

    Wishiwashi socialize among themselves. Shoals can learn to tolerate humans. Getting to the point where they obey commands is trickier. Coming to view cooperation as a reliable source of food and other luxuries (larger spaces, additional protection) helps.

    Farmers raising wishiwashi for food usually wish to avoid schooling. This can be averted by harvesting them before adulthood or keeping fewer than five hundred individuals in each pond.

    Illness

    Wishiwashi held as individuals are very prone to stress-related illnesses and death. Wishiwashi captured and raised alone have very high mortality rates. Individuals taken and held in shoals of ten to fifty have a roughly fifty percent mortality rate within the first month. Post-capture death rates for individuals captured and housed alongside their entire shoal are less than twenty percent. Mortality rates typically decline sharply after the initial capture.

    Frequent schooling also raises problems. Wishiwashi cannot eat or metabolize food while in school form. Doing this too often can lead to stress related illnesses, underfeeding, and sometimes toxic shock from holding in waste. Trainers are recommended to battle with a wishiwashi school at most three times a week.

    Trainers should understand that pathogens, especially in a very dense, controlled setup, can be extremely dangerous due to the speed of spread. It is best to be proactive with a powerful UV light filter, active management of water quality, and the provision of a fairly natural diet. Chemical treatments can be used if illness is spotted and should be deployed as quickly as possible to prevent mass spread.

    Evolution

    Wishiwashi do not evolve. They enter into a school form, a composite of thousands of individual fish. It is temporary and more akin to dynamax or mega evolution than to standard evolution. This process is only possible in a handful of places on earth where background levels of elemental energy are unusually high. Western Europe, Hoenn, and Alola are among the only places that meet these requirements. A wishiwashi shoal taken outside of these areas will gradually lose the ability to form schools.

    The school process begins when enough wishiwashi gather in one place. The largest wishiwashi will send out a pulse that will begin the merging process. A single, massive creature will form in the place of the shoal. This school form is not built for ordinary functions such as feeding, defecating, and reproducing. It is simply an extremely powerful means of defense. Once the predators have left and a message has been sent the school will collapse and individuals will swim free.

    If the school takes sufficient damage, then it can break prematurely. All individuals in the shoal will be stunned for nearly a half hour after the break. Breaks caused by attacks that disrupt concentration only lead to a few seconds of disorientation.

    A school requires at least one adult to activate it. Juveniles cannot form a school, regardless of how many are present.

    Battle

    Wishiwashi schools are some of the strongest aquatic pokémon in the world. Almost all of the world’s top fishkeepers live in their habitats on at least a seasonal basis just to keep a school on their team. Very few pokemon stand a chance of overpowering one in the water. Wishiwashi have access to incredibly formidable physical and elemental attacks such as massive waves and blizzards. Wishiwashi’s coverage options are limited, but they still have some important moves such as earthquake and beat up at their disposal.

    Some pokémon can win by disrupting the school. Individuals are too cowardly to do much but run and hide. Even if they were to fight, they would stand little chance of harming a professional trainer’s pokémon. Powerful telepaths such as alakazam, beheeyem, and sigilyph can break apart a school fairly quickly. Some pokémon with absurdly loud sonic attacks can achieve a similar affect. Noivern is the most notable abuser of this strategy. Some pokémon with especially potent confuse rays can also break a wishiwashi’s concentration. This last tactic is mostly limited to natural bioluminescent pokémon and a handful of ghosts.

    Other pokémon must exploit one of wishiwashi’s two main weaknesses to win: they have a natural time limit and they are slow. The time limit can be hard to abuse in practice due to wishiwashi’s power. The school lacks several important organs, leaving them very vulnerable to poisons. Some species are bulky enough to abuse it. Walls such as cloyster, gastrodon, blissey, aegislash, hyboareas, mega slowbro, or milotic can simply close their armor or begin to heal themselves while waiting for their opponent to faint.

    Abusing wishiwashi’s slowness can also be difficult. Some sweepers can use their speed to dodge wishiwashi’s telegraphed attacks and strike back with their own powerful hits. These will eventually overwhelm the opponent. Sweepers will usually fall in one or two hits. A few quickstall pokémon can take some hits, avoid others, and gradually wear wishiwashi down.

    Finally, some pokémon are so powerful that they can fight the school one-on-one. A well-trained gyarados can take on a school much more reliably than a wild one. Powerful dragons that aren’t extremely vulnerable to the cold can potentially overpower wishiwashi. Electric types such as vikavolt and magnezone can take advantage of wishiwashi’s typing. Some grass types with sunny day support can do the same, although most plants tend to have limited offensive power and an extreme dislike of the cold. Some Ultra Beasts and other rare-but-very-powerful pokémon can also overwhelm wishiwashi.

    This may sound like a long list of counters. Do not be fooled: this is a near-complete list of the pokémon that can take on a school and win. Most professionals have one or two of the above pokémon on their team, but when those are sufficiently weakened wishiwashi can run roughshod over the remainder.

    Hobbyists and island challengers will rarely have to deal with wishiwashi schools unless they go out of their way to antagonize one. This can be avoided by simply not attacking wishiwashi or riding on a predator near them.

    Acquisition

    Capturing wishiwashi requires antagonizing them. Particularly bold trainers aiming to capture an entire school will necessarily have to face said school. Those content with individuals can rely on a magnet recall glove to drop a ball into a wishiwashi shoal from altitude, capture something (wishiwashi individuals are unlikely to escape their ball), and then promptly raise it back up before fleeing. The DNR should be notified in advance to ensure that no one else is in the water. Wishiwashi are not particularly smart and do not often distinguish between one human who attacked them and other nearby humans.

    The DNR also issues very few permits for wishiwashi capture. Trainers who cannot get a permit or do not want to risk fighting a school can simply purchase wishiwashi from aquarists. The fish are expensive due to the difficulty of acquiring them and their value as a food fish.

    There are two approaches to building a school. The first is to gradually assemble one from purchased or captured individuals. When enough are obtained the shoal will be able to form a school of their own. The second is to obtain an existing school. Those few aquarists with enough wishiwashi to form a school are often unwilling to part with it. Hefty payments will be required. The alternative is to take on an entire school at once. This is occasionally permitted when a school becomes a problem to the ecosystems or the humans living nearby. Trainers who wish to capture a school can be put on a waitlist by the DNR. On average a school capture is approved once every three years.

    Owning a wishiwashi shoal with fewer than five hundred individuals requires a Class II license. Owning a shoal with more than five hundred individuals requires a Class IV.

    Breeding

    Wishiwashi are broadcast spawners. Shoals pack tightly together. Every adult female then releases thirty to fifty thousand eggs. Males release far more sperm. The shoal will mix up the water currents to maximize the chances that eggs and sperm collide. Spawning occurs between February and June. There are usually four or five spawning events a season. Then they will move on. Juveniles will join the first school they encounter after hatching.

    Captive shoals will only breed if they are big enough to school. They are not particularly protective of their eggs and will allow trusted humans to enter the pond to harvest them. It is much easier to induce spawning via chemical injection. The eggs and sperm can then be collected and artificially mixed. This averts the largest problem with in-pond breeding: wishiwashi eat their own eggs. If they are held in an enclosed environment with their eggs then almost all of them will be eaten before they can hatch.

    Relatives

    There are two species of wishiwashi. The Alolan wishiwashi is the only subspecies or species that is not endangered or critically endangered.

    The other S. milibus subspecies, S. milibus europa, was hunted to the brink of extinction in the 19th and 20th Centuries. The Kalosian and Galarian governments had long seen wishiwashi as a nuisance. They were not easy to fish for and they often attacked military and commercial vessels. Advances in the care of lanturn marked a turning point. Fishing boats soon began to use lanturn to disrupt schools of wishiwashi and capture the individuals. The fish quickly became a beloved food in the region and the number of fishing boats continually increased.

    The Galarian government for its part assisted in the capture and breeding of lanturn to help make the waters safer for naval passage. Kalos began using bluewing noivern and imported marine noivern to disrupt schools and protect its vessels. Galar’s bluewing noivern population had sharply declined. The wild area was founded in large part to facilitate the recovery of the noivern population to the point where they could be used for commercial fishing.

    There used to be tens of millions of wishiwashi in the seas around Galar and Kalos. By 1950 there were only five known schools remaining. Conservationists lobbied for the creation of a protected area to save the species. One of the world’s first marine preserves was established around the Isle of Armor to protect two of the remaining wishiwashi schools. Another two were captured and moved to the preserve. The population has grown in recent decades, but water pollution and the limited size of the marine preserve have kept the subspecies from returning to its former glory. There are currently more captive wishiwashi in European aquariums, fish farms, and trainer’s estates than wild ones in the seas of Europe.

    The second wishiwashi species, S. volcanus, lives in three mid-sized lakes in Hoenn. These lakes are formed in the calderas of volcanoes. The species is much smaller than S. milibus and only live in shoals of about seven hundred individuals. The remoteness of their habitat and preserves designed to protect the area’s hot springs kept the population stable for centuries. Recent events in Hoenn led to two of the three volcanoes erupting. The population in one lake was eradicated and the other lake’s population is barely holding on. Ash falling in to the third lake has made it toxic to the point that very few eggs have successfully hatched. The remaining wishiwashi have been taken in to captive breeding programs until their natural habitat is once again safe.
     
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    Luvdisc
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Luvdisc
    Discus suavium

    Overview

    Luvdisc is not a powerful pokémon. They also must breathe underwater once every fifteen minutes, making them impractical for travelers. The pokémon are also notoriously hard for beginners to care for in captivity and rarely bond to their trainer. Despite everything, luvdisc is one of the most popular pokémon in the aquarium trade. This is because of their cultural association with love and happiness. Many hotels in popular honeymoon areas keep large aquariums, pools, or sea pens of luvdisc. Some of the honeymooners that visit will be inspired to take in a luvdisc of their own as a sign of the couple’s eternal love.

    Most of these fish will die quickly in the hands of inexperienced aquarists.

    Physiology

    Luvdisc are classified as pure water-types. They can proficiently employ psychic- and fairy-type attacks, but lack almost all of the associated weaknesses and behavioral traits to justify a secondary typing.

    Luvdisc have a laterally compressed, heart-shape body. They are surprisingly nimble fish capable of making sharp turns while moving through the water at speeds of up to twenty-five miles an hour. Luvdisc’s scales are bright pink and coated in a thin layer of mucus. Because red wavelengths are absorbed quickly by water, luvdisc actually appear to be black to most sea creatures and when seen in deeper reefs in the wild. This can be disappointing for tourists seeing them for the first time.

    Luvdisc usually grow to be two feet tall and one foot long. They can live up to fifteen years in the wild but rarely survive for more than ten in captivity.

    Behavior

    Algae and coral polyps are the main component of a wild luvdisc’s diet. They dart around coral reefs and use their small mouth to pick off clumps of algae they find. Zooplankton and benthic crustaceans are also a good source of food when there is not enough algae to go around. An algae-based diet allows luvdisc to stay close to the coral, ready to dart into crevasses or the space between corsola branches. This is vital as luvdisc have no real defense mechanism other than hiding and mimicry.

    Luvdisc are typically found in pairs, but these pairs are temporary. Contrary to popular belief, mated pairs cannot kiss each other and then use their bodies like wings to fly. Sometimes luvdisc will jump out of the water for reasons unknown. It is suspected that this is either a defense mechanism against aquatic predators or a way to communicate across long distances through the sound of the impact.

    Husbandry

    Luvdisc need warm aquariums with both crevasses to hide in and open spaces where they can attain their max speed. Tank temperature should be between 76 and 82 degrees Fahrenheit. Warm tanks require lots of oxygenation. Bubblers meet this need and provide enrichment. Protein skimmers serve a similar function with less risk of salt creep on the tank. If luvdisc are kept with another species they will need more hiding places than normal, at least two per luvdisc in the tank. Luvdisc will want the options to escape or hide even if their tankmates are entirely docile. Even tanks without other pokémon should have at least some places to hide.

    Because they primarily subsist on algae, luvdisc work best in tanks with a high surface area and lots of live rock. Dried algae food mixes provide nutrition without running the risk of the tank being overrun by algae. The remaining third of luvdisc’s diet can be met by coral polyp mixes or crustaceans such as enriched brine shrimp or mysid shrimp. If the pokémon spits out its food and has to take several more bites, it is too large. Large earthworms make for good enrichment items. They will also sometimes make a game of trying to break open mollusks if they believe the open water to be safe.

    Luvdisc should be kept in groups of at least two and ideally five. The gender composition is irrelevant as luvdisc will happily bond with either sex. Pair bonding allows one to graze while the other keeps an eye on the environment. They are also surprisingly playful fish and enjoy having a companion to explore with or chase around the tank. Mirrors on the tank wall can also help luvdisc feel safer as they are surrounded by more luvdisc.

    Tropical corsola are some of the best tankmates for luvdisc. They can thrive at the temperatures that luvdisc prefer and also tend to accumulate algae. This provides both a home and a food source for luvdisc and mitigates one of corsola’s health problems. Aquarists attempting to breed corsola may want to temporarily remove either species during spawning as luvdisc will eat the polyps. In the open ocean they rarely eat enough for their presence to matter. In enclosed tanks they very much can. Pyukumuku have a very high temperature tolerance, but can cause problems if they die and foul up the tank. Clamperl, despite being docile creatures, are rarely good tankmates. Luvdisc will sometimes try and break them open to consume them, and a clamperl that unexpectedly evolves can decimate the luvdisc population overnight.

    Luvdisc are skittish creatures. It is best to keep them in a secluded, quiet place. In homes with children there should be barriers to prevent them from tapping the glass and disturbing the luvdisc. Research has shown that some forms of quiet background music can help calm the pokémon and drown out other sounds. Specialist forums contain recommended playlists.

    Pokéballs should be used infrequently and primarily for transportation. Stasis balls prevent the luvdisc from panicking upon finding itself alone. Despite assertions from at least one high profile coordinator, love balls do not have a statistically significant impact on luvdisc welfare.

    Illness

    The most common problem in captive luvdisc is stress. Luvdisc are disturbed by loud noises, low temperatures, lack of hiding places, aggressive tankmates, bright lights, total darkness, and loneliness, among other things. A stressed luvdisc will either spend almost all of its time hidden away, leaving its hiding place for less than two hours a day, or it will begin to dart madly around the tank at all hours. The best treatment is to remove the stressor. Be careful to do so in a way that does not cause further stress.

    Evolution

    N/A

    Battle

    Wild luvdisc prefer to flee or hide instead of fighting. They only prey upon zooplankton small enough to fit inside their mouth and mollusks that are unlikely to retaliate. Simply put, luvdisc are not built for combat. The most they can do in a real fight is flit around the battlefield while trying to wear down opponents with whirlpool and toxic. Unfortunately, luvdisc lacks the sheer speed that lets most quickstall pokémon avoid attack after attack. Most water-types that luvdisc would try to trap have stronger hydrokinesis than their would-be trapper. This means that luvdisc can be blown off course by a powerful wave.

    The only battle-adjacent field where luvdisc have found any success is coordination. Even there luvdisc can struggle in the face of loud sounds and unfamiliar spaces. They also lack the raw power expected from even performance-only pokémon in the highest echelons of the contest scene.

    Acquisition

    Luvdisc numbers have declined in recent years due to increased stress on the reefs. Their capture is now prohibited on most reefs throughout Alola. Capture is always allowed on at least two patches of reef somewhere in the Commonwealth, but the exact locations vary over time. Consult the DNR website for more information. They can be purchased from most high-end aquarium stores. Specimens are not generally available for adoption due to the demand in the aquarium trade.

    It is best to obtain luvdisc in pairs or groups. Ideally the luvdisc would already be familiar with each other when captured.

    Luvdisc can be obtained with a Class II license.

    Breeding

    Contrary to popular belief, luvdisc do not pair bond. They are social and prefer to pair up when out and about. The individual they pair with can vary over months or even minutes. They tend to be friendly with all conspecifics in an area, although they do have their preferred friends. Due to the nature of their mating practices, they are not actually more likely to breed with these friends.

    Wild luvdisc participate in mass spawning events four times a year. Females can release over 3,000 eggs into the water. Most will settle onto nearby surfaces. The ones that land in crevasses or other hard to reach places are much more likely to survive the ten days until hatching. Newly hatched luvdisc find the nearest pair of luvdisc and stay close to them. Recent research has shown that the mucus coating of adult luvdisc contains important nutrients and antibodies critical for early development.

    The discovery of the need to have adult luvdisc in the fry tank has greatly improved the captive breeding program. Before 1990, almost all captive luvdisc were taken from the wild. Now most luvdisc in the international aquarium trade are born in captivity. The majority of wild-caught luvdisc are taken to small private aquariums in the area in which they are captured.

    Breeding of luvdisc is still very difficult and best left to professionals with tanks designed for breeding and a great deal of experience with the species.

    Relatives

    The saltwater luvdisc are found on reefs throughout the tropical Indo-Pacific. Escaped captive specimens have become established in portions of the Mediterranean and Caribbean.

    The freshwater luvdisc (D. discus) is native to portions of the Amazon river basin They are smaller than the saltwater luvdisc and far less brightly colored, boasting a mottled brown color scheme rather than a bright pink one. D. discus prefers to live in relatively fast-moving waters with hiding places nearby to sleep in. They can use their body shape to face minimal resistance when moving against currents, letting them escape predators by racing upstream. The water temperatures they live in mean that they do not have to bask often.

    Luvdisc are not closely related to alomomola. It is believed that luvdisc evolved to resemble the larger pokémon so that fewer predators would try to eat them. Alomomola are slimy and their mucous can result in choking when consumed in large quantities. Most specimens that survive past the larval stage will survive to adulthood. Adult luvdisc that resemble a juvenile alomomla will only attract the attention of the sort of larger predators they can outmaneuver on the reef.
     
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    Corsola
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Corsola
    Corallium sp.

    Overview

    Corsola jewelry has always been popular in cultures located near reefs. Worldwide it has long held an association with fertility and the protection of children and women. This belief likely stems from the relatively rapid regeneration of the species.

    In some times and places corsola has been very, very popular. Maurya India and 19th Century Galar are two such examples. These spikes in demand tend to drive local corsola populations extinct and drive up the price worldwide to the point where corsola jewelry becomes a status symbol everywhere.

    Alolan corsla are now facing a new threat: toxapex. The poison-type can crawl over reefs and leave them dead. They can even snag corsola from the water with their tentacles or knock them down to the substrate with their ranged attacks. In light of this threat, the Alolan population has become seriously endangered.

    That’s how the popular story goes. In truth, there is no evidence that toxapex outbreaks do permanent harm to a healthy reef. Their predation of old coral and corsola might enhance the biodiversity of reefs and the long-term prospects for corsola populations. Reefs and corsola have been declining for decades, but the blame rests on anthropogenic causes: climate change and chemical spills that leave them more vulnerable to the usual predation of toxapex.

    Corsola are the rare water-type that can survive out of water for more than an hour. Many trainers mistake this for an ability to live out of seawater most of the time. Corsola still need to rest in saltwater for at least eighteen hours a day. Stasis balls or aquatic habitat balls can be used to delay dehydration long enough to get to the next Pokémon Center. Corsola will not thrive on the trail but they can be used by traveling trainers. They are still best suited for stationary aquarists with a greenhouse pool or a large reef tank.

    Physiology

    Corsola are classified as a dual water- and rock-type.

    The species comes in many colors. The most common color scheme in Alola is a predominately pink body with a white underside. Individuals can also be blue, yellow, maroon, or green.

    Corsola’s body is mostly made up of a hard, porous armor made of calcium carbonate. The rest of the body is either hollow or filled with the soft, flexible tube feet of the actual pokémon. Surprisingly, corsola are relatives of starfish. A particularly hard shell surrounds the pokémon’s core. Each of a corsola’s four to six horns contains a small cluster of nerves. In ideal conditions corsola can regenerate their entire body from the core in less than two days. A broken horn and tentacle can form an entirely new corsola in about three weeks. The durability of their armor and rate of regeneration make corsola difficult to hurt and almost impossible to kill.

    The pokémon has functional eyes and surprisingly high intelligence. Their mouth contains hard tooth-like structures that help them break off chunks of coral and grind it into smaller pieces. They prefer to target dead coral but will eat live hard corals if necessary.

    Corsola primarily ‘eat’ via photosynthesis. They are not themselves capable of converting sunlight, but they attract small organisms called zooxanthellae to live within the protection of their armor. These zooxanthellae, in turn, make food for the corsola. Other symbiotic bacteria make the proteins that let corsola bind the layers of calcium carbonate together.

    A corsola’s body contains various cavities, valves, and simple pumps. These can be used to adjust the pokémon’s weight and allow them to rise or fall in the water column. Weak hydrokinesis can propel them to the surface where they can then fill all of their cavities with air. They are at their fastest on the surface, but this is still only fast enough to resist weak ocean currents.

    Corsola can live for up to ninety years in the wild. Their maximum captive lifespan under modern care techniques is currently unknown. Corsola can grow to be three feet tall from base to the tip of their horns and weigh up to forty pounds.

    Behavior

    There are two types of corsola groups: gardens and rafts.

    Gardens of corsola live on coral reefs. They usually settle into the existing reef and bind themselves to the coral with hooks on their underside. This gives them additional protection from attack and anchors them during violent storms. Corsola help the reef ecosystem by allowing algae-eating fish to nestle inside of their horns. Gardens cluster together on the same reefs but tend not to socialize outside of breeding.

    Rafts form when reefs are threatened or there is an overabundance of corsola. Some corsola will float to the surface and link together, either with the crooks in their horns or with the help of sargassum ropes put in place by fish pokémon hoping to curry favor with the new raft. The corsola will then drift off into the open ocean. As long as there is sunlight in the sky and calcium carbonate in the sea, corsola do not care where they drift. Open oceans also lack many of corsola’s predators. Miniature ecosystems can develop around corsola rafts, from algae that grows on them to creatures that eat the algae to apex predators that eat the algae-eaters.

    Corsola do have predators that are able to break through their armor and eat the organic material inside. Toxapex can use acids and the strength of their tube feet to weaken the pokémon’s shell and rip them open. Bruxish can simply smash the armor with their jaws. Outside of these pokémon, corsola have no natural predators in Alola.

    Certain pollutants can either kill corsola outright, kill their zooxanthellae, or cause their armor to weaken. Climate change is also warming the oceans. This makes coral bleaching heat waves more likely. Carbon storage in the oceans also results in acidification. One of the most direct consequences of acidification is a reduction in the deposition of calcium carbonate, making it difficult for corsola to grow new armor.

    There are many stories of towns built on the backs of corsola rafts. Some of these communities even advertise themselves as places to see humans and pokémon coexist. These accounts have some basis in truth. Most of these towns are simply built on atolls or other reefs that reach above the surface. Settlements can be built on coral islands on atolls. The nearby reef will likely house corsola. The island itself is likely to contain small fragments of long-dead corsola. Others are groups of ships or other buoyant structures connected by planks. The anchors and regular seeding of rock attracts corsola rafts. The corsola, in turn, can be harvested for jewelry. These communities pop up along tropical shores during periods of particularly high coral prices.

    There is a drifting town that floats throughout Melanesia. Rain barrels and extensive gardening provide for water and plants. Fish makes up the bulk of the diet. The town floats on the backs of corsola bodies filled with air and then sealed with resin. The process is only performed on dead corsola. It would be fatal to a living one.

    Husbandry

    Corsola can survive on the trail with either an ultra ball or an aquatic habitat ball (lure, dive). They can occasionally be released for battle, practice, socialization, or other enrichment. Corsola can come to view trainers and teammates as part of their raft. This affection will be expressed by cuddling, especially by trying to hook their horns through necklaces, pockets, fur, or anything else that can be a tether. Corsola cannot be placed in a pool with toxapex, mareanie, or bruxish. Pokémon Center staff are prepared to deal with situations where predators and prey need access to the same pool.

    It is best to keep corsola in one place whenever possible. A central tank or saltwater pool should be provided. If a pool is chosen, it should be in a greenhouse or indoors with artificial lighting designed to mimic sunlight. In either case corsola do best in a tank with an already-established reef with hard corals and liverock. The tank should have a pH around 8.0 and a temperature between 70 and 80 degrees. There should be places for corsola to anchor themselves to the reef without causing too much damage. The tank should regularly be seeded with new shells to ensure that there is enough material to repair damage.

    Corsola’s photosynthesis is greatly impaired if they are coated in algae. They appreciate fish and invertebrates, pokémon or otherwise, that will clean algae off of them. If no tankmate is provided for this, a human diver can do so. The pokémon can be trained to come to the surface for cleaning if necessary. Corsola on a reef are not particularly active or social, but some basic training like this can be used to inspect for health problems or for bonding.

    Corsola can tolerate almost any reef pokémon that will not actively eat them. Smaller fish and pokémon appreciate the ability to take shelter between corsola’s horns. Colorful species can complement their aesthetics.

    Illness

    Corsola are capable of regenerating from almost anything, sometimes even forming more pokémon than there were at the start. Damage to the core will kill the individual, although more can form from the horns if left in a tank with no disturbances and ready access to material for armor. Whether the pokémon grown from horns are the same pokémon on a spiritual or mental level is disputed among scholars, psychics, ethicists, and priests.

    Some chemicals can kill corsola. Powerful bleaches and other industrial chemicals should be kept far away from the aquarium. Some poison-types or particularly strong pokémon can kill corsola outright, even preventing the horns from spawning a new corsola. If corsola absolutely must be used in battle it should be kept far away from anything that can inflict permanent damage.

    In high temperatures or when under great stress corsola will expel their zooxanthellae. This leaves them unable to create new food until conditions normalize. Prolonged heatwaves or sudden shocks on the reef can result in mass die-offs of corsola. In captivity there is usually time to correct the problem before death occurs. Some aquarists have also been able to reverse recent bleaching in corsola with careful addition of sugars and new zooxanthellae.

    Tanks should be heavily filtered to remove chemicals such as copper and algaecides. These can harm either the zooxanthellae or the corsola themselves. Any furniture or food placed in the tank should be sterilized first whenever possible. Corsola are surprisingly vulnerable to bacterial infections.

    Evolution

    N/A

    Battle

    Corsola are reasonably durable and can learn a variety of useful utility moves such as whirlpool, toxic, and stealth rock. They get more out of the move recover than most other pokémon. They are still not bulky enough to be used in high level play. They are decent on stall-focused teams for the first half of the island challenge but will quickly be unable to withstand enemy hits long enough to be useful. Corsola is best left to hobbyists, aquariums, and coordinators. Trainers who insist upon using corsola in battle should know that they are actually quite vulnerable to fire-types as they can incinerate their zooxanthellae.

    Galarian corsola (C. mortuus) has seen quite a bit of use on professional stall teams as it is nearly impossible to take out of a fight, has an even wider utility movepool than standard corsola, and can withstand far greater damage without permanently dying. Its evolution, cursola, is not fast or bulky enough to find a solid niche despite its power. Many trainers and leagues also find the use of incredibly powerful curses to be unsporting. Most corsola are retired or given away upon evolution.

    Acquisition

    Corsola can be found on and around most reefs in Alola. Their capture is currently restricted due to the ongoing decline in their numbers due to climate change, pollution, and a surge in toxapex numbers. Trainers wishing to acquire a corsola can buy one from a number of breeders and most aquarium specialty stores. Capture is legal on at least two reefs at a time. The allowed reefs rotate. Consult the DNR for more information.

    Corsola can be acquired with a Class I license.

    Breeding

    Corsola can reproduce asexually from broken off horns. The tendrils within the horn will extend and allow the pokémon to slowly move across the environment. Small pieces of broken coral will be brought inside to a small stomach near the horn’s central nervous system. Over time a small body will develop. A core will be formed inside. Then more rapid growth will begin.

    Sexual reproduction is occasionally observed in reefs and common among rafts. The corsola will congregate on the surface before releasing gametes en masse. Females can release up to five thousand eggs during a spawning event. The eggs will hatch three days later and then begin building up their own bodies. As with most mass spawning events, mortality is extremely high among both eggs and newly hatched pokémon.

    Spawning is easy to induce in captivity. An abrupt change in water temperature can stun the corsola into releasing gametes. Some chemical compounds can trigger the same result when injected. The gametes of a male and female can then be mixed in a controlled setting. The fertilized polyps should be placed into a tank with slow currents, a great deal of surface area to latch onto, and abundant calcium carbonate.

    Corsola are also usually fine with having their horns broken off. This can be used to obtain material for jewlery or for reproduction. Injured corsola will sometimes try to eat broken horns to regain material. The horn will need to be placed in a new tank with plenty of armor-building material if asexual reproduction is desired. Once fully regenerated it can be reintroduced to the main tank.

    Corsola have been crossbred with pyukumuku and starmie through mixing of gametes obtained by induced spawning. The resulting offspring are not reproductively viable. In the wild the species spawn at different times of the year and never crossbreed.

    Corsola species readily hybridize with each other in both the wild and captivity.

    Relatives

    Corsola can be found in tropical waters worldwide. Some rafts will drift into temperate coastal areas in the summer and then go back to the tropics in the winter. Some scientists maintain that there should be as many as twelve corsola subspecies. The current consensus is that aside from the nominate subspecies there is only one other subspecies.

    The species most likely to form rafts is the wandering corsola, Corallium migrans. They are somewhat common in Alola, especially around Poni Island. Over fifty species of corsola are known in Alola, each with varying body shapes, hardness, and colors. Most have fairly similar care requirements, although specialist literature should be consulted to determine any species-specific factors to be considered.

    The Galarian corsola is a result of human intervention in the natural world. In 1959 the Galar Chemical Company began manufacturing the laundry detergent Miragel. One of the chemicals used in the product’s creation was released into the rivers of Galar and eventually ended up in the oceans. Almost all of the coral reefs around Galar died within seven years, bringing the corsola with them.

    The corsola did not stay dead. Instead, they began to move again even though they were pure white and devoid of zooxanthellae. No living tissue existed inside of them. The new corsola were merely armor shells possessed by phantoms. Galarian corsola mostly stuck to the dead reefs and periodically repaired their armor by breaking off some of the dead coral. Their food source was and is unknown. Sometimes one of these corsola would be too badly injured to repair itself. This would result in evolution into cursola, a phantom given semi-physical form with only a few pieces of coral to attach itself to. Cursola are all but immobile and have no armor to speak of. They are also able to weave some of the strongest hexes of any ghost type. The reefs of Galar are off-limits to human visitors to avoid curses from the coral ghosts. On occasion a bold documentarian or adventurer will venture into the old reefs.

    The lucky ones do not live to tell the tale.
     
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    Toxapex
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Toxapex (Mareanie)
    Duodecim acanthaster

    Overview

    Toxapex has an unfortunate reputation as the bane of reefs. It is true that they eat hard corals. If they appear in very large numbers they can even radically alter a reef. It is also true that they are natural denizens of reefs that play a vital role in maintaining the ecosystem. Without toxapex eating the fastest-growing hard corals, their prey would quickly outcompete the slow-growing corals. Toxapex also make a point of only eating the polyps and leaving the skeleton. This frees up space for new corals to grow. It is only when toxapex suddenly appear in much greater numbers than normal, or when a reef is much weaker than it should be, that there is a problem. Climate change, water pollution, and the removal of natural predators have all contributed to a toxapex population spike and a declining reef.

    Captive toxapex are known more for their durability than their ability to menace reefs. Armor plating, potent venom, long spikes, and rapid regeneration make toxapex extremely difficult to take down. They have found a niche as one of the premier walls in the international metagame. Toxapex are also the rare pokémon that is both very powerful and easy to obtain. Multiple countries have declared open season on toxapex and even advertised themselves as a place where competitive trainers and world-renowned breeders can come to capture as many of the poison-types as they want.

    Mareanie and toxapex are also water-types that can survive on land for several hours at a time. Traveling trainers still might want to opt for a friendlier and safer water-type. Mareanie are venomous, antisocial, and have a strange (and heavy) diet. Toxapex are somewhat friendlier and easier to train but are much more venomous. Trainers who want a bulky water-type are encouraged to look into slowbro, swampert, blastoise, gastrodon, mantine, or vaporeon instead.

    Physiology

    Both stages are classified as dual water- and poison-types.

    Toxapex and mareanie come in a variety of colors. While light blue is the most common they can also be blood red, brown, purple, dark blue, black, or pink.

    Mareanie are composed of ten legs, a discus, and a small head and body. The legs are just long enough that the head can take shelter under them and the discuss, separating it from water currents and potential annoyances. Long, sharp spines also cover the legs and discus. Beneath the spines are armored plates. The underside of the legs contains tube feet. Mareanie can grab coral and then rip it out with the powerful hydraulic pumps inside their legs. Every leg has an eye at the end, allowing mareanie to see everything around them.

    The head is proportionally small and hangs from the discus. There are two more eyes on the head. A short ‘body’ hangs from the head. This body contains the stomach while it is inside the pokémon. Mareanie and toxapex feed by vomiting up their own stomach onto the coral they want to digest. The acids in the stomach break down their meal and cause the absorbed nutrients to stick to the lining. The stomach is then swallowed back up, bringing the food with it.

    Mareanie rely on powerful venom for defense. All of their spines connect to a venom sac. Venom can be injected on contact. Toxapex venom mainly works by breaking down red and white blood cells. This induces anemia, shuts down the immune system, and eventually results in death. It also contains a neurotoxin that is tailored to inflict excruciating pain. The combined effects result in a slow, painful death for the target.

    Toxapex’s head is about the same size as mareanie’s. The rest of the ‘body’ atrophies to nearly nothing as the stomach is now stored in the discus. The head is proportionally much smaller because the rest of the pokémon grows during evolution while the head does not. Two more legs grow in. All of the legs are now long and wide enough that they can be interlocked into a layer of armor that entirely hides the head. Toxapex also link their individual venom sacs so that all of their venom can potentially be injected through a small number of spines. A full injection can cause permanent injury or death to a wailord or gyarados.

    Toxapex can reach diameters of five feet and weights of thirty-five pounds. They can live for twelve years in the wild and captivity.

    Behavior

    Mareanie comb the reef during the day. Their legs provide partial shelter while the head and stomach feast upon hard coral. In times of abundance they will descend to the reef’s floor when they are nearly full. While there they will search for corsola horns, their favorite food.

    Toxapex can be a bit more active when hunting corsola. Sometimes they will rip one out of its place on the reef and eat the main body. Particularly audacious toxapex may even try to snag one out of the water column with their legs. The corsola’s horns are always left intact. Two are dumped into the crevasses, the remainder are left to fall to the ocean floor. Those that end up in tight crevasses will steadily regenerate into an entirely new corsola. The horns that fall are gifts to mareanie.

    Both stages sleep at night. Mareanie will find tight or visually obscured places to hide and then draw their legs up around their head. Toxapex simply form a dome with their legs wherever they are standing when darkness falls. The dome is not or protection from predators: even venom-resistant bruxish will hesitate to attack a sleeping toxapex for fear of being stung. It is to protect the head from unnecessary disturbance by water currents. Even in strong storms toxapex can dig their legs into the coral, form their dome, and stay entirely unbothered near the surface. Even lightning strikes are seldom enough to kill a healthy toxapex.

    Very young mareanie are preyed upon by baseline animals such as pufferfish and conches. Older mareanie only fear bruxish and human divers out to kill them. Toxapex are seldom bothered by anything at all.

    Humans have targeted mareanie for many reasons over the years. The first inhabitants of the Pacific realized that primarina carrying spears in their mouth could impale the pokémon and bring them to the surface. The mareanie would be placed in a barbed pen often lined with the spines of dead mareanie. Eventually the pokémon would dry out and die. The needles were then carefully extracted and thoroughly cleansed. These were then used for giving tattoos and in some forms of medicine. There are still tattoo artists in Alola and New Zealand who use mareanie needles.

    Modern mareanie culls rely on pokéballs. The captured pokémon are often sold to competitive trainers or private aquarists looking to raise a toxapex. The remainder are killed via dehydration and then incinerated.

    Husbandry

    Mareanie and toxapex should have tanks to themselves. Even mixing them with conspecifics is risky. Some aquarists have tried to put them in deep tanks with pokémon that swim near the surface but it simply is not worth the risk of injury to the poison-type’s tankmates. An adult toxapex will require approximately 3,000 gallons of water to be comfortable. They appreciate some rock or metal structures to climb on. Any coral left in the tank will be eaten. Some very large public aquariums have kept a single mareanie in their reef tanks. The reef regenerates fast enough for the mareanie to feed without destroying the reef. The major problem with the concept was that every pokémon that might cross paths with the mareanie needs to have grown up around them, either in the wild or in captivity. Otherwise, they might attack the pokémon and be killed, potentially taking down the mareanie with them. The last attempt at a multispecies tank with a living reef and a mareanie was abandoned in 2006.

    Toxapex and mareanie prefer to be fed with slabs of hard coral. They will eat the polyps on the outside and leave the central skeleton untouched. The skeleton can then be used for decoration. The amount of coral area required is dependent upon the pokémon’s size. An eighteen-inch diameter mareanie will need about nine square inches a day. A fully grown toxapex will need about two hundred square inches of hard coral a day. This figure increases if the pokémon battles—and must regenerate limbs and venom—frequently. Corsola horns are comparatively dense in energy. A mareanie can eat a single horn and be content for days. A toxapex will need at least two every three days if this is to be the core of their diet. Toxapex are much more willing to eat corsola horns if the trainer puts two into a bag or other enclosed space while they feed the toxapex. This convinces them that the non-existent mareanie are being fed.

    A coral-based diet is both heavy and expensive. Traveling trainers with a mudsdale and a thick wallet can make it work, but the pokémon is still best suited for professional aquarists and battlers with a semi-permanent home base. Toxapex travel surprisingly well in stasis or habitat balls. The minor side effects that can accompany days-long stays in a stasis ball can be healed in minutes or even seconds.

    Toxapex and mareanie are perfectly happy to lead solitary lives with minimal interactions with their owner. Those wishing to properly train the pokémon for battle may want to take a more active role in the pokémon’s care. This can include playing games with them via strings with coral at the end. Surprisingly, toxapex will (slowly) chase laser pointers designed for use in the water. Behaviors can be rewarded by classical conditioning to gradually teach the pokémon how to fight. Over time toxapex will come to associate their trainer with food and entertainment. A sort of bond will be formed. Even the best trained of toxapex will (thankfully) never want to be touched. They will still try to keep an eye on their trainer, even following them out of the water to do so.

    Illness

    Almost nothing can kill a toxapex. Not even cancer. Their resistance to the disease has led to a good deal of medical research into their genome and regeneration. Bisecting the pokémon can result in two separate specimens regenerating in the original’s place.

    Sodium bisulfate injections can kill a mareanie or even a toxapex, but this comes with a catch: getting close enough to the pokémon to inject them with poison gives them a chance to strike back with their own venom-filled needles. Mechanical arms can be used to achieve the same effect, but toxapex are deceptively good at shifting their body and armored plates around to avoid strange metallic objects.

    The best way to kill toxapex and mareanie is by prolonged dehydration. Mareanie will die within three hours on dry land. Toxapex can survive for up to twelve. The next best alternative is to find a powerful psychic-type and assail their nervous system until even the pokémon’s regenerative capabilities falter.

    Trainers should take some care to keep their pokémon out of prolonged fights with powerful psychics. Toxapex tend to play dead when they’re done fighting. Experienced referees will call a knockout at this point.

    Evolution

    Mareanie experience a rapid growth spurt around their third birthday. The discus will expand and open up a gap that will be filled by two new legs. A cavity opens in the discus and the stomach is sucked up into it. The ‘body’ will fall off the head shortly after. This process of growth, extra leg development, and stomach replacement occurs over the course of three days. The mareanie will eat far more than usual in the leadup to evolution and nothing at all during it. Over the next month the poison sacs will become interconnected.

    Captive mareanie that evolve primarily or exclusively upon corsola horns mature faster than wild specimens. Evolution can occur around eighteen months of age with no long-term consequences.

    Battling

    Toxapex do not seem to mind battling. It is even seen as something of a novel or absurd circumstance. Something tries to break the toxapex and it gets to show that it cannot be broken. Eventually they will get fed up with battling and play dead, especially if they are concerned that regeneration from the fight will take more than half a day. It can take literal hours of abuse against some teams before forfeiting. Stall-based teams often cannot deal damage faster than toxapex can heal itself. On top of that toxapex are highly resistant to most toxins and pack a debilitating venom of their own. Every serious stall or quickstall team needs something capable of breaking toxapex.

    Bulky offense also struggles with toxapex. Haze, scald, and venomous spines can make it hard for set-up sweepers to get past toxapex. Only brutes that have immense strength off the bat can really get through toxapex’s armor. This can still be played around. After exhausting the switch timer toxapex can be withdrawn into a ball that does not induce physical stasis. This will let them steadily heal themselves before being sent back into the fight later on.

    Psychic-types are the most reliable way to break toxapex as they target the pokémon’s relatively simple brain rather than its armor. Alakazam is fast enough to avoid most attacks, can levitate above spines on the field, and deal enough mental damage to knock out some toxapex before the switch timer. Of course, alakazam is not available to non-psychics. These trainers often settle for espeon, gardevoir, or a rarer psychic-type.

    Spectral and mineral pokémon are toxapex’s next best counters. Most of these pokémon are highly resistant to organic poisons. Toxapex is also not a strong enough hydrokinetic to seriously threaten bulky rock-types. They may still struggle to out-damage toxapex’s ability to heal itself via recover and time in a ball. Some pokémon are strong or stealthy enough to slip past toxapex’s armored legs and threaten the head. Toxapex can regrow their head if need be. The threat of serious injury to their central nervous system can still drive them to play dead.

    Magnezone, hodad, and vikavolt can also threaten toxapex by sailing high above them, out of range of most of toxapex’s attacks. They can then bombard their opponent with lightning bolt after lightning bolt until the pokémon eventually gives up.

    Toxapex’s venom is not as much of an ethical concern as tentacruel’s. Toxapex venom is very, very painful. However, it is seldom outright fatal if given professional treatment within a few hours. The venom is designed to cause pain and gradually break down blood cells, not to immediately destroy important organs. It is a deterrent rather than an offensive weapon. Wild toxapex want would-be predators to live long enough to show others why attacking them is a bad idea.

    Mareanie are not quite as durable or venomous as toxapex. The general strategy is the same. Stay in place or slowly crawl across the battlefield. Scatter venomous spines around them. Use haze to deter set-up sweepers. Use recover as needed. Try to deal chip damage in the meantime. Losing matchups should be pivoted out of as toxapex and mareanie lack the tools to deal with their counters and are better served stonewalling something else.

    Acquisition

    Mareanie can be captured or purchased with a Class IV license. Toxapex capture is currently handled exclusively by the DNR to avoid amateurs getting hurt or killed while trying to catch them. They can be adopted purchased with a Class IV license. Mareanie are seldom available for adoption as shelters will rarely take them. They can be easily purchased from divers who make a living scouring the reefs for mareanie to capture. Toxapex can sometimes be adopted from the DNR after culls.

    Capture of mareanie is legal with no limits on the reefs of Alola. They are most easily found during the day as they graze coral surfaces in broad daylight. Mareanie can be difficult to wear down before capture. Trainers should go into mareanie capture sessions with an idea on how to fight them successfully without electrocuting everything in the surrounding water. Psychic-types are the best way to do this.

    Breeding

    Toxapex can breed asexually by regeneration. When a full leg is broken off it can regenerate into an entire pokémon genetically identical to the original. Some well-intentioned divers have tried to kill mareanie by cutting them apart, accidentally creating ten times more mareanie than there were in the beginning. Professional trainers will often end up with severed arms during fights. The toxapex do not seem to mind losing limbs much at all, especially if they know their trainer will put it into a tank, feed it, and let it regenerate.

    Toxapex are also capable of sexual reproduction. The act itself is a delicate one as both individuals try to avoid impalement on the other’s spines. Once intercourse is completed the female will move on to find a crevasse in the reef to lay her eggs in. Toxapex lay ninety eggs at a time and can reproduce once a month. They do not live in mated pairs and do not look after their children beyond ensuring that some corsola horns reach the seafloor for them to find.

    Breeding toxapex sexually without artificial insemination can be difficult. Their sex can only be determined by x-ray. Toxapex introduced to a same-sex conspecific will either ignore or attack it. Opposite-sex pairs may attempt to mate if there is a suitable place for egg-laying in the tank. One female living in a room with multiple tanks was observed exploiting a faulty latch to climb out of hers and into another one to lay her eggs. There was another female toxapex living in that tank that allowed the intruder to enter, lay her eggs, and then leave. Some breeders have speculated that reproductive rates may be higher if lids are temporarily removed during mating so the female can pick which tank to lay her eggs in.

    As with most echinoderms, artificial insemination is relatively easy. A combination of heat shock from being released into a tank between 85 and 90 degrees Fahrenheit and an injection of a chemical agent can induce spawning in a male. These gametes can then be collected and released into the same tank as a female. If the tank is small and has good circulation odds are good that the female will be fertilized.

    Mareanie developing inside the egg have five-fold symmetry. As they develop they grow an additional five legs and then a pair of eyes and a mouth. They have bilateral symmetry by the time they hatch.

    Relatives

    Toxapex appear in reefs across the tropical and sub-tropical Pacific. How they get from reef to reef is a mystery as they are not broadcast spawners. There is some speculation that corsola rafts may allow toxapex to deposit eggs onto them. This is based entirely on evidence from traditional songs on the island of Tonga.

    Taxonomists are torn between classifying all toxapex as part of a single undivided species or dividing them into one for every area they appear in. The consensus for now is to lump all toxapex together into D. acanthaster.
     
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    Blastoise
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Commissioned by crashmoth.


    Blastoise (Squirtle, Wartortle)
    Vulcanaquae japonicus

    Overview

    Blastoise are one of the most popular water starters in Eastern Asia, particularly in Japan, Korea, Taiwan, and southeast China. This is because the final stage is powerful but docile and the younger stages are energetic and relatively easy to care for. They are also readily available as wartortle are often farmed for their meat and tails.

    Even outside of Asia, blastoise are a popular alternative starter. Between the temperate and tropical species, blastoise can thrive in most parts of the world. Feral clans have established themselves on six continents. Alola’s population is the domesticated, temperate, or Japanese species, V. japonicus. These blastoise prefer cooler breeding grounds and can live in saline environments. This makes the area of Route 3 around Seaward Cave their preferred habitat in Alola. A smaller clan lives around Route 15 with non-breeding populations found around Malie City and Brooklet Hill.

    Blastoise are popular for a reason. Trainers interested in raising reptiles can find squirtle to be an excellent starter.

    Physiology

    All stages of the line are currently classified as pure water-types. The ruling is not disputed.

    Squirtle are turtles with cerulean skin and a domed circular shell. They are notable for their long prehensile tail and relatively large head. Both can still be fully withdrawn into the shell, which is unusual for big-headed turtles like Matatrap. Squirtle have large red, purple, or blue eyes that allow them to see in minimal lighting. Portions of the shell are hollow to allow for the head to be fully withdrawn and to help the pokémon float. Unusually for a turtle, squirtle have small external ears.

    Wartortle’s tail and ears are far more prominent than those of squirtle. The tail is coated in blue bristly hairs that can trap air during dives. Wartortle can breathe through their cloaca, allowing them to inhale this air and breathe for up to thirty minutes while staying submerged. They can hold their breath for an additional ten minutes before they must surface to breathe. The tail can also be used to help propel the pokémon forward at high speeds while swimming. Wartortle are one of the fastest turtles and can reach swimming speeds eight miles per hour for up to two minutes. The ears can also serve as rudders when swimming.

    Blastoise are substantially larger and stockier than wartortle and squirtle. Their shell is less deep. Instead the shell contains a series of chambers and valves for water and air. Blastoise can compress the air by constricting the chamber it is within. The air can then be released into a chamber of water to shoot it out through a set of two bone tunnels. This creates a powerful, pressurized blast of water that can pierce steel at short ranges and pulverize concrete at range. Blastoise are also accurate at ranges of up to two hundred feet. The ears and tail are smaller as blastoise have less need to move quickly or nimbly than their preevolutions.

    Blastoise can reach lengths of six feet and weigh up to twenty-six hundred pounds. Blastoise can live up to forty years post-evolution in the wild or eighty years post-evolution in captivity. Wartortle have a lifespan measured in centuries, often predating reliable records. Japanese breeders allege they can live for up to one thousand years, but this is widely believed to be mere legend. Most scholars estimate a lifespan of four to six centuries.

    Behavior

    Squirtle live in clans of ten to fifty members. Their preferred habitats are cool bodies of water with small to medium-sized islands and abundant bird and insect life. These are often estuaries and they have built up a tolerance for brackish and saline water as a result.

    Squirtle are energetic pokémon capable of using their sturdy hind legs, prehensile tail, and strong claws and beak to climb. They are prone to exploring every aspect of their environment. This behavior persists even when full.

    Squirtle are more adept at creating bubbles than jets of water. When hunting one squirtle will rush into a thicket of vegetation to flush out the insects. Others will create bubbles to trap them and kill them when they try to escape. Squirtle can also use small jets of water to shoot down mid-size bugs flying over water, including small insect pokémon such as yanma and ledyba. When threatened Squirtle can withdraw into their shell and spit out blasts of water until the threat leaves or help arrives. During the day and the darkest hours of the night they prefer to sleep on islands, safe from purely aquatic and terrestrial predators. They will then resume activity around dusk and dawn.

    Wartortle are more aquatic than squirtle and can spend up to 80% of their waking hours in the water, even sleeping in it when there is grass to anchor their tail to. Wartortle use their swimming speed to chase down slower fish and kill them with repeated slashes or a single bite to the throat. They then take their kill to the surface to eat it. Wartortle can also function as ambush predators, hiding in foliage and using their tail and hind legs to leap out at anything that gets too close. In either case, wartortle prefer to hunt alone.

    Blastoise prefer to hunt with their cannons, using a single shot to break a bird’s wing and send them careening into the water. The blastoise will wait for the prey to drown and then bring them onto land to eat. Anything leftover after two days goes to the wartortle and squirtle of the clan. Blastoise can hunt prey as large as pidgeot and even noivern. On occasion they will hunt down mollusc pokémon, hauling them onto land before keeping a long watch. Shellder and clamperl can be killed with cannon shots through their shells. Cloyster must be hauled onto land by multiple blastoise and left to dehydrate or open up, at which point it can be killed.

    Very few things will dare attack a blastoise given their thick shells and overwhelming power. Larger water-types such as sharpedo and feraligatr may still try to steal their kills underwater. Sharpedo and feraligatr can also use their powerful bites and piercing teeth to kill any squirtle or wartortle they manage to catch. These stages are usually careful to avoid deep, oceanic waters to avoid sharpedo. Unfortunately, feraligatr share their favored habitats and can end any squirtle that stumbles too close. Swampert can also threaten squirtle in their native range and areas where both have been introduced. Most predators without a massively powerful bite will eventually give up on attacking a squirtle before a blastoise arrives and kills them.

    Husbandry

    The blastoise line are carnivorous reptiles with fairly standard care requirements. Squirtle prefer an insect-based diet and will happily eat commercial insect mixes. Wartortle prefer fish, shellfish, and other kinds of seafood. Blastoise prefer a poultry- and shellfish-based diet. However, any stage will eat almost any kind of meat. There is even some evidence that diets varying from their natural food sources don’t impact overall health or development. Meat should still make up the vast majority of their diet, with grasses and fruit comprising five to fifteen percent. Food should be provided daily to squirtle and wartortle and two to three times a week to blastoise. Squirtle and wartortle will need to eat about five to ten percent of their body weight a day. Blastoise will eat up to fifteen percent of their body weight per meal, but should be limited to at most five hundred pounds of food per weak. Fully grown blastoise that do not regularly battle can get by on one to two hundred pounds of food per week.

    All three stages should regularly have access to drinking water. Blastoise are particularly thirsty after prolonged battles and can drink up to one quarter of their body weight at once. This is needed to replace the water lost from cannon fire.

    Blastoise are temperate reptiles. In their home environments they need to bask and brumate to survive the cold. Most of Alola is warm enough that they can get by with minimal basking. Some blastoise will still become inactive in the winter or even seek to dig in place for several weeks. Pokémon Centers will usually be understanding of brumation and will allow trainers to stay near their pokémon until they emerge.

    Each stage has their own behavioral concerns. Squirtle and energetic pokémon that enjoy climbing and exploring, particularly in the late evening and early morning. Toys and inclined climbing structures can distract them. They should still be allowed to explore several times a week while supervised by their trainer or a teammate. Toys should be durable enough to withstand bites. Squirtle are also far more social than the other stages and will expect their trainer to spend time each day playing with them.

    Wartortle are far more aquatic than squirtle and blastoise. They grow distressed if they cannot swim for more than two or three days. Thankfully, Alolan trainers are rarely far from large bodies of water. Many Pokémon Centers do not allow wartortle in their general pools. They are even banned from many carnivore or isolation pools because of their ability to leave the water and climb into nearby pools. Wartortle prefer to play with toys underwater. Long ropes they can latch onto are some of their favorite toys. They also enjoy being fed via long tongs, allowing them to lash out and ‘catch’ their food. Wartortle have been known to wrestle with floating balls, bringing themselves in and out of the water as it spins.

    Blastoise are relatively inactive pokémon. They enjoy being around their trainer but do not require a great deal of play or socialization. The occasional cleaning or training session will do. Blastoise can also be quite protective of their trainer and can become standoffish with anyone who gets too close while their trainer is near. Blastoise are still predators that weigh a literal ton. They may not be dragons or large crocodilians, but they have many of the same drawbacks. Stationary trainers will need land and food to house their blastoise and they can become aggressive in unfamiliar situations.

    In the wild all three stages, but particularly wartortle and blastoise, are prone to growing algae on their shells. This does not harm the pokémon. In fact, it helps them blend in. Wild-caught wartortle will become upset if the algae is removed. Captive-born specimens will generally tolerate cleanings and can even enjoy the touch and feelings of pressure on their shell. There is no medical reason to clean the pokémon, but many trainers dislike seeing their pokémon being dirty.

    Wartortle and blastoise are long-lived pokémon. Wartortle that are not evolved are almost certain to outlive their trainer. Blastoise still might. It is important to have at least one other human willing and able to assume caregiving duties that the pokémon is already familiar with. The death of a trainer can be a stressful event, and the pokémon may not tolerate strangers during this time. This can make blastoise particularly difficult to rehome.

    Squirtle are generally tolerant of all pokémon but large predators and very small insects. Even totodile or mudkip can be bonded with if they are introduced while young. This is the best time to handle any potentially fraught introductions as squirtle are social and outgoing.

    Blastoise will almost never kill a pokémon they have known for over six weeks. If they must be kept on the same team as a bird, it is best to handle the introduction before they evolve. This will keep both parties calm around the other. Introductions can still happen after evolution, but they should be closely monitored and only occur after the blastoise has just eaten a large meal. Blastoise do not have an aversion to other large predators and do not claim literal and metaphorical territory in the same way dragons do. This leaves them outside of many predator social dynamics, for better and for worse. It can sometimes cause problems when they intrude on things a large dragon considers to be theirs. On the upside, blastoise will not test hierarchies or threaten to disrupt existing social dynamics. This makes them easier to introduce to an existing team of predators than other large reptiles, but their interactions with the dominant predator should still be closely monitored. This is especially true during and around brumation and mating season.

    Illness

    Blastoise are hardy creatures with natural lifespans sometimes measured in centuries. As a result they are incredibly hardy. There have been no documented cases of cancer in the line and other illnesses are rare. They can even regrow most body parts over the course of a year.

    The main health problems to be aware of are those that aren’t serious concerns for blastoise but could be for their trainer and teammates. Salmonella is the main problem, a fairly harmless disease in blastoise that can be fatal for young children as well as the elderly and immunocompromised. The best way to avoid infections is to keep the pokémon’s environment clean and to wash any body part that came into contact with the line, their bedding, or other items they frequently interact with. People at risk should avoid direct contact with blastoise.

    Shell injuries, while rare, are a major concern for blastoise. Squirtle and wartortle can heal damage to their shell in time. So can blastoise. However, the complexity of their shell means that serious damage to it can heal incorrectly, potentially to disastrous ends. Some veterinarians have proposed surgeries to install vents from the pressurized air chambers in injured blastoise to avoid the worst consequences. This does leave them unable to use their cannons, however, and may not be safely reversible.

    Evolution

    Squirtle evolve into wartortle after about one year. The formal demarcation line is the growth of hair on the ears and tail.

    The exact trigger for wartortle evolution is still debated. The leading theory at present is that wartortle evolve if the aquatic environment they inhabit becomes volatile. This can mean a decline in fish and shellfish, sudden changes in salinity, depth, or temperature, or the appearance of large aquatic predators in a previously safe environment. Whatever the trigger is, wartortle begin to steadily grow into blastoise over the course of six months. The formal demarcation is the emergence of the cannons. Almost all battling wartortle begin the process within six months after their tail and ear fur fully develops.

    Blastoise have known mega evolution and gigantamax forms. Mega blastoise’s shell anatomy shifts so that one large cannon protrudes above the head and the previously existing cannons are rerouted to exit near the wrists. Serious damage while mega evolved is the leading cause of fatal shell injuries. It is still authorized on most circuits as it is safer for the pokémon than most other mega evolutions.

    Gigantamax blastoise gains many, many more cannons and trades overwhelming power for accuracy. A direct hit can seriously injure almost any pokémon, but the blastoise cannot aim. This makes it possible for particularly daring opponents to try and scout out a safe place to stand and use the blastoise’s lack of precision or mobility to stall out the transformation. Generally, however, it is far safer to just dynamax alongside the blastoise in order to survive any blasts that do hit.

    Battle

    Blastoise are top-tier pokémon that can go toe-to-toe with some of the strongest species. To start with, blastoise’s she’ll is durable enough to take everything short of a tyrantrum bite. Even their head and limbs are covered in thick scales. In a true bind they can fully retreat into their shell and spit out attacks, although these lack the force of cannon fire.

    Speaking of their cannons, blastoise can take down most walls at range. The physical power behind the water also means they can punch through purely elemental walls such as clefable and blissey. Only a select few pokémon such as muk and castform can tank a blastoise shot unscathed. Even pokémon that can power through the injury can be worn down by repeated shots or coverage options like aura sphere, dark pulse, and ice beam.

    Blastoise still have a few drawbacks. To start with, their cannon shots are limited. Blastoise have six shots. Even training cannot increase this number as their pressurized air chambers are biological and take up to an hour to fully reload. Mega blastoise have ten shots and a somewhat faster recharge time, but even they can easily run out. This is a problem as blastoise are built for wearing their opponents down over time. Instead, they must play aggressively and pursue quick knockouts. Clever opponents can stall out the shots with strategic sacrifices, double team, substitute, teleport, and protect. Blastoise are not helpless once their shots are exhausted, but they are far less powerful.

    Blastoise’s shots are also powerful enough that the recoil can be a problem. If the pokémon is unexpectedly thrown off balance during a shot they can fall on their back. It takes blastoise a few seconds to get back up from that position. In the water blastoise’s shots inevitably propel them backwards, which means they cannot fire two accurate shots in a row. After the first one they will need a moment to get their bearings and fire again. Mega blastoise’s most powerful cannon shots require the pokémon to brace themselves in place by digging into the ground or freezing themselves in place with ice beams from the side cannons.

    Blastoise can learn shell smash, but the risk of permanent shell damage means that almost no one will risk using it in battle.

    On the island challenge blastoise can finish most totems in one or two shots. However, they can be thrown off balance, intercepted, or overwhelmed by the supporting pokémon. It is a good idea to have the rest of the team take care of them before allowing blastoise to go one on one with the totem. Blastoise currently has an excellent matchup against Hapu, the kahuna most trainers fight fourth, although her gastrodon and flygon have both defeated blastoise in the past.

    Wartortle and squirtle are still durable but lack the overwhelming power of blastoise. They are best used defensively, waiting for the opponents to give them an opening to punish. It is safer for them to use shell smash as injuries cannot result in an unwanted explosion of compressed air.

    Acquisition

    Squirtle can be found in Route 3, Route 15, Malie Gardens, and Brooklet Hill. Capture of squirtle is allowed with a Class I license. Blastoise and wartortle capture is temporarily suspended to see what impact they have on the ecosystem.

    Squirtle can be obtained from a variety of breeders on three of the four islands. They are a popular alternative starter and any specialty store for reptiles or water-types is likely to either stock them or have a breeder contact if a customer requests one. They can be adopted or purchased with a Class I license.

    Wartortle and blastoise are more difficult to rehome. Wartortle can be purchased or adopted with a Class III license. They will require patience and a good deal of space as they acclimate to their new home and trainer. Blastoise rehoming is handled on a case-by-case basis. They can be purchased with a Class IV license, but this requirement is often waived during adoptions of individuals whose trainer has passed on.

    Breeding

    Blastoise and wartortle mate shortly after leaving brumation. In Alola the mating season is late February to early April. Prospective partners first engage in a wrestling match. If the male is able to overpower the female he mates with her. These pairings are actually consensual: a female can and will decline a challenge from a male she does not want to mate with and will often simply allow herself to lose once the male has proved his power. Females may mate with multiple males over the course of the breeding season, resulting in a clutch with multiple fathers. Towards the end of the breeding season she will dig a hole on an island, lay a clutch of two dozen eggs, and bury them. The squirtle will be born about one hundred days later.

    Newborn squirtle have a soft shell that hardens over the next three weeks. Mortality is extremely high during this period. Most years none of the clutch will survive. Populations only grow or remain stable due to the longevity of the adults and the number of chances they have to reproduce.

    The mother will defend her nest if she happens to see it distributed right in front of her but will otherwise pay it no heed. This approach extends to squirtle as well. Blastoise will defend any attacks on them they personally witness and will come if they hear a cry for help. They do not hover over squirtle or even try particularly hard to avenge their deaths. In captivity they can be taken from their parents as soon as they hatch without any complications.

    Head start conservation programs for squirtle have had a great deal of success. A clutch taken into captivity and allowed to grow into wartortle can result in nearly 100% survival, at which point they can be reintroduced.

    Blastoise will crossbreed with most turtles and tortoises. They may even choose to crossbreed with conspecifics available. Drednaw is the most common cross as the offspring usually have functional cannons. Any other cross is unlikely to have them, and improperly developed cannons can lead to fatal complications.

    Because females are not monogamous, mixed sex clans can be kept together year round and even during the breeding season without issue. This makes them relatively easy to breed in captivity.

    Relatives

    The original, wild blastoise species, V. megacephalus, was found over a range spanning from Sumatra to southeastern China and west to Bangladesh. The adult’s head is larger and cannot fully be withdrawn. Squirtle and wartortle flesh is considered a delicacy in the region and wartortle tails are an important ingredient in folk medicine. As a result their wild numbers have been decimated by poaching and only a few remnant populations remain in Southeast Asia. However, there are still several farms of dubious legality that raise them.

    Squirtle were originally domesticated for their meat. The shogun of Japan sought to bypass Chinese merchants and had his spies capture a few dozen squirtle and smuggle them into Japan. Over the period of isolation this population drifted apart from the wild species, forming a temperate species with larger cannons, greater salinity tolerance, and even fewer parental instincts. Blastoise could pierce through the armor of samurai and were often available to peasant farmers and commoners due to their popularity as livestock. This made the government wary. At various times the intentional evolution of blastoise was a crime. Only trainers of noble birth were allowed to use one as a starter. This was discontinued in the Meiji Era so that more of the population could be armed with a powerful pokémon. The temperate blastoise has since become invasive in several parts of the world due to their popularity as a starter and long lifespan. Many families release blastoise or wartortle into the local waterways after the original trainer dies, quickly creating an invasive species.
     
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    Cloyster
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Cloyster (Shellder)
    Armis inalgesco

    Overview

    Every species needs some way to defend against predation. Some pokémon are simply too large or formidable in battle for any native predator to challenge them. Venom or foul taste can deter all but a select few hunters. Other pokémon can run away or avoid being seen at all. One approach works on a population level rather than an individual one: have so many babies that it is unlikely they all get eaten. The last is a very common approach for surviving the larval stage in the ocean.

    Cloyster have a different strategy: be so hard to damage that nothing bothers. This has its risks as any motile species that can break their armor see them as a free meal. Shellder have their share of predators. Cloyster, on the other hand, have perfected the art of invulnerability. Almost nothing can outright break the armor of a cloyster. All but the strongest of gyarados will eventually admit defeat. The only ways to truly defeat them are to bypass the armor entirely with mental or sonic attacks, electric currents, or poisons. Occasionally a desperate bruxish or a group of blatoise will take a crack at a cloyster, but for the most part they succeed in having no predators while almost never moving at all.

    Although they prefer to stay tethered to seawalls or submerged rocks, cloyster have still ended up thousands of miles away from their home in the arctic and sub-arctic. This is due to humans. Ships carrying ballast from northern Europe, Japan, and Galar fill up with ballast water from the region. They then dump it upon arrival in Alola. One of these ships brought cloyster to Kala’e Bay. One legend has it that Captain Cook’s ship was the one to drop them there, but this seems unlikely. The location is correct, but Cook had dumped and filled the ship’s ballast tank several times when he reached Alola. Whoever brought them here, cloyster have thrived for two centuries in the cool waters of Alola where underground or mountain streams meet the sea.

    Cloyster are not well-suited for the island challenge. Neither stage will eat outside the water. They tend to clamp up on land to preserve the water inside of their shell. This makes them reluctant battlers and poor companions. Trainers who want a very durable water-type are encouraged to catch a mudkip or shellos instead.

    Physiology

    Shellder are classified as a pure water-type. Cloyster gain a secondary ice-typing. While shellder do prefer cold waters, they have no greater affinity for ice attacks than the average water-type. Cloyster, on the other hand, prefer to attack with spears of ice. This is the justification for the secondary typing.

    Shellder have a two-segmented shell joined by a hinge. Internal muscles let them forcefully close the shell and keep it closed. The muscles that open the shell are much less well developed. Some crafty predators tie seaweed around them so they cannot open up and feed. The shell is almost as durable as steel. Shell fragments were integrated into suits of armor in some early civilizations. Traded shells have been found as far south as Mali and India.

    One of shellder’s most distinctive features is their large “tongue.” This is not actually a tongue. It is a foot used for digging and movement. The foot grows slightly faster than the shell. In very old shellder that have not evolved the tongue will begin to stick out even when the shell is closed. Shellder ingest food through their siphon, a tube that is ordinarily stored inside their shell. The foot is not used for eating.

    Both shellder and cloyster have two well developed eyes with lenses. They primarily sense the world through sight. A less obvious organ is the byssal gland. Cloyster and shellder can excrete thin white fibers that are used to attach them to other objects. Byssal fibers are extremely sturdy: attempting to tear away a shellder with brute force is almost certain to fail. The byssal fibers are easily cut and doing so does not hurt the pokémon.

    Cloyster’s shell is often referred to by non-scientists as ‘harder than diamond.’ This fundamentally fails to identify the strengths of a cloyster’s shell. Diamond shatters easily but is nearly impossible to scratch. Cloyster inner shell can be scratched easily but are nearly impossible to shatter. The outer layer is quite difficult to scratch, but nowhere near as difficult as diamond. The twin layers protect the cloyster from virtually all forms of damage. Upon evolution cloyster are very smooth. Every bit of damage to the outside layer of the shell is healed in such a way that the area is rougher. Particularly large injuries to the shell result in armored spines growing in the area.

    In addition to their armored siphon, cloyster also have a more conventional mouth with bony plates serving as teeth. The mouth is built to bite anything that gets past the armor rather than to eat food. Cloyster are almost exclusively filter feeders.

    Cloyster’s foot atrophies considerably after evolution. When they must move, they propel themselves with jets of water.

    Shellder grow to be eighteen inches across and can weigh up to twenty-five pounds. Their wild and captive lifespans are around four years. Cloyster can grow to be six feet across and can weigh up to four hundred pounds. Wild cloyster can live up to thirty-five years. Captive specimens typically live for fifteen.

    Behavior

    Shellder spend most of their time buried in the sediment. They crawl through the benthos and use their siphon to ingest the sand. The sand is excreted out of the pokémon’s back while any organic material in it is eaten. On occasion, shellder will come to the top of the substrate to check for available food. This is when they are most vulnerable to predators.

    Bruxish are shellder’s main predator in Alola as they can bite through the shell or inflict telepathic damage from a distance. The Melemele population of bruxish was culled in the 1980s to prevent damage to coral reefs frequented by tourists. This resulted in a rapid increase in the shellder population that has only recently leveled off with the reintroduction of bruxish. Some flying-types such as braviary or, bizarrely, drifblim will lift up shellder high into the air and drop them down onto jagged rocks. This is sometimes enough to kill the pokémon outright.

    Cloyster prefer to attach themselves to a hard surface with their byssal glands and set about passively filtering the water. Phytoplankton are their primary source of food, although they will digest almost anything that goes through their siphon. A distressed cloyster will either clamp up and rely on its nigh-invulnerable shell or begin bombarding the attacker with icicle spears. A particularly annoyed cloyster can even use shell smash, severing their byssal threads and weakening the top layer of their armor for a massive influx of elemental power. Nothing regularly bothers cloyster and cloyster seldom bother anything in return. Theirs is a life of live and let live.

    Husbandry

    Shellder prefer to live in cool brackish water with a temperature between fifty-five and sixty-five degrees. Calcium and carbonate levels should be kept high to encourage shell growth. The best tanks for shellder are well-established community tanks with a thick layer of sediment at the bottom. Food will regularly need to be placed on the seabed or buried within it. Shellder being kept in single-species tanks should have their food placed on the surface of the sand so the trainer can regularly check up on them. Sometimes shellder in community tanks die unnoticed in the sediment. They can foul the water as they decompose. If a shellder is to be fed beneath the sediment’s surface, they should be withdrawn at least once a week to ensure they are alive.

    Cloyster are trickier to keep in captivity. The tank must be designed in such a way that phytoplankton or marine snow deposited in the tank will flow past the pokémon’s preferred resting spot. Almost no aquarium will naturally produce enough organic material to feed a cloyster. Even large cold-water public aquarium tanks such as those in Kuchiba and Monterey Bay supplement the diet of their cloyster. Their husbandry is further complicated by the time it takes for them to die of starvation: up to seven months in some cases. It can be hard to tell if a cloyster is being fed well enough until it keels over dead. Introducing too much food runs the risk of its decomposition skewing the chemical balance of the tank.

    Thankfully, cloyster can thrive in brackish water and feed on phytoplankton. The usual problems facing uncovered saltwater ponds – decreased salinity over time and algae blooms – are not major problems for cloyster as long as the pond is properly aerated. Outdoor ponds in Alola tend to become too hot for cloyster to be comfortable with. An artificial cooling system or weather manipulating ice-types can negate this problem as well. Cloyster themselves can cool the water around them to an extent.

    Trainers who do not care about the aesthetics of their tank can simply keep it filled with enough phytoplankton to keep a greenish tinge in the water. Aeration features are necessary to keep dissolved oxygen levels high. It is better to simply introduce new phytoplankton over time than keep nutrient levels high enough for them to sustain high populations, as that could poison the cloyster in the process.

    Neither stage is very social. Cloyster enjoy having their shell cleaned and will sometimes come to love battling. Outside of cleaning, training, and the occasional battle, cloyster are content to sit still and filter the water. Shellder sometimes appreciate shell cleanings but will generally clamp up if anything gets too close. A human they come to associate with food will sometimes be allowed to train them, but shellder tend to dislike battle.

    Neither stage is well-suited for trail life. Cloyster and shellder alike struggle to feed in the sediment-free, all-purpose pools at Pokémon Centers. Many of these pools are also uncomfortably warm for them.

    Illness

    Cloyster can filter over 5,000 gallons of water a day. This leaves them vulnerable to picking up even minute concentrations of pollutants in the water and incorporating it into their flesh. It can be very difficult to assess a cloyster’s health since their flesh is always concealed beneath their shell. Some cloyster will open up and allow their trainer to inspect their foot from time to time.

    Cloyster and shellder aquaculture is a small but established industry on Ula’Ula. There are specialist veterinarians near Castleton and Tapu Village who can conduct proper checkups on bivalves.

    Any change in behavior or appearance can be a cause for concern, especially in cloyster. A potentially sick pokémon should be withdrawn into a stasis ball until it can be seen by a veterinarian.

    Evolution

    Sometimes sand grains get caught inside of shellder. There they gradually mix with bodily fluids to become pearls. These pearls are eventually deposited into the sediment when they become too large. The pearls are of a high quality and are quite valuable, but they have no other special properties.

    Cloyster pearls become charged with ice elemental energy. Other strange compounds are mixed in as well. The resulting pearl can trigger a flash evolution in any shellder that touches it. Evolution also consumes the pearl. There is some evidence that it can also trigger evolution in other species, although much of this research is anecdotal. The effect of the pearl on eevee is well documented. Roughly 72% of eevee exposed to a cloyster pearl evolve into glaceon, 15% into vaporeon, and 13% do not evolve as a result of exposure.

    Battle

    Cloyster are a premier tank or sweeper, especially in metagames that allow for pools. They can stand still and steadily spread layers of spikes or toxic spikes onto the field. They can also try to trap some threats by clamping down on them with full force, keeping them still. The clamp can also be used as an opening for blasting foes with repeated point-black icicle shards or rock blasts. Cloyster struggle to move around well enough to aim attacks on land, but this problem is fixed in the water where hydrokinesis and water jets can allow for small or large adjustments in position.

    Alternatively, cloyster can use shell smash. This move makes cloyster far more vulnerable to attacks, but also makes them a lot faster and frees up a great deal of elemental energy. Cloyster are great at linking together many small projectile attacks into an overwhelming torrent. Icicle spear and rock blast are their standard moves. Hydro pump, razor shell, blizzard, and ice beam can be used as the fourth move in a match. Unfortunately, move-per-match limits make it difficult to use cloyster as both a hazard-setter and an effective sweeper in the same battle.

    The two approaches do not share many counters. Bulky water-types or very fast fighting- or electric-types can outlast or overwhelm shell smash cloyster. Defensive cloyster is best handled through standard stall-breaking tactics such as taunt, encore, and poison.

    Shellder may not have cloyster’s near invulnerability, but they are still difficult for most weaker foes to take down. Shell smash is seldom the best approach for them. Shellder do not regularly move via water jets so the additional elemental energy does not boost their speed alongside their power. This leaves them as a suddenly vulnerable sitting duck for anything that can get past their attacks.

    Acquisition

    Shellder and cloyster can be found in Alola’s cool waters. Their two two most notable habitats are Route 15 and Kala’e Bay. Capture of shellder is currently allowed only in the latter as the Route 15 population has recently declined. Cloyster provide vital ecosystem services by filtering the water. They also do not disturb the native wildlife like many introduced species do. The combination of these traits was enough to grant shellder protection from capture in areas where they are at risk of extirpation. Cloyster capture is prohibited to protect the continued viability of the species. It would also be somewhat unsporting as cloyster never move and are unused to dealing with things that can threaten them.

    Shellder can be obtained with a Class III license. Cloyster require a Class IV license to possess, even for trainers who evolved their shellder. Shellder do not inevitably or accidentally evolve into cloyster. The elevated requirement for possession is to deter trainers from evolving their shellder if they are unprepared for caring for a cloyster.

    Breeding

    Male cloyster are broadcast spawners. They release millions of sperm into the water at once. Some of these may find their way into a female cloyster’s siphon. She will then use the sperm to fertilize her eggs. The developing shellder grow up inside of their mother’s shell until they are about six inches across. She will then release them. The new shellder will bury themselves into the substrate and begin to search for food.

    Captive cloyster are easy to breed as there is no need for mate selection. Sperm can be inserted into a female cloyster’s tank. Shellder will be released after roughly two months. The mother has no particular attachment to her offspring and the new shellder are independent from release. This means they can immediately be sold or relocated.

    Relatives

    Most cloyster live in the cool waters of the northern oceans. Small populations can also be found in the tropics where underground rivers or glacial meltwater meet the ocean. They were introduced to the waters around Antarctica in the 1970s. At the time Argentina and Chile were attempting to build permanent populated settlements on the continent to shore up their claims to territory there. The Argentinians created a shellder and cloyster farm for food and profit. The project was eventually scrapped due to the severe winter weather making the area unsuitable for year-round civilian populations. One employee let the pokémon go free as an act of mercy. They have since spread throughout the coast of the Weddell Sea.

    Local shorebirds have learned how to kill the shellder for food. Ecologists are divided over whether the shellder should be exterminated. They do not seem to be actively harming the ecosystem, but they are an introduced species in an otherwise pristine continent set aside as a nature reserve. The shellder in the farm had been selectively bred to increase their pearl size and growth rate. These traits remain in the feral population. Some taxonomists have proposed that the Antarctic cloyster should have its own subspecies, tentatively dubbed Armis inalgesco australis.
     
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    Clamperl
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Clamperl (Huntail, Gorebyss)
    Aequor acritesta gigas

    Overview

    Coral reefs are typically associated with brightly lit warm waters. But not all reefs are found on the surface. The seamounts around Alola are home to many deep sea reefs, vibrant and biodiverse communities thriving well beyond the light’s reach. Deep sea corals feed on tiny organisms drifting through the water currents. The reefs provide food and shelter for a diverse and poorly understood ecosystem. These corals tend to be soft. They often resemble trees or shrubs growing from the ocean floor.

    Clamperl are bivalves that live near deep sea reefs. Most of their diet is composed of organisms they filter from the water. Would-be predators also make up a healthy portion of their diet.

    Huntail and gorebyss are some of the dominant predators of the deep sea reefs. Even their hunting styles differ from those commonly found on land: huntail try to draw prey to them and gorebyss act more like parasites than hunters.

    Just reaching clamperl’s home requires either a very long fishing line or descending in a special suit designed for deep dives. As a result they are very expensive pokémon to obtain, whether or not you catch them yourself. Some collectors still find the pokémon to be worth it – especially because their pearls also sell for a high price.

    Physiology

    Clamperl are classified as pure water-types. Gorebyss and huntail have secondary psychic- and dark-typings, respectively. Gorebyss have increased psy-sensitivity over clamperl and use it to stun their prey in the wild. Huntail are all but immune to telepathy and often charge their bites with dark-type energy.

    Clamperl are bivalves. Their main nervous system and most of their organs are contained in a small pink mass of flesh nestled in their shell. Clamperl’s nervous system is surprisingly well-developed and can create bursts of psychic power. The byssus is the one major organ outside the main cluster. It is positioned at the rear of the pokémon and is used to create byssal fibers that help it latch on to the environment. Clamperl’s shell is not quite as hard as that of a shellder, but the rim is very sharp. They can also close their shell with forces of up to 800 PSI. Like shellder they also sometimes get grains of sand stuck in their shell. These can be coated in layer after layer of body fluids until they become white pearls. The white pearls, unlike the pink ‘pearl’ composing clamperl’s body, can be removed without hurting the organism.

    Huntail are long blue snake-like pokémon. Their dorsal fin is very long and connected to their caudal and anal fins. Huntail have large heads with massive jaws full of needle-like teeth. They can bite with similar forces to clamperl. Their skeleton is very durable to deal with the pressures of their home. Huntail have brown skin but their body is coated in a layer of blue mucus to deter predators. As deep sea fish huntail have a greatly atrophied sense of sight. The only well-developed sense they have is that of smell.

    Great senses are not necessary for their survival. Huntail can light up the tip of their tail and wiggle it around. This resembles a small fish in motion. Their prey come to them. They have no need to hone the keen senses or high speeds of more conventional predators.

    Gorebyss have vibrant pink skin with red, purple, and white patterns running across it. Their skin is very thick to withstand the pressures they live at. This also makes them very durable. Gorebyss have long, thin mouths with dozens of tiny, needle-like teeth at the end. Two antennae, one on top of the head and one on bottom, amplify their psychic abilities. A circular tail fin rests at the tip of their slender body. Gorebyss are capable of much faster movement speeds than huntail, but they can still only swim at about twelve miles per hour.

    Clamperl can grow to be thirty inches across and can weigh up to eight pounds. Huntail reach lengths of ten feet and can weigh up to 110 pounds. Gorebyss reach lengths of twelve feet and can weigh up to 60 pounds. The lifespan of wild gorebyss and huntail is unknown. Captive specimens can live for up to ten years after evolution.

    Behavior

    Clamperl are almost entirely sedentary. While they can move by creating jets of water this is only done when food is no longer drifting by the pokémon’s location. Almost all of their time is spent in one place filtering the water that comes to them. Occasionally another pokémon will approach and try to eat the soft pink flesh of the clamperl. The moment they insert themselves into the bivalve’s shell it will clamp down and bisect the would-be predator. The clamperl will stay closed until the meal they cut off is properly digested. Then they will open back up and resume filtering the water as if nothing had happened.

    Some predators can pierce a clamperl’s shell from behind and eat them. Golisopod are believed to be clamperl’s main predator. Chinchou and lanturn can also electrocute a clamperl until it is dead, pry open the shell, and eat the organs without risk of reprisal. Malamar probably eat clamperl although this has never been directly observed. Cephalopods often view bivalves as both a game and a meal. The shells can even be a home for smaller cephalopods.

    Huntail float about five meters above the sediment to stay out of reach for golisopod and other benthic pokémon. They illuminate their tail and wiggle it around to draw out mid-size predators. These predators will quickly become the prey when huntail whirls around and clamps its large, powerful maw full of needle-like teeth down. After their food is digested the huntail will illuminate its tail again. Huntail can eat pokémon up to two-thirds of their body mass. This is accomplished by means of a set of double jaws, one of which can be detached.

    It is not believed that huntail have many predators. Gyarados seldom dive beneath the photic zone and huntail are simply too small for wailord to bother with. The odd malamar might try to fight one, but huntail are very resistant to psychic attacks and attempts at hypnosis. Golisopod have been observed launching themselves off the seafloor to attack a huntail. Should they miss they open themselves up to reprisal. Huntail’s teeth can pierce golisopod’s armor and inflict a fatal blow.

    Gorebyss feed exclusively on blood. It is believed that they use long-range telepathic scans to find prey they can latch on to and drain. They prefer to attach themselves to diving wailord. Gorebyss will then follow the wailord throughout their dive and even back to the photic zone. A single gorebyss is unlikely to kill an adult wailord. Two dozen might. As a precaution wailord usually float into the air after being bitten. They can float above the surface for long enough that the gorebyss need to detach themselves and return to the water to breathe. Gorebyss try not to stay in the photic zone for too long as there are far more predators up there (sharpedo, braviary, noivern, gyarados) than in the deep sea. When there are no wailord available gorebyss will latch on to smaller pokémon such as relicanth. If their prey dies they will simply swim away and let the remaining flesh sink to the seafloor.

    Gorebyss have demonstrated social behaviors in the wild. Sometimes they can be observed in long trains of gorebyss wrapped around the tail of the pokémon in front of them. They will swim through the water like one big organism. This is suspected to be a mating ritual.

    Husbandry

    Clamperl are relatively easy to care for. They can simply be placed into a shallow, cold, and dimly lit pool. It is possible to feed them via filtration, but it is much easier to simply use a long pair of tongs to put a dead fish into the clamperl’s shell. It will then bite down on its meal and slowly digest it. Whenever the clamperl opens back up it will need to be fed again. This results in a rather uninteresting pokémon that constantly stays closed.

    Trainers who wish to properly bond with their pokémon will need to let it filter feed. Regularly inserting marine snow or zooplankton into a tank can ensure the pokémon will have enough to eat. Ordinarily filter feeders will peacefully coexist and passively clean the water in a community tank. Clamperl, unfortunately, tend to kill any curious tankmates. It is best to keep them in a well-monitored and designed single-species tank.

    Huntail are difficult to feed. They will eventually learn to eat dead meat placed in the same tank but they will be reluctant at first. Going to eat dead things on the benthos carries a risk of being killed by a golisopod in the wild. Aquarists have had more luck dropping a fish, squid, or crustacean over the tip of the pokémon’s tail. Attempting to feed the pokémon directly with tongs will result in broken tongs or teeth.

    Huntail do not need pressurized water as long as they have been properly acclimated to surface pressures. They prefer water between 32 and 40 degrees. Darker tanks are better than brightly lit ones. They can survive for up to an hour out of water but this is stressful for the pokémon. They do not need a large tank as they rarely move around. Conventional enrichment is unnecessary. Moves and commands can be taught but it tends to go slowly. Thankfully they do gradually develop a bond with humans they associate with feeding time.

    Gorebyss can live in bright, warm tanks as long as there are places for them to hide. They are not good for community tanks as they will try to kill most tankmates. Some aquarists have had luck keeping them with shellder and corsola. Feeding them can be difficult for those faint of heart. Gorebyss need to be fed live prey. They will attach themselves to their prey, drain their bodily fluids, and then promptly lose interest. Mammals are preferred to fish. Reptiles are only drained as a last resort.

    Gorebyss are far more curious than huntail and can be taught basic and even advanced commands in time. It is still dangerous to enter the tank of even a trained gorebyss. They may simply wrap themselves around a trusted human. It is more likely that they latch on with their sharp teeth and start drinking their blood.

    Illness

    One problem with keeping filter-fed clamperl is that they require having large amounts of nutrients free-floating in the water. If these rot they can create buildups of toxic chemicals and potentially kill the clamperl outright. Their tanks must be regularly monitored for nitrate or ammonium buildup.

    Gorebyss and huntail are very hardy. The only common illness observed in either is bacterial infection. If the skin or eyes seem to be cloudy take the pokémon to a veterinarian. Bacterial infections caught early will almost always be fully recovered from.

    Evolution

    Clamperl’s body grows continuously. At some point the shell stops growing alongside it. The clamperl will eventually become unable to fully close its shell, making it increasingly vulnerable to predators. If a gorebyss or huntail swims by a clamperl at or near the limits of its shell they will descend and give the bivalve a gift. Huntail donate a tooth and gorebyss give a scale. The clamperl will then clamp itself shut as best as it is able and begin the evolution process.

    X-rays have provided insights into what happens in the shell of an evolving clamperl. The pokémon’s nervous system seals itself off inside of a bubble and separates from the rest of the flesh. It then begins to divide like it were a single cell, slowly consuming the rest of its former body as it grows. When everything is consumed the new gorebyss or huntail will push its way out of the shell and swim off. Over the course of the next six to eight months it will grow to full size.

    Any oysters are abandoned with the shell. This is the ideal time to harvest the oysters from captive specimens. Alternatively, the pokémon can simply not be evolved. This only works for filter feeding setups where the ability to fully close the shell is mostly irrelevant. The clamperl will eventually die from an inability to pump blood throughout the entire body with its primitive circulatory system, but this won’t happen for at least a year after the pokémon is unable to fully close its shell. Very large clamperl may be unable to successfully evolve.

    Captive evolution requires a huntail tooth or a gorebyss scale. It can be triggered at any time after the pokémon’s shell has stopped growing. A tooth will result in evolution into huntail and a scale will evolve the pokémon into a gorebyss.

    Battle

    Clamperl have a small niche as shell smash abusers. Cloyster is generally a better choice for this role due to its greater ranged options and initial bulk but clamperl can be used by trainers with budget or resource constraints. After weakening its own shell the clamperl can move with very fast and powerful jets of water. The clamping force of its bite is not weakened, allowing it to quickly force the surrender of many opponents.

    Gorebyss and huntail retain some ability to use shell smash, weakening their own armor or skin but greatly increasing their ability to draw on elemental energy. If shell smash is not used both are durable water-types. Huntail is slower and primarily dependent on melee options, but both issues are partially fixed by shell smash. Gorebyss is faster and has more long-range attacks such as psychic, hydro pump, and ice beam. Using shell smash undermines gorebyss’s walling potential but dramatically powers up its attacks.

    Neither is necessarily a bad choice in competitive battling but they are seldom used in practice. Gorebyss and huntail are expensive. Many aquarists consider them the crown jewel of their collections. Using one in battle in a way that intentionally makes them more vulnerable to harm threatens a very valuable pokémon.

    Gorebyss and huntail mostly lack the tools needed to capitalize on their bulk. They can eventually be taught toxic but they have no natural venoms or poisons to enhance the poison-type energy. Whirlpools are good for passively damaging foes but neither creates one so strong that high level opponents will not be able to escape it. Additionally whirlpool requires getting their opponent into the water, something that neither pokémon has the tools to reliably accomplish.

    No stage of the evolutionary line is a good pick on the island challenge. They require large pools of water to reach their full potential. These will seldom be available during totem and kahuna battles.

    Acquisition

    Most of Alola’s deep sea reefs are in the seamounts at the tail end of the archipelago. Catching pokémon from one requires a boat, either to store SCUBA equipment or to house deep sea lines. The best way to catch a live clamperl, huntail, or gorebyss is to dive down to their home with specialized equipment. This is best done with a powerful water-type for protection, especially one that does not need to surface to breathe and can withstand the pressures over 100 feet down.

    Once a clamperl, gorebyss, or huntail is found it will need to be put to sleep or otherwise incapacitated. Then the trainer must scoop it into a net and slowly bring it to the surface. Rapidly ascending or trying to capture the pokémon in a pokéball at depth will result in depressurization sickness, potentially killing the newly captured pokémon. Gorebyss handle ascension better than huntail who in turn require fewer delays than clamperl. There are experimental pokéballs that negate the effects of depressurization sickness, but these are still very expensive and hard to come by at present.

    Clamperl can be captured or purchased with a Class II license. Gorebyss and huntail require a Class III. Due to the difficulties in caring for them and the high market demand it is very rare for a shelter to have one.

    Breeding

    Neither gorebyss nor huntail has been bred in captivity. It is not understood how they breed as the process has never been observed. They only have one pair of sex organs. It seems likely that they reproduce via direct deposit of sperm into the female rather than by broadcast spawning. The act itself has never been witnessed. Gorebyss trains might be a precursor to the mating act but the trains have always dispersed before any gamete exchange has been observed.

    Relatives

    There are two main types of clamperl. The first, the filter feeders, A. acritesta. The other are photosynthesizers, A. plantesta. These clamperl live near the surface and have colorful ‘lips’ loaded with zooxanthellae. They passively gain energy from the sun until it is time to evolve. Whenever a gorebyss has followed a wailord to the surface in these areas it will do a quick scan for any clamperl in need of evolution. If it finds one it will telekinetically lift it up and carry it down to the deep seas. A. plantesta gorebyss are larger and more colorful than those seen in Alola. The clamperl are also larger and can use grass elemental attacks when threatened. The huntail are about the same size as those seen in Alola.

    Alolan clamperl and its evolutions, A. a. gigas, appears to be somewhere between the standard deep sea clamperl and the tropical photosynthesizers. Alolan clamperl are larger than the other deep sea clamperl that can be found in the trenches and seamounts of the North Pacific. Alolan gorebyss and huntail are also larger than most of the deep sea subspecies.

    Recent studies have suggested that this is because Alola’s clamperl might actually be descended from surface dwelling photosynthesizers. Fossilized shells of A. plantesta have been found in Alola and legends describe the early kahunas wielding large, colorful shields. It sems likely that the Polynesians drove A. plantesta to extinction on Alola. Those that survived did so by retreating to the depths and becoming more like their ancestors. There is some debate over whether the Alolan clamperl should be reclassified from a subspecies of the deep sea clamperl to a subspecies of the surface clamperl. Some argue it should be a species in its own right.
     
    Octillery
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Octillery (Remoraid)
    Pseudocephalus viscaput

    Overview

    Many people are confused by octillery and remoraid: are they fish or cephalopods? Do they change between the two as they evolve? The answer is that they are both fish. Octillery’s ‘tentacles’ are fins they have some prehensile control over. The line lacks the intelligence, dexterity, and frailty that are shared by many cephalopods. They trade these for greater social bonds, even stretching across species, a hard skeleton, and powerful projectiles.

    Remoraid tend to fare poorly in captivity due to their anxiety. Trainers with the space and know-how to care for large aquatic pokémon can add a few remoraid to their home. They are otherwise best left to more advanced and ambitious aquarists.

    Octillery, on the other hand, are sedentary and mostly asocial pokémon that adjust well to captivity. They can even tolerate being out of the water for up to an hour at a time, although they struggle to move on land. Intermediate-level aquarists may find one to be an excellent addition to their collection and a valuable partner in battles with available pools.

    Physiology

    Both octillery and remoraid are classified as pure water-types. The ruling is not disputed.

    Remoraid are slightly elongated fish with light blue-green scales. A short dorsal fin is located just above the eyes. Two caudal fins are located at the pokémon’s rear, one extending from the top of the body and the other from the bottom. Two of remoraid’s most interesting features are their complex eyes and mouth. The mouth is shaped in such a way that the remoraid can raise its tongue and create a narrow channel that is wider at the back than the front. Their eyes are excellent at tracking moving targets. Between the two they can fire powerful jets of water or other elemental energy accurately for up to three hundred feet. Even larger predators are often reluctant to take fire from an arsenal of remoraid.

    The final feature of note about remoraid is the suction pad just behind their dorsal fin. This lets them attach themselves to the underside of larger pokémon such as lapras, mantine, wailord, sharpedo, and gyarados.

    Octillery have a short and deep body that is almost spherical. Remoraid’s pale blue-green scales are replaced by vibrant red ones that help them blend in better on coral reefs. They keep the complex eyes they had as a remoraid and gain an even longer and more advanced mouth for firing projectiles out of. This mouth also visibly extends from the rest of the body. Octillery are proficient in many more spectrums of elemental energy than remoraid. Most wild remoraid only make use of water attacks, but octillery can easily learn ice, fire, psychic, grass, normal, rock, ground, and poison attacks.

    Eight tentacles trail out from octillery. These are two modified pectoral fins and six modified caudal fins. The former two typically face forward while the latter six trail behind. Each fin has two orange suction pads similar to the one on remoraid. Octillery have control over each fin but they do not have the fine motor skills required for tool use.

    Another major difference between octillery and cephalopods is their skull. Octillery have a hard, bony skeletal system surrounding their organs. This makes it difficult for them to move through the open water without relying on jets of water to propel them backwards. It also makes them much more durable the invertebrates they resemble.

    Octillery can grow to be three feet tall when sitting on their fins. They can weigh up to fifty pounds. Captive octillery usually live for twenty-five years, although some have lived for as many as thirty-five. Their wild lifespan is unknown.

    Behavior

    Young remoraid live in arsenals of fifteen to twenty individuals. They tend to stay near sharpedo. In return for protection and the ability to clean up leftovers, remoraid will pick the parasites off of the larger pokémon. Older remoraid will begin to congregate around mantine. Mantine schools can host arsenals of up to one hundred remoraid. They attach themselves to mantine’s wings and eat anything that escapes the feeding whirlpool. While they do pick off parasites, remoraid’s more important service is as a means of defense. Mantine mostly rely on their size and durability to keep them alive. Mantyke and sub-adult mantine do not have this protection. Remoraid will fiercely attack anything that tries to harm the nearby mantyke or mantine.

    Octillery move to the reefs of Alola and mostly live alone. They find large crevasses to live in and, should one not be available, they will use their hard skull and powerful blasts to make one. Octillery hunt by killing small fish and pokémon with a single projectile. Then they make the journey across the seafloor to their downed prey, threatening off scavengers with their water jets. Once the prey is devoured, they will go back to their nest and repeat the process whenever they become hungry again.

    Clawitzer are threatening Alola’s octillery population. Octillery are not used to predation as the only things that can reliably tank a hit and shatter their skull in return seldom visit the reefs. Not only do clawitzer prey upon octillery, but they also have a similar niche. Their projectiles are even more powerful than those of octillery.

    Efforts to remove clawitzer from the reefs of Akala, Ula’Ula, and Melemele have been mostly successful. The population still holds on near Poni and the smaller islands of the archipelago.

    Husbandry

    Remoraid grow anxious when there is not a large pokémon to hang on to. Lapras, sharpedo, gyarados, wailord, mantine, and alomomola are suitable hosts. All six ideal hosts require very large enclosures and have complicated care requirements. Remoraid are usually inserted into the enclosure as an afterthought to help with parasite removal or to create a multispecies habitat featuring a large predator that seldom tolerates companions. They will help themselves to any leftover food from sharpedo, lapras, or gyarados. If housed with a wailord, alomomola, lapras, or mantine they will need to be fed small fish or have larger fish cut up into pieces for them. This can occasionally lead to problems with food-defensive lapras trying to claim all the food as their own. Some aquarists recommend withdrawing the lapras or moving it to a separate tank while the remoraid are fed.

    Some trainers attempt to house remoraid and miltoic together. This seldom works out unless another host species is in the enclosure. Milotic are capable of removing their own parasites and view remoraid as a nuisance.

    Octillery need a saltwater tank of at least one thousand gallons. A water temperature between 75 and 85 degrees is preferred. Octillery like to explore their surroundings. Little more is required in the way of enrichment. They will tolerate species that they cannot kill and that will not attack them, but they are generally asociatal. Corsola are one example of a compatible species. The tank will need an almost entirely enclosed hiding space the pokémon can retreat to. Octillery can be held with remoraid but not another octillery.

    Captive octillery strongly prefer to eat live food they kill themselves. This is complicated by their means of hunting: a missed octazooka can easily shatter most tank materials. Some trainers use a shallow saltwater feeding and training pool in addition to the main tank. The octillery can be withdrawn, moved, and then put in the pool. Mid-sized fish can then be thrown into the feeding pool where the octillery will kill and eat them. Octillery expect at least two feedings every three days. They will not kill offered prey if they are not hungry.

    Octillery enjoy learning new attacks. Teammates with projectile moves will catch the pokémon’s interest and it will try to mimic them until it masters the technique. Octillery are not physically affectionate, but they will swim to the edge of the pool or tank to greet their trainer. They can learn a few basic tricks in addition to their battle training. Target tests, where objects are thrown over their enclosure for them to hit, are good for bonding.

    Illness

    Some of remoraid’s potential hosts can live in brackish or freshwater. Remoraid can become acclimated to brackish water but will never be comfortable in freshwater. Spending more than a few hours in it can result in organ failure and death. Make sure to use a saltwater enclosure. If this is not possible, at least make sure that the pokémon is steadily acclimated to brackish water.

    Outside of water quality issues both species are remarkably hardy. One important thing to note is that octillery are not cephalopods and cannot regenerate lost fins.

    Evolution

    Remoraid evolve into octillery upon reaching a length of about two feet. As they approach evolution their fins begin to grow out and their suction pad becomes less prominent. Sometimes red scales will begin to appear. Eventually the remoraid will swim to the nearest reef and undergo flash evolution. Remoraid will sometimes delay evolution in captivity until they come across coral. Some aquariums or private collectors are willing to give trainers access to their reef tanks to help remoraid evolve. Trainers can also bring them out to natural reefs, although a remoraid that has become used to captivity make become skittish in an unfamiliar environment full of wild pokémon. It may determine that it is not a suitable place to evolve and refuse to do so.

    Battle

    Clawitzer and intellion have mostly replaced octillery where they are available. Not only is clawitzer stronger, but it also can breathe air. Intellion is much, much more maneuverable, far more sociable, and does not require an aquarium setup at all. While intellion is less powerful, the maneuverability lets it easily avoid attacks – something octillery struggles to do without protect. Kingdra, while comparatively difficult to raise, mixes the ability to snipe targets with long-range water jets with much greater durability and physical strength.

    This is not to say that octillery is inherently weak: a few super effective projectiles to weak points will take down all but the most durable of pokémon. The problem is landing these hits. Octillery have very little maneuverability outside the water and cannot quickly turn their head to aim. In shallow water they can rotate around but not much else. Trick room teams have had great success with octillery, negating its main weakness and letting it land multiple strikes before the enemy can hit it. Outside of trick room octillery is a stationary turret: deadly from afar, but with relatively few options to deal with an opponent that slips behind it and starts attacking up close.

    Remoraid can survive out of water for up to two hours at a time but struggle to move on dry land. In the water remoraid can submerge and take shots at anything that approaches. Unfortunately, water is not guaranteed to be available for major fights on the island challenge.

    Acquisition

    Remoraid tend to follow around mantine and sharpedo. It is far safer to approach the former than the latter, especially if there are no newborns in the school. Remoraid may band together to ward off a human trying to capture one, but ordinarily they just seek shelter and leave the encountered pokémon on its own. The ideal way to capture a remoraid is to approach with a suitable host species. Let the remoraid bond to the new host and decide if it wants to stay. Trainers wanting to battle with the new capture may want to show off a pokémon that knows interesting projectile moves. Remoraid that are interested in fighting will be drawn to the display.

    Octillery can usually be found in reefs. Specimens can be found lounging on the reef floor if they have just eaten. A proving battle with a projectile move user can get the octillery’s attention and pave the way to a capture. Make sure that the pokémon displayed is not easy prey for octillery: it might just decide to hunt your pokémon instead of sparring with it.

    Mantine surf companies usually keep remoraid with their school to help with parasite removal. They will sell one to interested trainers. Adoption opportunities are limited as surrendered remoraid are usually just given to the surf companies. Adoption is much easier for octillery: surf companies tend not to want their remoraid once they evolve and will be willing to get rid of them either for free or for a small fee. Some aquarium specialty stores also sell octillery. Remoraid and octillery can be captured or purchased with a Class III license.

    Breeding

    Octillery mate around April. A male and female that encounter each other will engage in a short sparring match, followed by displays of their power and accuracy. If they find the other to be suitable the male will deposit his sperm into the female and swim away. The female will lay about 50,000 eggs in her nest a few days later. She will stay in her nest for another two weeks until they hatch. The offspring are less than one-half inch long at birth. The male will routinely bring food to the female as she defends the nest. Hatchling remoraid are immediately kicked out of the nest and tasked with finding their way to a host.

    Prospective mates should be introduced in a large, durable pool to avoid tank walls being shattered in the target practice displays. Potential targets should be thrown above the tank, placed over two hundred feet away from it, thrown into the water, and moved back and forth mechanically. Octillery are thorough when evaluating mates. If both accept the other, the mating act will occur. The male can then be removed. The female will not leave her nest until the eggs hatch. Food will need to be brought to her at the end of a long feeding pole. This is the one time that octillery will readily accept dead fish.

    Newly hatched remoraid can live in their parent’s tank if it is very large and stocked with plankton. Most aquarists recommend moving them before this to a separate fry tank. It should be shallow and wide with a variety of hiding places. Currents should be kept to a minimum. Zooplankton should regularly be fed to the fry. Remoraid can be moved to live with a host species when they are about six inches long.

    Relatives

    P. viscaput is the only saltwater species in the genus. There are a few color morphs that might constitute separate subspecies, but the physiological and behavioral differences are minimal.

    The other species in the genus is P. bell, named after the scientist who rediscovered it. The remoraid of this line are much smaller than those of P. viscaput and only reach sizes of seven to eight inches long. They once live in cold, fast-moving freshwater streams throughout China, Korea, and Japan. Pollution, water overuse, overharvesting, and dam construction brought the species to the brink of extinction. They were believed to be gone altogether when a scientist found them living near a spring in Johto. They have since been reintroduced to many parts of their former range.

    As they grow older the remoraid downstream to evolve. They spend two weeks in an estuary before flash evolving and swimming out to sea. The female octillery will make her way inland after fertilization. Once she finds a cool, slow-moving pond she will give birth and die. The babies will find shelter and food in her body until they are old enough to swim further upstream.
     
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    Mantine
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Mantine (Mantyke, Mantitan)
    Marevespertilio navis

    Overview

    Mantine are peaceful giants of the sea. They only hunt plankton and small fish. In turn, few creatures hunt them. Wild mantine are indifferent to humans and will let them get close so long as they do not approach any mantyke.

    Captive mantine are known for their docility and use as a ride pokémon. In the early days of Alolan settlement common people and soldiers moved between island in canoes. Nobles and priests often rode on the back of a lapras. There are reports of individual trainers bonding with a mantine and riding on its back across the waves, but this was always gentle travel.

    Mantine surfing in its current form was not invented until pokéballs arrived in Alola. The natives were well aware of the aerial prowess of wild mantine. A thrill seeker captured one in hopes of riding through the air. To get airborne he had his mantine ride up the surface of a high wave like wild mantine are known to do. Over time more trainers would follow in his footsteps and begin to add their own twists, sometimes literally, to the sport.

    At the time the burgeoning foreign population in Alola saw mantine riding as a dangerous and degenerate religious practice like hula dancing. There were several attempts to ban it. It was not until service members stationed in Alola saw a native Alolan (illegally) riding the waves that the practice became well known outside of Alola. Word spread and soon tourists came to Alola just to watch the mantine surfing. The practice was quickly legalized and many mantine surf companies were established that captured and trained mantine for tourists and thrill seekers to ride. The wild mantine population dropped considerably before their capture was heavily restricted by the government. The population still has not fully rebounded. Most new captive mantine today are either imported from other parts of the world or born in captivity.

    Trainers who want a ride pokémon of their own or who would like a gentle giant to bond with may be drawn to mantine. Be forewarned that captive mantine will either need to spend most of their time in the ocean or have a very large saltwater enclosure to live in. Mantine that see their lodging as inadequate will attempt to fly away.

    Physiology

    Both mantine and mantyke are classified as dual water- and flying-types. There is an argument that mantyke should be a pure water-type because of its awkward flight. This is a minority view. Mantyke can still fly to an extent and make use of flying-type energy. As such their current typing is unlikely to be changed in the future.

    Mantyke have counter=shaded bodies with a lighter shade of blue on the belly than on their back. Other color morphs have been observed. Black backs and white bellies with the occasional black marking is the most common morph. Others color schemes are primarily grey, fully black, fully white, or even pink.

    Mantyke’s flat, broad pectoral fins have a triangular shape. The caudal fin is very short and they have no dorsal fin. Instead mantyke have two prehensile cephalic fins that expand outward on either side of their mouth. These are primarily used for sensing water and air currents to keep track of conspecifics and potential predators. Mantyke are coated in a layer of mucus that keeps infection and parasites at bay.

    Mantine have much the same body shape as mantyke. They are roughly twice as wide as they are long, excluding the caudal fin. The pectoral fins grow out in a normal shape. They are still proportionally small. The cephalic fins grow more rigid and are used to channel attacks instead of sensing the water. A long, ribbony caudal fin takes on this purpose. Mantine do not rely on their caudal fin for movement. Instead, they beat their pectoral fins like wings to push back water.

    Unlike most fish, mantine and mantyke have both lungs and gills. Juvenile’s lungs are still small and underdeveloped, but mantine can breathe air indefinitely. Their mucus will eventually dehydrate and necessitate a dive back into the water, but this will take up to forty-eight hours. In the air their pectoral fins are held wide and air currents are manipulated to keep them aloft. Their current manipulation is not so strong that it can get them airborne on its own. They must instead ride a wave out of the water or use a great deal of energy to breach. Thankfully mantine are unusually adept at the move surf and wave creation in general, meaning that they can make their own waves to get airborne with.

    Mantine can grow to be sixteen feet wide and weigh six hundred pounds. Their wild lifespan is estimated to be around one hundred years. Captive specimens typically life for fifty to sixty years. It is possible that the Pacific mantine can grow far larger, but there is some dispute whether these are a separate species or an evolution (see Evolution)

    Behavior

    Mantine live in schools of about twenty adults and their children. The school moves between island chains in the Pacific. When they reach an island, they will rest there for up to three weeks. They can be seen as far north as San Francisco Bay and Japan during the summer. During the autumn and spring, they seek out more equatorial islands. In the Southern Hemisphere’s summer, they can be found as far south as Tasmania and the South Island of Aotorea. Different schools have different migration routes. Mantine are most abundant in Alola during the months of April, May, September, and October. Alola is warm enough that there is usually at least one school in the archipelago every month.

    Resting mantine will go to reefs to be cleaned. A variety of cleaner fish, most notably remoraid, will remove parasites from their body. This helps mantine as they are not able to remove the parasites on their own. The cleaner fish get a meal out of it. When they are done, the mantine will explore the area to investigate changes and educate their children. In time they will swim off to the next destination on their migration.

    Mantine feed by bringing food to their mouth. They can generate weak-but-precise whirlpools that draw zooplankton and small marine organisms into their mouth. Mantine have no teeth so they simply open their mouth and let their food be sucked in by the currents. Sometimes mantine will swim after each other in circles to form stronger whirlpools that draw in more food. The mantyke will then swim through the whirlpool to eat the collected food.

    Mantine have few predators. When marine predators approach their first line of defense are the remoraid arsenal that follows mantine around. They will fire water jets at the attacker in hopes of deterring them. In the meantime, the mantyke will swim up to the mantine and latch on to the mantine’s pectoral fins. The school will create a wave and the mantine will launch themselves out of the water and away from their would-be predators.

    Sharpedo can breach the surface to keep an eye on where the mantine are heading. The fleet will then track the mantine as they fly and be waiting for them when they touch back down. Gyarados can create a storm that drives the mantine back to the water. A few very large flying predators will attempt to fight them in the air but cannot reliably kill them in the water.

    Husbandry

    Mantyke do not require a mantine to be happy. They adjust well to humans and can be very friendly and affectionate. They enjoy it when their trainer gets into the pool and holds them. Sometimes they will attempt to leave their pool to follow their trainer. Mantyke raised in one place will require a pool containing at least ten times the number of gallons as the pokémon is wide in inches. This is a problem as newborn mantyke can be seventy inches across, mandating a 700-gallon aquarium. By evolution they will need at least 15,000 gallons. Ideally the aquarium would be wide and fairly shallow. Trainers are encouraged to use a greenhouse saltwater pool for raising mantyke. This helps regulate the temperature and provides the pokémon with natural light. The best tank for mantyke would have the ability to create small waves to help the pokémon get airborne.

    Some mantyke enjoy flying harnesses. They can be secured and brought to a park or into the backyard. The harness will be attached to a long rope whose other end is firmly secured to the ground. The mantyke can then be tossed into the air on a particularly windy day. There a mantyke at least six months old can glide on its own power. A large bird should be available to deter potential predators and break a fall. Their pokéball should also be on hand to allow for withdrawal in a worst-case scenario. Be very mindful of what the harness will fall on without the mantyke in it. Harness retrieval is one of the other functions the spotting bird can serve. Well-trained birds can be rented out for spotting mantyke flights in some parts of Alola.

    Mantyke are social pokémon. Ideally there should be either another mantyke or another social water-type of similar size in their tank. Frequent exposure to their trainer can also fill this need, but most trainers do not have ten hours a day to spend watching over or playing with their mantyke. Brionne and juvenile alomomola make good companions. Primarina and milotic will also happily babysit mantyke. Remoraid will make the mantyke feel more secure but will not meet their social needs.

    Of course, mantine are the best options for watching over mantyke. Unfortunately, their care requirements are even more demanding. Mantine require thirty thousand gallons at the absolute minimum. At least five should be held together. A recommended setup in the industry is a 500,000-gallon pond, pool, or tank with ten to twelve mantine and a few smaller fish such as remoraid and mantyke. Many mantine companies have simply netted off a portion of a bay or inlet.

    In any case, keeping mantine enclosed is its own challenge. Mantine can fly wherever they want to. Some companies and trainers accept this and simply fit a tracking collar onto them. They will occasionally go to meet up with their pokémon for a quick checkup and potential transport back to the mainland for a battle, ride, or full physical. Others bond with the pokémon as mantyke. Specimens raised in captivity usually remain fond of their trainer and try to remain close. Sometimes there can be misunderstandings where the mantine attempts to kidnap their trainer and bring them along on a journey to sea.

    Mantyke should be fed food less than two inches long. Food can be served whole or cut up. Cooking is unnecessary. The ideal diet consists of five parts crustaceans and one part fish. Mantine eat roughly three parts crustaceans to fish and can eat chunks up to six inches long. A bucket of food can be slowly slid into the water in front of the pokémon and they will use a whirlpool to ingest the contents. When the pokémon is no longer hungry the whirlpool will dissipate and feeding should stop. For the first few weeks after capture feed the pokémon whenever it begins creating whirlpools. After this a rough feeding schedule can be devised and implemented based on the individual’s needs.

    The line can be taken on the island challenge. Both stages prefer to have frequent access to saltwater so trainers wanting to raise one will need to carefully plan out a coastal route and ensure there are frequent Pokémon Center stops when inland trips must be taken. Mantyke will also need to be tossed into the air at the start of battles to keep them airborne. Mantine can learn how to take off from the surface. Feedings can be very difficult on dry land. It is recommended that trainers keep an inflatable pool on hand that the mantine can fill and then feed out of. Mantyke can be fed by slowly pouring a bottle of finely minced seafood suspended in water into their mouth.

    Mantyke and mantine can be taught to urinate exclusively in the water. However, if they are on land for long stretches of time and see no end in sight, they will urinate whenever they feel the need.

    Both stages strongly prefer aquatic habitat balls such as dive and lure balls. Stasis balls are acceptable but not ideal. Land-based habitat balls are unsuitable for the line.

    Illness

    Injured mantyke and mantine are quick to heal. All but the most serious injuries will eventually scar over. Most wild mantine can be identified by color morph or spot pattern, but some have a variety of distinctive scars that can also be used.

    This resilience is greatly weakened after a few days away from saltwater. Their mucus covering will begin to dry up and flake off. Water-attacks will become slower and less powerful. Metabolism and activity will plummet. Immediately take a mantine to saltwater if any change in the mucus is observed. Contact a veterinarian if the problem persists Make sure mantine have ample opportunity to hydrate before all major battles.

    Mantine are liable to accumulating parasites if they swim in publicly open saltwater pools or the open ocean. Absent remoraid or other cleaner fish, the trainer will need to learn how to remove them. This is a somewhat delicate art and interested trainers should consult a specialist guide.

    Evolution

    Mantyke begin to grow more muted scales as they grow. Upon reaching twelve feet in width their ribbon tail will start to grow out and their cephalic horns will harden. These changes mark the formal demarcation line between mantyke and mantine. Wild specimens can take up to ten years to evolve. Captive specimens have evolved slightly faster given excellent care and occasional battle opportunities, but no known mantyke has evolved before its seventh birthday.

    There is a disputed third stage, tentatively dubbed “mantitan.” Some wild specimens have been found with a wingspan of over twenty-five feet. Their caudal fin has developed into a long barb tipped in a stinger. ‘Mantitan’ can weigh as many as 7,000 pounds. These giants seem to be unable to fly due to their massive weight. Size alone helps them defend themselves. As of now it is disputed whether the so-called mantitan are truly an evolution of the Pacific mantine or another species altogether. In any case no captive mantine has ever exceeded a twenty-foot wingspan or been found with a stinger.

    Battle

    Mantine are potent walls in matches with available pools. They are large, somewhat resistant to elemental attacks, quick to recover, and in possession of a decent utility movepool. Whirlpool, defog, and roost help mantine hold opponents down, remove hazards, and keep themselves in top condition, respectively. Mantine have a significantly more potent toxic attack than most other species, even if it is still nowhere near as effective as that of a true poison-type. They are also capable of using powerful wave-based attacks such as surf. The rest of mantine’s offensive movepool is shallow and consists mainly of ice beam and air slash. In any cas,e mantine are not well suited for offense so a shallow but effective utility movepool is fine.

    Mantine competes for a slot as a bulky water-type with milotic, slowbro, and alomomola. It is the least durable of them but has better healing than all but miltoic. The pseudo-dragon greatly outclasses mantine with a more expansive utility movepool, better armor, higher intelligence, and faster regeneration. On balance mantine hit somewhat harder with surf and whirlpool. Water-type specialists sometimes prefer mantine as their defensive backbone as access to wind attacks helps shore up matchups against grass-types. Unfortunately, pelipper can set up rain and fire off relatively strong hurricane attacks so it faces competition in this niche, too.

    There are a few things in the later stages of the island challenge that can defeat down an adult mantine that knows roost. Strong electric- and rock-type attackers can outpace mantine’s damage output, but the latter must fear retaliation from water-type attacks. However, mantine’s strongest moves are dependent on available water for them to manipulate. Their rate of water generation is slower than offensively oriented water-types. Very powerful physical attackers, especially those with the ability to inflict puncture wounds, can badly injure any mantine they can catch. Birds can also easily outmaneuver mantine in the air and drive them to ground.

    Mantyke are rather large for a baby pokémon. Their size alone can give them an advantage against most weaker adversaries on the first island. After that they will struggle more and more. The very slow growth rate of mantyke means that a mid-challenge evolution is unlikely.

    Acquisition

    Mantine abundance varies seasonally. The best times to see one in the wild are in the late spring and early autumn. Wild capture is very limited. Three capture permits are raffled off every year to trainers on the island challenge, two for mantyke and one for mantine. Given the high demand for these permits it is much easier to simply buy one from an established breeder or surf company. Young mantyne can still run up to $8,000. Mantine that have not been trained for surfing run less due to the difficulty of teaching an adult. Trained mantine can sell for up to $35,000.

    Mantyke require a Class II license to capture or purchase. Mantine require a Class III license to possess. Acquiring a mantine through any means other than evolution requires a Class IV permit.

    Breeding

    The pectoral fins that are used to bring mantyke in the air can also be used for two mantine to temporarily latch on to each other. The male will swim upside down beneath the female until his sperm is deposited. Then he will swim away. Mantine pregnancies last for approximately one year. At the end the female will give birth to one or two live pups. The mother will pay close attention to her pups for about thirty days before mostly ignoring them. All adults in the school pay some attention to the mantyke, but none are held singularly responsible for them. Female mantine wait at least a year after pregnancy to become pregnant again. Males can mate every year.

    Captive breeding requires a holding area with portions at least thirty feet deep. If a specific pairing is desired than the two should be the only adults in the tank. A few mantyke should still live inside it to keep them company. Infant mortality is high in captive specimens. The reasons for this are still not well understood. Roughly 40% of mantyke are stillborn in captivity. Miscarriages have been observed in the wild, but they do not appear to be common.

    After one month the mother will let a trusted human take her child. If left in the tank she will show no particular fondness for the baby over other mantyke.

    Relatives

    There is debate as to whether mantitan is an evolution of mantine or the adult form of another species. If it is another species than it is speculated to grow up deeper in the ocean before coming to the surface when it is too large to be easily hunted. The main problem with this theory is that mantitan are regularly seen in mantine schools and almost never seen with each other. It is odd that a species would surface and then spend its adult life in the company of another species altogether.

    Atlantic mantine (M. n. pliny) are smaller than their Pacific counterparts. They have proportionally larger wings as well. These mantine do not create their own waves to get airborne. They breach directly out of the water and take off. They have stronger aerokinesis but weaker hydrokinesis. Crossbreeding between the two subspecies has produced specimens that struggle to become airborne through either method.

    Most Atlantic mantine stay close to shore. There are not an abundance of islands to travel between. Instead, they spend the spring in the Caribbean and the Atlantic coast of the United States. Then they travel east to Europe at the height of the summer. As temperatures drop, they migrate south, first to the Mediterranean and then to Africa. As winter approaches, they make another trans-Atlantic trip to South America. Eventually they will make their way back up to the Caribbean and repeat the cycle.
     
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    Salamence
  • Persephone

    Infinite Screms
    Pronouns
    her/hers
    Partners
    1. mawile
    2. vulpix-alola
    Salamence (Bagon, Shelgon)
    Formidraco celercaela

    Overview

    Few pokémon inspire fear and awe in humanity like the great dragons. Of these salamence arguably has the greatest place in the human imagination. It strikes hard and fast and few pokémon but the fickle fairies can hope to take it down. Salamence menaced the pre-pokéball Old World like few species could dream of. While most of the attention has been drawn to the western salamence’s massive size and almost unmatched strength, the eastern salamence’s speed, versatility, and elemental firepower makes it every bit as dangerous.

    Once humans invented weaponry that could wound or even kill salamence alongside technology that could help tame the fairies the old paradigm changed. Humans could, and did, wage their own war against the great dragons. They were largely successful. Today salamence is endangered or extirpated from most of its former range. Those that remain have become warier of humans and tend to stay away from major settlements when possible.

    Alola marks the eastern extent of the eastern salamence’s range. It was formerly a common breeding ground due to the relative lack of large predators and the abundance of migratory birds. Now only one to three pairs of salamence visit Alola every year. Dragon enthusiasts bring their binoculars to Route 3 every spring to watch the salamence hunt from a safe distance.

    No pokémon is truly safe. Still, most do not present a danger to entire cities or platoons without specialized armor-piercing rounds or fairy support. Salamence is the rare exception. If you insist upon caring for a salamence be mindful that any serious mistakes can lead to not only your own death but those of several other people who either try to stop the rampaging dragon or just get caught in the crossfire. Even simple mistakes on the dragon’s part can be fatal to humans.

    There are many other dragons in Alola. Turtonator, noivern, kommo-o, and exeggutor are all fairly tame. Dragonite, goodra, and drampa can be affectionate and rarely attack unless provoked. Flygon, druddigon, and dragalge at least have a limited capacity for destruction if they do rampage. Garchomp, tyrantrum, and salamence are the most dangerous dragons in this guidebook. We cannot recommend them under any circumstances. Even champion-level trainers should be very careful when they consider adding one to their team.

    Physiology

    Both bagon and shelgon are classified as pure dragon-types. Some scholars argue they should have a secondary rock typing due to their bony growths and general durability. This is currently a minority view. Salamence is classified as a dual dragon- and flying-type. This typing is the majority view but there are strong arguments for several secondary typings. Suggested typings include dark, fire, and water.

    Bagon are true dragons. This means that they are technically warm-blooded reptiles. Bagon are capable of maintain steady internal temperatures. However, salamence struggle to maintain heat. In practice they rely on basking with their wings extended to stay warm.

    Bagon are bipeds with strong but short legs and weak, stubby arms. Most of bagon’s offensive power is in their head. Bagon’s jaws are powerful and full of sharp teeth that constantly regrow. Their neck is thick and muscular. Bagon’s spine is unusually durable as well. This allows them to make use of powerful headbutts. Their head is topped with a bony dome. Plates of bone armor also run down the back. The bone armor is usually white. The rest of their scales are usually light blue with occasional yellow patterns. Pink, dark blue, green, white, and black color morphs have also been observed in the wild.

    Most of bagon’s senses are quite weak. Their hearing is below-average for a pokémon of their size, they only have enough vision to make out fuzzy outlines, and their sense of smell is well below that of a feline or canine pokémon. On balance they can sense nearby movement through changing wind currents.

    Shelgon are quadrupeds. Their main body is almost perfectly spherical. Almost all of it is coated in large bone plates. Three long bone ridges jut out from the pokémon, one on top and one on each side. Four short grey legs prop up the pokémon. A patch of grey skin is visible in front. This patch contains two eyes and a small mouth. Shelgon is a pupal stage akin to metapod. Their internal structure varies greatly over time as a salamence body develops inside their shell.

    Salamence have four legs and two wings. Each leg has three segments that roughly correlate to the human thigh, calf, and foot. In the hindlegs the upper segment extends horizontally from the body. The middle segment extends back towards the tail while the broad, slightly webbed feet stick forward. This lets them make powerful jumps to get airborne and helps them move when swimming. The front legs jut out less horizontally and trade webbing for long, sharp claws.

    A long neck connects the body and head. Salamence have a mouth full of curved, backwards facing teeth that are frequently replaced. Six bony plates extend from their head. This makes it difficult for opponents to bite down on their comparatively small head. It also provides some protection from hits to the side of the head. Salamence have much better vision, smell, and hearing than bagon in addition to the ability to sense air currents.

    Salamence have two broad, thin wings on their back. These can be used for gliding or flight. While salamence are incapable of getting into or staying in the air by wingbeats alone air currents can be run by the wings in such a way that they can maintain flight. This is more akin to a plane than to most birds Salamence wings have been actually used by engineers to improve aircraft design in the past. The wings size also helps the pokémon warm up.

    The tail rounds off salamence’s adaptations. The tail is long, broad, and very powerful. It is their primary means of swimming. It can also be used for powerful tail swipes as an offensive and defensive tool. Dragonfire, the front claws, and the tail are used in about equal measure when taking down prey. This versatility expands to their broad elemental movepool. Salamence are not specialized in taking on any particular species, but they have the tools to adapt to almost any prey they might encounter.

    Salamence are also quite clever. They seem to be able to speak a common tongue with other dragons, although the details of this language are still poorly understood. A small tribe in Japan has claimed to be able to speak the language but have been unwilling to offer proof in a controlled setting.

    The back of salamence is coated in blue scales. The belly has white scales with bone armor. The wings and two lines on the bottom of the tail are red.

    Salamence can grow to be over four feet tall at the shoulder and twenty feet long from their snout to the tip of their tail. The tail itself makes up half of this length. They can weigh up to 1200 pounds. Wild salamence can live for up to eighty-five years. Captive individuals usually live for around fifty years. One specimen, ‘Fangs,’ died on his 110th birthday.

    Behavior

    Bagon lead solitary lives. They prefer to live near water to maximize the number of prey coming to them. Because of their weak senses bagon are prone to charging at anything they see and then figuring out if it was food once it is dead. They often ram boulders: it was previously believed that this was a way to vent their rage at being unable to fly, but modern scientists theorize that they simply think the boulders might be prey. Similarly, their cliff jumping behavior might not actually be an attempt to fly so much as the pokémon accidentally charging head-first over a cliff. Thankfully bagon are strong swimmers and very durable. Falling off cliffs only irritates them.

    Shelgon do very little. They stand still, gradually change inside, and wait until it is time to emerge. A shelgon will defend itself or move to avoid a natural disaster or ongoing fight, but it will do nothing more.

    Salamence are some of the most impressive carnivores in the world. They can hunt prey in the air by flying close and belting out dragonfire or other elemental attacks. They are excellent swimmers that can dive for up to thirty minutes. Sometimes they use this to wait beneath the water’s surface in hopes of ambushing prey when they come nearby. Other times they simply dive after slow moving prey they see in the water. Salamence are also deceptively fast on land, capable of running up to thirty miles an hour for short distances. Alola’s salamence primarily target the birds that come to the archipelago to lay eggs. They can casually walk up to a nest and threaten the inhabitants. Either they stay put and try to defend their clutch, in which case the salamence kills and eats them and their eggs, or they go away and give the salamence an uncontested meal. Even braviary and mandibuzz are not able to reliably ward off a salamence. Despite their general weakness, delibird are the only birds on Route 3 that salamence outright refuse to target. Salamence hate cold temperatures and will do what they can to avoid ice-types. Sometimes they will kill dewgong swimming near the surface and fly away. These attacks are more about spite or threat prevention than hunting.

    Salamence live in Alola during the dry season. They almost always arrive to Alola in a mated pair. The mates do not hunt together but will mutually dig and share a burrow for shelter. Particularly large and aggressive salamence have been known to take over a cave entrance and drive out all other pokémon living there.

    It is very important to not disturb a salamence resting in a burrow or cave entrance. They are at their most dangerous to humans when protecting their eggs. Otherwise Alola’s salamence leave people alone unless they are provoked first. Challenging one to a battle, especially near their eggs, is a terrible idea. Salamence will often eat their downed opponents, trainer included.

    Alolans traditionally presented visiting salamence with bone spears, healing herbs, and carved totems as a peace offering. This is not recommended. Salamence will occasionally tolerate a well-meaning visitor, but more often than not they will become aggressive in defense of their nest.

    The DNR sets up dragon watching stations on Route 3 where salamence hunts and flights can be seen from a safe distance. Gateway stations on Route 3 educate travelers on where salamence nests are. Paths and even roads that are too close to a nest will be closed off. Ignore these closures at your own peril.

    Husbandry

    Bagon are stubborn and slow to recognize their own trainer. It is best to introduce yourself with a vocal identifier than hope the pokémon can make a visual identification. They have a begrudging respect towards trainers who can beat them in battle, feed them regularly, and help them improve. Bagon trainers must still be quick with the recall button as the pokémon is prone to attacking anything they interpret as a threat. Large moving objects such as cars usually upset them.

    Bagon’s diet should primarily consist of meat. They can be trained to accept cooked meat but will still always prefer it to be raw. Bagon are defensive eaters. Other pokémon and the trainer should stay at least twenty feet away during the dragon’s mealtime. In addition to meat some calcium supplements should be added to help with bone growth and development. Some specimens enjoy chilled fruit as an occasional reward. Water can be obtained from creeks or other moving bodies of water that bagon can hear and move too. Some bagon can also be taught to accept bottle feeding of water. Water dishes will usually be knocked over and/or played in instead of drank from. Housebreaking a bagon requires extensive work and is generally not considered to be worth it. Their old litter pan will quickly become far too small for them upon evolution in any case.

    Bagon love swimming and should frequently be brought to pools, ponds, or the ocean. They are also surprisingly affectionate and appreciate sleeping near trusted pokémon or humans. Some bagon have been known to hoard a favorite type of object. This can range from stuffed animals to geodes. Several hours a day can be spent guarding and inspecting their hoard. Only very trusted trainers will be allowed to get near it without losing a limb.

    Unlike most species, bagon are very enthusiastic battlers. They will constantly seek out opponents on their own and can easily be directed into somewhat more controlled fights by a mix of positive and negative reinforcement. Losing or simple verbal rebuke is negative reinforcement enough for them. Do not actually try to severely punish a bagon or any other dragon. It will only build resentment and can be very dangerous.

    Some bagon enjoy being read to or listening to radio plays or music. Others have no interest at all. In any case they are more intelligent than many people give them credit for. One captive born bagon learned to recognize 241 words by the time she evolved into a shelgon.

    Stasis and habitat balls are fine for bagon at night, especially when they are slowly learning to trust their trainer. They can also be used during trips or when in crowded urban areas or when preparing for battles. Otherwise bagon appreciate being outside to explore.

    Shelgon prefer to stand still and do absolutely nothing. They do not need to eat or drink. They do not produce much in the way of waste. Give them a dark corner to stand in and they will stay there until something changes that they see as potentially threatening. Thankfully, shelgon have a much higher threshold for ‘threatening’ than bagon do. Habitat balls are seen as nearly indistinguishable from being outside, although out of an abundance of caution they should be given at least thirty minutes out of their ball a day. Stasis balls may slow their evolution speed and are not recommended. Shelgon that enjoyed being read to in their previous form will appreciate it if this continues after evolution. Occasional visits from pokémon they have bonded with also help. Otherwise, they are very low maintenance.

    Salamence are not at all low maintenance. They require up to twenty percent of their body mass in food every day, which is the equivalent of a full tauros every ten days. Salamence can have feast and lean days. On the former they can eat up to half their weight while eating as little as one tenth their body weight on the latter. This should balance out to around 20% in a ten-day period. Do not try to battle with a salamence within three days of feasting as they will be tired, bloated, and generally reluctant to fight. On leaner days, their instincts tell them to hunt, making them more fearsome and willing battlers. Salamence are even more food defensive than bagon. No one should be within fifty feet of a feeding salamence. Thankfully, they will usually growl or hiss before attacking.

    Salamence are equally fine being migratory or stationary. Salamence held in a single place should be given access to a large yard area with a pond or pool, a shelter such as an artificial cave, and a large rock to bask upon. Heated rocks are even better. They will still fly out if they want to, but salamence rarely hunt if all of their needs are met. Even a salamence on a recreational flight can still terrify neighbors. It is not recommended to raise any large dragons near urban areas. Strangers trespassing into salamence’s yard are still killed as a matter of course. If a new person must enter the yard at the same time as the salamence they should be escorted by the trainer at all times. Salamence will share their space with humans or pokémon they have bonded with.

    Wild salamence often move from place to place in pursuit of their favored prey or good weather. They are theoretically fine being on the trail with their trainer. Some even enjoy flying or swimming with their trainer on their back as they go to new places. As long as they are regularly taken to places to swim or bask they will be happy. The main logistical difficulties here are that salamence do not like pokéballs and need a very large amount of food. It is not practical for most people to carry hundreds of pounds of meat with them for every day they plan to be in the backcountry. There also tend to be limits on hunting the sort of prey that can keep a salamence fed in the wild. The aversion to pokéballs means that staying in major cities for more than a day or two will begin to irritate the salamence due to the time it must spend withdrawn. An irritated salamence can quickly become a dangerous salamence.

    Even a happy salamence will often express joy by venting large amounts of dragonfire. This behavior can be reduced but not eliminated. Salamence trainers must carry a large insurance package to pay for the damage their pokémon will cause.

    Salamence enjoy scratches in hard-to-reach areas. They sometimes voice satisfaction through a low rumble that sounds a little like a very deep purr. This will sometimes be accompanied by dragonfire. Be mindful of where the pokémon’s mouth is facing when grooming them. Some salamence enjoy being bathed with a hose and soap. Others prefer to bathe themselves in a very large soapy tub. And some specimens do not enjoy being anywhere near soap. Be mindful of the pokémon’s preferences.

    Illness

    All stages have remarkably fast healing, even by pokémon standards. This is because their wounds do not seem to become infected. Biomedical researchers are investigating the root of this, but progress has so far been slow.

    Salamence in particular can succumb to hypothermia if they are not given adequate basking time. This seldom matters in the dry season but can be a problem during the wet season. No Alola-based trainer currently raises a salamence. The last salamence trainer maintained a large greenhouse for his dragon to use in the winter. Reptile specialists in the tropics have employed this strategy with other large lizards and dragons to some success.

    It was previously believed that salamence mouths were exceptionally dirty, as seen by the large numbers of infections in prey that were bitten but managed to escape. This theory has been debunked. Salamence are actually slightly venomous in a way that impairs the immune response of their prey. Any infection from the large open bite wound can then turn lethal without proper medical care. The dragon’s mouths are actually quite clean by reptile standards. Salamence themselves seem to be immune to their own species’ venom.

    The purpose of this venom is poorly understood as salamence usually manage to kill their prey in a single confrontation. They rarely even bother to track down what does escape. The leading theory is that the venom is largely a remnant from a time where salamence were smaller and had to rely on biting and stalking their prey rather than risking a prolonged confrontation.

    Evolution

    Bagon evolution seems to be directly tied to the number of successful fights they have had over their lifetime. Captive specimens that are regularly fed but seldom battled with evolve very slowly. Those that are fed equal or even lesser amounts but battled with multiple times a day grow and evolve much faster. In the wild evolution typically occurs between two and four years of age, but captive bagon have evolved less than six months after birth.

    Shelgon are constantly in the process of evolution. Inside their body the old structures are being digested and reformed. Battle seems to actively slow the process of evolution at this point. A shelgon that is left alone will evolve in roughly six months. As evolution approaches its bones begin to soften.

    When the new salamence is fully formed it will detach its nervous system from the shellgon’s frame. It will then claw its way out of the bone cage it is trapped in and fly off. Newly evolved salamence are smaller than shelgon and are rarely larger than six feet, tall included. Those in Alola stay until they are around twelve feet long, at which point they will fly off to the west.

    Salamence does have a mega evolution. For a long time this form was only known by a small clan in the Japanese isles. A visiting researcher managed to figure out the science behind their tradition and spread knowledge of this transformation to the outside world. This led to the widespread study and usage of mega evolution. At present over forty mega forms have been identified, mostly clustered in species native to Kalos and Japan.

    Mega salamence lose most of their bulk but gain much more prominent wings. They are incredibly fast and deadly dogfighters that are virtually unmatched in the air. The mega form is also far more vicious and has been known to turn on the opposing trainer, spectators, and its own trainer alike. Most circuits have banned mega salamence due to the difficulty of taming them. There is an ongoing dispute on the matter: a Japanese dragon tamer claims to understand the secret to the bonding process and has asked to be allowed to use her starter in official matches. The local league has asked for both a demonstration of this technique and an explanation of how to replicate it. Until these can be provided mega salamence will remain banned in Japan and most of the world.

    Battle

    Both species of salamence are premier threats on the competitive circuits. Western salamence are durable physical tanks that can sponge up damage and claw their way through the opposition. Eastern salamence (henceforth ‘salamence’ in this section) are less physically powerful but no less dangerous when played well.

    Salamence can more than hold their own in a melee battle against most physical attackers. This is not the ideal way to use one in battle. Instead, they can take to the air and rain down powerful, versatile attacks to dismantle the opponent’s team. Most anti-air options are electric-types, but salamence’s draconic nature gives it a resistance to lightning-based attacks. Vikavolt and magnezone can both be taken down by flamethrowers or fire blasts. Steel-types that would give it trouble can also be burned up.

    Fairies can theoretically withstand salamence’s draconic and fire attacks. Salamence’s raw power and versatile arsenal means that only the sturdiest and strongest can actually take one down before it severely damages them in return. Ice-types themselves are unreliable against salamence due to their fire weakness but can seriously hurt it by inflecting hypothermia. Bulky water-types with ice coverage are some of salamence’s best checks, but even they can be taken down in the right situations.

    Many trainers rely on their own flying dragons to take on salamence. Dragapult, hydreigon, dragonite, and the bluwing noivern are all incredibly powerful threats in their own right and can threaten salamence with powerful draconic attacks of their own. Avid competitive battling fans have debated which of the five strongest aerial dragons are best. In practice it is a risk to rely on one to counter the others: they are all weak to dragon attacks and can find themselves narrowly winning or outright losing against the threats they were supposed to counter.

    The real problem of using salamence is not its list of checks, but that it requires caring for a salamence. The enclosure, meat, and insurance requirements mean that all but the most experienced of professional trainers stay away from the line.

    Bagon rely mostly on bites and headbutts in battle. They can be taught more complex strategies, but their senses limit their ability to execute them. Some trainers have found success teaching them to use dragon dance to increase their speed and breaking power.

    Shelgon should not be used in battle whenever possible.

    Any trainer using a salamence on the island challenge does not need battling advice from this guidebook.

    Acquisition

    Bagon, shelgon, and small salamence live on the cliffs of Route 3. Bagon prefer to live on the larger ledges. They sometimes make their way up to the main trails to hunt. They have been known to ram large tents. In practice the best way to deal with bagon is to try and fight and capture them as a temporary restraint. The ball can then be given to a local Pokémon Center. They will contact the DNR and arrange for the bagon’s safe release. Alternatively, trainers who want to raise a bagon and meet the licensing requirements can keep the pokémon for themselves after the proving battle. Be advised that although bagon only require a Class III license to purchase, adopt, or capture, possessing a salamence requires a Class V license. Trainers will have to forfeit their pokémon if it evolve and they lack the licensing requirements.

    Shelgon capture is prohibited to protect them during this relatively vulnerable time. They can be found in some of the caves on the cliff face. Most will allow trainers to photograph them from a safe distance as long as they move on within a few minutes. Trying to eat or set up camp near a shelgon might provoke them into attacking. Disturbing a wild shelgon is a crime that carries a $500 ticket.

    There are wild salamence in Alola. Some of these are adults. Disturbing adult salamence is both illegal and incredibly dangerous. It is safest to watch them fly or swim from far away. Certain areas of the Route 3 caves are closed off during the dry season if a salamence has been sighted near them.

    Smaller salamence typically make their homes on the part of Route 3 away from the trails. Keep in mind that even a newly evolved salamence is venomous and packs a powerful dragon breath attack. Their capture is legal for trainers with a Class V license. Sometimes they will obey trainers who prove their strength to them. In any case trainers who want to own a salamence are strongly encouraged to raise them from their first evolutionary stage. It is easier to convince a young bagon that you are a strong ally than it is to convince a venomous flying dragon longer than you are tall.

    Breeding

    Salamence mate for life. When a female is about sixteen feet long and goes into heat she begins issuing mating calls. These can be heard for miles. All bachelor males in the area will come to the female. They will then rear up on their hind legs and wrestle each other while the female watches. Whoever wins the tournament will be invited to mate. While mating the female will attempt to fight the male. If the male can pin the female and get through the act unscathed he will be taken as her mate.

    Most salamence travel to lay eggs. After establishing themselves in their new home the female will lay a clutch of six to eight eggs. One parent will always be on top of the nest incubating the eggs. The other will either be off hunting or be sleeping nearby. Incubation lasts approximately three months before the eggs hatch. The newborn bagon will be born all male or all female depending on the nest temperature. The parents will take turns hunting for the offspring and eventually teaching them how to fend for themselves. As the rainy season approaches they will fly back to their usual territory.

    Females are also capable of parthenogenesis. If there is no male they deem worthy she can lay a clutch of eggs without a male’s gametes. The resulting offspring will be all male. Some scientists have theorized that parthenogenesis could be a means for salamence to colonize the Pacific: a female would fly to a remote island and lay a clutch of eggs, providing her with a future mate to help grow the island’s population with. In practice mother-son incest has never been observed and salamence do not typically live on small islands. When they do the island is typically in easy swimming or flying distance from a more reliable hunting ground.

    Captive breeding is possible but very rare. Undera trainer’s care it can be difficult for a female to find a suitable mate. Most captive-born bagon were parthenogenic offspring. One trainer attempted to arrange for a proper tournament for his female salamence. He was thwarted by lack of interest from other dragon tamers. No one wanted to give up their salamence so it could stay with his mate if he won, even if they were promised the first clutch in return.

    An impromptu mating ritual occurred on the battlefield in the Lumiose Invitational in 1998. A male and female salamence were sent out at the start of the match. They proceeded to ignore all orders and wrestle each other on stage. The female was able to repel the male. Her prospective mate did not take this well and proceeded to hit her with a point-blank draco meteor. Both survived the ensuing fight and eventually recovered.

    Most successful two-parent breeding has occurred between a captive female and a wild male. If the female is living outdoors in salamence territory she may issue a mating call and attract males. The winner will then become her mate and effectively join the trainer’s team. Some salamence pairs have flown off to a mountain valley or remote island to breed. Others stayed in place and accepted meals from their trainer during incubation and childrearing.

    Relatives

    The eastern salamence lives along the western rim of the Pacific. They prefer tropical climates but sometimes seasonally migrate to subtropical or even temperate areas. Their range formerly extended into Japan, Korea, China, Vietnam, The Philippines, Indonesia, Malaysia, and the northern territory of Australia. They have since been extirpated from Korea, Vietnam, Australia, and China. Childrearing sometimes occurs on the smaller islands of the Pacific, with Alola being the easternmost island they have regularly been sighted on. These islands are important for the species’ survival but are not considered part of their core range. Over 80% of the remaining eastern salamence live in the Philippines, with the remainder mostly found in Indonesia and Malayasia. In Japan they are only found on the island of Hoenn. There are fewer than twenty adults remaining there.

    The western salamence, F. typhon, were once found across Europe, Central Asia and Western Asia, and Northern Africa. Today they are only found in the Crown Tundra region of Galar, a few old growth forests in Poland, Carpathian National Park in Romania, and a few preserves in the Zagros Mountains. There are occasional reported sightings in the Atlas Mountains, but none have been verified in the last fifty years.

    Western salamence have wings but cannot fly. The wings help them absorb more heat from sunlight, like those of druddigon. Instead, these salamence rely upon their sheer size and power to deter potential attackers. They are much bulkier than eastern salamence because they do not need to stay light enough to fly. Their claws are also tipped with iron to help them ward off fairies. Their sheer power and excellent sense of smell lets them bully almost any predator away from their kill. Alternatively, they can outpace and overpower some slower predators. Juveniles are much nimbler and often hunt alongside their parents. The adolescent salamence will harass prey and herd them towards the adult waiting to finish them off.

    Western salamence are exceptionally intelligent. Some have even figured out how to communicate with humans through crude drawings. There are rumors of them kidnapping artists or philosophers to obtain their works or listen to their musings. When the nations of Europe began systematically exterminating the salamence in their lands they often found hoards of gold, ancient artifacts, and even books inside of the caves they lived in. Some great works of imperial era and pre-imperial writing long thought to be lost were recovered from the dragons’ lairs, preserved by the cool and dry environments of the caves.
     
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