Challenge Pokemon Violet Monotype Run (Psychic)

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Since Mr. Snacksworth wants me to do group quests, I need to form a group before doing tasks. By group, I mean Leif is the only person who can help me.

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Leif showed me his Pokemon in a picnic, and this one right here really looks like Raisin, except without as much iron.

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I told Leif I've beaten Kieran and obtained the Champion rank here, too. He told me all we need is La Primera's approval now.

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Group quests are a little more complicated that regular BBQs. This one requires me to take photos with Leif.

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And our next quest requires us to catch a specific Pokemon by studying the hints. Well, I've already registered Tyrogue on my Pokedex, so I know what it's like.

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The last one is the one that requires the most exercising, since I need to run around the Savanna Biome to find some Ditto Blocks.

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Thanks to Leif's assistance, I can now obtain special treats from Mr. Snacksworth. Oh, and he told me to study these special snacks Pokemon, too.

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This next Legendary Pokemon we're looking at is Necrozma, which doesn't exactly hang by seas, but it's still near water bodies.

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Which means I'll need to find a waterfall to meet Necrozma, which will apparently welcome me with the ugliest glare.

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It has been a while since we last visited the Socarrat Trail. Let's celebrate with tomatoes, a lot of tomatoes.

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What even is this thing, and where are its eyes? For that matter, why is it hiding on such a small mountain hill?

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Don't mind that. Necrozma is now with us, since it is a Psychic-type Pokemon that bends light with its brain power.

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Huh, Necrozma? You got something you wanna buy? I still need to see if Mr. Snacksworth has any more snacks to offer.

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It seems like Necrozma wants something from the auction market. Oh, silly you.

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Well, bidding against kids wasn't too difficult. I got myself an N-Solarizer and an N-Lunarizer. Whatever the heck they are.

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WHAT? The N-Lunarizer fuses Necrozma with Lunala. Are they one Pokemon or two Pokemon now?

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If Necrozma now has two heads, does that make it twice as smart? Are we sure this is safe for Lunala?

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I wanted to ask Mr. Snacksworth more questions, but all he does is put treats in my bag. I mean, sure, ok.

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Except Mr. Snacksworth just gave me another serving of the Latias Treat ... wait, no. This one is called the LatiOs treat.

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Our meeting with Latias was quite successful, so I hope we can also find Latios easily, assuming they are similar to each other.

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I think this is the right way, unless this is the place where un-ironed Iron Crown waits for its trainer.

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This lake seems like the perfect picnic spot, so let's see if Latios likes peppers!

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Well, Latias brought us to another psychic dragon. This one is basically just blue Latias.

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Whether you are a psychic or a dragon, Lotty will hypnotize you and eat your dreams nonetheless.

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Latios is now reunited with Latias! I now have two amazing dragons on the team.

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Ok, I think I've been having too many snacks, and I should stop eating them after this one. This is the final one, I promise!

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Solgaleo? Where have I heard of that name before? Maybe on the television or something that talks about urban legends.

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I don't know what Mr. Snacksworth was doing around the Paldea League, but that is where we'll be heading next.

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It's time to let my Kitakami and Blueberry Pokemon check out the Paldea League, but not before we take on a Potato Tortilla special.

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The sun is awfully bright today. In fact, I feel like its sunrays are burning right next to me.

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Solgaleo is actually a psychic lion coated with metal. I think it can be friends with Rustiche.

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Oh, that's right. I've seen Solgaleo's name on the N-Solarizer instruction booklet. Only one thing to do next.

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Necrozma has now taken over Solgaleo's body and gives the metal lion an adorable smile. Yay!
 
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One day I was hanging out in the League Clubroom, and Ms. Geeta paid us a surprise visit! Just the person I wanna see!

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Ms. Geeta was actually here to recruit Drayton as the next Paldea League members. Woah!

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Since Ms. Geeta is quite busy, I can't quite ask her about the Monotype Association, but that would be a great way to scout for young talents, if you ask me.

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Ms. Geeta promises to talk to me next time, but first, she thinks I should ask Nemona's opinion. I guess I really haven't talked to her in ages. Sure.

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But before that, let's grab some sandwich ingredients at Peachy's. Their stuffs are just perfect for a friend gathering picnic.

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I told Nemona to meet me at my home, but I wasn't expecting even more guests.

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I didn't quite invite Penny or Arven to this, but they are always so welcome. As long as I get to ask Nemona about the association, that's fine.

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We had a great lunch cooked by my mom, but isn't it a little too dull to only have a meal at my home.

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I suppose we can play Mario Kart on my Switch too, but I'm selling that thing soon, 'cause I need to buy the new Mario Kart.

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Hey, mom, you know the answer to "Anyone want dessert?" is always a yes from me. In fact, I think the four of us might need a serving of eight.

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Of course I know a Kieran. I wasn't expecting a letter from him though. Let me see what he wants to tell me.

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Kieran gave me an update, since I haven't seen him in the academy for so long. I think it'll be better for us to talk in person though.

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Oops, I forgot that Arven hasn't met Kieran before. Oh, I'll need Arven's help if I want to treat Kieran some great food.

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And Nemona's excited for her own reason. Cool, whatever makes her happy.

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Hey, Macaroni, I'll bring you to this Kitakami trip, but you can't cause any troubles. No stealing mochis and no beating ogres.

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Oh, silly Nemona. I always load up on travel snacks, even if I'm just going to Poco Path for a walk.

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Ooh, I've been to Kitakami so many times, but this time I have my buddies with me. This is so exciting!

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Once we reached Kitakami, we are welcomed by the Caretaker. He is a hard-working man and is in charge of all types of trips.

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I couldn't quite call Kieran, since he doesn't have a smartphone, but he should be waiting for us at his place.

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Uh-oh. I thought Kieran has always reverted back to his cheerful side. Why is he so gloomy now? Did Drayton steal his snacks again?

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I didn't even get a chance to ask Kieran how he's doing, and Nemona is already asking for battles. She needs to calm down for like a second.

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Well, Nemona really should join the Blueberry exchange program too, but she can have a first taste by battling Kieran right now.

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Nemona is a Champion-ranked trainer after all, so it shouldn't be too surprising she beat Kieran. I'm just glad he is taking defeats well now.

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I was wondering where Carmine is. Hey, how's it going? She's probably enjoying her sweet home vacation.

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I am indeed in the mood of some mochis, but why is Carmine screaming that? She didn't even say any other words.

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Kieran told us not to worry about Carmine's odd actions, but clearly, something is wrong with her. She might've been poisoned by ergots.

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Apparently, the townfolks are saying this is a curse. Uh-oh, you know I don't like creepy ghost stories.

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After we settled Carmine down, we moved on to a welcome party at the community center. Well, if Arven's here to cook, we are in for a great treat.

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WHAT? We haven't even started the feast yet, and Nemona has already eaten some snacks. How dare she!

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Since we don't really want to watch the tourist video over and over, we had a search for the TV remote.

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However, after the search party, Nemona completely disappeared. Maybe she's outside?

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We didn't quite see Nemona outside, but we did run into somebody else. Let's see if they have seen our friend.
 
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Oh no, the villagers couldn't answer our questions, because they too are doing the mochi dance!

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It's even worse, actually, since they also attack us with their Pokemon. I hope Ariados isn't going to bite us and make us do the dance too.

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I wasn't prepared for a sudden battle, so I hope Macaroni will be able to handle this. At least Kieran has his Poliwrath help us out.

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No, Poliwrath! Please don't get poisoned and start dancing! This town really might be getting cursed!

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I'm glad Macaroni isn't afraid of fighting spiders and just knocked out Ariados with one Psychic. Good job!

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Well, Poliwrath is actually still doing fine, and it soaked Salazzle up with a cool Liquidation. Maybe we can beat the curse with our powers.

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Victreebel is our next foe, but it is just yet another victim to Macaroni's brutal Psychic.

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I was worried Poliwrath won't be able to do much to Noctowl, but it turns out Close Combat is all it needs.

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We don't really know why these two villagers were so aggressive, so I think the curse might be real. NOOOOO!

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Wait! I think that is Nemona running to the Kitakami Hall. Hey, come back! We've already found the remote.

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On our way to the hall, we ran into Kieran's grandparents, who are out here for some noodles. Count me in, please!

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I suppose having some mochis before you cook your noodles is a Kitakami tradition, but I have a bad feeling about this ...

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OH NO! Kieran's grandparents were normal just a second ago, and now they are also doing the mochi dance. WHAT!

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I definitely wasn't expecting to fight Kieran's grandparents tonight. Let's see how Stringozzi handle this situation this time.

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Good! I think liquidizing Chandelure is a great idea, but Chandelure actually took the hit quite well. Darn it.

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Stringozzi is not here to sing lullabies. She's putting her foes to eternal slumber with her powerful Psychic.

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The village is already creepy enough, and we don't need a haunted chandelier blowing Heat Wave at our faces.

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Don't worry. Kieran's Poliwrath is here to put out Chandelure's flames with Liquidation. I think we're doing well as a tag team.

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Weezing tries to poison us with its smelly poisonous gas, but Stringozzi took care of that with another swift Psychic.

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Oh boy, Mamoswine is not an easy foe though, especially if it's making icicle rains.

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Well, Stringozzi is here to sing its high notes again. Too bad one Hyper Voice is not enough to make mammoths go extinct.

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Darn it. Mamoswine lashed out with an Earthquake shaking the entire Oni Mountain. Of course, Stringozzi's tiny body won't be able to take that.

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I send in Pappardelle next, and she takes an incoming Ice Shard pretty well thanks to her gorgeous dress.

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And then she just blasts Mamoswine with an Energy Ball. Phew. Another crisis averted.

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Oh no, Kieran is losing his mind after seeing his grandparents cursed. Please stay calm, otherwise no one would be able to help me.

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Wait, he's right. His grandpa only became crazy after eating those mochi. Do you think the mochis are poisoned?

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Uh-oh, to make matters worse, Penny and Arven also got themselves in trouble. This is not how I hope the trip turns out.

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Penny found a little round weird thing, and there is. A purple spirit who just threw some round objects at us.

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Arven and Penny were standing at the front, so they couldn't quite dodge the hits. At least they caught something with their mouths.

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I saw my friends got hit, so I quickly avoided the projectile. Kieran, well, also dodged with his own way.

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Wait. The things thrown at us are small purple sweet things ... Oh no, are they the poison mochis?

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Of course they are! Penny and Arven just ate the poison mochis, 'cause we couldn't warn them in time. Darn it!

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Hey, give me my friends back, and don't hide inside your shell. Just try making some healthy and normal mochis, and I'll eat them, cheerfully.
 
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We found the problem that started the mochi curse, but the purple drome is using my friends as shield, and we can't shoot the drome.

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We have no choices but to face Arven and Penny in a Double Battle. Maybe they will go back to normal once they are defeated?

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Kieran's Poliwrath has been so helpful this entire time, and Stringozzi is here to revert the crazy curse!

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Unsurprisingly, Penny's Umbreon is here to use Baby Dolls Eyes. I'm just glad it isn't devouring everyone with darkness.

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Because of Poliwrath's weak spot to baby doll eyes, its Close Combat waas not enough to send Greedent home! Darn it!

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HAHAHA! Luckily, Stringozzi finished the dirty job with a Psychic. No more pocketing berries for you, greedy squirrel.

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Aww, I can't fight Arven's Mabosstiff knowing that it still has weak knees, even if it's trying to intimidate us with a scary look on its face.

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Oh, okay, maybe Mabosstiff really has fully recovered after all, since its Crunch hurts like heck and almost knocked Stringozzi out!

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Poliwrath continues to do all the hard work by Close Combating on Umbreon this time. I'm just worried about its lowered defenses.

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Stringozzi showed off its angelic voice by using Alluring Voice on Mabosstiff. It honestly didn't do as much as I hoped.

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Well, Stringozzi was not going to like getting double teamed. No more sweet lullabies for this cursed creepy town now.

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Macaroni came in next and poisoned Mabosstiff with his chained-up Sludge Bomb. Well, I'm glad Arven isn't conscious enough to see this.

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Mabosstiff took revenge by crunching on Macaroni and lowered his Defense. We're even now.

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Poliwrath is still fighting for our lives. Unfortunately, its Close Combat is still not enough to knock Umbreon out. That thing is just beefy.

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Oops. Mabosstiff succumbed to its bad poison. No mysterious herbs can save him this time.

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Umbreon was hanging out tough, but not after Macaroni threw the dirtiest Sludge Bomb at its face. Umbreon was definitely not toxic enough for this.

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Arven's final Pokemon is his Cloyster, which used its spiky shell to take Poliwrath's Close Combat.

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Oh, come on. Whose idea is it to keep bullying my Pokemon? Arven or the purple drome? Anyways, Macaroni is the next one to bite the dust.

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Yikes. At this point, Poliwrath's muscles aren't going to be of much help, since it has been severely weakened.

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Liquidation didn't even do much on Sylveon, and Poliwrath decided to fall in love. Sounds like a crazy romance story.

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It's time for Tagliolini to unpoison everyone, and the first step is to slice everything in vicinity down with Tachyon Cutter.

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Cursed Arven is still attacking my Pokemon. This time, he tried to rust Tagliolini's iron crown with Liquidation.

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Oh, come on. Sylveon blasted a Shadow Ball on Tagliolini's bright iron body for a super effective hit and a nasty Special Defense drop.

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Poliwrath completely gave up on its workout routine and is now blinded by love.

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Tagliolini tried its signature Tachyon Cutter again and successfully chopped Sylveon's ribbons. Oh, finally.

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I'm sorry Kieran needs to do all the work, since my Pokemon just keep getting knocked out. What the heck!

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Don't worry. I still have Pappardelle on the team, and she just quickly discarded Cloyster's shell with an Energy Ball. Arven's out now.

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Penny has her Leafeon out as a last resort, and it finally ended Poliwrath's suffering with a Leaf Blade.

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I fought against Kieran's Incineroar once, and it is quite a mean tiger. I'm glad it is by my side this time, and I feel sorry for poor Leafeon.

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Pappardelle first shot her lumina beam on Leafeon and did some big damage. Does it really matter though?

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As a last-ditch effort, Leafeon used X-Scissor to chop Incineroar. If I were you, I would not make the angry tiger even angrier.

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Boom. Incineroar cloaked itself with flames and just slammed into Leafeon. That could probably burn an entire forest. Yikes.
 
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We beat Arven and Penny, but they didn't go back to normal. Now I feel like a jerk for battling them while they are zombified.

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The purple drome even took that opening to run away. I guess we'll be chasing it down through the Apple Hill.

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We didn't quite catch the purple drome, but we ended up running into Nemona in Loyalty Plaza. Is she paying respects to the Loyal beasts?

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NOOOOO! I was hoping Nemona would be able to help us, but it turns out she has also been poisoned by the darn mochis!

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I was thinking maybe I shouldn't fight Nemona seeing what happened to Arven and Penny, but Nemona really insists on a mochi match.

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Wait, everyone in town has been poisoned, and they are all chasing after us. At this point, maybe I should just swallow one of those things as well.

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The purple drome is now hiding behind Nemona, so maybe defeating her will make the drome spit out more mochis, wait no we don't want that.

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Anyways, I'll try battling Nemona, since her being poisoned is the only way I would even stand a chance against her.

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Seems like Lycanroc also got some mochi poison in its eyes, since it missed Drill Run on Farfalle.

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Farfalle is here to show how things are done, as he swiftly slices the rocky doggo with a Sacred Sword. Nice hit.

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Nemona's next Pokemon is her Pawmot, which immediately fires off a Double Shock on Farfalle. Where's the second shock now?

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I'm so glad Farfalle hanged on with 1HP, 'cause that gave him time to eat his Salac Berry. He feels so energized now!

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Wait, how does Pawmot use up all its electricity? Then it shouldn't be able to continue battling, right?

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It doesn't really matter if Pawmot still has electricity running in its cheeks. A Psycho Cut would be enough regardless.

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Nemona then sent out her Kommo-o? I didn't she has one of these. Well, that won't stop Farfalle from using Psycho Cut.

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Farfalle then fell to a Thunder Punch from Kommo-o. To be fair, the tiniest push would've done the job anyways.

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If Kommo-o loves punching so much, then it would probably not mind eating Orecchiette's Ice Punch. But I guess not.

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Since when did Nemona fish up a Milotic? Did she visit the Crystal Pond too? Well, when in doubt, High Jump Kick it.

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Orecchiette prefers practicing yoga than surfing on waves, but he is still hanging tough. He is always ready for a bigger fish.

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Before that, let's give Orecchiette a break and let him eat his Sitrus Berry. It tastes even fresher after being washed by the waves.

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I don't want to stress Orecchiette's legs too much, so he will be switching to Zen Headbutt this time. A whole-body workout.

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I'm not sure if kicking a gooey dragon is a good idea, but I'm doing it anyways. That should soften the blow.

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Goodra struck back with a critical Dragon Pulse hit. Well, he already fought well, and he deserves a rest.

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Farfalline is the next one in line to fight Goodra. Suddenly, she is in the mood of some Caesar's Salad.

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Let's just cast a Moonblast and end our suffering. I really want this night to go by quickly.

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Oh wait, Nemona still has her final Pokemon. Naturally, she is going all-out by Terastallizing her evil cat and makes it even more evil.

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I've been scratched by cats before, but it has never hurt so much! Meowscarada's Shadow Claw almost knocked Farfalline out in one hit!

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Calm down, and it's time to act smart. Farfalline has her Wiki Berry ready, and this is the perfect time to feast.

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Boom. Meowscarada might be a powerful cat, but it isn't very good at taking hits. Definitely not a fully charged up Moonblast from Farfalline.

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With Meowscarada out of the way, Nemona has been successfully defeated. Too bad she still shows no signs of sanity. What should I do now?
 
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Nemona calmed down a little bit after that battle. This is our only time to sneak up on the purple drome.

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I've been doing so many battles and still nothing has changed. Maybe this will the final one that actually cures the curse.

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If this thing really is the culprit behind the curse, it's probably a creepy ghost. Let's send out Ravioli, someone who doesn't believe in ghost stories.

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Uh-oh. The mochi spirit, which is actually named Pecharunt, came up with a sinister plan. If it's feeding me toxic mochi, the plan is probably going to work.

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The only way I can beat the temptation of eating mochis is to use Ravioli's psychic powers, which work surprisingly well. Keep that up.

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Hmm, Pecharunt is using Nasty Plot again. I wonder what it's scheming. Hmm, Pecha berries, yes ...

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At least Ravioli can keep using Psychic without worries when Pecharunt is busy thinking about evil plans.

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Kieran has been defending us from the cursed townsfolk, but I'm worried he won't be able to fight for that long. We need to speed this up!

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NO! Don't eat that, Ravioli! Oh, wait, it was just Pecharunt pouring toxic pecha juice on Ravioli. That thing has probably gone bad.

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Wait, what the heck! The pecha juice was ultra poisoned, which made Ravioli confused. I'm confused, too! What puppeteer is this thing?

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Darn it. Ravioli hurt herself in confusion. I hope she doesn't cry "mochi mochi" out next.

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Not even the craziest confusion can stop Ravioli from eating her Leftovers. In fact, eating some fruits should stop her hallucinations.

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I'll admit, poisoning Ravioli and turning her into a puppet is quite a nasty plot. Maybe you can stop using that move, since you've pulled the plot off already.

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Seems like Ravioli was angered by that confusion! She just landed a mega big hit with her Psychic and ended the fight. Well, that was anticlimatic.

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The town is still not normal after Pecharunt has been defeated. I suppose the only thing left for us to try is to actually catch that thing.

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There we go. I got myself a poisonous ghost that disguises as a peach. Honestly, this might as well be the way I go.

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Pecharunt caused so much trouble with its mochis, and naturally, it should just be named Mochi.

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YES! Catching Mochi is actually how we snap everyone out of the mochi curse. Now, I'll be having all the mochis by myself!

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Nemona woke up from her mochi karma and didn't remember a thing from that battle. Well, let's run before she challenges me again.

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We can finally greet Carmine now that she's back to normal. And we enjoy the rest of our Kitakami trip with actually non-poisoned mochis.

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(We'll be having our grand finale updates next time, which should hopefully hit around weekend. See ya!:boi:)
 
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Since Nemona won't stop bugging Kieran and Carmine for more Pokemon battles, Kieran decided to give Nemona free access to the League Club room.

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Which is perfect, since I need Nemona to vouge for me about being Leif's vice-chairperson.

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Ms. Geeta is a hard-working League chairperson. I don't think I can ever reach her status, but at least I'll try my best to scout talents for her.

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Ms. Geeta has seen so many strong trainers across the two academies that only train one type of Pokemon, so she should know very well these trainers deserve so much respect.

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YES! Ms. Geeta is convinced that I can do well helping Leif out in the association, but I'll need to prove my worth for one final time.

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Well, I'll be challenging Ms. Geeta for yet another fight, and this is the one battle I can't afford to lose!

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Uh-oh, Ms. Geeta made some changes to her team. This time, she's starting the battle with her signature Glimmora, which used Light Screen to protect their team.

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Darn it. Ravioli's Psychic did good, but it would've done so much more if it weren't for that Light Screen.

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On the other hand, we couldn't do much against Glimmora's dirty wave of sludge. Let's just hope Ravioli won't accidentally swallow any of those toxins.

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Ravioli needs to switch to using Earthquake in order to work around Light Screen. It was enough to shatter Glimmora into a bunch of toxic spikes.

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Phew. Somehow Ms. Geeta managed to get even stronger. I'll need to make sure to stay alert.

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With Glimmora out of the way, at least Ravioli had some time to eat her Leftovers. Don't worry, I'll make her a jumbo sandwich afterwards.

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Woah. Ms. Geeta is also using new Pokemon now. Where does this Dragapult come from? Is it going to shoot planes at us?

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HAHAHA! It seems like Ms. Geeta made the same mistake as Kieran. Ravioli does not care about sucker punches.

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Light Screen is still on their side, so Ravioli's Shadow Ball didn't do that much, but I'll take it. This is like a free turn for us.

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Um, excuse me, Ms. Geeta? Didn't we just see Sucker Punch fail? No matter how many times you try, Ravioli's tail head will make sure you can't catch her with a surprise.

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In the meantime, Ravioli got to strike Dragapult with two Earthquakes without need to worry about Sucker Punch at all.

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Enough time has passed, which allows Ravioli to finish the job with an all-out Shadow Ball. I guess Dragapult is not so scary after all.

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Do you think Ms. Geeta had Dragapult keep using Sucker Punch, because she wants me to win? Well, I'll take that.

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Ms. Geeta sent in her Avalugg next, which took a lot of damage from Ravioli's Psychic.

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Avalugg then crushed Ravioli with Body Slam. That's my worst nightmare, getting squished by my icy picnic table.

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Ravioli's Hyper Voice was so loud she managed to shatter the ice table. Good job, but don't use that next to my bottle of milk.

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Hey! I was wondering if Ms. Geeta still has her Psychic-type Pokemon on the team, and there it is, her Espathra!

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Well, I know what Espathra is capable of doing, and honestly, I'm not too worried about its Dazzling Gleam.

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I also happen to know very well that Espathra is weak to Shadow Ball. Ravioli even targeted its weak spot for a Special Defense drop.

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I'm not sure what Ms. Geeta is planning with Espathra using Protect, but that actually gave Ravioli more bites on her Leftovers.

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Really? I didn't know Ms. Geeta is the kind of trainer to use Protect twice in a row.

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Anyways, Ravioli managed to recover most of her health by keep eating Leftovers, which means she can still another Dazzling Gleam.

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There we go! Ravioli's Shadow Ball landed a critical hit this time, which is not necessary but a great thing to see nonetheless.
 
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Ms. Geeta has another brand new Pokemon, Chesnaught, on the team. Does that mean she donated BPs to the Terarium Club too?

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Ravioli fought for her life, but handling four Pokemon in a row was already more than enough. It's about time she goes down with a Drain Punch.

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I almost forgot that there are poison spikes on our side, and I'm glad Macaroni cleaned things up for us.

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Macaroni was so ready to bind Chesnaught with his Toxic Chain, but Chesnaught hid behind its Spiky Shield instead. What's up with Ms. Geeta using these protection moves?

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It didn't really matter for us, since Macaroni just needed to wait for one turn before he can blast Chesnaught with Psychic.

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What in the fuckerroni is this! I forgot about Ms. Geeta's Kingambit, and that thing is now looking at me with its fallen teammates in its eyes!

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Ms. Geeta only has her Kingambit left, which means she is going all-out with a Terastallization. This is looking BAD.

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HAHAHA! Kingambit ate a Sludge Bomb from Macaroni and was badly poisoned. That's something you don't see every day.

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Ouch. Kingambit is mad for revenge, and there's no way Macaroni would be able to take a furious Kowtow Cleave.

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Until I pull out my UNO reverse card! Farfalline copied Supreme Overlord and gained strength from her fallen friends!

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Supreme Overlord gave Farfalline's Thunderbolt a power boost and is now enough to zap through Kingambit's balloons.

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YES! I managed to beat Ms. Geeta, the Top Champion, for a second time. Wow, I never would've imagined that one year ago.

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Ms. Geeta was impressed by my Pokemon, and she agrees that a team having only Psychic-type Pokemon can still be quite strong.

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She made the final decision to allow me work as Leif's vice-chairperson! We just need to scout for new members and nurture for them now!

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Naturally, I think most rookie trainers would be hanging around the academy at the start of their Treasure Hunt.

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Hang on! I think I just received another email from Leif. Let's see what missions I receive now, as the Monotype Association vice-chairperson!
 
Just like last time, I'll be ending this thread with some personal thoughts of Psychic-type Pokemon in Scarlet/Violet. First, we'll go through some overviews:

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The Psychic-type has always occupied a special place in the Pokemon series. It can be considered one of the faces of the franchise, showcasing the magical abilities these little creatures possess. Mysterious and powerful in nature, Psychic-type Pokemon are uncommon but not rare. With around 19 families of Pokemon, Psychic-type Pokemon can practically be found at every corner in Paldea. Other than familiar veterans such as Gardevoir and Espeon returning, Pokemon Scarlet/Violet games also bring 6 new Psychic-type Pokemon to the table. Espathra and Scream Tail are some of the fastest Pokemon around, which allows them to pull all sorts of tricks in battle. Armarouge and Rabsca are slow powerhouses with interesting typings, while Farigiraf has a relatively dull primary type but is reliably strong as well. Veluza is the only new addition to focus on the physical stats and can be quite threatening under the right situations. In addition, through connecting to Pokemon Legends: Arceus, Wyrdeer and Braviary-H will both prove to be all-rounded Pokemon that make great use of their assets. Overall, Psychic-type didn’t get too much attention in terms of new species, but the newcomers are all fun in their own way, warranting a potential spot on a trainer’s team.

Psychic-type debuted in Gen I as the overly powerful type that broke the entire game and was probably why the type chart needed to be reworked immediately in the following generation. Unfortunately, the nerf stayed for decades and Psychic-type is not nearly as broken as it once was. Offensively speaking, the Psychic-type is only strong against Fighting-type and Poison-type Pokemon. This means that Psychic-type Pokemon pair well with the plethora of Fighting-weak Pokemon as well as Fairy-type Pokemon that needs answers to Poison. Unfortunately, these strengths can be replaced by other Pokemon that are strong against Fighting or Poison, and Psychic-type is far away from a must-have on teams. Its biggest problem is a resisted hit on Steel-type, a common problem shared by many Pokemon, and a zero effect on Dark-type Pokemon. Working around these issues are not too difficult, and having a diverse matchup against different types is naturally a charm of the Pokemon type chart, but having troubles hitting Steel-type or Dark-type can make Psychic-type Pokemon difficult to fit on certain teams. Defensively speaking, Psychic-type Pokemon arguably have it worse. It is weak to Ghost and Dark, with the latter being an extremely common coverage type for Normal-type Pokemon. Along with a pesky weakness to Bug, Psychic-type Pokemon are often threatened by super effective moves left and right. As a tradeoff, Psychic-type Pokemon have a useful resistance against Fighting and other Psychic-type Pokemon. Psychic-type Pokemon provide next to no defensive values unless they are paired with Pokemon that are severely weak to Fighting. To make matters worse, Psychic-type Pokemon are often defensively inferior to Ghost-type Pokemon which have similar weaknesses and resistances. With all that being said, Psychic-type Pokemon will likely prove to be useful to Paldean adventurers, as important trainers specializing Bug and Dark are rather weak in terms of levels. Their only real issue is a nasty weakness to the Ghost-type trainer, who is already quite strong to begin with. However, having an edge over Fighting-type Pokemon means Psychic-type Pokemon will have an easy time in the latter part of Operation Starfall, which is a huge advantage that easily overshadows their other flaws. While they are going to struggle defensively against the secret big boss of the main game, their unique set of strength will also come in handy in those fights.

Psychic was, and perhaps is, the face of special attacks, which is further supported by the wide selection of good special moves available in game. Psychic-type special attackers never run out of moves to use, thanks to Psybeam, Stored Power and Psychic itself being TM moves. They also have an edge over other special attackers by access to Psyshock, which is a great way to work around specially bulky Pokemon. Just like many other special moves, Psychic-type special moves tend to lack explosive power, which mean they often only manage to secure 2HKOs. On the physical end of the spectrum, Psycho Cut, Zen Headbutt and Psychic Fangs are the only non-signature moves available. While they are not terrible options, they also have disappointing powers and are likely why trainers may prefer to use physical attackers of other types. In general, the Psychic-type only received three new moves in this game, which are all signature moves, leaving other Psychic-type Pokemon with no major moveset buffs. Over the year, the Psychic-type hasn’t been nearly as strong offensively, but it has picked up new roles as the core of several battle archetypes, such as Trick Room or Psychic Terrain teams. In fact, there are tons of Psychic-type moves that aim at providing support instead of focusing on the offense. As aforementioned, Trick Room and Psychic Terrain are crucial for certain types of teams to work. Dual screens are standard ways of providing defensive buffs. Agility, Stored Power and Calm Mind are some of the better setup moves around. Overall, the Psychic-type appreciates having a wide selection of moves, which at least offsets the many unfortunate issues brought by type effectivness.


One of the more prominent types featured in the Teal Mask expansion is the Poison-type, which naturally means that Psychic-type Pokemon have an easy time fighting boss Pokemon found in the wild Kitakami. The Loyal Three aren’t all weak to Psychic, and having a Psychic-type Pokemon on the team is not going to be an instant win against them, but Psychic-type moves are guaranteed to be good hits in those battles. Speaking of the Loyal Three, the Psychic-type sees one new addition introduced in the entire DLC with Munkidori, a Legendary Pokemon fulfilling the classic fast special attacker role. Unfortunately, Munkidori is locked behind the main story of the Teal Mask, which limits its battling potential. Other than that, the Psychic-type only gains one returning Pokemon, Chimecho, which basically means the type gains nothing in terms of availability. In terms of moves, Gravity is the only new Psychic-type TM, but it isn’t going to be too useful. With the increased difficulty towards the end of this DLC wave, Psychic-type Pokemon will start to struggle a lot with their unwanted weaknesses. This issue is the most noticeable against some of the clan members, in particular their boss, as their Pokemon tend to run annoying coverage moves that Psychic-type Pokemon hate. Overall, the Teal Mask expansion is not too tough for Psychic-type Pokemon, but their problems become harder to work around with, which will persist through the next wave as well.

The Indigo Disk brought many changes to the Pokemon Scarlet/Violet games, with the most obvious one being a shift of focus to Double Battles. Previously, Psychic-type Pokemon are let down by their weaknesses to Ghost and Dark, which are not that common around Blueberry Academy and lack multi-target attacks. In fact, Struggle Bug is the only AOE moves strong against Psychic. This allows Psychic-type Pokemon to provide great support for their allies thanks to their wide array of status moves. Speaking of support moves, Psychic Noise is a brand-new Psychic-type TM that comes with the effect of heal blocking, just in time as more trainers use hold items now. Other than that, Future Sight and Expanding Force regain teachable status, both improving the offensive aspect of Psychic-type Pokemon, especially under Psychic Terrain boost. The biggest boost the Psychic-type received in this wave is perhaps their availability, as 17 fully-evolved Psychic-type Pokemon were brought back or introduced to the roster. Newcomers Iron Boulder and Iron Crown are both fantastic with their firepower and an ability to set up easily, making them easy additions to team. Bear in mind that the two new futuristic Pokemon and several returning Legendary Pokemon are going to appear late in a Blueberry adventure, which mostly means that these Pokemon are merely trophies for Pokemon collectors and not suitable companions for the new Unova journey. While the Indigo Disk seems to treat Psychic-type Pokemon nicely, it should also be noted that there are no important battles in the BBA advantageous to them. In fact, Psychic-type Pokemon has a fairly bad matchup against the Steel-type trainer and the strongest trainer in the academy. They will also have a rough time during the Area Zero revisit, as the boss Pokemon has a resistance against Psychic in its toughest phase, making it difficult for Tera-Psychic Pokemon to break its barriers. At least there are plenty of opportunities for Psychic-type Pokemon to shine in the Epilogue, due to Poison-type Pokemon being more common and the toughest trainer battle features a few Fighting-type Pokemon as well. All things considered, Psychic-type Pokemon may not have a good enough matchup most of the time in the Indigo Disk, but their solid attributes can still prove to be helpful for trainers who are looking for Pokemon that are great in both offense and support, which is more or less what Psychic-type Pokemon are up to ever since the brutal nerf in Generation II.

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In a Monotype challenge setting, trainers need to form teams that can cover for their shared weaknesses. Mono-Psychic teams benefit a lot from having so many dual Psychic-type Pokemon that are already good to begin with and are thus incredibly easy to build. Gardevoir, Gallade, Medicham, Hatterene and Scream Tail are all great Pokemon that cover up weaknesses to Bug and Dark defensively. The many Normal/Psychic-type Pokemon, such as the new Farigiraf, are all bulky attackers that do not mind facing Ghost-type Pokemon, until Malamar joins the roster in the DLC. Rabsca and Armarouge are notable special attackers that hit Psychic and Steel for super effective damage respectively, with the latter being crucial against the impenetrable Scizor. Thanks to the Bug-type and Dark-type specialist being pretty weak in levels, a mono-Psychic team would only face difficulties against the Ghost-type trainer. Other than that, mono-Psychic teams are likely to run into issues against Water or Electric, due to a lack of super effective STAB moves or useful resistances against these types. Problems against Water are at least mitigated by the fact that many Psychic-type Pokemon learn Eletric or Grass coverage and that the BBA-exclusive Exeggutor is a great counter to them. Ground-type coverage moves are, on the other hand, harder to pack on teams and may not be strong enough without STAB. In fact, insufficient coverage options seem to be common problem shared by many Psychic-type Pokemon, since most of them only learn Shadow Ball, either Thunderbolt or Energy Ball, occasionally Dazzling Gleam as the only coverage moves. While these moves are all neat, it often feels redundant to put them on every Psychic-type Pokemon on the team. With all being said, struggling to put coverage moves is one of the biggest charms of Monotype runs, and the Psychic-type is still an easy type to do Monotype runs on in Paldea.

In terms of stat distributions, Psychic-type Pokemon have historically excelled in special stats. Indeed, most offensive Psychic-type Pokemon found in Scarlet/Violet tend to be special attackers. Thanks to physical powerhouses, such as Gallade and Bruxish, as well as the commonly learned Psyshock, special walls are not going to be major issues. Psychic-type teams can even further power up their offenses by Indeedee’s Psychic Surge, which would probably be one of the best uses of Ability Patches unlocked after beating the base game. Offense has never been an issue for Psychic-type Pokemon, but their defenses are another story. Opposing special attackers are nothing to worry about, since most Psychic-type Pokemon have naturally good Special Defense and accesses to Calm Mind for a reliable boost. On the other hand, there are only 3 Psychic-type Pokemon with over 100 Defense in the entire Paldea region. Along with the fact that Dark-type offenses usually come from the physical side, building a team that doesn’t fall to powerful physical attackers like Roaring Moon is the difficult part. Support moves like Reflect will be crucial, and they are learned by many Psychic-type Pokemon. Luckily, the three physical bulky options, Bronzong, Armarouge and Slowbro, all synergize well with their Psychic-type teammates and will prove themselves to be valuable additions to Psychic-type teams.

The Teal Mask expansion is pretty dull for a mono-Psychic team, as the only new additions are Chimecho and Munkidori, which are not bad but have their own issues. Your main rivals in Kitakami also become competitive quite quickly, which make their Bug or Dark-type Pokemon big threats in the late stage of Wave 1. Hence, building defenses against Bug and Dark becomes a much more important assignment for a Psychic-type team. Comes the Indigo Disk expansion, Psychic-type teams gain important Pokemon, like Metagross and Galarian Slowtwins. Luckily, the shift to Double Battles works out quite well for Psychic-type Pokemon, as their screens, terrains and Trick Room tactics are all more effective in Double Battles. It is unfortunate Psychic-type Pokemon don’t really benefit from weather effects, but certain individual Pokemon can work well under sun or rain, which will prove to be helpful against the strong trainers found in the Blueberry Academy.

After nine generations of ups and downs, Psychic-type Pokemon still hold a strong place in the Pokemon series, evident in the fact that building a mono-Psychic team doesn’t really feel like a handicap. With strong Pokemon available in Scarlet/Violet games and their fruitful movepools ranging from attacks to support moves, Psychic-type Pokemon can prove their strengths by working together to overcome their fears.

After this, I'll be going through my thoughts on individual Psychic-type Pokemon. I haven't been writing too many of them, so expect them to be updated in a rather slow pace. Thank you and I'll see you next time!:blobwizard:
 
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Ralts, the Feeling Pokemon
“A Pokemon that feeds on positive emotions from humans around it. It will run out of energy quickly if it detects hostility.”

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Kirlia, the Emotion Pokemon
“Wild Kirlia gather in groups to generate happy emotions by dancing around together. If it becomes unhappy, it will use its horns to create alternate dimensions.”

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Gardevoir, the Embrace Pokemon
“Gardevoir is willing to sacrifice its life just to gather food for its trainer. In certain regions, it is believed that a well-cared-for Gardevoir can unlock an even stronger psychic power.”

At this point, the Ralts family has perhaps overtaken the Abra family as the face of Psychic-type Pokemon, considering Ralts has been available as an early-game option in every game since the Dexit incident. In the Paldea region, Ralts is one of the earliest Psychic or Fairy-type Pokemon found, available before trainers can even reach their schools. Ralts will start off quite weak thanks to its poor stats, but they suffice for an early adventure since the Feeling Pokemon will keep learning useful attacks of its types. For those who do not want to be stuck with Ralts until Level 20, Kirlia can be found around Level 20-40 in other provinces. While Kirlia caught later will miss out on EVs from early game, they are also better equipped for Pokemon battles thanks to Kirlia’s actually usable Special Attack. For trainers who wish to use Pokemon with non-standard Tera-types, a Kirlia with Tera-Fire can be caught at Level 28 in East Provicne Area Three, which should be just in time before Kirlia unlocks full potential and enters its final stage. All Kirlia can evolve into Gardevoir by levelling up to Level 30, a pretty simple requirement considering how strong Gardevoir is, or else trainers would need to find wild Gardevoir residing in the Glaseado Mountain. Male Kirlia can go another pathway by using Dawn Stones picked up at East Province Area Three to evolve into the Psychic/Fighting Gallade, which is also earlier than most of its competitors.

As one of the most well-known Pokemon on the Internet, Gardevoir is perhaps one of the most used Pokemon in the entire Paldea. Naturally, Gardevoir delivers by being a promising special attacker. Gardevoir’s most notable attribute, aside from its bewitchingly humanoid body shape, is its impressive base 125 Special Attack. Gardevoir’s gorgeous Psychic/Fairy-typing means its STAB moves cover pretty much everything besides Steel-type Pokemon, which can be taken advantage of due to their generally low Special Defense. Even better, Paldea has a lack of special attackers, and Gardevoir easily stands out among its competitors. For Psychic-type, it only loses to the single-typed Espeon and the slow Hatterene, which cannot possibly catch up to Gardevoir’s good base 80 Speed. In the Fairy-type competition, there are several powerful special attackers available once Area Zero opens up, but Gardevoir is still one of the best early to mid-game options. In fact, Gardevoir being so good is a major reason why other Psychic or Fairy-type Pokemon aren’t considered to be used. Outside of its reliable offensive output, Gardevoir also has a decent 68/115 special bulk that goes along well with the defensive niches brought by its Fairy-typing. Gardevoir isn’t a solid wall, but it matches well against most special attackers, especially Dragon-type Pokemon. Its base 65 Defense is downright unfortunate, as its weaknesses to Poison, Ghost and Steel often come from the physical side of the spectrum. Gardevoir mostly has a bad time against the Ghost-type Gym Leader and the Steel-type Elite Four but is at least decent in pretty much everything else. With how good Gardevoir’s types go together, it doesn’t always want to shred its dual typing with Terastallization. However, both Tera-Psychic and Tera-Fairy give Gardevoir a wonderful offense boost, further strengthening it to a higher power level. Tera-Fairy is particularly helpful when Gardevoir needs to get out of bad Ghost or Dark-type matchups and is generally a better defensive typing. As previously mentioned, Gardevoir can come with Tera-Fire, which is mostly useful when fighting Steel-type and Bug-type Pokemon. It is a shame Gardevoir’s abilities are not overpoweredly strong, but they are not bad either. Trace is largely matchup dependent, but copying an immunity ability or simply Intimidate can both be incredibly helpful in patching up Gardevoir’s poor Defense. Synchronize has an even more limited use, since most status conditions come from Pokemon that are immune to them. Do not even consider Telepathy as an option, since Gardevoir wants nothing from the only Double Battles found in Paldea. Overall, Gardevoir is shaping to be a simple special attacker with a good STAB combo, which is only half of its strength.

Game Freak really went out of their way to make sure Gardevoir will be useful enough in single-player adventures. Gardevoir starts off with the simple Confusion and Disarming Voice as a Ralts but will then keep upgrading its STAB moves through levelling up. While it has a noticeable gap during Level 20-30s, Gardevoir will have Psychic and Moonblast by Level 49, allowing it to wreak havoc during the late game. During the generation shift, many Pokemon lost access to Mystical Fire, while Gardevoir doesn’t only keep the move but even manages to add that move to the Move Reminder list. These three moves are enough to hit everything not named Armarouge for at least neutral damage, which frees Gardevoir’s fourth slot for any support options it wants. Hypnosis induces the powerful sleep condition and makes use of Gardevoir’s Trace while catching Pokemon. Charm is another effective way to weaken foes, while Calm Mind goes well with Gardevoir’s naturally high Special stats. Later down the line, Dream Eater and Future Sight are both powerful Psychic-type moves that can be a little difficult to utilize at times. When Gardevoir has such a sufficient level-up movepool, it doesn’t really need TMs, but there are still plenty of good moves there. Psyshock is Gardevoir’s best way to damage special walls and will be especially helpful when grinding against Blissey or Chansey. Focus Blast and Aura Sphere cover Gardevoir’s issues against Steel-type Pokemon. Shadow Ball grants Gardevoir the perfect coverage thanks to it hitting opposing Psychic-type Pokemon, like Armarouge. Thunderbolt and Energy Ball can work well as a secondary coverage option, since they are effective against bulky Water-type Pokemon, such as the final Titan. Gardevoir continues to expand its support options with TMs, with dual screens and Thunder Wave both being helpful against tough foes. Will-O-Wisp is an incredible option to wear down foes and buff Gardevoir’s Defense at the same time. Gardevoir doesn’t have the widest movepool in the world, but it very much has all the tools it can possibly need. The fact that its dual STABs work so well with Mystical Fire should be enough to justify a place on teams. In fact, it feels like Game Freak intended players to choose Gardevoir for Psychic or Fairy options, since everything lines up perfectly for it, pathing a successful journey in the Paldea journey.


Gardevoir’s secondary Fairy-typing has been a huge advantage over other Psychic-type Pokemon thanks to it taking neutral damage from Bug and Dark-type moves. In Kitakami, Gardevoir starts out promising, as it fight well against your main rivals, even facing dangerous Pokemon like Yanmega or Shiftry. However, once the story moves to the Titan battles against the Loyal Three, Gardevoir’s weakness to Poison becomes its one Archille’s heels. While Psychic will be a powerful attack against Fezandipiti and especially Okidogi, Gardevoir is unlikely to knock out these titans in one hit and would not be able to take any physical hits from them in return. It struggles even more against the specially bulky Munkidori who isn’t even weak to Psychic. Gardevoir will then have a suboptimal fight against Ogerpon as well, since the fierce ogre excels in physical attacks. At least Gardevoir is decent in clearing the Ogre Clan fights, since none of the clan members focus on Poison or Steel-type offenses. Gardevoir mostly has a forgettable trip in Kitakami, as it doesn’t even gain any new good moves, but we can rest assured that it cannot be any worse than this.

Gardevoir itself didn’t change much upon arriving the Blueberry Academy. It regained Expanding Force, a Psychic-type move that outpowers Psychic in Psychic Terrain. The newly added Alluring Voice and Psychic Noise are both neat options with their own support uses, but that’s pretty much it. The biggest change in the Indigo Disk expansion is, of course, a shift to Double Battles. Gardevoir can now run Dazzling Gleam as its Fairy-STAB to hit both of its opponents at the same time. On the other hand, Gardevoir itself is not weak to any widespread moves and is pretty good at taking them thanks to a good Special Defense. Naturally, Gardevoir proves to be the most useful against the Dragon-type user in the academy, whose Pokemon struggle to take Gardevoir’s brutal Moonblast. However, the Blueberry Academy also introduces a hefty level of powercreep, which means Gardevoir’s bulk is not as impressive as before. Its base 80 Speed is now also falling behind, which means Gardevoir doesn’t get to outspeed that many dangerous Pokemon. Gardevoir particularly has a hard time in the fight against the Steel-type trainer and many other random physical threats. To make things worse, Gardevoir’s Trace is harder to utilize in Double Battles, which is why it may want to switch to Telepathy for pairing up with Earthquake users. Adapting to the harsh environment around it, Gardevoir finds a new supporting role using Icy Wind and dual screens to help its teammates, being the guard its Pokedex entries describe it to be. It continues to struggle in the Area Zero expedition, since the big boss Pokemon barely outspeeds Gardevoir. During the Epilogue, Gardevoir still does not want to face Poison-type Pokemon but does well in the fights against your friends. While Gardevoir is definitely not as good as it is in the base game, Gardevoir’s great attributes still hold and solidify its spot as one of the better Psychic or Fairy-type Pokemon to be used in the Pokemon Scarlet/Violet games.

Honourable Mentions
Special: Tera Blast, Hyper Beam
Status: Misty Terrain, Healing Wish, Wish, Substitute, Encore, Taunt, Psychic Terrain, Trick Room


A team of only Psychic-type Pokemon will likely struggle against Dark-type Pokemon, which is why Gardevoir is an essential component in a mono-Psychic run. In one team slot, Gardevoir provides an offensive solution to Dark, a defensive answer to Bug and Dark, as well as coverage options to handle Psychic and Steel. Gardevoir is already a great Pokemon to use on its own, and there are not many reasons why trainers would not want to use it in a mono-Psychic team. It does need to compete with fellow Fairy-type Pokemon, Hatterene and Scream Tail, but Gardevoir is the easiest one to use with a great balance between offensive power and speed. Gardevoir synergizes well with most of its teammates, since it doesn’t stack too many weaknesses with them. It works particularly well with the Ghost-immune Farigiraf and Wyrdeer, forming a powerful defensive core with the latter’s Intimidate. Just like in a regular playthrough, Gardevoir’s stellar performance will drop a bit in the DLC areas, but it is still a solid Pokemon for a mono-Psychic team nonetheless.
 
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“It can predict where its foes are moving and land its blade precisely. There are numerous tales of Gallade helping those in need.”

Gallade is potentially the Pokemon that received the most buffs in Generation IX, to the point it feels like a completely different Pokemon to use. First and foremost, Gallade gained the new Sharpness ability, which gives its blade moves an incredible 50% power boost. Gallade has always been a promising physical attacker with its base 125 Attack, but over the years, its power has become less impressive after generations of powercreep. Sharpness is the perfect gift Gallade could’ve asked for, since its slicing moves are already pretty strong to begin with. As a Psychic/Fighting-type Pokemon, Gallade makes great use of its STAB combination to slice through most Pokemon in Paldea. Being a Psychic-type Pokemon that can threaten Steel-type Pokemon and a Fighting-type Pokemon that does not worry about Poison, Gallade finds itself plenty of targets to hit with. Offensively, Gallade mostly struggles against fellow Psychic-type, but it is an easy problem to solve. Gallade’s defensive profile is a little bit of a mixed bag. On the plus side, Gallade has an impressive 68/115 special bulk built for tanking special hits. Having only three weaknesses, Gallade’s base 65 Defense isn’t too unreliable either, giving it the ability to take hits on both fronts. Unfortunately, its weakness to physical Flying-type Pokemon can be difficult to work with against the plethora of bird Pokemon flying around. While Gallade has two useful resistances to Fighting and Rock, it is also more likely forced to eat neutral hits, further limiting its longevity especially on the physical side. Furthermore, as previously mentioned, Gallade’s go-to ability is Sharpness, which has zero defensive uses. It would not want to stick with Steadfast or Justified, as those abilities are rather situational. At the end, as expected, Gallade will be going full offensive despite having an alright defensive capability. Finally, it should be noted that Gallade enjoys the introduction of Terastallization. Its only STAB Tera-type is Psychic, which further pumps up the power of its Psychic-type moves while maintaining strong Fighting-type moves to use on Psychic-immune Pokemon. Interestingly, Gallade can keep Tera-Fairy from its pre-evolutions. Due to a lack of compatible moves, Tera-Fairy is mostly used for gaining an all-round defensive typing. At the very least, Gallade’s natural STAB moves are super effective on Poison and Steel, synergizing well with its Fairy Tera-type. Similarly, catching the wild Tera Kirlia gives Gallade an option for Tera-Fire, which is just helpful as an additional defensive choice. Overall, thanks to its promising offenses and a workable bulk, Gallade will have an easy time in most of the Treasue Hunt other than the Ghost, Psychic, Fairy and Flying trainers.

As if having a brand-new ability is not enough of a boost, Gallade received even more buffs in terms of moves. Upon evolution, which can be as early as Level 20, Gallade would have access to Sacred Sword, Night Slash, Leaf Blade, Aqua Cutter, Aerial Ace, Slash and Fury Cutter, which are all boosted by Sharpness. The most notable one is, of course, the newly gained Sacred Sword, which is effectively a base 135 power move in addition to STAB. This one singular move is going to be enough for every enemy that is not Ghost-type until at least level forty-something. The only issue Gallade suffers is that it won’t have good Psychic-type moves to use until Psycho Cut at Level 42. A small price to pay considering how good Gallade will be after that level, but a pity it won’t be useful against the Poison-type trainer. After picking up the X-Scissor TM, Gallade would be able to upgrade its Bug-type coverage to a much stronger move and round off its perfect Psychic/Fighting/Bug coverage. Alternatively, Gallade can run Night Slash instead as the third move. While it is slightly weaker in base power, it finds more super effective targets against Ghost or Psychic and has a better chance of landing critical hits. Since Gallade only needs three moves for effective coverage, its final moveslot is free to run anything it wants. Leaf Blade is useful for finding extra super effective targets. Sharpness is such a good ability that Earthquake and Stone Edge are second-tier choices, but they are still effective thanks to their naturally high power. Swords Dance at Level 35 is obviously good for a physical attacker, even though Gallade does not really need the Attack boosts. False Swipe is useless in trainer battles but fantastic in catching Pokemon. Gallade absolutely enjoys its Paldean journey, as it is able to fit on teams easily with its new buffs. From fighting time-travelling Pokemon to recruiting local Pokemon, there is almost nothing Gallade cannot do, making it an immensely successful generation shift for the Blade Pokemon.


Nothing much changed for Gallade when it moves to the Kitakami region. Its only notable move gain is Solar Blade, which is much stronger than Leaf Blade but mostly requires sun support. In terms of matchups, it is a Psychic-type Pokemon that does not worry about the multiple Dark-type Pokemon from the local siblings, but Kieran’s Flying-type Pokemon can prove to be quite troublesome. In theory, Gallade is an amazing offensive answer to all of the Loyal Pokemon, but it is likely going to underspeed the trio and is forced to eat their nasty poison-inducing attacks. Gallade’s low Defense means that it won’t be too useful against Ogerpon, except a super effective hit in its third phase. Its poor physical bulk and mediocre speed will become more of an issue for trainers who want to defeat the Ogre Clan members. Things are not really looking great for Gallade, but Kitakami is a rough region for many Pokemon, so it should’t be too surprising.

Gallade’s great traits still stand in the Indigo Disk expansion, while it gains several new ones as well. It has always been able to learn Knock Off, but the move can finally be fully utilized since trainers in the Blueberry Academy may run held items. Similarly, Quick Guard and Wide Guard were previously rather niche but became some of the best moves in the Double Battle setting. Unfortunately, Gallade isn’t too well-built for Double Battles other than these buffs. Thanks to its lack of resistances, it is often tasked to tank too many big hits. Its special bulk struggles to handle consecutive widespread moves like Blizzard or Discharge spams. It does have Wide Guard to defend against these moves, but it does not always want to click that as it is, after all, focused on strong offense. Gallade hates the increased bulk around the Blueberry Academy, but its incredibly sharp blades will still be very powerful. Sacred Sword and Psycho Cut for the most part will suffice as main attacks, but Gallade’s coverage options start to dim a little bit. Gallade itself also does not get to utilize widespread moves, which makes it even slower as an attacker on top of the fact that its base 80 Speed is now below standard. That being said, Gallade will do fine in the Canyon and the Polar Biomes, with the former featuring a boss battle that Gallade excels in. The Fairy-type Elite Four, on the other hand, is a trainer Gallade wants to avoid at all costs. Its dual STAB options will be useful against the Blueberry Champion, but that battle is pretty tough in general. Gallade will continue to struggle in the Area Zero revisit, as it just happens to be a tad bit slower than the big boss Pokemon and lacks natural Tera-types to do meaningful damage. At least Gallade can return to comfort in the Epilogue, since there are multiple battles where its STAB moves will prove to be incredible including but not limited to your final rival match. Gallade’s performance certainly dropped in the Scarlet/Violet DLC, but that naturally happens when you set the bar high in the base game. Gallade is very much still a good Pokemon to use and brings fresh experience even for veteran trainers who have used this Pokemon before. Sometimes, little buffs can completely change a Pokemon, and Gallade is perhaps the living proof of that.


A mono-Psychic team needs answers to Dark-type and Steel-type, which is why Gallade’s Fighting-typing is so desirable for such a team. Offensively speaking, Gallade’s Sacred Sword and X-Scissor/Night Slash can cover up everything that resists Psychic, all in one teamslot. Gallade can even be tasked to take Bug and Dark-type moves, though it isn’t too good at either of those. Since many other Psychic-type Pokemon are special attackers, Gallade’s ability to deal physical damage is also crucial to break special walls. The main issue with Gallade is that it needs to compete with Medicham, who shares many of Gallade’s good traits, but the two psychic fighters can sometimes even go together for maximum coverage. Gallade fits on teams easily, simply thanks to its strong Sacred Sword working so well with other Psychic-type Pokemon. Occasionally, Gallade will miss out on key battles that it struggles with, but otherwise, it will often serve as an all-around physical attacker if no other Pokemon can fit the bill. Overall, Gallade’s interesting typing has led to a fruitful experience in the Pokemon Scarlet/Violet games, and it finds similar success in a Psychic Monotype setting as well.

Honourable Mentions
Physical: Tera Blast (With Tera Fairy or Fire), Giga Impact, Shadow Claw, Ice Punch, Thunder Punch, Fire Punch, Shadow Sneak, Bulldoze, Triple Axel (ID), Upper Hand (ID)
Status: Hypnosis, Will-O-Wisp, Thunder Wave, Reflect, Light Screen, Substitute
 
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“Drowzee comes out at night to devour dreams. If it finds a tasty dream to eat, it will sometimes leave berries for its dream-eaten victim."

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“Hypno uses its pendulum to hypnotize people and eat their dreams. Sometimes, if it is feeling angry, it may show its victim horrifying nightmares.”

There are two Psychic-type Pokemon available before trainers get to their academies. For trainers who are looking for something creepier and more disturbing than Ralts, Drowzee can be found in the ruins area. Drowzee starts off promising, having one of the best Special Defense among all of the available Pokemon in the area. Its offense is not amazing, but that won’t be a big issue when everything around is so weak. Besides, Drowzee will keep learning useful attacks like Headbutt and Psybeam. The best attribute of Drowzee is probably its access to Hypnosis and Poison Gas, two useful ways of inducing status conditions. Drowzee is not too bad to use, but it is overall quite passive and is useful for tanking hits only. Drowzee’s big upgrade will come at Level 26, which is not too late for such an early defensive Pokemon. With a solid beginning, Drowzee’s evolution, Hypno, needs a lot to meet up to expectations.

If you are expecting Hypno to be good, you are in a rude awakening. Hypno’s best attribute lies in its amazing base 115 Special Defense. Coupled with the good base 85 HP, Hypno can easily sponge special hits left and right without taking that much damage. While its base 70 Defense is not as impressive, Hypno isn’t too physically frail either, which means it suffices as a well-rounded wall. Hypno can often take several super effective hits from the special side while still having enough bulk to take an emergency physical blow. Hypno’s mono-Psychic typing works fine defensively, thanks to the Bug-type and the Dark-type trainer having low-levelled Pokemon in their initial matches. Hypno’s only issue in the Treasure Hunt is the Ghost-type trainer whose ace Pokemon is a special attacker with weak moves. Hypno works well as a general wall, but it does not seem to do much other than that. With horrible base 73 offenses, Hypno is a massive momentum sink that does no damage even if it happens to run into super effective targets. Its mono-typing does not help either, since Hypno’s STAB moves are only good on Poison-type and Fighting-type Pokemon. As a wall, Hypno also does not stand out too much from its competitors. Its base 67 Speed is uninteresting, to say the least, and often leads to Hypno taking multiple hits before it makes progress on the opposing team. When many other defensive Pokemon get to abuse their abilities, Hypno is stuck with Insomnia, Forewarn and Inner Focus. Insomnia is passable for fighting Yawn or Effect Spore users, while Forewarn can be helpful in a Nuzlocke setting, but overall, these three abilities leave Hypno with no niches over other Pokemon. Full defensive teams would prefer having Pokemon with more tools like Regenerator or a typing with more resistances. Balanced teams can choose Pokemon having worse defense in exchange for better offensive output. There are indeed not many reasons why anyone would specifically want to run Hypno on the team. Even though it has an overall good matchup in the Treasure Hunt, it still won’t do great against strong opponents like those seen in Area Zero. Finally, it should be noted that Hypno is not a good Tera-user, since Tera-Psychic has no defensive utility and still would not fix Hypno’s terrible offenses. Hypno is a Pokemon that started off mediocre in Gen I and has gone even further down throughout generations, which is just a proof of how cruel powercreep can be.

As a Pokemon revolving around the concept of dream-eating, Hypno is built for using the move Dream Eater. However, before looking into Hypno’s full moveset, trainers should be aware of the fact that Hypno cannot learn Dream Eater despite the move existing in the game. Losing access to its strongest and most signature move, Hypno is left with less desirable but still decent choices. First of all, the only thing holding Hypno’s defensive niches together is its access to status conditions, when so many other walls lost key moves like Toxic. Hypno’s main weapons are still Hypnosis and Poison Gas. The former can potentially put dangerous foes to a complete stop, while the latter compensates for Hypno’s lack of offenses by providing passive damage. It is a shame these two conditions cannot go together, but running both moves allows Hypno to make flexible choices. For a second layer of annoyance, Hypno can add Disable and Swagger to further disrupt its targets, though relying on the RNG-based Swagger is most definitely not ideal. Hypno is still going to need some attacking moves to fill out its slots. Psychic or Zen Headbutt will be its main STAB choices, depending which attack category it wants to focus on. Hex works well with Hypno’s status moves. Foul Play in theory works but often falls short since opponents do not run Attack investments. Drain Punch is the only form of recovery bar Rest, but its healing capacity is severely limited by Hypno’s poor Attack. Offensively speaking, Hypno is one of the few lucky Pokemon that learns Nasty Plot from levelling-up and does not require completing a long quest to learn that move. However, boosting Hypno is slow and ineffective. Finally, Hypno can support its teammates with standard Psychic-type options, namely dual screens and Trick Room. Hypno’s moveset is actually not too bad, with it having moves that other Pokemon desire for. However, Hypno simply does not have what it takes to utilize these moves, and others can usually make things work despite having a slightly narrower movepool. To put it mildly, Hypno is not recommended to be used in any serious Paldean Treasure Hunts, as pretty much every other Psychic-type Pokemon would do its job better. Hypno dreams of being good in adventures, but Game Freak just decides to cruelly devour its dream.


Most Pokemon end up being worse in Kitakami than in Paldea, and Hypno has no ways out to escape from this horrible fate. Your rivals become faster and more aggressive throughout your visit, which means Hypno’s bulk is going to be less impressive, not to mention the fact that their Pokemon often run moves good against Psychic. The Loyal Three are immune to Poison Gas, use Hypno as a setup fodder, and ruin Hypno’s defensive capability with their Toxic Chain. The fearsome ogre is a physical attacker and completely destroys Hypno before it can swing its pendulum. At least Hypno gains Haze and Toxic, which are useful in stalling out setup opponents, but again, Hypno does not accomplish much other than that. To the surprise of absolutely nobody, Hypno is pretty darn bad in the Teal Mask expansion.

At this point, trainers either have boxed Hypno forever or will be keeping one until Generation XV drops. For stubborn trainers who fall into the latter category, Hypno is at least somewhat justifiable in the Indigo Disk expansion. It adores Double Battles, since Poison Gas and screens are now doubly effective. It is also now slow enough to be a good Trick Room setter and abuser, with Inner Focus blocking Fake Out attempts. Do not be fooled by these "upgrades" as there are no good matchups for Hypno in Blueberry Academy, Deeper Area Zero and Kitakami combined, leaving even fewer reasons to use Hypno over its competitors. Hypno needs strong buffs, and Scarlet/Violet are simply not the games to let the Hypnosis Pokemon shine.


As a mono-Psychic Pokemon, Hypno offers nothing to a team of other Psychic-type Pokemon. Its status conditions are still interesting but not enough to justify a teamslot. When there are so many other good Psychic-type Pokemon to use, choosing Hypno is just making the challenge run even more challenging. Unnecessary.

Honourable Mentions that are not even that honourable
Special: Focus Blast, Shadow Ball, Psychic Noise (ID)
Physical: Elemental Punches
Status: Thunder Wave, Taunt, Encore, Curse (ID)
 
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Oricorio, the Dancing Pokemon, Pa’u Style
“This form of Oricorio can turn pink nectar into psychic energy. Its slow and relaxing steps have inspired many meditation trainers around the world.”

The Paldea region is based on Spain, a place well known for its passionate dances. Hence, it should not be too surprising to find the Dancing Pokemon, Oricorio, inhabiting the Paldea region. Oricorio can rarely be found as early as Level 5 in its Pom-Pom Style before the Mesagoza Gate. Trainers can also wait until they reach Artazon for a better chance to find Baile Oricorio that are also higher levelled. Regardless, for players who specifically want Oricorio in the Pa’u Style, the Pink Nectar is only available to trainers with at least 3 Gym Badges. Thus, Oricorio-Pa’u is available around Level 20s, which is acceptable as an early mid-game option.

Oricorio is well known for having rare and interesting typings as a Flying-type Pokemon. In the case of the Pa’u Style, it is actually the only Psychic/Flying-type Pokemon in the entire Scarlet/Violet games without the use of Pokemon Home. Unfortunately, uniqueness doesn’t prevent said typing from being overshadowed by other Oricorio typings. In single-player adventures, having too many weaknesses is not a good sign, and Oricorio-Pa’u has five, the highest number among all Oricorio forms. In addition to regular Flying-type weaknesses, Oricorio-Pa’u is also weak to Ghost and Dark, which result in the pink dancing bird taking super effective hits from common coverage moves. Oricorio-Pa’u’s defensive profile isn’t horrible per se, but it is entirely outclassed by its siblings, who all have better sets of resistances. The competition isn’t much better in terms of offensive uses either. Due to an overlap of super effective targets, Oricorio-Pa’u only hits four types for super effective damage. The only type Pa’u can hit that its siblings cannot is Poison, which is neat but obscure. Yet again, the other Oricorio forms simply have better synergies between their primary and secondary typings, making them superior in almost every fight. At the end of the day, Oricorio-Pa’u has alright matchups in most important battles but is chosen over in favour of other Oricorio forms which offer superior coverage. Since Oricorio-Pa’u cannot hope to compete with its family members, it instead fights for a slot with other Psychic-type Pokemon. Oricorio is a mediocre special attacker with base 98 Special Attack and a promising base 93 Speed, but it is nothing too special when compared to strong Psychic-type Pokemon like Espeon or even Espathra. The fact that none of its stats hit 100 means Oricorio-Pa’u is most likely looked over and does not justify a position on most teams. The Dancer ability is neat and fun but also too unreliable most of the time. Finally, while Oricorio-Pa’u has an interesting selection of Tera-Electric, Fire and Flying naturally, it still isn’t the best Tera-user among its forms. Overall, Oricorio-Pa’u is just a living proof that Psychic and Flying do not go too well together, and the negatives do not even end here.

While Oricorio has an incredibly interesting gimmick of transforming between its forms, its ever-changing typing also causes a major issue in its moveset. Oricorio will be learning many Flying-type moves, one singular primary-STAB attack and less than five coverage moves. On the plus side, Oricorio will never run out of Flying-type moves, with Air Cutter, Air Slash and eventually Hurricane all learned through levelling-up or TMs. On the other hand, Oricorio-Pa’u will have only one Psychic-type attack, Revelation Dance, learned at Level 40, which means it completely misses the one occasion where you want to have a Psychic-type Oricorio, the Poison-type boss fight. While Revelation Dance is a strong move, it is no stronger than Psychic, the go-to special STAB move used by most other Psychic-type Pokemon. To make matters worse, Oricorio-Pa’u has only two usable coverage moves: the weak Icy Wind with a cool Speed drop effect and the non-Tera Tera Blast for Normal-type damage. The poor offensive movepool is such a shame, since Oricorio gains the incredible Quiver Dance through the use of Mirror Herb in this generation. However, with an average bulk and subpar offensive coverage, Oricorio-Pa’u is not a good user of this move, and it would be better to be equipped on other Oricorio forms for a superior use of the stat boosts. Because of that, Oricorio-Pa’u is forced to focus on support options, which it has plenty of. Baton Pass is a great way to transfer your boosts since Pa’u isn’t going to be abuse Quive Dance itself. Setting up Tailwind for the team can be helpful for slower teammates, as Oricorio gets U-turn for a swift return as well. It can even be a decent Rain Dance user, since it can take advantage of the rain for a perfectly accurate Hurricane. To put it mildly, Oricorio-Pa’u has a messy movepool, with its offense and support options going nowhere useful. It feels like Game Freak carefully plans the other three Oricorio forms to be neat and helpful but completely sh*ts on Pa’u by giving it a suboptimal typing. While Oricorio is an alright Pokemon to use for Treasue Hunts in Paldea, trainers are advised not to feed their birds with Pink Nectar, for good reasons.


Oricorio-Pa’u is inherently inferior to its other forms, and this is unlikely to change when it comes to other regions. Upon arrival at the Kitakami village, trainers will be facing many Ghost, Dark and Bug-type Pokemon or users of their moves. As a result, Oricorio-Pa’u is yet again the worst Oricorio to use in these trainer battles, offering next to zero good matchups. The good thing is, the toxic Loyal Three share a Poison-typing, something Oricorio-Pa’u likes to see. At the very least, Oricorio-Pa’u is a great choice against Okidogi and Fezandipiti, striking super effective Revelation Dance on the both of them. However, its advantage over other Oricorio is quite minor, since all of them can hit Okidogi with a powerful Hurricane, and Oricorio-Sensu even has a resistance to Poison, something that Pa’u cannot achieve. Oricorio-Pa’u still ends up quite forgettable in the land of Kitakami, with it unable to do much against Ogerpon and gaining no exciting moves. The Loyal Three battles are where Pa’u will ever peak, and they will serve as consolation prizes for the poor hula dancing bird.

Oricorio adores Double Battles, as it seems to have so many tools designed to be utilized in Doubles. First of all, the previously situational Dancer can now be abused by pairing Oricorio with a dancing teammate. If Oricorio and its teammate both use Quiver Dance, then Oricorio would achieve +2 in Special Attack, Special Defense and Speed in one turn. Even better yet, pairing two Oricorio together is extremely effective in both boosting stats and dealing damage with Revelation Dance. Even if it’s not paired with another Oricorio, Oricorio still appreciates teammtes that set up rain or simply provide defensive support. Speaking of support, Oricorio itself is also a decent user of Tailwind thanks to its good damage output. Oricorio certainly does not enjoy the powercreep and the defensecreep found in the Blueberry Academy, but it is often just fast enough to pull of whatever tricks inside its pockets. However, Oricorio-Pa’u, in particular, still has one major flaw, which is that it is still entirely outclassed by its siblings. Even though all Oricorio enjoy the same buffs, there are almost no reasons to choose Pa’u over the other forms, since the other forms of Oricorio are just better at utilizing their gifts. Even worse, Oricorio-Pa’u has no good type matchups in important battles, and Pom Pom is usually the preferred form against random trainers. The same problem persists in the Area Zero expedition trip, as Sensu and Pom Pom can both use their primary STAB to threaten the big boss Pokemon in one of the phases. Things are slightly better in the Epilogue, as Pa’u has Psychic-type moves to hit the plenty Poison-type Pokemon around. Still, it is often a better idea to keep Oricorio in other forms for an all-around defensive capability. It is a shame Oricorio-Pa’u will probably stay outclassed in every game, as it is unlikely to appear without its siblings alongside. However, Pa’u is far away from unusable, which is a lot better than some of the other Pokemon found in the Scarlet/Violet games or its DLC.


The Psychic-type is well known for its focus on special moves. Naturally, a mono-Psychic team is going to be full of special attackers. Unfortunately for Oricorio-Pa’u, its passable Special Attack is nothing special when there are so many other powerful attackers available. While having Quiver Dance is awesome, pretty every much other special attackers has Calm Mind, which isn’t that much worse than Quiver Dance when used on something with a better natural offensive power. Since Oricorio has no useful coverage moves, it mostly uses Flying-typing moves for hitting Bug-type and Grass-type Pokemon, both are accomplished by the amazing Armarouge’s Fire-type attacks. Defensive speaking, having a Ground-immunity is nice, but Levitate Bronzong makes sure Oricorio won’t have the slightest defensive niche. Even if trainers really want a Flying-type Pokemon, connecting to Hisui for Braviary-H will end up being a better move. It is really unfortunate that Oricorio-Pa’u escapes from its dancing siblings and still struggles to compete for a team slot, which tells us a lot how Psychic and Flying do not go well together.

Honourable Mentions
Status: Charm, Taunt, Sunny Day, Attract, Safeguard
 
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Spoink, the Bounce Pokemon
“A Spoink with a larger pearl on its head has stronger psychic powers. Sightings of this Pokemon around high-class restaurants are rare.”

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“If a Grumpig starts to dance in odd steps in front of you, it is trying to manipulate you to get it some food. At night, its pearls sometimes glow white.”

Whenever trainers talk about finding pigs in Paldea, most would immediately think of Lechonk, a Pokemon readily available at the start of every trainer’s journey. For those who are looking for a different kind of bacon pig companion, they can head east to find wild Spoink hanging by the cliffs. Recruited at around Level 10-17, Spoink will overtake Ralts as the strongest Psychic-type available for now thanks to its solid base Special stats and a good Speed. At this point of the game, Spoink has more than enough power and bulk to face most of the foes, even against some of the fully-evolved Pokemon around. With moves like Psybeam and Confuse Ray learned early on, Spoink does not need to worry about being too passive. Naturally, NFEs will eventually fall behind, so trainers should wait until Spoink hit Level 32 to evolve into Grumpig. It isn’t exactly an early evolution, but bringing Spoink up to that level shouldn’t be too difficult either, making Grumpig a viable long-term team member.

Grumpig is based on the Bible quote of casting ye pearls before swines, which is perhaps why the Manipulate Pokemon is chuck full of wisdom. Just like its pre-evolution, Grumpig excels at special stats with an even stronger focus on Special Defense. Grumpig makes for a solid special tank with its 80/110 special bulk that can sponge up pretty much all special hits you will face. While nowhere as impressive as its Special Defense, Grumpig’s base 65 Defense can still take a big physical hit if needed. What makes Grumpig stand out from other special walls is its interesting set of resistances brought by Thick Fat. Grumpig has a total of four resistances, useful for fighting Fire, Fighting, Ice or Psychic-type Pokemon, making it a helpful ally for Steel-type Pokemon. Grumpig’s defensive utility is far away from being unique, as other defensive Pokemon like Slowking or Armarouge share the same resistances. There are two main advantages for choosing Grumpig. First, Grumpig’s relative lack of weaknesses means it is easier to stuff on teams without needing to worry about stacking weaknesses. Second, since Thick Fat is not revealed to opponents, AIs can often be baited into using the not super effective Ice or Fire-type moves on Grumpig. As AIs are fully aware of the type chart and choose attacking moves with better effectiveness, Slowking or Amarouge’s type resistances cannot be abused this way. Thanks to that, Grumpig finds good niches at the end of the Treasure Hunt, having wonderful matchups against both the final Gym Leader and the final Team Star boss. It isn’t a top-tier pick for the Elite Four battles, but it is a decent choice yet again thanks to its hidden resistances to Ice and Fire. Grumpig isn’t just going to be a wall though, as its base 90 Special Attack is very much usable. It won’t be a special powerhouse, but its steady Psychic-type damage will make sure no offensive momentum is lost and often proves to be crucial for stalling out foes. Grumpig isn’t the fastest mon around with a base 80 Speed, but it should be more than enough to outspeed most regular foes. Grumpig is not the flashiest toy around Paldea, as it isn’t that great of a Tera-Psychic user, gaining basically nothing from it. Its main utility comes from Thick Fat, since Own Tempo and Gluttony are both inferior defensively. Overall, Grumpig isn’t the best pick for most trainers, but it will certainly fulfill its role as a Psychic-type special wall.

When it comes to movepool, Grumpig is full of options that are quirky but sufficient. As aforementioned, Spoink learns Psybeam early on, which will actually be Grumpig’s main STAB for a while. Psyshock at Level 42 and Psychic at Level 52 are unfortunately too late to wait for, unless trainers speed things up by using TMs for these moves. Otherwise, Grumpig might want to learn Extrasensory through the use of Mirror Herb. Grumpig’s Psychic-type moves are nothing non-ordinary, but its weirdness kicks in when it comes to non-STAB moves. Its access to Power Gem and Flash Cannon stands out among its competitor, especially since a TM for the latter can be found before trainers even reach the Stony Titan and these two moves pair well with Grumpig’s Thick Fat resistances to fight Ice or Fire-type Pokemon. Standard coverage moves like Focus Blast, Earth Power, Dazzling Gleam, Energy Ball and Shadow Ball are all still available, further expanding Gumpig’s offensive coverage by covering for Pokemon that resist Psychic. Belch requires a berry to be eaten first, but it shouldn’t be difficult to achieve once Sitrus Berries are unlocked or if used with Rest and Chesto Berry. Thanks to setup moves like Calm Mind and Nasty Plot, Grumpig can easily make use of its good bulk to boost itself into a special attacking menace. If Grumpig doesn’t feel like going offensive, its support movepool is equally wide. Confuse Ray and Teeter Dance come naturally for inflicting confusion, though they are always luck-reliant. Snarl and Light Screen strengthen Grumpig’s great special bulk, while Chilling Water and Reflect can be used to patch up Grumpig’s mediocre Defense. Last but not least, Icy Wind and Thunder Wave should be enough to slow down blazingly fast foes. It is surprising how Grumpig has one of the widest movepool in the games, which makes it highly customizable when it comes to important battles based on different types. It is a shame many of its moves are quite weak in base power and thus not the strongest attacks to use in most cases. However, make no mistakes, as Grumpig is more than enough to be a good special wall that functions well as a Psychic-type special attacker with a wide range of weapons to choose from, narrowly avoiding the cruel fate of being stuffed into a BLT sandwich.


Grumpig made its average-looking stats work in the Paldea region, but things are looking tough in the Kitakami region unlocked in the Teal Mask expansion. Firstly, your main rivals use several Pokemon that are good against Psychic and will become significantly stronger the deeper you progress into the story. Grumpig’s offense becomes much less impressive and starts to slow the team down. While its Psychic-typing seems good against the Loyal Three, it also does not have enough power to threaten them and can easily be overwhelmed by their juiced-up attacks. The ogre fight isn’t much better, since the masked heroine is physically oriented, aiming directly at Grumpig’s weak point. Similarly, the ogre clan battles feature strong Pokemon with wide coverage and isn’t something Grumpig likes to see. While everything around Grumpig becomes much stronger, the poor manipulative pig barely receives any new tools in this trip, gaining the physical Lunge as an alternative to buff its own Defense. Overall, Grumpig dislikes the Teal Mask experience, being mostly forgotten and overshadowed by its competitors.

The Indigo Disk introduces the Blueberry Academy and an even worse power level. At this point, Grumpig has no business using its special offense and will likely be outsped by most Pokemon. Somehow, Grumpig manages to manipulate its way and become a decent support Pokemon. The Blueberry Academy focus heavily on Double Battles, and it just so happens that Blizzard and Heat Wave are two of the strongest widespread moves in Double Battles. Combining Thick Fat and Grumpig’s mighty Special Defense, it is one of the best Pokemon to soak up multitarget special moves. Its movepool also assembles for an effective support set, with Snarl, Icy Wind and dual screens being wonderful moves to cover for Grumpig’s teammates. If Grumpig wants to power up its teammates, it can just run Helping Hand for a direct damage boost. Grumpig shines the brightest in the Fire-type elite battle and most of Polar Biome trainer battles. Even outside of these fights, there aren’t too many situations where Grumpig would be detrimental to put on teams, though it should always be aware of strong physical attackers. Grumpig’s fruitful utility comes to an end once trainers leave for the Area Zero expedition trip, since it is too slow and weak to threaten the boss Pokemon. Its support capability is also not needed in the Epilogue, since it won’t be able to synergize with your partner that well. Grumpig might have weak base stats that resemble a middle-stage Pokemon, but the stats go well together. It will likely never be the best choice for adventures, but it is a reliable special wall for those who decide to put the psychic pig on the team, a fate better than most.


Single-typed Pokemon struggle to find niches in monotype adventures, and Grumpig is no exception when it comes to mono-Psychic runs. Grumpig is still a neat pick thanks to its rare coverage options. Its Flash Cannon is one of the few moves that can threaten Fairy-type Pokemon, while Earth Power is always helpful for hitting Steel-type Pokemon that resist Psychic. Thick Fat also allows Grumpig to form defensive core with Levitate Bronzong, probably one of the best defensive Psychic-type Pokemon around. However, once more options open up, Grumpig struggles to justify a team slot when other Psychic-type Pokemon provide much more useful niches. Notably, the two Slowking forms are both specially bulky Pokemon with good coverage moves that do not need to worry about stacking weaknesses with other Psychic-type Pokemon. Yet again, Grumpig is not bad, but there aren’t too many reasons to put one on mono-Psychic teams when most Psychic-type Pokemon excel at Special Defense anyways. Unfortunate but that’s how the Pokemon world works.

Honourable Mentions:
Special: Mirror Coat, Stored Power, Grass Knot, Hyper Beam, Expanding Force (ID), Psychic Noise (ID)
Status: Taunt, Encore, Psychic Terrain
 
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Bronzor, the Bronze Pokemon
“It is believed that Bronzor floats in air by using mysterious power. If it gets hungry, it may steal metallic coins from its trainer to eat.”

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Bronzong, the Bronze Bell Pokemon
“In the past, farmers worshipped this Pokemon as they believe it has the power to change weather. Scientists are investigating meaning of the symbols on its body.”

Trainers who have visited the Sinnoh region before would have fond memory of Bronzor, where the bronze coin shows up everywhere and takes an eternity to knock out every time. In Pokemon Scarlet/Violet, Bronzor is much less annoying as not that many trainers use one. For those who are looking for one, they can be found easily around almost every ruin, with the earliest ruins being the ones in the South Province. Bronzor can be caught as early as Level 9, an extremely low level for such a bulky Pokemon. Using its great general bulk, Bronzor can take hits from everything in the early-to-mid game and can often go toe-to-toe with some fully evolved Pokemon as well. However, it does basically nothing other than stalling out time, since it has nearly no offensive presence. Not only are its dual attacks supremely weak, but it will also be stuck with Confusion as the strongest move for a while, unless it runs Confuse Ray for random confusion hex. Keep in mind that Bronzor’s defenses are neat but not at all necessary for the easy parts of the game. Because of that, raising a Bronzor to Level 33 is quite painful. It is recommended that trainers should wait until the East Province, where Bronzor can be found in the early 20s, or the Glaseado Mountain, where Bronzong can directly be caught. Regardless, Bronzong is a Pokemon that rewards patience with its virtues.

Bronzong is a Pokemon known for its twisty type matchups, which is likely why trainers want to put one on the team in the first place. In the Paldea region, Bronzong is the only Steel/Psychic-type Pokemon available, offering ten type resistances that will surely prove to be useful in Treasure Hunts. Bronzong somehow manages to improve its wonderful defensive typing by negating weaknesses through its abilities. Bronzong can either turn its Ground weakness into an immunity with Levitate or half its Fire weakness with Heatproof to turn that into a neutral hit. The fact that both abilities come naturally is a huge boon, as Bronzong trainers would not need to wait for Ability Patches for its practically useless Heavy Metal ability. Levitate is generally seen superior for completely avoiding Ground-type damage from strong moves like Earthquake, but Heatproof being hidden means it is usually able to bait AIs into using Fire-type moves for regular damage. Whether Bronzong wants to go for Levitate or Heatproof entirely depends on team structure or depends on which one comes first. Either way, Bronzong would be left with only three weaknesses, one for Ghost, one for Dark and one determined by the ability it didn’t pick. It is not too difficult for Bronzong to work around its disadvantages, and it would often find more good matchups than bad ones. The only battles Bronzong might struggle are the Ghost-type Gym battle and potentially the first Elite Four fight. Bronzong’s types work so well it does not even need stats to work, but of course it also has great defenses to work with. Its 67/116/116 bulk isn’t exactly the beefiest around Paldea, but they are more than enough to support Bronzong’s amazing defensive typing. Resisted hits will barely leave a scratch on Bronzong’s bronze bell body, while even super effective hits sometimes fail to knock it out. With key resistances to common types like Normal or Flying, Bronzong is one of the safest lead options against random trainers. Normally, a defensive titan like this would cause momentum issue due to their low offenses. While Bronzong is by no means good offensively, its base 89 Attack and base 79 Special Attack are just enough to make it not passive in battles. Even its painfully slow base 33 Speed isn’t that big of a deal, since Bronzong has no issues going second most of the time. As if Bronzong’s defensive profile is not brilliant enough, the newly introduced Terastallization mechanic allows Bronzong to shred its natural types and thus remove its unwanted weaknesses. In particular, Tera-Steel would remove Bronzong’s Ghost/Dark weaknesses and synergize perfectly with its ability to leave the bronze bell with only two weaknesses. Since trainers can choose not to Terastallize Bronzong against Fighting-type Pokemon, a Tera-Steel Bronzong practically has only one weakness to worry about, either to Ground or to Fire. Otherwise, running Tera-Psychic is still good enough for removing Ground or Fire weakness. Both Tera-types can work surprisingly well and offer decent boosts to Bronzong’s workable offenses. Overall, Bronzong is looking promising as an all-around defensive tank, which is honestly what everyone expects it to be anyways.

Focusing primarily on defenses, Bronzong is not a Pokemon filled with strong attacking options. However, do not worry, as Bronzong still has what it takes to fulfill the role of a sturdy tank. As a Bronzor, it should have already learned Confuse Ray and Hypnosis for stalling purposes. While these status conditions can be quite powerful, they are far away from being reliable, so Bronzong is still going to need steady damage output. Luckily, it learns Extrasensory right before its evolution, a Psychic-type move with a good enough firepower for keeping offensive momentum. By using TMs, Bronzong can also go for Zen Headbutt or Psychic, which will both be slightly stronger than Extrasensory, with the choice depending on Bronzong’s preferred attacking spectrum. Bronzong’s Steel-type options are noticeably less consistent, with the main ones learned through levelling up being Gyro Ball and Heavy Slam. Bronzong certainly has the low speed and heavy weight to utilize these two moves, but they are extremely matchup-reliant. Even with TMs, Flash Cannon and Iron Head aren’t exactly strong, and Steel Beam has such a major drawback that doesn’t go well with Bronzong’s defensive use. Because of that, Bronzong’s STAB moves should not be expected to do too much against neutral targets and should be used primarily to wear down opponents. Instead, Bronzong is likely to run the non-STAB Body Press instead thanks to the move utilizing its great Defense stat to calculate damage. It even learns the amazing Iron Defense at Level 38 for a double boost on its physical defense and Body Press damage. Body Press works perfectly with Bronzong’s typing as it hits opposing Steel-type and Dark-type Pokemon for super effective damage. Bronzong can even run other coverage moves, such as the strong Earthquake and the risky Rock Blast. Even Payback is a reliable hit thanks to Bronzong often moving last. If the attacks are not working out, Night Shade is always a consistent option. Bronzong prefers to do all the tanking itself, but it can also choose to support its teammates with its wide array of status moves. As expected for a Psychic-type Pokemon, Bronzong is a good user of dual screens, securing defenses on both sides. In the later stage of the game, running Stealth Rock would allow Bronzong to provide henry hazard damage, which is especially helpful against the Flying-type trainer. Finally, with a naturally low Speed, Bronzong is a good Trick Room setter that also abuses the battle condition well. Overall, Bronzong uses its mighty bulk quite well, as it can focus freely on offense or support without needing to worry about being knocked out easily. With a plethora of resistances provided by its Steel-typing, it has easy times coming into the field. Perhaps one of the biggest issue Bronzong faces is a tough Steel-type teamslot competition with newcomers Gholdengo and Tinkaton. Otherwise, Bronzong will prove itself to be a valuable addition for trainers looking for sturdy bronze bells to use.


Having a wonderful defensive profile, Bronzong is expected to be great no matter where it goes. Thank its Steel-typing bringing a useful poison immunity, Bronzong naturally has a decent matchup against the Loyal Three. However, these poisonous thugs tend to run Ghost/Dark-type coverage to hit Bronzong for super effective damage, just like the Pokemon on your rivals’ team. This unfortunately makes Bronzong not as ideal as a Steel-type tank, though it is still definitely good at its job. Do note that even with Heatproof, Bronzong is still going to have a hard time against Firepon, which might warrant the use of Tera-Psychic for a better countering ability. Again, Bronzong is just doing its usual business of taking hits for the team. While it does not offer too many advantages in terms of important battles, it also won’t do terrible, making it a good team member to keep in the Teal Mask expansion.

Defensive Pokemon enjoy Double Battles as they do not need to worry about their poor offensive presence as much. Bronzong, being a good Pokemon already, also embraces the shift to Double Battles brought by the Indigo Disk expansion well. Bronzong can now use dual screens and Trick Room more effectively to enable its teammates. It has gained Helping Hand since the start of the generation, but the move is finally helpful if Bronzong does not feel like doing the attacks itself. Levitate Bronzong has resistances to common widespread moves like Earthquake, Blizzard and Rock Slide, which is of course a great use of its defensive typing. Speaking of which, Bronzong has decent matchups against three of the Elite Four, with the Fire-type member possibly being a non-issue for Heatproof Bronzong. Unfortunately, things are not always sunny (Get it? ‘Cause Bronzong summons rain?) for the bronze bell, as this DLC wave also highlights some of Bronzong’s issues. Bronzong’s base 116 defenses have always been brought down by its subpar base 67 HP. With the DLC Waves gradually introducing powercreep, Bronzong’s bulk starts to become a lot shakier and will occasionally fail to take certain big hits. Since most opponents run powerful coverage moves on their Pokemon, Bronzong’s few weaknesses will often kick in and wear down the bronze bell significantly. To make matters worse, this expansion brought back Metagross and introduced the new Iron Crown, both are Pokemon with much better base stats. Of course, Bronzong is still not bad as a defensive Pokemon, but it is just a shame it isn’t as good it as it should’ve been. When it comes to the Area Zero expedition, Bronzong’s low speed prevents it from being useful in the boss fight and would be better off staying in the PC box. At least it has a happier time revisiting Kitakami, since there aren’t many Pokemon that can prey on Bronzong’s weaknesses around. Bronzong certainly has ups and downs in its Generation 9 adventure, but it is still always a solid Pokemon. There is a reason why this bronze bell is an iconic face of defensive teams, and as such, it will always find a place on teams.


As the only Steel-type available in Paldea, Bronzong easily finds a bunch of niches in a mono-Psychic run. Bronzong will be the only Psychic-type Pokemon to resist Normal, Flying, Dragon and Poison in the base game. While these aren’t big problems for a mono-Psychic team, these unique resistances also mean Bronzong is pretty much guaranteed a spot against trainers specializing in these types. Offensively speaking, Bronzong is also the Pokemon with STAB good against Fairy. As such, Bronzong easily form cores with other good Psychic team members, such as the Fairy-type Gardevoir or the Fighting-type Gallade. Just like in a regular run, Bronzong functions well as a general tank even without significant type advantages. Again, Bronzong will have a tougher time in the DLC waves, but it will still be the best answer to the Loyal Three and potentially some BB League Elite Four members. While it still needs to compete with Metagross and Iron Crown in the Indigo Disk expansion, it also does not mind partnering with these two Pokemon. Bronzong has an amazing time in a Scarlet/Violet mono-Psychic run, which is what happens when you are a Steel-type with so few other Steel-type Pokemon to compete with.

Honourable Mentions:
Physical: Rock Slide, Ice Spinner, Giga Impact, Hard Press (ID)
Special: Weather Ball, Stored Power, Power Gem, Shadow Ball, Tera Blast
Status: Sunny Day, Rain Dance, Rest, Calm Mind, Psychic Terrain
 
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Meditite, the Meditate Pokemon
“It eats as little food as possible so that it can have a better concentration during meditation. In battle, it uses its mental energy to charge up its muscles.”

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Medicham, the Meditate Pokemon
“Every day, it sharpens battle skills by imagining itself fighting strong foes. It refuses to eat until it comes up with the perfect strategy in battles.”

Meditate is a Psychic-type move introduced in Generation I as a way to encourage trainers to stretch their body in exchange for a higher attacking power. Two generations later, the Hoenn region leads us to the perfect user of this move, Meditite, an adorable psychic monkey training on yoga. Fast forward to the modern Generation IX, Meditate unfortunately did not survive through Moveit, but Meditite is readily available in the Paldea region. Meditite can be spotted easily around the southern region of Paldea, with it being available as early as Level 20 in Province Four. Meditite is a reliable fighter, dishing out a steady output of Fighting-type damage. It even learns the strong Zen Headbutt at the early Level 25, which means it won’t really need to worry about not having the right moves to use. However, as Meditite would only evolve into the mentally and physically stronger Medicham starting at the late Level 37, trainers might want to hold off catching Meditite until they reach Province Six, where Meditite and even Medicham itself can be encountered at the early forties. Regardless, trainers will be stuck with the relatively weaker Meditite for the mid-game or directly obtain the powerful Medicham around Gym six. While Medicham definitely has an unfortunately late availability, it will prove itself with the trouble thanks to the pure power it brings.

At first glance, Medicham seems to be a pathetically weak Pokemon in terms of base stats, with its best attribute being a Base 80 Speed that isn’t even that impressive. Its base total of 410 points is so abysmal that it makes Sunflora’s 425 looks bright. Do not worry, as Medicham has more tricks up its yoga pants. Naturally, Medicham will come with the Pure Power ability, which doubles its Attack with no negative consequences. It isn’t exactly how it works, but for simplicity’s sake, Medicham’s base 60 Attack is basically doubled to a base 120 Attack. With that, Medicham’s firepower is at least on par with powerhouses like Quaquaval and Hariyama. In general, the more levels Medicham gains and the more EVs it receives, the more it will stand out in terms of physical power. Unfortunately, Pure Power cannot fix the rest of Medicham’s underwhelming stats, which means Medicham still has an overall subpar 60/75/75 bulk. It doesn’t quite exactly faint immediately in every battle, but it surely should not be tasked to take big hits. Thankfully, that base 80 Speed is enough to outspeed most foes in Paldea, making Medicham a good physical glass cannon. Being a dual Psychic/Fighting-type Pokemon, Medicham unfortunately does not outperform the newly buffed Gallade, who just happens to have the best synergy between its moves. That being said, Medicham still holds up to its own and is by all means a great candidate as a Psychic or a Fighting team member. Speaking of typing, Fighting and Psychic complement each other quite well, leaving Medicham with only three weaknesses. Make no mistakes, however, as Medicham is still not going to be a bulky tank whatsoever, and it won’t make very good uses of its Rock and Fighting resistances either. Its weaknesses to Flying, Ghost and Fairy also lead to unfortunate matchup against the third Elite Four member, the seventh Gym Leader and the fourth Team Star boss, which heavily limit Medicham’s late-game utility after its long-awaited evolution. On the bright side, its STAB options work well in the offense as well, since Fighting can pick up Steel-type and Dark-type Pokemon which would normally cause troubles for Psychic-type attackers. Ironically, Medicham’s biggest issue is fellow Psychic-type Pokemon, which are unfazed by Medicham’s types and easily plow through Medicham’s unimpressive special bulk. While Medicham’s dual typing works quite well, it also does not mind taking one of them off through Terastallization, since the brilliant mechanic brings Medicham’s attack power up to eleven. Which STAB-Tera Medicham wants depends on the need of the team, as well as which one comes naturally, since both of them can provide niche defensive utility in certain situations. Overall, Medicham is not the flashiest toy around Paldea, but its solid attributes will undoubtedly prove itself to be a valid physical attacker for teams that appreciate its Fighting/Psychic offenses. Just bear in mind Medicham is one of the few Pokemon that want to avoid its Hidden Ability at all costs, as Telepathy completely takes away Medicham’s uniqueness and is mostly useless anyways.

No offensive powerhouse can claim to be such without a wide selection of strong moves. Medicham takes pride in its kicking moves, and it would have already learned the powerful High Jump Kick by the time it evolves. High Jump Kick’s base 130 power, when doubled by Pure Power, is more than enough to knock out almost everything in sight. Just make sure not to click this move when a Ghost-type is around, and Medicham will be fine. Even if Medicham unluckily crashes from missing the move, it will probably have a second chance to fix things right. At Level 53, Medicham can change its kicking style to the brand new Axe Kick with a slightly lower power for an added chance of confusion. That being said, since Medicham is all about sweeping teams, it prefers having the stronger High Jump Kick most of the time. In fact, the immense power of High Jump Kick is the sole reason why Medicham stands out among the many Fighting-type Pokemon found in Paldea. While High Jump Kick is likely what Medicham uses most of the time, it will still need an auxiliary Psychic-type STAB. Zen Headbutt learned prior to its evolution will actually be Medicham’s only Psychic-type attack to use, and its relatively mediocre power is certainly disappointing. Medicham will mostly be clicking High Jump Kick or Zen Headbutt, and there really isn’t much need of extra moves. That being said, its STAB combinations will leave Medicham walled by most Psychic-type Pokemon and the rare Sableye or Spiritomb, so Medicham probably won’t mind filling its moveslots with some more offensive options. While Medicham has a colourful selection of attacks, none of them really help the Meditate Pokemon that much, and they are far away from being necessary coverage options. It learns all elemental punches right after evolution, with Thunder Punch and Ice Punch being extra handy for fighting Flying-type Pokemon, which would otherwise require the use of Rock Slide to deal with. Thief is Medicham’s most reliable way to counter Psychic-type Pokemon, but the low power leaves a lot to be desired. Fling is not exactly consistent, but it will bring a much stronger one-time nuke when equipped with a Big Nugget or even Hard Stone. Finally, Poison Jab is mostly useful for jabbing Fairy-type Pokemon that try to take advantage of Medicham’s Fighting typing. It is quite unfortunate to see that Medicham’s coverage options are all quite weak in power, making them not as effective. Because of that, Medicham may want to prioritize running boosting moves instead, with Bulk Up being an obvious choice available from an early TM. Medicham won’t be the best use of the Defense boost, but it will be much more comfortable facing physical threats with that move. For trainers who do not wish to use the Bulk Up TM, Medicham will be the stuck with the inferior Work Up or the unpredictable Acurpressure, though the latter can definitely be an interesting way to spice up adventures. Since Medicham struggles to fill up its four move slots, it can even free its final move for recovery purpose, with Recover being a steady option and Drain Punch being a decent utility without completely forgoing offenses. To sum it all up, Medicham actually has quite a wide movepool, but the moves it gets are not exactly ideal. Sure, Medicham learns some interesting support moves, but a Pokemon with an Ability called Pure Power really should be going purely offensive, right? Its coverage options are interesting to say the least, but their weak power means they are only good in specific situations. Granted, a Pokemon with great Attack to use High Jump Kick is far away from bad, but its one-dimension tactic will be quite disappointing for those who are looking for a more splashable team member. At the very least, if you need a good Fighting-type Pokemon and do not want to use anything else, Medicham will prove itself to be an effective meditator.


The land of Kitakami is well known for two things: Dark-type rivals and Poison-type titans. Medicham’s peculiar typing almost seems tailor-made for handling these two types of foes. Medicham is not perfect though, as Kieran runs many Flying-type on his team, most all things Medicham hates to see. Munkidori does not fear Medicham’s stats and easily overwhelms Medicham with its sheer offensive power. Overall, Medicham still find itself with more advantageous matchups than the bad ones. The real problem is, type advantages are not enough to save Medicham’s real flaws. Previously, Medicham’s subpar bulk is more or less seen as a mild inconvenience that doesn’t really get in Medicham’s way of sweeping opponents. However, the DLC wave brought a massive increase in power, defense and speed of opposing Pokemon, meaning that Medicham may not be able to outspeed that much without some investments itself. And if Medicham is not faster than its foe, then it will easily turn into the recipient of a sweep instead of doing the sweep itself. At this point, trainers will probably realize there are other more well-rounded Fighting-type Pokemon to be considered over Medicham. While Medicham is not dropping to Luvdisc-tier of bad, it is certainly sad to see a Pokemon with such potential to fall behind.

The Double Battles in the Blueberry Academy encourage trainers to develop interesting strategies by exploring synergy between Pokemon and moves. Medicham is fortunate enough to receive some tools, but it is quite lacking in the synergy department. Fake Out is one of the best moves in Double Battles, and Medicham has access to the move through the use of Mirror Herb. Having a Pure Power-buffed Fake Out is definitely nice, but it’s also quite a waste of Medicham’s potential. In fact, there are many other Fighting-type Pokemon that can provide a better Fake Out use thanks to their other utility, such as Hitmontop and Scrafty with their Intimidate. While Huge Power is a fantastic ability, the harsh environment in Blueberry Academy demands something that synergizes better with other Pokemon or moves, and doubling Attack simply doesn’t cut it. Eventually, Medicham finds itself an incredibly funny niche as a Huge Power Pokemon with Skill Swap, which is a silly but reliable way to enable powerful allies like Slaking. Medicham is somewhat decent in the majority of Canyon Biome and the Polar Biome but will suffer through other regions, especially the Coastal Biome boss fight. It will continue to struggle in the Area Zero expedition, since it is likely to be slower than the boss Pokemon and is completely walled by the second form of said boss. Thanks to its good matchups against Poison-type and Dark-type Pokemon, it is somewhat usable in the Epilogue, though it is still not the best Pokemon to use in Double Battles. Overall, Medicham remains its one-trick monkey status in the DLC of Scarlet/Violet, offering a powerful High Jump Kick and nothing much else. It is quite disappointing to see its lack of versatility, but at least Medicham proves itself to be good with what it is good at. Fortunate for Medicham, as it will be seeing its favourite game mechanic return soon, but a Paldea journey is perhaps not what it wishes the most.


Having a strong High Jump Kick has always been what saves Medicham from the Trubbish can, but that merit shines even brighter when Medicham is fighting alongside a group of Psychic-type Pokemon. Psychic is resisted by Steel, Dark and Psychic, and Medicham alone can solve the first two problems. Of course, Gardevoir or Hatterene can deal with Dark, while Rabsca can even hit Psychic on top of that. But handling the biggest two issues of Psychic coverage with one strong leg is just too good to pass up on. In addition, Medicham is one of the few physical attackers available and is one of the best ways to break physical walls like bulky Steel-type Pokemon. Of course, Medicham faces stiff competition in the form of Gallade, which is usually the go-to physical Fighting-type coverage found on mono-Psychic teams, and Medicham does not offer much outside of that High Jump Kick coverage. Do not worry, as Medicham can choose to back Gallade up for a doubled Fighting assault, and High Jump Kick is more than enough to justify a team slot against Fighting-weak opponents. Medicham has always been nothing more than an interesting typing combined with an incredibly high Attack, but that’s just exactly what it takes to be good on a Mono-Psychic adventure.

Honourable Mentions:
Physical: Counter, Low Kick, Trailblaze, Low Sweep, Brick Break, Body Slam, Reversal, Giga Impact, Tera Blast, Focus Punch (Teal), Upper Hand (Indigo)
Status: Reflect, Light Screen, Taunt, Pain Split (Indigo)
 
(Important Update:
After giving it some thoughts, I have decided to stop writing these lengthy essays because they are just too tiring and time-consuming for me. I feel like the end of this thread has taken way too long to finish, and I really want to post my next run as soon as possible. That being said, I still want to express my thoughts in some ways, so I came up with a different format of organizing my ideas. From now on, I will be presenting these post-run thoughts in point form. I am really sorry if you enjoy reading the essays, and I really hope that this new format will still suffice. Here, please take a read at these!)

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Armarouge, the Fire Warrior Pokemon
“The auspicious armor Charcadet wears awakens its psychic powers. In battles, it communicates with allies through telepathy and plans out strategies accordingly.”

Type: Fire/Psychic
Base Stats: 85/60/100/125/80/75
Ability: Flash Fire/Weak Armor
Available at around: Level 29 (Trade 10 Bronzor Fragments for an Auspicious Armor to evolve Charcadet.)

Pros:
-Is tied for highest Base Stat total (525) among all Psychic-type Pokemon in Paldea bar Scream Tail
-Ranks top 3 Special Attack among all Psychic-type Pokemon in Paldea
-Ranks Top 5 Special Attack among all Fire-type Pokemon in Paldea
-Has an overall good bulk to make sure it won’t be KO’ed in one hit and the capability to take more than one big hits
-Has a good enough Speed to outspeed most uninvested foes even without Weak Armor
-Has a useful combination of dual STABs that cover every single type for at least neutral damage
-Has a total of seven type resistances, including key resistances to Fighting and Fairy, as well as a Fire-immunity when running Flash Fire
-Has a great matchup against Gym #8
-Has great matchups against the final three Team Star bosses

-Is locked to Tera-Fire by default, which is mostly useful for removing Psychic weaknesses
-Has a consistent supply of STAB moves just from levelling up, with Psyshock and Mystical Fire right after evolution
-Has an exclusive access to Armor Cannon, one of the strongest Fire-type moves that can be used successively; Its drawbacks can be neglected easily by just switching
-Learns a wide selection of coverage moves: Energy Ball to cover Veluza/Slowtwins and Focus Blast to cover Houndoom/Tyranitar
-Learns Acid Spray and Clear Smog for handling setup foes, such as Starmobiles
-Can further boost its defensive capability with Will-O-Wisp, Reflect or Light Screen
-Uses Calm Mind setup to support its bulky attacking style
-Takes advantage of New Toy Syndrome as a perfectly usable Fire/Psychic-type Pokemon for those who are looking for fresh experiences with these types
-Generally fills up the role of a Psychic-type special attacker with an additional benefit of threatening Steel-type for those who need it


Cons:
-Suffers from 4MSS: It wants to run four attacks to maximize coverage and Calm Mind/Will-O-Wisp for setup at the same time
-Requires trading for Violet players and is not worth the hassle
-Has a total of five weaknesses, with Ground, Water, Dark being commonly seen
-Is defensively overshadowed by its Fire/Ghost counterpart, Ceruledge, which has better resistances/ immunities and a HP-draining attack
-Is offensively overshadowed also by its Fire/Ghost counterpart, Ceruledge, which has a better neutral coverage with Ghost-type moves and a better Speed

-runs Flash Fire which isn’t too interesting as a Fire-type itself, or Weak Armor which isn’t necessary
-Generally does not stand out among Fire-type users with its additional Psychic-typing

DLC 1 updates:
-Has good match-ups against the Loyal Three except its vulnerability to poison damage
-Perfectly counters Ogerpon-Fire and Ogerpon-Grass
-Has reliable Defense and Special Attack that withstand the test of powercreep

-Suffers from poor match-ups against Carmine and Kieran
-Underspeeds most Ogre Clan members’ team due to its mediocre natural Speed


DLC 2 updates:
-Makes good uses of spread moves, like Heat Wave, Lava Plume and Expanding Force
-Learns Wide Guard for blocking opponents that abuse spread moves
-Learns Ally Switch for baiting Fire-type moves to trigger Flash Fire
-Enjoys an even wider selection of coverage moves from gaining Scorching Sands and Meteor Beam
-Has Good matchups against most Elite Four thanks to resistances to Fire, Fairy and Steel
-Synergies well with different team archetypes, like Sun, Psychic Terrain or Trick Room

-Can be easily preyed on by users of Ground, Rock or Water spread moves
-Is too slow against Terapagos, weak against its coverage moves and resisted by the final two phases

-Has an alright presence in the Epilogue thanks to great match-ups against Poison and Fighting
-Stays as a consistent choice through the DLC waves

Monotype-Psychic:
-Is the only Fire-type option until Blueberry Academy: Best answer to Steel-type and Grass-type; Wonderful counter to Scizor
-Learns Flash Cannon and Acid Spray to check Fairy-type Pokemon

-Is defensively neutral to Bug but does not offer many defensive niches other than that
-Is a rare Pokemon with good physical bulk
-Forms defensive cores with Bronzong and Slowtwins
-Does not need to compete with Ceruledge anymore

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Espeon, the Sun Pokemon
“The orb on Espeon’s forehead absorbs sunlight. It sleeps at night to preserve its mental energy for the next day.”

Type: Psychic
Base Stats: 65/65/60/130/95/110
Ability: Synchronize/Magic Bounce
Availabe as early as: Level 12 (Eevee can be caught at Level 11 near Cortondo, and at least one level is needed to evolve.)

Pros:
-Is tied for highest Base Stat total (525) among all Psychic-type Pokemon in Paldea bar Scream Tail
-Ranks second highest Special Attack among all Psychic-type Pokemon in Paldea, only behind Hatterene
-Has a fantastic Speed for a powerful and speedy offense
-Is the best Psychic-type sweeper in Paldea as few others have the same power level and speed
-Is one of the earliest fully-evolved Psychic-type available
-Has a good special bulk to take big special hits in emergency
-Has good match-ups against Team Star bosses #3 and #5

-Has a great Hidden Ability in Magic Bounce, which unfortunately does not trigger that often in single-player
-Is naturally available with Tera-Normal, which flips Ghost-weakness to an immunity
-Has a consistent supply of Psychic-type moves, with Psychic learned at Level 40
-Learns Charm by default, which is useful for patching up its poor Defense
-Sets Reflect and Light Screen to support teammates with its high Speed
-Learns Thunder Wave and Confuse Ray from TM, as well as Yawn from Mirror Herb, for disrupting dangerous foes
-Learns handy coverage moves in Dazzling Gleam and Shadow Ball for handling Dark and Psychic-type Pokemon respectively
-Uses Calm Mind for further boosting its damage output or Baton Passing to teammates
-can stay healthy in battles thanks to Morning Sun recovery
-Is a reliable Psychic-type option for teams that need one


Cons:
-Has a poor physical bulk and is unable to take big hits on the physical front
-Has an unimpressive defensive profile with its mono-Psychic typing
-Does not offer too many type advantages in important battles other than the aforementioned ones
-Has an incredibly short list of viable coverage moves and offers nothing special compared to other Psychic-type Pokemon
-Is walled by Steel-type Pokemon easily
-Lacks moves that are above 100 in base power, wasting its massive special attacking potential without using Tera
-Is rather one-dimensional due to its narrow movepool
-Fails to find a niche with so many other interesting dual-type Psychic Pokemon around


DLC 1 updates:
-Has poor matchups against Carmine and Kieran
-Supposedly matches up well against Loyal Three but can be overwhelmed easily due to its poor bulk
-Has even weaker defenses as everything around gains attack investments
-Still outspeeds almost everything with its promising Speed
-Has an extremely poor match-up against the physical-oriented Ogerpon


DLC 2 updates:
-Lacks interesting tools to be utilized in Double Battles
-Has a good Speed for setting up screens or dishing out steady Psychic/Psyshock
-Makes use of its great offense that can be further powered up by Psychic Terrain

-Has poor match-ups against all important trainers
-Has a poor bulk that can be abused easily by physical threats

-Has an acceptable performance against Terapgos thanks to good Speed and Special Defense
-Continues to be overshadowed by many other Psychic-type Pokemon despite its promising Special Attack

Monotype-Psychic:
-Offers no offensive value due to its poor coverage options
-Offers no defensive value due to its mono typing

-Is still the best special sweeper available for dishing out Psychic-type damage
-Can easily be replaced by any other Pokemon around

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Girafarig, the Long Neck Pokemon
“Both of its heads need to eat food as they have separate brains. Its small head is incapable of logical thinking despite processing strong psychic powers.”

Type: Normal/Psychic
Base Stats: 70/80/65/90/65/85
Ability: Inner Focus/Early Bird/Sap Sipper
Available at around: Level 22 (Between Porto Marinada and Asado Desert)

Pros:
-Is one of the faster Psychic-type Pokemon available at this point
-Has good dual attacks that can tear through most frail opponents
-Comes with acceptable STAB moves like Stomp and Psybeam
-Is a fast user of Thunder Wave and dual screens for stopping powerful foes
-Has good mixed bulk when equipped with Eviolite
-Evolves at Level 32, when the Pokemon around become stronger and bulkier


Cons:
-Can be quite passive against Steel-type Pokemon

Notes:
-Despite being classified as fully-evolved at one point, Girafarig should evolve as soon as possible since it won’t be able to do much unevolved.
-Inner Focus is a better Ability on Girafarig, but Early Bird will be better in the long run.

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Farigiraf, the Long Neck Pokemon
“Its main head will first eat food and digest before the food gets passed to the tail brain. When its tail head closes, it can still sense nearby predators using extrasensory.”

Type: Normal/Psychic
Base Stats: 120/90/70/110/70/60
Ability: Cud Chew/Armor Tail/Sap Sipper
Available at: Level 32 (By leveling up a Girafarig that knows Twin Beam, learned at Level 32)

Pros:
-Has the highest HP among all Psychic-type Pokemon in Paldea, and is by extension, one of the bulkiest Psychic-type Pokemon available
-Has a great bulk that can even take big super effective hits in emergency
-Ranks second best Special Attack among all Normal-type Pokemon in Paldea, outperforming Pyroar and the likes
-Has the highest Special Attack among all Normal/Psychic-type Pokemon in Paldea
-Has an acceptable Attack for mixed attacking potential

-Covers every type bar Steel for neutral damage with just its STAB moves
-Has only two weaknesses, lowest possible number for Psychic-type Pokemon
-Is a Ghost-immune Pokemon that can actually threaten Ghost-type Pokemon, making it a great choice for Gym #7
-Has acceptable or even great match-ups in every important battle, maybe except the Professor fight and Katy’s rematch
-Gains access to a wonderful Ability in Armor Tail: protection against all priority moves that AIs do not seem to understand
-Counters many Ghost-type Pokemon that relies on Sucker Punch as the only coverage
-Has a stall-oriented Ability in Cud Chew for activating berries more than once, allowing Farigiraf to stay healthy easily
-Has an additional immunity to Grass when running Sap Sipper, as well as safety against status-inducing powder moves
-Is a good user of Tera-Normal for removing its two weaknesses and further boosting its offenses
-Learns useful STAB moves in Psychic, Hyper Voice and Psyshock, mostly through TMs
-Learns good physical Psychic-type moves with useful additional effects, like Zen Headbutt and Psychic Fangs
-Learns standard coverage moves like Dazzling Gleam, Shadow Ball, Thunderbolt and Energy Ball
-Has an early access to Nasty Plot at Level 46 for doubling its special attacking power
-Uses Calm Mind for slower setups that make use of its bulk
-Learns Baton Pass for passing stat boosts
-Learns Ground-type coverage in Earthquake and Stomping Tantrum to hit Steel-type Pokemon
-Learns even more physical coverage with Iron Head and Crunch
-Is good at team support with dual screens and Thunder Wave
-Takes advantage of New Toy Syndrome: A fantastic upgrade to the well-beloved Girafarig with great bulk and offense
-Is a great choice for teams lacking Normal or Psychic special attacker without stacking too many weaknesses


Cons:
-Lacks STAB moves with over 100 base power, which holds back its special attacking potential and often misses out important KOs without using Tera
-Does not resist Fighting, when that is one of the main reasons to use a Psychic-type Pokemon
-Needs to compete with Psychic Surge Indeedee due to their same typing
-Fails to use its mid base 90 Attack, resulting in unreliable performance when using physical moves
-Runs weak physical STAB due to not having Double-Edge and generally just prefers full special sets
-Struggles to break bulky Steel-type Pokemon due to its weak Earthquake
-Takes a significant drop in Speed after evolution, making it go after foes more often that not
-Is prone to being worn down as it often needs to take damage before moving


DLC 1 updates:
-Is useful against Dipplin and Sinistcha when running Sap Sipper
-Has poor match-ups against other Pokemon used by the siblings, especially the Bug or Dark-type Pokemon
-Has good match-ups against Munkidori and Fezandipiti, though it needs to be wary of Toxic Chain
-Gets overwhelmed easily by Ogerpon
-Manages to survive through the increase bulk and power level pretty well despite the lack of noticeable advantages

DLC2
-Makes even better use of Armor Tail to protect itself and its allies from being picked up by priority moves
-Blocks Extreme Speed from Dragonite, Sucker Punch from Grimmsnarl, Thunder Wave from Meowstic-M and Fake Out from many Pokemon
-Dishes out steady spread damage with Hyper Voice

-Lacks noticeable good or bad type match-ups in important fights
-Functions well in Trick Room teams as a reliable setter and an alright abuser
-Continues to provide defensive support with dual screens
-Expands its physical sets thanks to new access to Double-Edge and Curse
-Learns Ally Switch for baiting Ghost-type moves

-Is redundant on Psychic Terrain teams and needs to compete with Indeedee as a priority blocker in general
-Faces new competition in Meloetta as a Normal/Psychic special attacker with good coverage moves
-Cannot make use of Expanding Force due to not needing Psychic Terrain to work
-Dislikes being double teamed on due to its low Speed and a desperate need to stay alive
-Struggles against Terapagos due to its low Speed

-Functions well in the Epilogue thanks to its strengths against Poison and Fighting-type Pokemon
-Survives through the harsh DLC waves by finding new niches in Double Battles


Monotype-Psychic:
-Is a reliable defensive answer to Ghost-type Pokemon, making it a top-tier pick against Ryme
-Is a safe option against Sucker Punch users
-Has a good physical bulk to cover for its physically frail teammates like Gardevoir and Gallade

-Dims in comparison to so many other good special attackers available
-Does not provide too many offensive niches due to having similar coverage moves with other Psychic-type Pokemon
-Needs to differentiate itself from other Normal/Psychic like Indeedee and Oranguru

-Adapts well to the Double Battle shift in the Indigo Disk expansion

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Wyrdeer, the Big Horn Pokemon
“A previously thought-to-be extinct Pokemon that was worshiped as guardian of villages. It creates psychic barriers with its horns when in danger.”

Type: Normal/Psychic
Base Stats: 103/105/72/105/75/65
Ability: Intimidate/Frisk/Sap Sipper
Available at around: Level 31 (Send Stantler to a Pokemon Legends: Arceus Game and use Agile Style Psyshield Bash 20 times.)

Pros:
-Is a great mixed attacker with respectable offenses on both fronts
-Ranks top 3 highest Attack among all Psychic-type Pokemon available, tied with Bruxish
-Has the best mixed attacking capability among all Normal-type and Psychic-type Pokemon

-Covers every type bar Steel for neutral damage with just its STAB moves
-Has a good natural bulk to make use of its offenses, steadily trading hits with opponents
-Can further boost its physical defense by roughly 50% with Intimidate
-Switches into dangerous Pokemon to take multiple physical hits
-Is a fantastic lead for scouting physical threats
-Uses Intimidate for easy switch-ins
-Is in fact the only Psychic-type Pokemon with Intimidate, making it a better check against Fighting-type Pokemon
-Has only two weaknesses, lowest possible number for Psychic-type Pokemon
-Has acceptable or even great match-ups in every important battle, maybe except the Professor fight and Katy’s rematch
-Has an additional immunity to Grass when running Sap Sipper, as well as safety against status-inducing powder moves

-Can only come with Tera-Normal naturally, which is useful for boosting its offenses while removing its weaknesses
-Keeps learning powerful physical STAB moves, like Take Down, Zen Headbutt and eventually Double-Edge
-Picks up Megahorn from Mirror Herb for hitting Dark-type and opposing Psychic-type Pokemon
-Learns Earthquake and Wild Charge for extra coverage, especially against bulky Steel-type Pokemon
-Patches up its low Speed with Bulldoze or Trailblaze
-Runs Psychic or Psyshock as alternative Psychic-STAB from the special side
-Uses Earth Power or Thunderbolt for a harder hit on physically bulky Steel-type Pokemon
-Runs standard coverage moves like Energy Ball and Shadow Ball
-Uses Calm Mind for boosts in its special attacking power and special bulk
-Uses Hypnosis, Thunder Wave or even Body Slam for disrupting powerful foes
-Sets up dual screens for better team support
-Is an all-rounded Normal or Psychic team member that is highly flexible depending on team needs


Cons:
-Requires Pokemon Legends: Arceus to be obtained and is otherwise completely unavailable
-Takes a painfully long time to obtain even for those who can travel to Hisui
-May move after foes due to its relatively low Speed
-Is not bulky enough as a slow mixed attacker without the help of Intimidate
-Wears down itself over time from using Double-Edge and Wild Charge
-Has Zen Headbutt and Psyshield Bash as the only physical Psychic-STAB, which are both too mildly powered and not fully accurate
-Lacks Hyper Voice and cannot run a fully special set with Normal-STAB

-Should not be a trainer’s first choice when Farigiraf and Indeedee are around but is worth getting for those who want to use it

DLC 1 updates:
-Has poor match-ups in the battles against Carmine and Kieran, as they use some powerful special attackers
-Gains Lunge for a second Attack drop on physical threats without forgoing offenses
-Weakens Okidogi and Fezandipiti with Intimidate and Psychic-STABs
-Uses Earthquake to prey on Munkidori’s low physical bulk
-Fires off Intimidate to neuter Ogerpon but still needs extra help to clear the fearsome ogre
-Shines through the increase bulk and power level but needs extra oomph with its attacks at certain times


DLC 2 updates:
-Weakens two foes at once with Intimidate
-Provides steady damage with Double-Edge and Earthquake
-Gains access to Curse and uses that move for increasing physical offensive presence
-Expands its movepool with Throat Chop and Expanding Force TMs

-Dislikes Double-Edge recoil even more since it may need to take two hits beforehand
-Works with Trick Room due to its low Speed and can be used as a setter
-Creates funny gimmicks with Skill Swap and Role Play when paired with teammates having a desired Ability
-Can be paired with Petal Blizzard user when running Sap Sipper for free Attack boosts
-Provides speed control with Bulldoze and standard screen support

-Lacks noticeable good or bad type match-ups in important fights but mostly justifies a team slot with Intimidate
-Faces heavy competition with Double Battle professionals Farigiraf, Indeedee, Meloetta and even Oranguru
-Lacks Psychic Terrain for teammates that need priority protection
-Struggles against Terapagos due to its low Speed

-Functions well in the Epilogue thanks to Intimidate being useful as ever
-Survives through the harsh DLC waves because of Intimidate


Monotype-Psychic:
-Can be replaced by Farigiraf for those who understandably do not wish to grind Agile Style Psyshield Bash
-Is the only Intimidate user available, which is always a good Ability to have
-Is a reliable defensive answer to Ghost-type Pokemon, making it a top-tier pick against Ryme
-Uses Intimidate to cover for its physically frail teammates like Gardevoir and Gallade
-Can be used as a Megahorn user to fight Dark-type Pokemon thanks to it being bulkier and faster than Rabsca
-Actually hits hard with its Ground-type moves and is useful as a Steel or Electric answer
-Works well as a dedicated physical attacker to prevent getting walled by specially bulky Pokemon

-Has relatively mild offenses that get overshadowed by impressively powerful teammates like Gallade or Hatterene
 
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Gothita, the Fixation Pokemon
“Since it spends so much time staring at things, many believe that it can see supernatural beings. It has an appetite that is similar to human babies.”

Type: Psychic
Base Stats: 45/30/50/55/65/45
Ability: Frisk/Competitive/Shadow Tag
Available at around: Level 24 (Around Zapapico)

Pros:
-Can bait for stat-lowering moves to trigger Competitive
-Learns Psyshock at the early Level 20, compensating for its unimpressive Special Attack
-Weakens opponents with Charm, Fake Tears and Tickle
-Puts foes to sleep with Hypnosis


Cons:
-Is extremely passive even as a base stage Pokemon
-Takes a while to evolve for such a weak Pokemon


Note:
-Gothita evolves into Gothorita at Level 32, but the latter is unable to learn Psychic through leveling up. Trainers might want to hold off evolving Gothita until Gothita learn Psychic naturally at Level 36. Alternatively, this can be solved by simply using a Psychic TM unlocked by defeating Tulip.

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Gothorita, the Manipulate Pokemon
“At night, Gothorita sneaks into towns to find sleeping children to abduct. It is believed to be connected to outer space creatures.”

Type: Psychic
Base Stats: 60/45/70/75/85/55
Ability: Frisk/Competitive/Shadow Tag
Available at around: Level 32 (Evolving Gothita)

Pros:
-Evolves just in time for fighting Atticus
-Has a respectable natural bulk for an NFE Pokemon
-Has a great bulk when equipped with Eviolite
-Provides good support with Charm, Fake Tears, Hypnosis and dual screens
-Dishes out good damage after a Competitive boost
-Evolves again in just a few more levels


Cons:
-Does not learn any good moves due to the Psychic oversight
-Can be walled easily against Psychic-resists

2025042719263900-B6CE40797459B0890BF7CEF68A4CE587.jpg

Gothitelle, the Astral Body Pokemon
“Gothitelle has the knowledge of what happens at the end of the world, but it will never tell others. Sometimes, it is so absorbed in seeing the future it forgets to eat.”

Type: Psychic
Base Stats: 70/55/95/95/110/65
Ability: Frisk/Competitive/Shadow Tag
Available at around: Level 41 (Evolving Gothorita or wild encounter outside Alfornada)

Pros:
-Has a great special bulk paired with a good physical bulk for an overall defensive build
-Uses its passable Special Attack to provide steady damage while tanking hits
-Has only three weaknesses and is comfortable taking neutral hits
-Matches well against Team Star Boss #5
-Fishes for Competitive boosts against opponents that use stat-reducing tools, such as Intimidate
-Works as a safe defensive lead against possible Intimidate leads

-Uses Frisk for searching rare held items in the wild but is not useful in trainer battles
-Has a great competitive Ability in Shadow Tag that is completely useless in single-player

-Learns useful Psychic-type moves, like Psyshock and Psychic, before its evolution level
-Stores stat boosts with Competitive for a strong Stored Power
-Learns Focus Blast for dealing with Steel and Dark-type Pokemon and Shadow Ball/Dark Pulse for hitting opposing Psychic-type Pokemon
-Has extra coverage in Thunderbolt and Energy Ball
-Debuffs strong opponents with Charm, Thunder Wave, Hypnosis, Fake Tears and Tickle
-Provides team support with dual screens
-Manually boosts its offenses with Calm Mind or Nasty Plot
-Uses a nasty combo of Taunt and Mirror Coat for trolling special attacker
-Works as a bulky Psychic-type special attacker for teams that need this role


Cons:
-Is let down by its mediocre HP, making it not as bulky as some other defensive Psychic-type Pokemon like Oranguru and Grumpig
-Lacks useful resistances other than Fighting and Psychic, limiting its defensive utilities
-Is not offensively threatening enough without a Competitive boost, and Competitive does not always trigger in battles
-Lacks powerful moves outside of Focus Blast or +4 Stored Power, further limiting its offensive presence
-Struggles to break through bulky Psychic-resists
-Underspeeds most opponents due to its subpar Speed
-Is not a good Tera-user due to its mild offense and natural mono-typing
-Can be worn down quickly from taking too many big hits
-Faces a tough match-up in Gym #6 immediately after evolution and does not offer too many good match-ups other than Team Star Boss #5
-Relies on its stronger teammates to take advantage of its debuff tactics
-Does not stand out too much with its mostly average stats
-Fails to differentiate itself from other Psychic-type Pokemon due to having similar coverage moves


DLC 1 updates:
-Faces bad match-ups against Bug, Ghost and Dark-type Pokemon used by the siblings
-Has easier times fighting the Loyal Three but can be overwhelmed easily by their powerful attacks
-Struggles against Ogerpon due to its low Defense and Speed
-Fails to keep up with the increased power levels from the Ogre Clan members


DLC 2 updates:
-Has an easier time fishing for Competitive boosts with more stat-reducing opponents around
-Uses Fake Out for Round 1 control, allowing its teammate to set up more easily
-Keeps allies healthy by using Heal Pulse
-Continues to provide support with Thunder Wave, dual screens etc.
-Fixes its mediocre offense by running Foul Play and Helping Hand
-Enables dangerous teammates with a decent selection of tools
-Fits well on Trick Room teams as a bulky setter with Fake Out support

-Can be overwhelmed easily by the increasing power and bulk levels
-Does not offer any type advantages and struggles to hit through Armarys’s team
-Fails to be effective against Terapagos due to a low Speed and an ineffective Tera-type
-Lacks significant niches to be used in the Epilogue when partnered with Kieran’s Pokemon

-Finds a decent use in Double Battles but overall does not appreciate the DLC powercreep

Monotype-Psychic:
-Does not offer any defensive niches due to its mono-typing
-Does not offer interesting offensive niches outside of hitting bulky Water with Thunderbolt and Energy Ball
-Competes with other specially bulky Psychic-type Pokemon

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Indeedee, the Emotion Pokemon, Female
“It enjoys serving other Pokemon, as it thrives in positive emotions. Since it dislikes battling, its psychic powers are not that strong.”

Type: Psychic/Normal
Base Stats: 70/55/65/95/105/85
Ability: Own Tempo/Synchronize/Psychic Surge
Available at around: Level 46 (Past Glaseado Mountain)

Pros:
-Has a great Special Defense for taking big special hits
-Has a good Special Attack to make sure it isn’t too passive
-Uses its interesting tools with its good Speed before its opponents do so

-Provides steady neutral damage with its STABs while tanking hits
-Has only two weaknesses and makes great use of its special bulk to last in battles
-Has an okay HP stat to make sure it won’t fall to every physical hit
-Does not need to worry about poor match-ups other than the Area Zero battles
-Has an amazing Hidden Ability, Psychic Surge, which provides a necessary buff to its offense and makes it a better Psychic attacker
-Blocks priority with Psychic Terrain to make sure it can hold up its Speed advantage
-Sets up Psychic Terrain for its teammates, enabling other sweepers, Psychic-type attackers and/or Unburden Pokemon
-Can even power up its Psychic-type moves with Tera-Psychic
-Comes with Psychic when caught and learns Psyshock for dealing with special walls
-Learns Hyper Voice through TM to cover for more neutral targets
-Learns Dazzling Gleam and Shadow Ball for dealing with Psychic resists
-Sets up dual screens or Charm to protect itself and its teammates, making it an even better member for offensive teams
-Uses Calm Mind for a bulky setup set that highlights its two best strengths
-Heals teammate with Healing Wish if necessary
-Baton Passes to its teammates that want to run in Psychic Terrain
-Functions well as a fast bulky Normal/Psychic-type team support


Cons:
-Is only available starting at the late Level 46, which is way past many important battles already
-Does not hit hard enough when not using Psychic-type moves
-Does not do much damage with its coverage moves
-Struggles to break through Psychic resists and especially Steel-type Pokemon
-Fails to make good use of its Special Defense due to its mid HP stat
-Does not work very well against physical threats
-Requires an Ability Patch to be useful, since its regular Abilities are both quite situational
-Needs to compete with Farigiraf and Oranguru as a bulky attacking Normal/Psychic-type
-Is generally overshadowed by the much stronger Indeedee-Male

-May accidentally give Psychic Terrain boosts to its opponents and thus is not a great partner for Psychic-weak Pokemon
-Is weaker than some Psychic-type Pokemon like Hatterene or Gardevoir even with Psychic Surge
-Fails to stand out with its stats and is pretty much master of none
-Has a much more awkward role when compared to its male counterpart and thus struggles to find spots on teams


DLC 1 updates:
-Faces bad match-ups against Bug and Dark-type Pokemon used by the siblings
-Sets up Psychic Terrain for Psychic assaults on the Loyal Three but does not do enough on its own to threaten them
-Gets destroyed by Ogerpon’s brutal physical attacks
-Dislikes the increased bulk and has an even worse damage output now
-Starts to become slower than certain dangerous foes
-Continues to be overshadowed by Indeedee-Male


DLC 2 updates:
-Is one of the few Follow Me users available
-Uses its good special bulk to protect frailer but stronger teammates
-Spreads Psychic Terrain to enable sweepers without needing to worry about priority moves
-Uses Hyper Voice for steady spread damage
-Gains Alluring Voice to confuse setup Pokemon
-Learns Fake Out, which is practically only usable on airborne targets

-Dislikes the increasing bulk level and now struggles to provide meaningful damage
-Runs Helping Hand to boost its powerful teammates instead
-Continues to use screens for buffing defenses for the team
-Creates fun strategies with Skill Swap for triggering Psychic Surge multiple times
-Can act as a bulky Trick Room setter that protects abusers from being revenge killed by priority moves
-Unlike Farigiraf, keeps its Psychic Terrain up even after being knocked out
-Now overshadows its male counterpart thanks to its better support movepool
-Provides redirection, priority protection, offensive and defensive buffs all in one slot

-Can be quite passive at times and may not be able to keep up in fast-paced battles
-Does not make good use of Tera and thus is not great against Terapagos
-May give a power boost to Terapagos’s Zen Headbutt

-Functions well in the Double Battles in the Epilogue, but its support utility is no longer needed

Monotype-Psychic:
-Enables its teammates to fire off even stronger Psychic-type moves thanks to Psychic Surge
-Does not differentiate itself from the many specially bulky Psychic-type Pokemon available
-Competes with Farigiraf for the Ghost-immune role
-Can be replaced by many other special or general walls
-Provides even less offensive niche with its unimpressive movepool and mediocre Special Attack
-Does not fix any problems against Psychic resists

-Is one of the best Pokemon to use for the Indigo Disk expansion with its fantastic selection of tools

2025042720030100-B6CE40797459B0890BF7CEF68A4CE587.jpg

Indeedee, the Emotion Pokemon, Male
“These Pokemon can predict what its trainer wants to eat using their psychic powers. It will not hesitate attacking others if it finds its trainer in danger.”

Type: Psychic/Normal
Base Stats: 60/65/55/105/95/95
Ability: Inner Focus/Synchronize/Psychic Surge
Available at around: Level 46 (Past Glaseado Mountain)

Pros:
-Ranks Top 5 Special Attack among all Normal-type Pokemon in Paldea
-Uses its good base Speed to be an effective special sweeper
-Has a good Special Defense to make sure it can take hits on the special side

-Dishes out steady neutral damage with its dual STABs
-Has only two weaknesses, giving it acceptable longevity despite its poor bulk
-Does not need to worry about poor match-ups other than the Area Zero battles
-Has an amazing Hidden Ability, Psychic Surge, that further boosts its attacking power
-Is effectively one of the strongest Psychic-type Pokemon around with Psychic Surge active
-Blocks priority with Psychic Terrain, making it an even stronger sweeper
-Sets up Psychic Terrain for its teammates, enabling other sweepers, Psychic-type attackers and/or Unburden Pokemon
-Can even further power up its Psychic-type moves with Tera-Psychic
-Comes with Psychic when caught and learns Psyshock for dealing with special walls
-Learns Hyper Voice through TM to cover for Psychic resists
-Learns Dazzling Gleam for hitting Dark, Shadow Ball for hitting Psychic and Energy Ball for extra coverage
-Uses Encore to lock opponents into bad moves
-Boosts its offense with Calm Mind
-Heals teammate with a fast Healing Wish
-Functions well as a strong Normal/Psychic-type special sweeper


Cons:
-Is only available starting at the late Level 46, which is way past many important battles already
-Competes with other Normal/Psychic-type Pokemon which all have higher base stats and are available much earlier on
-Cannot take any physical hits due to its abysmal physical bulk
-Completely lacks ways to patch up its weak Defense and is one of the few Psychic-type Pokemon that cannot set up screens
-Dislikes common Dark-type coverage such as Crunch on opponents
-Requires an Ability Patch to be useful, since its regular Abilities are both quite situational
-Does not hit as hard when using non-Psychic moves
-Does not learn too many interesting coverage moves as a Normal-type Pokemon
-Struggle to break through certain Dark-types and bulky Steel-types
-Lacks versatility and is rather one-dimensional

-May accidentally give Psychic Terrain boosts to its opponents and thus is not a great partner for Psychic-weak Pokemon
-Is a good Pokemon that just suffers from typical sweeper issues


DLC 1 updates:
-Faces bad match-ups against Bug and Dark-type Pokemon used by the siblings
-Sets up Psychic Terrain for Psychic assaults on the Loyal Three
-Needs to be careful around the physical Okidogi and Fezandipiti
-Gets destroyed by Ogerpon’s brutal physical attacks
-Dislikes the increased power level in the Ogre Clan battles but generally manages to keep up with the fast pace

DLC 2 updates:
-Regains Expanding Force for fully-powered spread damage
-Uses Hyper Voice as secondary STAB spread damage and Dazzling Gleam as its best coverage
-Protects teammates from priority moves against Dragonite, Grimmsnarl and the likes
-Allows slower teammates to move faster with After You
-Learns Fake Out, which is practically only usable on airborne targets
-Creates fun strategies with Skill Swap for triggering Psychic Surge multiple times
-Can act as a Trick Room setter that protects abusers from being revenge killed by priority moves
-Unlike Farigiraf, keeps its Psychic Terrain up even after being knocked out

-Is unfortunately overshadowed by its female counterpart in terms of support capability
-Is now way too frail to last more than two turns and needs to be careful about being double targeted

-Can use Tera to damage Terapagos before it strikes with Tera Starstorm but needs to be aware of the turtle having a boosted Zen Headbutt with Psychic Terrain active
-Functions well in the Double Battles in the Epilogue and matches well against Poison-type opponents
-Remains a strong Psychic Surge sweeper with an even better Psychic-STAB


Monotype-Psychic:
-Enables its teammates to fire off even stronger Psychic-type moves thanks to Psychic Surge
-Is one of the best sweepers available and pairs well with slower teammates
-Appreciates defensive support by its teammates

-Competes with Farigiraf and Indeedee-Female for the Ghost-immune role
-Provides little offensive niche with its unimpressive movepool and the lack of power outside of Psychic Terrain
-Does not fix any problems against Psychic resists

-Is one of the best Pokemon to use for the Indigo Disk expansion with its Psychic Surge-Expanding Force combo
 
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Rabsca, the Rolling Pokemon
“The infant sleeping in the ball grants the body immense psychic energy. A folklore in other regions describes Rabsca as a sun god.”

Type: Bug/Psychic
Base Stats: 75/50/85/115/100/45
Ability: Synchronize/Telepathy
Available as early as: Level 27 (Rellor can be caught at Level 26 in Asado Desert, and at least one level is needed to evolve.)

Pros:
-Ranks Top 3 Special Attack among all Bug-type Pokemon in Paldea
-Ranks Top 5 Special Attack among all Psychic-type Pokemon in Paldea
-Fills out a bulky special attacking role with its good mixed bulk, especially on the special side
-Is available quite early-on for a Pokemon with such good stats
-Is a Psychic-type Pokemon that can threaten both opposing Psychic-type and Dark-type with STAB
-Finds great match-ups against the final three Team Star bosses, Gym #7 and the first Elite Four member
-Comes with Tera-Bug naturally, which is useful for checking Dark-type Pokemon
-Comes with Struggle Bug naturally for weakening special attackers and learns Bug Buzz later on for a stronger Bug-STAB
-Learns Extrasensory early-on and upgrades to Psyshock/Psychic at a later point
-Learns Earth Power for covering Steel-type and Fire-type Pokemon
-Chooses between Sludge Bomb, Energy Ball, Power Gem, Shadow Ball and Dazzling Gleam for extra coverage against Fairy, Rock, Flying, Ghost and Dragon-type Pokemon
-Sets up dual screens for even better defenses against powerful foes
-Trades its low Speed away and slows down dangerous sweepers with exclusive access to Speed Swap

-Has a funny Speed Swap-Electro Ball combo
-Sets up Calm Mind for even better Special Attack and Special Defense
-Alternatively sets up Trick Room as a strong abuser itself thanks to its low Speed
-Runs Lunge or Iron Defense for better match-ups against physical threats
-Boosts itself with Iron Defense and Calm Mind for stronger Stored Power
-Uses Mud Shot or Pounce for more ways of slowing foes down
-Uses Safeguard and Memento to allow safe entries from teammates
-Takes advantage of New Toy Syndrome: Rabsca is the only new Bug-type special attacker and is very good at fulfilling this role
-Shines with its amazing movepool that is highly customizable depending on what foes are up around
-Works well as a dedicated special attacker or as a team support


Cons:
-Is severely held back by its poor Speed
-Needs to take hits before moving, which adds immense pressure on its average physical bulk
-Often falls in the 2HKO range with its moves and thus needs to take another hit in return
-Suffers from its six weaknesses and often needs to leave the field because of them
-Faces bad match-ups with common regular trainers because of its Flying and Dark weaknesses
-As a Bug-type, cannot check Dark-type Pokemon effectively without using Tera due to its own Dark weakness
-Noticeably shares weaknesses with all three starters and often stacks weaknesses with its teammates
-Performs poorly against Gym #7, the final two Elite Four members and the Professors
-Has Synchronize as its only standard Ability, which is pretty situational and does not offer offensive boosts
-Suffers from 4MSS: It wants to run as many coverage moves as possible but also needs to use some defensive support like screens
-Needs to compete with other powerful Psychic-type Pokemon that can also hit Dark-types with STABs like Gallade and Hatterene
-Struggles to use its potential due to its poor Speed and many weaknesses


DLC 1 updates:
-Struggles against Kieran’s Shiftry, Probopass and several Flying-type Pokemon
-Is weak to every single one of Carmine’s Pokemon

-Punishes the Loyal Three with strong Psychic/Earth Power but can get overwhelmed easily by their strong attacks
-Matches well against Ogerpon-Grass and strikes with Bug Buzz
-Performs poorly against the other Ogerpon forms, especially the fearsome Firepon
-Dislikes the increased power level and widened coverage of the Ogre Clan battles
-Becomes even less reliable due to its common weaknesses throughout the DLC, which wastes its once usable defenses


DLC 2 updates:
-Swaps its Ability to Telepathy and pairs well with spread moves users
-Appreciates the increased effectiveness of Trick Room teams as a setter and an abuser
-Fits well on Rain teams for checking Grass-type Pokemon thanks to Telepathy dodging Surf, access to Weather Ball and the removal of its Fire weakness
-Uses Struggle Bug to weaken two special attackers at a time and runs Lunge for handling physical attackers
-Gains Expanding Force to be used on Psychic Terrain

-Does not offer too many natural type advantages but can run useful coverage moves against Amarys, Lacey and Drayton
-Struggles heavily against Crispin and does not well in the Champion fight
-Is weak to several common widespread moves, namely Heat Wave, Rock Slide and opposing Struggle Bug
-Generally fails to take multiple hits in one battle due to its numerous weaknesses
-Dislikes the increased power and speed levels
-Is a good Tera-Bug user against Terapagos phase 2 but is way too slow to use it

-Has generally good match-ups in the Epilogue but continues to be too slow to be useful
-Remains a neat special attacker with good coverage options that suffer from everything else


Monotype-Psychic:
-Covers all Psychic resists bar Orthworm and steel birds with just Bug Buzz and Earth Power
-Answers Electric and Fairy with Earth Power and Sludge Bomb
-Resists Ground and is one of the better options against Rika

-Shares all three Psychic weaknesses with its teammates
-Stacks even more weaknesses with good Pokemon like Gallade, Bronzong and Armarouge

-Pairs with the Water-types like Slowbro
-Still suffers a lot from its low Speed and cannot always use its tools effectively
-Provides crucial type coverage and is worth considering in all kinds of situations

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Flittle, the Frill Pokemon
“It appears to fly with its ribbons like a bird, but it’s actually just floating using psychic powers. It starts screaming loudly when it gets hungry.”

Type: Psychic
Base Stats: 30/35/30/55/30/75
Ability: Anticipation/Frisk/Speed Boost
Available at around: Level 17 (Southwards from Cortondo)

Pros:
-Is one of the faster Psychic-type Pokemon available for early-game areas and even outspeeds some fully-evolved Pokemon later on
-Learns Hypnosis through Mirror Herb for fast disruption
-Can U-turn its way out of tough opponents for faster grinding


Cons:
-Takes basically an eternity to evolve
-Is way too frail to take any hits even in earlier parts and will be worse later on
-Has a poor Special Attack and does not learn anything stronger than Psybeam on its own
-Gets walled very easily
-Does not as well against Atticus as other Psychic-type Pokemon due to its late evolution

-Can be skipped entirely by catching Espathra directly in the Asado Desert

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Espathra, the Ostrich Pokemon
“Once it locks on a prey, it will sprint at high speed and aim with its beak. Its eyes emit bright lights that allow it to see in sandstorms.”

Type: Psychic
Base Stats: 95/60/60/101/60/105
Ability: Opportunist/Frisk/Speed Boost
Available at around: Level 35 (Evolving Flittle or wild encounter in the Asado Desert)

Pros:
-Ranks Top 3 Speed among all Psychic-type Pokemon in Paldea
-Functions well as a good special sweeper with its reliable Special Attack
-Unlike typical sweepers, has an acceptable mixed bulk and does not die in one hit
-Is one of the best Pokemon to use against Team Star boss #5

-Can be caught with Tera-Steel in the Dalizapa Passage to fill out a unique Steel-type special attacker role
-Has exclusive access to Opportunist and is one of the best counters to setup Pokemon
-Matches well against Stockpile and Dragon Dance users
-Can swap to the equally amazing Speed Boost with an Ability Patch
-Learns its signature Lumina Crash at evolution, which is useful in breaking down walls
-Alternatively runs Psychic for bigger natural damage or Psyshock for dealing with special walls
-Learns Dazzling Gleam naturally to cover for Dark and Dragon-type Pokemon
-Uses Shadow Ball/Hex, Energy Ball and Flash Cannon for extra coverage
-Powers up Stored Power with an overpowered combo of Calm Mind and Speed Boost
-Has U-turn for getting out of bad match-ups and Foul Play for punishing physical threats
-Uses Hypnosis, Feather Dance and dual screens before switching out to teammates
-Creates more setup opportunities with Substitute and Protect
-Takes advantage of New Toy Syndrome as the only new Psychic-type sweeper available for teams that need one
-Is overall an easy-to-use fast attacker with a good wallbreaking ability


Cons:
-Takes too long to evolve and misses out on the Atticus fight
-Has subpar defenses and will often be knocked out before pulling a full sweep
-Mostly relies on Psychic-STAB due to its weak coverage
-Is indeed quite inflexible with its shallow movepool
-Learns only physical Flying-type moves and thus cannot use them effectively for coverage
-Lacks immediate power as both Lumina Crash and Stored Power take turns to function well
-Does not offer too many type advantages due to its mono typing

-Makes battles go much longer with its Speed Boost stalling for impatient trainers
-Does not stand out too much among Psychic-type attackers due to its mild power and unimpressive coverage selection

DLC 1 updates:
-Is one of the few Psychic-type Pokemon that can still outspeed the faster Pokemon around
-Does not match well against the siblings due to its Psychic weaknesses
-Wears down the Loyal Three with the harsh Special Defense drop brought by Lumina Crash
-Creates opportunities for teammates to KO Ogerpon but cannot handle the ogre one-on-one

-Dislikes the higher power level and struggles even more with its mildly powered moves
-Is one of the best Pokemon to use against Ursaluna-BM by copying Calm Mind boosts with Opportunist

DLC 2 updates:
-Is naturally fast and ensures speed advantages with Speed Boost even through the immense speedcreep
-Uses Opportunist to check setup Pokemon, such as Speed Boost Blaziken and Weakness Policy users

-Learns Ally Switch for trolling purpose but doesn’t have any immunity to abuse the move
-Gains Expanding Force to become a powerful Psychic Terrain attacker
-Does not offer good match-ups in important battles
-Lacks tools to be utilized in Double Battles
-Has an even worse damage output when using non-Psychic moves
-Does not synergize well with team archetypes compared to other Psychic-type Pokemon

-Outspeeds Terapagos but does not have good natural Tera-types for the battle
-Continues to be an effective fast attacker useful against the Poison and Fighting-type Pokemon around
-Does not like the Double environment in the Blueberry Academy but becomes better after leaving the place

Monotype-Psychic:
-Is the best fast attacker around if not using Espeon
-Offers no interesting coverage due to its unimpressive movepool
-Offers no defensive utility due to its mono-typing

-Is still one of the better Pokemon to use for speed control but does not fit well on all teams
 
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Hatenna, the Calm Pokemon
“When it is around a hostile Pokemon, it will hide its body in its head. Since it can sense calmness from others, it is used in law enforcement a lot.”

Type: Psychic
Base Stats: 42/30/45/56/53/39
Ability: Healer/Anticipation/Magic Bounce
Available at around: Level 16 (Southwards from Cortondo)

Pros:
-Uses Nuzzle or Thunder Wave to paralyze foes
-Has an okay bulk for taking hits in the early-game


Cons:
-Learns Fairy-type moves but does not receive STAB for them
-Does not function well outside of fighting Psychic-weak Pokemon
-Takes a while to evolve and fails to keep up mid-game


Note:
-Trainers can wait until they reach Medali to catch Hatenna that are closer to their evolution level without missing any important battles.

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Hattrem, the Serene Pokemon
“This Pokemon can get tired easily around people with strong emotions. Its braids are strong enough to support its entire body.”

Type: Psychic
Base Stats: 57/40/65/86/73/49
Ability: Healer/Anticipation/Magic Bounce
Available at around: Level 32 (Evolving Hatenna)

Pros:
-Has good special stats for an NFE Pokemon
-Is bulky enough for mid-game foes and can become even bulkier when equipped with Eviolite
-Provides useful disruption with Nuzzle/Thunder Wave, Charm and Mystical Fire


Cons:
-Still does not receive STAB from its Fairy-type moves
-Is quite slow and passive

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Hatterene, the Silent Pokemon
“Wild Hatterene lurks in dark forests, as they prefer staying away from others. Sometimes, if it has absorbed too many emotions, it will unleash its anger by shooting beams everywhere.”

Type: Psychic/Fairy
Base Stats: 57/90/95/136/103/29
Ability: Healer/Anticipation/Magic Bounce
Available at around: Level 42 (Evolving Hattrem)

Pros:
-Has the highest Special Attack among all Psychic-type Pokemon and all Fairy-type Pokemon in Paldea
-Takes hits well thanks to its promising dual defenses
-Can even run a mixed attacking set with its acceptable Attack
-Is a Psychic-type Pokemon that isn’t weak to Bug or Dark
-Has great match-ups against Dragon and Fighting-type Pokemon

-Uses its dual STAB to deal neutral damage for everything bar Steel
-Find uses in the last two Titan battles (Scarlet), Team Star boss #5 battle and the final Elite Four battle
-Uses Tera-Psychic for better match-ups against Poison and Steel-type Pokemon
-Learns powerful STAB moves in Psychic and Dazzling Gleam from leveling up, which allow Hatterene to heavily damage most non-Steel opponents
-Learns Mystical Fire to cover for Steel-type Pokemon and to weaken special attackers
-Uses Shadow Ball, Energy Ball and Dark Pulse for wider coverage
-Sets up Calm Mind for even stronger offenses
-Underspeeds almost everything and can become a good Trick Room sweeper by setting up the field itself
-Paralyzes foes with Nuzzle and stop physical attackers with Charm
-Provides further team support with dual screens and Healing Wish
-Weakens powerful opponents by removing their STAB through the use of Magic Powder

-Can switch to a physical set with Swords Dance, Play Rough and Psycho Cut
-Is a bulky special attacker that provides steady damage output with its strong moves

Cons:
-Matches poorly against Gym #6 and Elite Four member #2
-Moves after every important foes if not used in Trick Room
-Struggles to take too many hits with its low HP
-Does not have any useful Abilities for in-game purposes
-Has Dazzling Gleam as its strongest Fairy-type move and thus feels like it hits worse than Moonblast users despite having a higher Special Attack
-Still mostly makes 2HKOs on opponents and thus is not superior to other special attackers
-Is generally overshadowed by Gardevoir, which is faster and has a better movepool
-Has an unimpressive physical movepool and feels like a waste of its mixed attacking potential
-Suffers a lot from its Speed and can be replaced easily by other Psychic-type Pokemon


DLC 1 updates:
-Performs well in the siblings battles outside of weakness to Sinistcha
-Hits hard with Psychic against the Loyal Three but dislikes their Poison-type attacks and poison-inducing effects
-Offers no advantages in the Ogerpon battles
-Muscles through the increased bulk level with its reliably powerful Special Attack
-Dislikes the increased power level and struggles to take big hits

DLC 2 updates:
-Spreads good damage with STAB Dazzling Gleam or Misty Explosion
-Gains more spread moves with Expanding Force in Psychic Terrain
-Enjoys the rise of Trick Room teams as a good abuser/setter
-Tears through powerful opponents with its good Trick Room sweeping potential
-Makes sure teammates stay healthy with Heal Pulse or Life Dew
-Can user its Healer ability to heal annoying conditions

-Is extremely luck-reliant and is not quite necessary with Healer
-Destroys gimmick trainers that use moves like Stealth Rock and Roar as possibly the best Magic Bounce Pokemon
-Messes with turn orders in Trick Room by using After You or Quash
-Works well against Drayton and the Champion

-May not perform well against Lacey and definitely not against Amarys
-Is way too slow to fight Terapagos and does not have good Tera-types for the battle

-Has acceptable performance in the Epilogue but is generally too slow-paced
-Appreciates the different team strategies encouraged by the Blueberry Academy Double battles and finds a better use on Trick Room teams

Monotype-Psychic:
-Helps fix issues against Bug and Dark-type Pokemon
-Is still overshadowed by Gardevoir due to not having Moonblast for hitting Dark-type Pokemon
-Has a good coverage in Mystical Fire but does not work as well as other Fire-type moves uers
-Works better for Psychic Trick Room teams that need slow attackers but is otherwise unnecessary

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Oranguru, the Sage Pokemon
“Due to its supreme intelligence, scientists are debating whether it should be considered Pokemon. It orders smaller Pokemon to gather food for itself.”

Type: Normal/Psychic
Base Stats: 90/60/80/90/110/60
Ability: Inner Focus/Telepathy/Symbiosis
Available at around: Level 25 (Tagtree Thicket)

Pros:
-Has a great mixed bulk, especially on the special side
-Has a passable Special Attack to trade hits with special attackers
-Has only two weaknesses and is comfortable eating neutral hits
-Does not have any bad match-ups before reaching Area Zero
-Learns Nasty Plot at Level 30 and is one of the earliest special attackers to get this move before Raifort’s quest
-Comes with Stored Power already, which synergizes well with Nasty Plot or Calm Mind
-Learns Psychic and Hyper Voice later down the line for proper STAB damage
-Sets up dual screens and Trick Room to enable its slower frailer teammates
-Learns Yawn through the use of Mirror Herb to create setup opportunities
-Learns Foul Play and Chilling Water to punish physical attackers that try to take advantage of its lower Defense
-Runs Focus Blast to cover for Steel-type Pokemon that would normally resist its STAB
-Learns Shadow Ball, Thunderbolt and Energy Ball for extra coverage
-Generally works well as a tanky Pokemon with great survivability and an acceptable offensive presence


Cons:
-Has a mediocre Speed and does not always get to use its wise tactics before its opponents move
-Dislikes common Dark-type coverage like Crunch
-Relies on TMs to get some of its better moves
-Learns Instruct at Level 50, which misses out on the only Double Battles in the entire game
-Is overall a little passive and can get walled by bulkier Pokemon easily
-Faces stiff competition with other Normal/Psychic-type Pokemon like Farigiraf and Indeedee
-Faces even more competition with other specially bulk Psychic-type Pokemon, especially ones that offer better utility or secondary types
-Is not worth the trouble for Violet players


DLC 1 updates:
-Dislikes facing the siblings because of their Bug/Dark-type Pokemon
-Has a slight type advantage over the Loyal Three but hates to be poisoned by their powerful foes
-Is easily overwhelmed by the fast and furious Ogerpon
-Becomes increasingly passive against the bulkier Pokemon used by the Ogre Clan members
-Continues to be overshadowed by other Psychic-type Pokemon


DLC 2 updates:
-Pairs well with spread moves users thanks to Telepathy
-Can use Symbiosis to pass items to its teammates
-Can create fun strategies like passing stat-boosting berries to a Focus Sash user
-Is immune to Fake Out flinch when running Inner Focus
-Instructs powerful allies and doubles their attacks
-Instructs Lava Plume/Discharge for nasty status effects
-Sets up Trick Room safely thanks to its reliable bulk
-Provides steady spread damage with Hyper Voice
-Gains Expanding Force for Psychic Terrain offense
-Uses Knock Off to remove powerful items like Life Orb

-Messes with turn order using After You or Quash, though it has a rather awkward natural speed to pull off these moves
-Continues to provide support with dual screens, Foul Play and Taunt, etc.
-Still has a lower offensive presence than just pairing two powerhouses together
-Still struggles to compete against Double battles titans Farigiraf and Indeedee

-Mostly works well as a Trick Room support but can be easily replaced in this role
-Is mostly ineffective against Terapagos due to its low Speed and underwhelming Special Attack
-Does not make good use of its support when paired with Kieran in the Epilogue and does not do well against Nemona’s fully-powered team


Monotype-Psychic:
-Fulfills a useful Ghost-immune role using its great bulk
-Is not as flexible as the newcomer Farigiraf
-Is offensively overshadowed by Pokemon with more interesting secondary type like Gardevoir or Armarouge
-Has a limited niche due to most Psychic-type Pokemon having good special bulk already
 
Slowpoke, the Dopey Pokemon
“Slowpoke spends most of its day daydreaming and eating. Sometimes, it bites on its tasty tail on accident, but it won’t feel the pain until an hour later.”

Type: Water/Psychic
Base Stats: 90/65/65/40/40/15
Ability: Oblivious/Own Tempo/Regenerator
Available at around: Level 23 (Near Levincia)

Pros:
-Has a great bulk, especially when equipped with an Eviolite
-Hits five types for super effective STAB damage and finds targets easily
-Easy to raise thanks to its good bulk and easy switch-outs


Cons:
-Can take a while to evolve and will fall off a little at the 30s
-Lacks good physical Water STABs to use and does not hit hard against Psychic resists
-Is a slow poke and often needs to take hits before moving


Note:
-Slowpoke at higher Level 20s can be caught past Asado Desert for a slightly faster evolution.

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Slowbro, the Herbmit Crab Pokemon
“It is skilled at catching fish in the sea. When under high pressure, the shell on its tail will even bite Slowbro’s entire body.”

Type: Water/Psychic
Base Stats: 95/75/110/100/80/30
Ability: Oblivious/Own Tempo/Regenerator
Available at around: Level 37 (Evolving Slowpoke)

Pros:
-Ranks Top 5 Defense among all Water-type Pokemon and all Psychic-type Pokemon
-Has a great overall bulk thanks to its great HP and good Special Defense, and is comfortable tanking hits in general
-Hits back with its great Special Attack
-Works fine with its standard Abilities but becomes an amazing bulky pivot with Regenerator thanks to easy switch-outs upon KOs
-Has great match-ups against Gym #8, Team Star boss #5 and Titan #4 as well as good match-ups in the League battles and Area Zero
-Has a total of six resistances and is useful for checking certain Water- or Fighting-type Pokemon without the correct coverage
-Is in fact one of the best answers to Iron Valiant thanks to its good Defense and useful resistances
-Uses its natural Tera-types to remove some of its weaknesses

-Can be caught with Tera-Grass in Casseroya Lake and becomes a better check to Ground/Water-type Pokemon
-Learns Surf and Psychic prior to evolution for super effective STAB against five types
-Has even stronger STABs in Hydro Pump and Future Sight, though both are less consistent than the above options
-Runs a bulky set with Iron Defense and ensure its damage output with Body Press
-Slows down dangerous foes with Yawn/Thunder Wave and Disable
-Learns Flamethrower/Fire Blast for an even wider coverage and for countering Bug or Grass-type Pokemon
-Covers Dragon, Grass, Dark, Ghost and Psychic-type Pokemon with Ice Beam/Blizzard, Body Press/Focus Blast and Shadow Ball
-Takes strong physical hits and punishes the opponent with Foul Play
-Boosts its offense with Calm Mind or Nasty Plot
-Stays healthy with Slack Off
-Works well with HP-recovering berries and Belch
-Patches up its average Special Defense with Light Screen or Amnesia
-Sets up Rain Dance or Trick Room and acts as a bulky attacker in these archetypes
-Is a reliable bulky Water-type Pokemon with a steady damage output
-Is highly flexible and works well as a blanket check against different type of opponents
-Pairs well with special walls such as Blissey, Tinkaton and Clodsire
-Has a few edges over Slowking:
(1) Slowbro has an easier obtain method and suffices for those who can’t trade.
(2) Having high Defense is generally more useful than having high Special Defense.
(3) Most Water-weak or Psychic-weak targets are physical-oriented, making Slowbro a fantastic check.


Cons:
-Becomes available at a later level than Slowking, which shares most of its quirks
-Has a total of five weaknesses, including common ones against Dark and Grass
-Shares weaknesses with Skeledirge and Quaquaval
-Is slower than most opponents and will need to take damage before moving
-Requires an Ability Patch to get its best Ability, which limits it to late-game uses
-Dislikes common Dark-type coverage like Crunch
-Faces competition with bulky Water like the new Dondozo or Cloyster
-Faces competition with bulky Psychic-type attackers like Armarouge and Farigiraf
-Does not learn Reflect and cannot pass on its good Defense

-Suffers from 4MSS due to it wanting all of its coverage and Iron Defense/Body Press at the same time
-Is mostly a good Pokemon with just several minor issues


DLC 1 updates:
-Regains the amazing Scald and becomes an even better physical tank
-Struggles to find uses against the siblings due to their Grass, Electric, Bug, Dark and Ghost-type Pokemon
-Defensively answers Okidogi and Fezandipiti but needs to be careful around their powerful and poison-inducing moves
-Is one of the best counter to Ogerpon-Fire due to its good Defense and Fire/Fighting resistances
-Answers the other Ogerpon forms well and only struggles against the weak Ogerpon-Grass
-Continues to perform well in the Ogre Clan battles with its good Defense and Special Attack


DLC 2 updates:
-Matches well against Crispin and works fine against other Elite Four members
-Resists common spread moves like Heat Wave, Blizzard and Muddy Water
-Itself uses good spread moves like Surf/Muddy Water and Blizzard
-Performs well in the Canyon Biome and the Polar Biome
-Gains Expanding Force and works well on Psychic Terrain
-Keeps teammates healthy using Heal Pulse
-Fits well on rain teams and Trick Room teams, which are both much more viable in the Doubles setting

-Often needs to take two hits before moving due to its low Speed
-Needs to take more big hits due to its total of five weaknesses coming from every corner
-Struggles to switch out against two foes and does not get to use Regenerator as much

-Manages to stay as a good Pokemon overall but does not do too well in Double battles compared to Single battles
-Does not perform well in the Terapagos fight due to its low Speed and mediocre Special Defense
-Finds itself comfortable against most opponents in the Epilogue
-Provides good Surf damage while refilling Kieran’s Poliwrath’s HP


Monotype-Psychic:
-Works as a Ground-type answer with its reliable Water-STAB
-Forms a solid defensive core with Bronzong and Armarouge
-Covers for physically frail teammates like Gardevoir and Gallade

-May need to compete with Slowking and Bruxish, which both have their own merits
-Is a solid Pokemon on its own and still does fine in a Monotype setting

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Slowking, the Royal Pokemon
“Its brain converts toxins released by its shell into thinking powers. Despite living around water, it has a distaste for shellfish.”

Type: Water/Psychic
Base Stats: 95/75/80/100/110/30
Ability: Oblivious/Own Tempo/Regenerator
Available at around: Level 30 (King’s Rock can be bought after getting 4 Gym Badges.)

Pros:
-Ranks second best Special Defense among all Water-type Pokemon
-Has a great overall bulk thanks to its great HP and good Defense, and is comfortable tanking hits in general
-Hits back with its great Special Attack
-Works fine with its standard Abilities but becomes an amazing bulky pivot with Regenerator thanks to easy switch-outs upon KOs
-Has great match-ups against Gym #8, Team Star boss #5 and Titan #4 as well as good match-ups in the League battles
-Has a total of six resistances and is useful for checking certain Ice- or Fire-type Pokemon without the correct coverage
-Uses its natural Tera-types to remove some of its weaknesses
-Learns Surf and Psychic prior to evolution for super effective STAB against five types
-Has even stronger STABs in Hydro Pump and Future Sight, though both are less consistent than the above options
-Can remember Nasty Plot immediately after evolution and bumps up its offense to an even higher level
-Alternatively runs Calm Mind for boosting its two best stats
-Uses Stored Power to unleash its stored stat boosts
-Learns Flamethrower/Fire Blast for an even wider coverage and for countering Bug or Grass-type Pokemon
-Covers Dragon, Grass, Dark, Ghost and Psychic-type Pokemon with Ice Beam/Blizzard, Focus Blast and Shadow Ball
-Gains the new Chilly Reception and works as a bulky snow setter for slower/frailer teammates
-Buffs its own defenses with dual screens, Iron Defense, Amnesia and Chilling Water
-Slows down dangerous foes with Yawn/Thunder Wave and Disable
-Stays healthy with Slack Off
-Works well with HP-recovering berries and Belch
-Sets up Rain Dance or Trick Room and acts as a bulky attacker in these archetypes
-Punishes physical foes with Foul Play
-Is a reliable setup Pokemon that finds opportunities with its great bulk
-Is highly flexible and works well as a blanket check against different type of opponents
-Pairs well with physically defensive Pokemon such as Garganacl, Scizor and Tauros-Blaze
-Has a few edges over Slowbro:
(1) Slowking can be obtained at a lower level.
(2) Slowking works better offensively due to its early access of Nasty Plot.


Cons:
-Requires trading to be obtained and should not be considered over Slowbro for those who can’t trade
-Struggles a little more than Slowbro late-game due to several strong physical threats
-Has a total of five weaknesses, including common ones against Dark and Grass
-Shares weaknesses with Skeledirge and Quaquaval
-Is slower than most opponents and will need to take damage before moving
-Requires an Ability Patch to get its best Ability, which limits it to late-game uses
-Dislikes common Dark-type coverage like Crunch, which preys on its lower Defense
-Faces competition with bulky Water like Toxapex or Vaporeon
-Faces competition with bulky Psychic-type attackers like Gardevoir and Farigiraf

-Suffers from 4MSS due to it wanting all of its coverage, Nasty Plot and support moves at the same time
-Is mostly a good Pokemon with just several minor issues


DLC 1 updates:
-Regains the amazing Scald as a way to fight back against physical foes
-Struggles to find uses against the siblings due to their Grass, Electric, Bug, Dark and Ghost-type Pokemon
-Tanks Munkidori well before the monkey starts boosting itself and hits the other two Loyal Three members with super effective Psychic
-Resists Ogerpon-Fire’s and Ogerpon-Water’s moves but still needs to take huge physical damage especially from the former
-Continues to perform well in the Ogre Clan battles with its good special stats
-Theoretically works well against the special-based Ursaluna-BM but needs to use Psych Up/Calm Mind to nullify the bloodmoon beast’s stat boosts


DLC 2 updates:
-Matches well against Crispin and works fine against other Elite Four members
-Resists common spread moves like Heat Wave, Blizzard and Muddy Water with its superior Special Defense
-Itself uses good spread moves like Surf/Muddy Water and Blizzard
-Performs well in the Canyon Biome and the Polar Biome
-Gains Expanding Force and works well on Psychic Terrain
-Uses Chilly Reception to enable snow abusers and to safely pivot
-Fits well on rain teams and Trick Room teams, which are both much more viable in the Doubles setting
-Keeps teammates healthy using Heal Pulse

-Often needs to take two hits before moving due to its low Speed
-Needs to take more big hits due to its total of five weaknesses coming from every corner
-Struggles to switch out against two foes and relies on Chilly Reception to trigger Regenerator
-Does not have the snow-setting speed or Aurora Veil support provided by Snow Warning Pokemon
-Needs to compete with its Galarian form, which provides the same high Special Defense and a similar set of tools

-Keeps being a good special tank in the Doubles format
-Does not perform well in the Terapagos fight due to its low Speed
-Finds itself comfortable against most opponents in the Epilogue but needs to face more physical threats at the end
-Provides good Surf damage while refilling Kieran’s Poliwrath’s HP


Monotype-Psychic:
-Works as a Ground-type answer with its reliable Water-STAB
-Forms a solid defensive core with Bronzong and Armarouge, which both lean towards physical defenses a little

-Has a smaller niche as a special wall since most Psychic-type Pokemon have good Special Defense already
-May need to compete with Slowbro and Bruxish, which both have their own merits
-Is a solid Pokemon on its own and still does fine in a Monotype setting

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Bruxish, the Gnash Teeth Pokemon
“It preys on Pokemon with few predators like Shellder or Mareanie thanks to its powerful jaw. Therefore, keeping Bruxish in the sea is essential for biodiversity.”

Type: Water/Psychic
Base Stats: 68/105/70/70/70/92
Ability: Dazzling/Strong Jaw/Wonder Skin
Available at around: Level 20 (Pretty much immediately after getting Surf upgrade)

Pros:
-Ranks top 3 highest Attack among all Psychic-type Pokemon available
-Works as a fast attacker thanks to its good Speed
-Further powers up its offense with Strong Jaw and a good selection of biting moves

-Can use Dazzling to block Sucker Punch and Shadow Sneak but gives up a lot of offensive power this way
-Uses either STAB-Tera for an even stronger offense
-Has great match-ups against Team Star boss #2, #3, #5 and Titan #4 as well as good match-ups in the League battles
-Has a total of six resistances and does not always get KO’d in one hit
-Starts with Water-priority, Aqua Jet and will later learn stronger STAB moves like Aqua Tail and Wave Crash
-Uses its signature Psychic Fangs for a STAB Strong Jaw-boosted move
-Learns Crunch at Level 28 as its strongest coverage move
-Picks up Ice Fang and Poison Fang using Mirror Herb as ways to counter Grass- and Dragon- type Pokemon
-Cuts bulky foes in halves with Super Fang through Mirror Herb
-Sharpens its teeth using Swords Dance and Bulk Up
-Provides team support using its reliable speed with dual screens, Screech, Taunt and Disable
-Is rather simple to use as a physical attacker with clear attacking choices


Cons:
-Has a rather underwhelming movepool before Level 33 and should be caught higher than that level
-Has one of the lowest bulk among all fully-evolved Pokemon and will often be knocked out in one or two hits
-Has a total of five weaknesses and will only be knocked out even faster in unfavourable match-ups
-Dislikes common Dark-type coverage like Crunch and Sucker Punch (for non-Dazzling sets)
-Takes recoil damage from Wave Crash, which further harms its longevity
-Struggles to find setup opportunities
-Relies heavily on its STAB moves and does not do as much when using its coverage
-Needs to compete with the newcomer Veluza which has a better setup move
-Can be easily replaced by bulkier Water- or Psychic-type attackers

-Provides consistently strong damage but does not offer too much otherwise

DLC 1 updates:
-Gains Flip Turn for a better scouting and pivoting potential
-Does good damage but cannot take any hits from the siblings due to their Grass, Electric, Bug, Dark and Ghost-type Pokemon
-Similarly hits the Loyal Three with big damage but can be overwhelmed easily by their powerful offenses
-Needs to outspeed Ogerpon-Fire to be useful in the battle and is otherwise a deadweight thanks to its paper-thin defense

-May struggle to make meaningful damage in the Ogre Clan fights due to the increased defenses but is able to punch holes if it manages to outspeed opponents

DLC 2 updates:
-Gets knocked out even more quickly since everything becomes stronger and it can be double targeted
-Cannot even run Focus Sash to survive longer as Wave Crash causes recoil damage
-Lacks spread damage as a physical attacker and struggles more with everything having increased bulk

-Works fine under rain or Psychic Terrain support but is not exactly the best abuser on these teams
-Can use Dazzling to provide priority immunity for teammates but is not as good as Farigiraf or Indeedee in this role
-Gains Pain Split as a way of healing and wearing down foes with high HP stats
-Has good match-ups against Crispin and is at least acceptable in other important fights
-Provides revenge-killing with Aqua Jet and screen-breaking with Psychic Fangs
-Is naturally faster than Terapagos and needs to use a correct Tera-type to shatter its barriers
-Works fine in the Epilogue but still needs to be careful around its frailness

-Is not a top-tier pick for the second wave where its issues become more glaring

Monotype-Psychic:
-Is one of the best fast attackers around and works as a reliable way to break special walls
-Offensively answers Ground- and Psychic-type Pokemon thanks to Wave Crash and Crunch
-Has one of the best Water damage compared to other Water-type Pokemon thanks to the higher base power of Wave Crash

-Provides little defensive niche with Slowtwins being much better tanks
-Fails to justify a teamslot most of the time with its limited utility
 
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Braviary, the Battle Cry Pokemon, Hisuian Form
“In the past, Braviary adapted this form to develop a sixth sense for detecting food in snowstorms. It will only carry kind-hearted trainers with its claws.”

Type: Psychic/Flying
Base Stats: 110/83/70/112/70/65
Ability: Keen Eye/Sheer Force/Tinted Lens
Available at around: Level 54 (Send a Level 54 Rufflet to a Pokemon Legends: Arceus Game.)

Pros:
-Ranks second highest Special Attack among all Flying-type Pokemon in Paldea
-Has one of the best Psychic- and Flying-type damage output thanks to its good Special Attack
-Supports a reliable bulk using its beefy HP stat and okay defenses
-Further boosts its power using Sheer Force with a wide selection of compatible moves
-Holds Life Orb for extra damage boost without taking recoil damage
-Forms a perfect STAB combination for neutral damage with Tinted Lens
-Becomes available right before Team Star Boss #5 and is a great choice for the fight
-Uses Tera-Flying to pump up its Flying damage while removing Ghost/Dark weaknesses
-Exclusively learns Esper Wing, which does good damage and fixes Braviary’s Speed in one slot
-Learns Air Slash and Hurricane soon after evolution as some of the strongest Flying-type moves around when boosted by Sheer Force
-Uses Psychic as a stronger Psychic-STAB or Psyshock as a way to deal with special walls
-Runs Heat Wave to deal with Steel-type Pokemon and forms perfect coverage with just three moves (bar Tyranitar)
-Uses Shadow Ball and Icy Wind as extra coverage moves that benefit from Sheer Force
-Uses Dazzling Gleam as a way to deal with Dark-type Pokemon though it is unboosted
-Boosts speed on its entire side with Tailwind
-Runs a bulky Calm Mind setup for a potential sweep

-Uses its average Attack for the powerful Close Combat, helpful coverage of Rock Slide and U-turn utility
-Stays healthy using Roost
-Is a reliable Psychic/Flying-type special attacker with a destructive firepower


Cons:
-Requires transferal to Hisui and is unavailable for those who do not own Pokemon Legends: Arceus
-Will either be locked as a Rufflet for a very long time or join teams late sacrificing potential EVs
-Has a subpar Speed and often needs to take hits before moving
-Has five weaknesses and can get worn down easily by common coverage like Crunch or elemental punches
-Struggles a lot against the faster foes in Area Zero
-Does not get to use Esper Wing’s speed boost with Sheer Force and will need to stick with its low Speed
-Does not resist Bug and thus is not that great of a Bug answer as a Flying-type Pokemon
-Needs to choose between the mild-powered Air Slash and the inaccurate Hurricane
-Lacks defensive support as a Psychic-type Pokemon and Tailwind does not last long enough to be helpful for teammates
-Faces issues with everything other than its offensive power


DLC 1 updates:
-Gains access to Vacuum Wave as a way to work around its low Speed
-Blows away some of the Grass- and Fighting-type Pokemon used by the siblings like Leavanny and Poliwrath

-Faces problems against Dark-type opponents, including the fearsome Wall Rider Shiftry
-Uses powerful Psychic/Shadow Ball to deal with the Loyal Three but needs to take strong hits prior
-Fails to be useful against the speedy and powerful Ogerpon forms
-Similarly struggles in the Ogre Clan battles due to its underwhelming speed and unimpressive defenses


DLC 2 updates:
-Fires off strong spread moves with Heat Wave
-Works fine as an offensive Tailwind setter and also benefits from Tailwind of other Pokemon
-Appreciates the rise of rain teams as it can spam Hurricane with no drawbacks
-Has alright match-ups in all important fights and can even take advantage of rain users
-Gains Feather Dance as a way to weaken physical attackers

-Has an even less reliable bulk since everything around gets stronger and runs more coverage
-Requires more bulk or speed support to be effective and may not be as easy to use as other Psychic- or Flying-type Pokemon
-Is too slow for Terapagos and cannot take Tera Starstorm

-Works fine in the Epilogue, especially against the Fighting-type Pokemon around
-Stays a powerful attacker but continues to suffer from its several issues

Monotype-Psychic:
-Provides one of the best damage among all Psychic-type Pokemon thanks to Sheer Force
-Works as an easy way to hit Psychic resists with Tinted Lens

-Lacks significant super effective targets and overlaps offensive uses with the well-rounded Armarouge
-Is one of the latest options around and struggles to justify a team slot in the late game

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Veluza, the Jettison Pokemon
“It is commonly raised in seafood restaurants, as it can keep regenerating fillets. Scientists are researching on the benefits of eating Veluza fillets.”

Type: Water/Psychic
Base Stats: 90/102/73/78/65/70
Ability: Mold Breaker/Sharpness
Available at around: Level 20 (Pretty much immediately after getting Surf upgrade)

Pros:
-Ranks top 3 highest Attack among all Psychic-type Pokemon within the Paldea Pokedex
-Works as an strong attacker with reliable bulk and speed
-Hits through Water-immune Pokemon, such as Water Absorb Clodsire, with Mold Breaker
-Receives huge damage boosts on cutting moves with Sharpness
-Uses either STAB-Tera for even stronger hits

-Can be caught with Tera-Normal in Glaseado Mountain, which is useful for removing all its weaknesses
-Has great match-ups against Team Star boss #2, #3, #5 and Titan #4 as well as good match-ups in the League battles
-Has a total of six resistances and good longevity when avoiding its weaknesses
-Starts with Water-priority, Aqua Jet and will later learn stronger STAB moves like Aqua Cutter and Liquidation
-Learns Psycho Cut at Level 40 to go with Sharpness or Psychic Fangs through TM for a strong move otherwise
-Exclusively learns a wonderful setup move in Fillet Away, which boosts its Attack and Speed sharply in one turn, turning Veluza into a powerful sweeper
-Eats berries to ensure itself has enough HP to use Fillet Away
-Learns Night Slash and Slash as extra cutting-move coverage, with the latter being helpful on Tera-Normal set
-Uses Crunch, Drill Run, Ice Fang or Pluck for additional coverage as ways to deal with Psychic, Ghost, Electric or Grass
-Stays healthy using Recover
-Takes advantage of New Toy Syndrome: Veluza is a good attacker with a brand new Fillet Away setup and a brand new Sharpness ability, which are both neat to use.
-Is a well-rounded Pokemon with consistent offensive power and a wonderful new move to use


Cons:
-Has a total of five weaknesses and often need to take super effective hits such as Crunch from random opponents
-Requires the use of Ability Patch to get its better Ability and may not be helpful before beating the Champion
-Is overall not that bulky and needs to sacrifice HP for boosting itself
-Struggles to find setup opportunities since AIs prioritize attacking
-Has a rather limited movepool early-on and does not get useful Psychic-type moves until Level 40
-Does not hit too hard without Sharpness boost due to the low base power of its moves
-Is a Water-type Pokemon without effective countermeasures against Grass
-Lacks defensive support as a Psychic-type Pokemon
-Is mostly overshadowed by Bruxish, which is faster and has stronger moves when using Strong Jaw
-Ends up being a jack-of-all-trade and does not stand out too much despite having Fillet Away


DLC 1 updates:
-Gains Flip Turn for a better pivoting potential
-Gains Scale Shot as another way to build up its speed

-Fails to be useful against the siblings due to their Grass, Electric, Bug, Dark and Ghost-type Pokemon
-Threatens the Loyal Three with super effective moves but can be overwhelmed easily by their powerful offenses
-Has type advantages over some of the Ogerpon forms but gets crushed by its fearsome attacks
-Has an even harder time taking hits in the Ogre Clan battle but still does respectable damage with Sharpness

DLC 2 updates:
-Lacks moves that function differently in Double Battles
-Pairs with Fake Out/redirection users for an easier setup opportunity
-Appreciates the fact that rain team and Psychic Terrain teams are better in Doubles
-Has good match-up against Crispin but isn’t too necessary for any important battles

-Can be a little too slow and inconsistent in other fights
-Can be quite difficult to utilize but rewards team-planning strategies
-Is slower than Terapagos and cannot take its powerful Starstorm
-Works fine in the Epilogue Double Battles but is generally too slow-paced
-Struggles to find setup opportunities in the Epilogue Single Battles

Monotype-Psychic:
-Offensively answers Ground-type thanks to its good selection of Water-type moves
-Works well as a physical attacker and pairs with special-inclined teammates

-Lacks the speed or sheer power provided by Bruxish
-Provides little defensive niche with Slowtwins being much better tanks
-Fails to justify a teamslot most of the time with its limited utility

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Scream Tail, the Paradox Pokemon
“Scream Tail will not fall asleep if it starts practicing singing, even though its singing voice is often unappreciated. No one is sure of its origin.”

Type: Fairy/Psychic
Base Stats: 115/65/99/65/115/111
Ability: Protosynthesis
Available at around: Level 52 (After clearing Area Zero)

Pros:
-Has one of the best overall bulk among all Pokemon available in Paldea
-Is the fastest Psychic-type Pokemon and ranks Top 3 Speed among Fairy-type Pokemon as well
-Has a very clear purpose as a fast tank Pokemon for walling support
-Uses Protosynthesis to boost its either defense through Sun or the Booster Energy item
-Has useful resistances and a Dragon-immunity
-Uses Tera-Psychic or Tera-Fairy to remove its unwanted weaknesses though it is relative weak as a Tera-attacker
-Comes with Play Rough and Psychic Fangs for dishing out reliable STAB damage while tanking hits
-Casts nasty status conditions with Sing or Thunder Wave
-Locks opponents into suboptimal moves using Encore with its fast speed and then switches out for stronger teammates to wreak havoc
-Sets up dual screens and Stealth Rock for its frailer or weaker teammates
-Sets up Sunny Day to boost its own best stat or enable sun abusers
-Nerf opponents with Noble Roar or Fake Tears
-Runs Fire Punch/Flamethrower/Fire Blast as an anti-Steel coverage to use under sun and to fish for potential burns
-Sets up big-HP Substitute, good Bulk Up/Calm Mind boosts and Baton Passes to its teammates
-Recovers health with Rest and Drain Punch
-Takes advantage of New Toy Syndrome: Scream Tail is one of the bulkiest Pokemon introduced and is useful for those who need a Fairy-type Pokemon
-Is a pure defensive Pokemon that just simply refuses to be knocked out in battles
-Has a decent set of utility and can be customized based on team needs


Cons:
-Is exclusive to Pokemon Scarlet and is not worthwhile for Violet players
-Has one of the lowest offensive presence possible with its pitiful attack stats
-Lacks passive damage and is a complete momentum sink
-Wastes its wide movepool by not having enough attack to utilize the moves
-Gets walled easily by any Pokemon with good bulk
-Needs to compete with Psychic- or Fairy-type Pokemon that have better offenses
-Does not do a good job taking Dark-type hits as a Fairy-type Pokemon
-Is not as destructive or as overpowered as some of the other Paradox Pokemon
-Learns moves slowly, misses out on Perish Song/Boomburst before the end of the game and may not get Wish (Lv. 70) before important battles
-Is a great wall that doesn’t do much outside of walling


DLC 1 updates:
-Has decent match-ups against most of the Pokemon used by the siblings, such as Mightyena, Poliwrath and Dipplin
-Fails to be an effective wall against the Loyal Three due to their Poison-type moves and their poison-inducing ability
-Outspeeds Ogerpon and has a good bulk but does not get to do much against the mighty ogre

-Continues to be an effective team support in other important battles and is still one of the most reliable walls around

DLC 2 updates:
-Pairs with sun setters to enjoy Prosynthesis boost while holding other items
-Alternatively still functions as a bulky fast sun setter that enables sun-based Pokemon
-Matches well against Drayton and can take advantage of Crispin’s sun strategy
-Is still relatively fast despite everything getting speed boosts
-Spreads consistent but weak damage with Dazzling Gleam or Hyper Voice
-Is generally useful as a support Pokemon next to a powerful breaker

-Has an even smaller offensive presence in the bulky environment
-Is too passive at times and may give opponents time to set up
-Is fast enough in the Terapagos fight but does not hit hard enough with Tera
-Is not useful when paired with Kieran’s Pokemon in the Epilogue

-Returns to its good walling capacity against Nemona’s powerful Fighting-type Pokemon

Monotype-Psychic:
-Has a great physical bulk and covers well for its physically frail teammates
-Takes neutral damage from Dark-type moves and is probably the best answer to physical Dark-type foes

-Needs to compete with Gardevoir and Hatterene which are both stronger without losing too much defensive utility
-Is still too weak and does not provide enough offensive use

-Is very much a reliable choice to make sure the team does not wipe to certain opponents
 
2025050222195700-B6CE40797459B0890BF7CEF68A4CE587.jpg

Chingling, the Bell Pokemon
“The red orb inside its mouth can create smoothing sounds that enhance health recovery. After it eats a full meal, it screams even louder with its bell.”

Type: Psychic
Base Stats: 45/30/50/65/50/45
Ability: Levitate
Available at around: Level 63 (Crystal Pool, post-Paldea)

Pros:
-Is very much the only Psychic-type Pokemon readily available in Kitakami

Cons:
-Has very low stats for those who have completed the Paldea story lines
-May require the use of friendship berries to evolve as soon as possible

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Chimecho, the Wind Chime Pokemon
“Chimecho will only show up in front of trainers with patience. Instead of eating, it refills energy by floating in strong winds.”

Type: Psychic
Base Stats: 75/50/80/95/90/65
Ability: Levitate
Available at around: Level 57 (Kitakami Road, post-Paldea)

Pros:
-Functions well as a defensive support Pokemon with a good Special Attack
-Gains a Ground-immunity with Levitate and is a reliable tank with the helpful Ground/Fighting resistances
-Is the only Psychic-type Pokemon in Kitakami prior to beating Ogerpon
-Matches well against the Loyal Three thanks to its Psychic-typing
-Uses Psychic or Psyshock to provide steady damage while tanking hits
-Is the only Pokemon that learns Heal Bell naturally and works well fighting status-inducing foes
-Alternatively protects the team from status conditions with Safeguard
-Sacrifices itself to heal teammates with Healing Wish
-Has standard healing options in Recover and Wish
-Disrupts foes with Yawn/Hypnosis or Thunder Wave
-Weakens powerful foes with Charm, Snarl, dual screens and Icy Wind
-Uses Energy Ball, Dazzling Gleam and Shadow Ball as extra attacking options
-Limits move choices on foes with Taunt and Encore
-Works as a slow bulky setup Pokemon with Calm Mind
-Has a wide variety of support options and is generally bulky enough to face strong foes


Cons:
-Is not bulky enough for a defensive Pokemon, especially if caught at a high level
-Needs investments to deal bigger damage and struggles to break through Steel-type Pokemon
-Gets overwhelmed by powerful foes like Munkidori and cannot take too many hits from them
-Is too slow and does not get to do much against Ogerpon
-Is generally not fast enough to use its tools
-Is mostly overshadowed by other bulky Pokemon available in Paldea due to its late availability
-Holds little utility when healing items are allowed
-Operates at a slow pace and does not work well against the faster teams encountered in the Ogre Clan subplot
-Is overall not a great Pokemon to recruit as such a late stage


DLC 2 updates:
-Pairs well with Earthquake users thanks to Levitate
-Uses Snarl and Icy Wind to nerf both opponents at the same time
-Uses Ally Switch to protect Ground-weak allies from High Horsepower
-Alternatively changes abilities into Levitate by using Entrainment, which works extra well on Pokemon that are normally weak to Ground only
-Keeps allies healthy with Heal Pulse and Heal Bell

-Removes powerful items with Knock Off though it isn’t a strong user of this move
-Is a decent Trick Room setter thanks to its reliable bulk
-Continues to provide standard support with dual screens and Thunder Wave

-Does not have bad match-ups but also significantly lacks good ones
-Is still overshadowed by other bulky Psychic-type Pokemon with similar movepools
-Struggles to take multiple hits per turn and may not even last that long in battles
-Cannot fit all of its utility moves in 4 slots and will always be missing out on something

-Is a much better Pokemon in Doubles with interesting tools to be utilized
-Is generally not as effective as just pairing two offensive Pokemon together
-Moves after Terapagos and does not get to do too much in that fight
-Is not as useful as other Pokemon in the Epilogue due to its slow-paced battle style


Monotype-Psychic:
-Provides no offensive niches as a pure-Psychic Pokemon with no interesting coverage
-Competes with other special walls as defensive support

-Provides Ground-immunity for important teammates like Armarouge or Heatproof Bronzong
-Is not a fantastic Pokemon in regular runs and does not gain enough niches in a Monotype run either

2025050222382200-B6CE40797459B0890BF7CEF68A4CE587.jpg

Munkidori, the Retainer Pokemon
“Munkidori uses its psychic powers to force others to feed it delicious fruits. It will lose all of its intelligence if its toxic chain is removed.”

Type: Poison/Psychic
Base Stats: 88/75/66/130/90/106
Ability: Toxic Chain/Frisk
Available at: Level 70 (Wistful Fields, after catching Ogerpon)

Pros:
-Ranks second best Special Attack among all Psychic-type Pokemon and among all Poison-type Pokemon, rivaling classic powerhouses like Espeon and Gengar
-Ranks Top 3 Speed among all Psychic-type Pokemon and Top 5 among all Poison-type Pokemon, outspeeding the majority of opponents it will face
-Has a "Mismagius-style" of high Special Attack, Special Defense and Speed stat distribution, making it an effective special sweeper with good defensive values

-Has a useful STAB combination that covers everything bar Steel-types and a few Dark-types
-Brings a 30% toxic chance on all its attacking moves thanks to Toxic Chain
-Is a Psychic-type Pokemon that can pressure Dark-type Pokemon with its poisoning moves
-Bumps 2HKO targets to OHKO with a good poison RNG
-Powers up its STAB-moves with either Tera-Type
-Learns Psychic and Psyshock which become powerful Psychic-type moves that can potentially poison targets
-Is a Poison-type Pokemon that can steadily beat other Poison-type Pokemon
-Uses Sludge Wave or Sludge Bomb for nasty poisoning effects that destroy even Poison resists
-Uses double-powered Venoshock or Hex on Pokemon that have already been poisoned
-Learns Focus Blast to deal with Steel-, Dark- and Rock-type Pokemon
-Has a perfect coverage with just dual STABs and Focus Blast as Pokemon that resist all these moves are unseen in the DLCs
-Uses Nasty Plot or Calm Mind to boost its offenses
-Knows Shadow Ball and Grass Knot for fighting Psychic-, Ghost- and Ground-type Pokemon
-Fakes Out on the first turn to fish for helpful poison on the first turn
-Pivots out after scouting for the first turn with U-turn for an additional poison chance or Parting Shot for stat-lowering effects
-Uses Protect and Substitute to stall out toxic turns
-Wears down special walls with Acid Spray
-Has a decent set of support tools with Toxic, Light Screen, Clear Smog and Taunt
-Works well as a special sweeper and comes with an additional benefit of its bad toxic chances
-Works as a late addition to teams thanks to its naturally high stats
-Is easy to use and fits well on teams that lack Poison or Psychic attackers


Cons:
-Becomes available only after the main plot concludes and has limited uses
-Has an unimpressive physical bulk and can get crushed by physical foes easily
-Does not get to do much against Steel-type due to their Toxic Chain immunity and Psychic-resistances
-Needs to get lucky with Toxic Chain activation against bulkier targets
-Needs to rely on the inaccurate Focus Blast as coverage
-Isn’t bulky enough to reliably set up stat boosts

-Is overall an alright Pokemon with just small issues

DLC 2 updates:
-Dislikes Amarys and her Poison-immune Pokemon
-Performs well in most other fights and is a good pick against most of Lacey’s Pokemon
-Has a harder time taking hits, especially when it is double targeted
-Keeps up with the increased Speed tiers and bulk tiers thanks to its good stats
-May need to compete with the Galarian Slowtwins which offer better utility overall
-Uses Fake Out for a wonderful Turn 1 control
-Continues to be useful with Toxic Chain poisons, but they are not necessary in the fast-paced battles around
-Spreads consistent damage and good poison chances with Sludge Wave

-Requires a Poison- or Steel-type teammate to fully utilize Sludge Wave without the side effect of poisoning its partner
-Works well on Psychic Terrain teams for stronger Psychic and priority protection
-Otherwise has a nasty weakness to Sucker Punch
-Cannot take spread moves well, especially Earthquake

-Appreciates bulky support users with screens or redirection
-Is an already good Pokemon that has a viable movepool for Doubles
-Has a good Speed and Special Attack for tackling Terapagos but needs to be careful about Earth Power
-Continues to be helpful in the Epilogue with its powerful Psychic
-Performs well in the remaining battles thanks to good match-ups against Fighting


Monotype-Psychic:
-Is the first Poison-type Pokemon available and is the best offensive answer to Fairy
-Is a rare fast attacker with a useful secondary type, making it quite splashable in battles
-Works as a safe way to break tough foes with Toxic Chain poisons

-Does not offer too much defensive utility, since it isn’t a great Bug-type counter either
-Works as a great lead in the Indigo Disk due to its coveted Fake Out
 
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Exeggcute, the Egg Pokemon
“It absorbs sunlight to produce nutrients for its heads and is thus considered a plant. If it has one fewer or more head, its psychic powers will be significantly weakened.”

Type: Grass/Psychic
Base Stats: 60/40/80/60/45/40
Ability: Chlorophyll/Harvest
Available at around: Level 55 (Savanna Biome)

Pros:
-Is one of the first Pokemon catchable in the Blueberry Academy
-Can be evolved immediately with a Leaf Stone


Cons:
-Has way too many weaknesses and does not have the bulk to support that
-Does not hit hard with everything around it being so strong

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Exeggutor, the Coconut Pokemon
“In summer, its brains can run twice as fast, but it also needs to eat twice as much. Its three heads are all highly intelligent and will occasionally disagree with each other.”

Type: Grass/Psychic
Base Stats: 95/95/85/125/75/55
Ability: Chlorophyll/Harvest
Available at around: Level 55 (Savanna Biome)

Pros:
-Ties for best Sepcial Attack among all Grass-type Pokemon and ranks Top 5 Special Attack among all Psychic-type Pokemon available
-Has potential in mixed attacking with its acceptable Attack
-Functions as a slow bulky special attacker thanks to its reliable HP stat and average defenses
-Hits five types for super effective damage with its STABs and notably covers Poison-type Pokemon with its Psychic-type moves
-Has two Sun-based Abilities, with Chlorophyll working for a speedy offensive build and Harvest focusing on longevity
-Fits well on Sun teams, which are quite effective in Doubles
-Chooses between Energy Ball or Leaf Storm for powerful Grass-STAB, with Solar Beam being the go-to option for sun-based sets
-Uses Psychic or Psyshock as secondary STAB
-Boosts its own offenses with Growth, which is doubly effective under sun
-Runs Calm Mind boosts instead if used outside of sun
-Uses Sludge Bomb to cover for opposing Grass- or Fairy-type Pokemon

-Builds a physical set with Wood Hammer, Zen Headbutt and uses Earthquake to deal with pesky Steel-types
-Stalls out turns with Leech Seed, Hypnosis/Sleep Powder, dual screens and Synthesis
-Sets up Trick Room as one of the strongest slow special attackers around
-Is one of the most powerful new Pokemon available and can easily keep up with the power level
-Is a wonderful choice for any teams that want to use Sun mechanic in any ways
-Has an interesting defensive typing that resists three of Terapgos’s moves
-Will be a decent choice against Nemona and her Fighting-type Pokemon in the Epilogue


Cons:
-Has six fat weaknesses and is notably weak to common spread moves like Heat Wave and Blizzard
-Isn’t that bulky overall and does not like taking multiple hits in one turn
-Is quite slow outside of sun or Trick Room
-Does not find much use in important battles and is especially terrible against Crispin and Amarys
-Has non-STAB Earthquake as the only way to damage Steel-type and isn’t even that threatening due to its unimpressive Attack
-Lacks Weather Ball and is easily outclassed by Chlorophyll users that learn the move
-Struggles to find boosting opportunities due to its sheer number of weaknesses
-Lacks common coverage like Shadow Ball and Focus Blast when compared to other Psychic-type Pokemon
-Is generally not as great as other Pokemon with similar typing and offensive values
-Is too slow to be useful against Terapagos
-Has too many weaknesses to be used in the Epilogue Doubles and is not as good as faster attackers


Monotype-Psychic:
-Is the only Pokemon that resists Electric and finds great uses soaking up Discharge or even Galvanize Explosion
-Is the only Pokemon with STAB super effective against Water, making it the best offensive counter to Water-type Pokemon

-Does not really get to do much with the above niche, since most Water-type Pokemon seen in the Blueberry Academy has a secondary typing that offsets their Grass weakness
-Offers basically nothing else due to its shallow offensive movepool
-Can work on Sun-based strategies with Scream Tail and Armarouge, but the team archetype is just not the most suitable in a Mono-Psychic run

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Slowpoke, the Dopey Pokemon, Galarian Form
“This form of Slowpoke is even more gluttonous than the ones found in Paldea. Its tail is now spicy and is not considered a delicacy by most.”

Type: Psychic
Base Stats: 90/65/65/40/40/15
Ability: Gluttony/Own Tempo/Regenerator
Available at around: Level 59 (Past Coastal Plaza)

Pros:
-Has a respectable bulk when equipped with an Eviolite
-Can be evolved immediately without wasting time in its base form


Cons:
-Cannot keep up with the strong environment and should be evolved as soon as possible

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Slowbro, the Herbmit Crab Pokemon, Galarian Form
“Shellder biting on its arm causes immense pain, so it has become much more aggressive. Its diet consists of spicy berries and bony fish.”

Type: Poison/Psychic
Base Stats: 95/100/95/100/70/30
Ability: Quick Draw/Own Tempo/Regenerator
Available at around: Level 59 (Using Galarica Cuff on Slowpoke-Galar)

Pros:
-Shifts to a mixed attacking role with promising attacks on both fronts
-Still has a good physical bulk and a passable special bulk to make sure it won’t be knocked out quickly
-Has fewer weaknesses than its Kantonian counterpart
-Finds good match-ups against most of Lacey’s Pokemon
-Exclusively has Quick Draw, which allows Slowbro to randomly move first and ignores its Speed issue
-Alternatively uses Own Tempo to block common Intimidate leads

-Has the amazing Regenerator but does not get to trigger it too much with the lack of switches in Doubles
-Learns its signature Shell Side Arm upon evolution, which allows it to bounce between physical sets and special sets
-Does not need to worry about Pokemon with specialized defenses, such as Blissey, due to the flexibility of Shell Side Arm in battles
-Uses Gunk Shot, Belch or Sludge Wave for stronger Poison-type moves, with Sludge Wave having the benefit of hitting multiple targets
-Uses Psychic, Psyshock or Zen Headbutt for Psychic-type STAB
-Has a wide selection of coverage moves on both fronts, easily forming perfect coverage of the moves it desires:
Focus Blast to cover for Dark-, Rock- and Steel-type Pokemon
Flamethrower/Fire Blast for Steel-type Pokemon
Earthquake for Rock- and Steel-type Pokemon
Ice Beam/Blizzard and Hydro Pump/Surf/Muddy Water/Liquidation for Ground-type Pokemon and standard spread damage for Blizzard, Surf and Muddy Water
Shadow Ball for Ghost- and Psychic-type Pokemon
-Customizes its highly flexible movepool to face other important trainers
-Builds up physical stats with Curse and can potentially overcome the Speed drop with lucky Quick Draws
-Instantly gains max Attack with Belly Drum and turns into a speedy sweeper under the right conditions
-Uses Calm Mind or Nasty Plot for special stat boosts
-Runs the reliable Iron Defense + Body Press combo for bulky sweeping
-Slows down dangerous foes with Thunder Wave or passes passive damage with Toxic
-Uses Icy Wind, Chilling Water and Light Screen for regular stat support
-Works well on Trick Room, which uses its naturally low Speed and can still be used with Quick Draw for lucky priorities
-Can work as an anti-Grass attacker on rain teams
-Keeps itself and its teammate healthy with Slack Off and Heal Pulse
-Has good stats across the board and is highly flexible depending on team needs
-Continues to shine in the Epilogue thanks to its reliable attributes


Cons:
-Has a relatively low offensive power compared to Galaraian Slowking and Munkidori
-Takes a drop in defensive value compared to its Kantonian counterpart
-Needs a lot more EV investments to catch up with the powercrept environment
-Only comes in Tera-Psychic naturally, which does not pair too well with its battling style
-Loses out on key resistances to Ice or Fire while gaining an unfortunate weakness to Earthquake and High Horsepower
-Is naturally slow and needs to rely on the unpredictable Quick Draw to move first
-Needs to pair with a Poison- or Steel-type partner to fully utilize Sludge Wave
-Does not hit too hard with other spread moves due to its lack of STABs
-Does not have that many support options compared to other Psychic-type Pokemon

-Is a great Pokemon with many tools but is not the best at using its tools
-Will likely be destroyed by Terapagos unless it gets lucky with Quick Draw rolls

Monotype-Psychic:
-Offensively answers Fairy-type Pokemon and preys on their lower Defense with a physical build
-Does not offer too much defensive utility with its type but is still a good check to Pokemon like Granbull
-Safely removes special walls thanks to its flexible Shell Side Arm
-Does not synergize too well with other Pokemon and may not be a top-tier pick for most teams
-Is a good Pokemon that does not give consistent performance and struggles to fill a team slot

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Slowking, the Hexpert Pokemon, Galarian Form
“It comes out at night to eat dried fish lying on sandy beaches. It does not get along well with Johtonian Slowking, since they both believe themselves to be the smarter one.”

Type: Poison/Psychic
Base Stats: 95/65/80/110/110/30
Ability: Curious Medicine/Own Tempo/Regenerator
Available at around: Level 59 (Using Galarica Wreath on Slowpoke-Galar)

Pros:
-Ranks Top 5 Special Defense among all Poison-type Pokemon
-Has a respectable overall bulk and can take several special hits in battles
-Dishes out good special damage while tanking hits
-Has a more specialized stat distribution compared to Galarian Slowbro and is thus better at finding niches
-Has fewer weaknesses than its Johtonian counterpart
-Finds good match-ups against most of Lacey’s Pokemon
-Uses Curious Medicine to revert stat changes on allies such as Close Combat users or Pokemon that really dislike Intimidate
-Has the amazing Regenerator that can be triggered manually with its switch move
-Chooses between Sludge Bomb, Sludge Wave and Belch for its go-to Poison-type damage, with Sludge Wave being able to hits multiple targets at once
-Uses Psychic or Psyshock for good Psychic-type damage
-Runs Focus Blast to hit Dark-, Rock- and Steel-type Pokemon and to complete a perfect neutral coverage
-Fills up its final attack slot with Flamethrower/Fire Blast, Ice Beam/Blizzard, Shadow Ball/Hex or Surf/Hydro Pump/Muddy Water
-Deals good spread damage with Blizzard, Surf and Muddy Water, which are useful against Drayton and Crispin
-Powers up its own offenses with Calm Mind or Nasty Plot
-Uses Snarl, Icy Wind and Light Screen to slow down dangerous special-based foes
-Enables snow abusers and switches out smoothly with Chilly Reception
-Spreads poison conditions with Toxic or Toxic Spikes
-Alternatively disrupts foes with Thunder Wave or Yawn
-Works well on Trick Room, which uses its naturally low Speed
-Can work as an anti-Grass attacker on rain teams
-Keeps itself and its teammate healthy with Slack Off and Heal Pulse
-Punishes physical attackers with Foul Play and Chilling Water
-Is a reliable teammate that makes use of its great tanking ability and fits well on different types of teams
-Continues to shine in the Epilogue thanks to its reliable attributes


Cons:
-Needs more Galarica Twigs to evolve than Galarian Slowbro, which shares the same typing and is an acceptable replacement
-Unlike Galarian Slowbro, does not get to work around its low Speed
-Competes with Munkidori, which also has great Special Attack and Special Defense while also being fast
-Only comes in Tera-Psychic naturally, which does not offer too much defensive use
-Loses out on key resistances to Ice or Fire, which means it has a lower spread move resistance than its Johtonian counterpart
-Has an unfortunate weakness to Earthquake and High Horsepower, coupled with its average Defense
-Needs to pair with a Poison- or Steel-type partner to fully utilize Sludge Wave
-Does not hit too hard with other spread moves due to its lack of STABs
-Needs to be careful with Curious Medicine resetting stat boosts of allies
-Has a slow way of setting snow and may not be as efficient as Snow Warning users
-Is too slow to be an effective Tera-user against Terapagos


Monotype-Psychic:
-Offensively answers Fairy-type Pokemon and works especially well against special-based fairies
-Flexibly runs crucial coverage like Ice Beam and Flamethrower with its great Special Attack

-Does not offer too much defensive utility with its type and faces competition as a special tank
-Mostly faces tough competition with the rest of the Slowpoke families
 
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Inkay, the Revolving Pokemon
“Once it sticks on its preys, it will not let go of its suction easily. If an Inkay is flipping upside down, that means it is scheming something sinister.”

Type: Dark/Psychic
Base Stats: 53/54/53/37/46/45
Ability: Contrary/Suction Cups/Infiltrator
Available at around: Level 58 (Coastal Biome beach)

Pros:
-Is somewhat an acceptable Eviolite user due to its lack of weaknesses and access to Topsy-Turvy
-Works well against setup Pokemon or partners that dislike stat drops


Cons:
-Should just be evolved as soon as possible
-Cannot be evolved in Dock Mode

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Malamar, the Overturning Pokemon
“Before it starts eating its prey, it will squeeze them with its tentacles for torture. It will not obey trainers who cannot match up to its intelligence.”

Type: Dark/Psychic
Base Stats: 86/92/88/68/75/73
Ability: Contrary/Suction Cups/Infiltrator
Available at around: Level 59 (Evolving Inkay)

Pros:
-Has a good Attack that can built up quickly with the right set-up
-Has a respectable overall bulk and is useful for absorbing hits
-Is weak to only two types and finds easy time taking neutral hits around the academy
-Is a Psychic-type Pokemon that does not need to worry about Ghost/Dark
-Is a Dark-type Pokemon that matches Fighting-type Pokemon well
-Turns thing around with Contrary, granting it the wonderful ability of using powerful move while gaining stats at the same time
-Works as a great anti-Intimidate lead and gains Attack while facing these Pokemon
-Screws up common strategies that use Sticky Web or Icy Wind
-Can even be paired with weak Bulldoze users for Speed-boosting effect
-Has niche uses against Whirlwind Pokemon as the only Pokemon with Suction Cups

-Uses Throat Chop and Psycho Cut for consistent STAB damage that hit most non-Dark Pokemon
-Learns Superpower, which gives it Bulk Up boosts while dishing out powerful Fighting damage if running Contrary
-Forms a perfect neutral coverage with the above three moves
-Runs extra coverage with Liquidation, Rock Slide and Lunge if necessary, with the former two being useful in the Savanna Biome
-Reverts stat changes with Topsy-Turvy, which can be counter dangerous setup foes or enable partners that use stat-lowering moves
-Passes Contrary to other abusers of moves like Draco Meteor or Superpower by using Skill Swap
-Puts foes to sleep with Hypnosis and sets up Superpower slowly
-Sets up Substitute for an easy time spamming Superpower gaining boosts
-Protects its team defensively with dual screens

-Breaks annoying strategies by using Taunt and Disable
-Is overall a passable Pokemon that uses its good bulk for all kinds of mischief
-Finds good uses in the Epilogue thanks to its advantage against Poison- and Fighting-type Pokemon
-Comes with an additional benefit for being a funny raid Pokemon to use against setup Pokemon, such as Dragon Dance users


Cons:
-Does not hit base 100 on any of its stats
-Has a rather unimpressive natural Attack stat against Pokemon with sufficient defensive investments
-Struggles to gain enough EVs before fighting important trainers and does not fare well with its natural stats
-Is weak to Fairy, which limits its use against Lacey or Dazzling Gleam users in general
-In fact does not find any notably good match-ups in important battles
-Uses the base 80 power Throat Chop as its strongest STAB, making its low Attack even more obvious
-Lacks Zen Headbutt and is significantly weaker than other good physical Psychic-type Pokemon
-Mostly learns weak moves other than Superpower and is thus quite weak outside of that move
-Needs a few boosts to actually become offensively threatening
-Does not work as well against special attackers that do not mind Superpower boosting Defense
-Is rather slow with its boosting tactics and might not be suitable in the fast-paced environment of Blueberry Academy
-Is not a very good Tera-user, since its natural typing complement each other so well
-Is slower than Terapagos, which wastes its potentially useful Tera-Dark attacks

-Would probably be a better Pokemon if it can be recruited in an earlier stage
-Ends up being a rather niche Pokemon that fails to justify a teamslot

Monotype-Psychic:
-Is the best offensive answer to opposing Psychic- and Ghost-type Pokemon
-Can even break through Steel-type Pokemon thanks to its easy Superpower spam
-Is the only Pokemon that is weak to neither Ghost or Dark and is thus the best defensive choice against common Ghost-type Pokemon
-Is the safest option against dangerous Dark-type Pokemon, like Intimidate Incineroar

-Is again a little too late to offer much help and will likely be stuck with low stats
-Is surprisingly not a necessity despite its good complementary typing

-Finds good uses because of its Dark-typing nonetheless

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Espurr, the Restraint Pokemon
“Even though it shows no emotions, it is constantly in pain from the explosive psychic powers stored in its ears. Sometimes, it lets go of its restraints and destroys everything around it.”

Type: Psychic
Base Stats: 62/48/54/63/60/68
Ability: Keen Eye/Infiltrator/Own Tempo
Available at around: Level 58 (Coastal Biome beach)

Pros:
/

Cons:
-Has low stats across the board and cannot keep up with strong opponents
-Can be skipped over by just catching its evolutions in the same area

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Meowstic, the Constraint Pokemon, Female
“A selfish Pokemon that feels no remorse when tormenting its opponents with psychic powers. It will uncover its ears to unleash full power when facing strong enemies.”

Type: Psychic
Base Stats: 74/48/76/83/81/104
Ability: Keen Eye/Infiltrator/Competitive
Available at around: Level 58 (Coastal Biome beach)

Pros:
-Has a great Speed and outspeeds most normal Pokemon around the Academy
-Takes hits fairly well with its average bulk
-Uses its acceptable Special Attack while tanking hits
-Gains Competitive from using Ability Patch and becomes a stronger special attacker after boosting
-Works as a reliable lead that powers itself up when facing Intimidate Pokemon
-Punishes speed-lowering tactics from Icy Wind or Sticky Web users
-Uses Psychic or Psyshock as its powerful STAB moves
-Manually boosts its offense further with Calm Mind or Nasty Plot, then unleashes powered-up Stored Power
-Covers Dark-type Pokemon with Alluring Voice, Ghost- and Psychic-type Pokemon with Shadow Ball/Dark Pulse
-Runs Thunderbolt and Energy Ball for extra coverage
-Provides first turn control with Fake Out, allowing partners to set up
-Uses its fast Speed to put on dual screens or disrupt foes with Thunder Wave
-Debuffs opponents with more disruption, such as Charm, Tickle and Fake Tears
-Easily outspeeds Terapagos and is an alright Tera-Psychic user in the first or third phase
-Takes advantage of its Speed to flexibly bounce between support and boosted offense


Cons:
-Has an average Special Attack that requires a lot of EV investments to become threatening
-Relies heavily on Competitive to do damage, which is not a very consistent Ability
-Is in fact weaker than most Competitive Pokemon and is thus not the best choice for abusing this Ability anyway
-Isn’t remarkably bulky and does not have a great defensive typing
-Is rather weak as a Tera-attacker and does not gain much from using Tera-Psychic
-Fails to offer good match-ups in any of the important battles
-Can be quite passive against Steel-type Pokemon due to the lack of appropriate coverage
-Has a natural disadvantage against common Intimidate Pokemon like Krookodile or Incineroar and is still helpless even with Competitive boosts
-Suffers from the low base powers of its best moves and ends up being even less threatening offensively

-Has good potential to be useful but is heavily limited by its late availability
-Faces tough competition with other strong special attackers and fails to stand out

Monotype-Psychic:
-Does not provide any defensive utility as a pure Psychic-type Pokemon
-Does not provide any unique offensive use due to its narrow offensive movepool
-Lacks distinctive niches as most other Pokemon are good special attackers
-Directly competes with Competitive Gothitelle and other fast attackers
-Fails to justify a team slot when most Pokemon can do the same thing

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Meowstic, the Constraint Pokemon, Male
“Male Meowstic dislike direct conflicts, as their bodies get damaged a lot from using psychic powers. When it is hunting for food, it uses telepathic vision to see through walls.”

Type: Psychic
Base Stats: 74/48/76/83/81/104
Ability: Keen Eye/Infiltrator/Prankster
Available at around: Level 58 (Coastal Biome beach)

Pros:
-Has a great Speed and outspeeds most normal Pokemon around the Academy
-Takes hits fairly well with its average bulk
-Uses its acceptable Special Attack while tanking hits
-Gains Prankster by using Ability Patch and ensures its priority using status moves
-Comes with dual screens and becomes a reliable screen setter thanks to Prankster, effectively boosting its defenses
-Provides first turn control with Fake Out, allowing teammates to set up with the opportunity
-Protects team from opposing priority moves by using Quick Guard or by setting a fast Psychic Terrain
-Spreads paralysis with Thunder Wave to support slow partners
-Works as a fast weather setter with Sunny Day or Rain Dance
-Applies offensive pressure with Psychic, Psyshock, Psychic Noise or Expanding Force when used in Psychic Terrain
-Gives powerful allies power boosts with Helping Hand
-Debuffs opponents with more priority disruption, such as Charm, Tickle and Fake Tears
-Learns Calm Mind and Nasty Plot if it wants to go full offensive
-Uses Thunderbolt, Energy Ball, Alluring Voice and Shadow Ball/Dark Pulse for extra coverage if necessary
-Easily outspeeds Terapagos and is an alright Tera-Psychic user in the first or third phase
-Is overall a fantastic support that enables all kinds of offensive partners
-Reliably completes tasks thanks to the guaranteed priority provided by Prankster


Cons:
-Has an average Special Attack that requires a lot of EV investments to become threatening
-Isn’t remarkably bulky and does not have a great defensive typing, thus relies heavily on screens
-Lacks the useful Fairy-typing provided by other Prankster Pokemon like Whimsicott and Grimmsnarl
-Is not a good Tera-user as a naturally mono-typed Pokemon with poor offensive power
-Fails to offer good match-ups in any of the important battles
-Does not offer too much utility and can be replaced by fast Pokemon with good support moves
-Also competes with Psychic Surge Indeedee which is also a great support Pokemon
-Cannot do much against Dark-type Pokemon due to their immunities to Psychic and Prankster-Thunder Wave
-Does not do much damage with its coverage moves thanks to their low base power
-Is overall a niche pick that won’t be considered by most trainers
-Is not quite necessary when paired with AI Kieran in the Epilogue


Monotype-Psychic:
-Does not provide any defensive utility as a pure Psychic-type Pokemon
-Does not provide any unique offensive use due to its narrow offensive movepool
-Lacks distinctive niches as most other Pokemon are good screen setters
-Fails to justify a team slot when most Pokemon can do the same thing
 
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