Chapter 1: Glossary
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Ace (position): A trainer's ace is the pokemon saved for last in battle. This is often their starter and/or strongest pokemon, but other times the ace is chosen deliberately to fill a role in a broader strategy. Some trainers will always have the same ace but others, especially generalists, will change who their ace is depending on their opponent. Also see lead.
Airsurfing (technique): Airsurfing is a method by which aquatic pokemon use hydrokinesis to wrap themselves in a bubble, cocoon, or sheathe of water to lift their bodies out of their normal environment and allow them to act on land while still breathing. Also see aquatic, hydro-, and -kinesis.
Amphibious (biology): Amphibious pokemon are ones that require significant amounts of time spent in the water for optimal health and comfort, but who can breathe air and act on land for extended periods of time. Most amphibious pokemon are part Water Type. Also see aquatic.
Aquatic (biology): Aquatic pokemon are pokemon that, in the wild, live in the water for all or almost all of their lives, and cannot act or breathe on land without specialized techniques or equipment. Also see amphibious and airsurfing.
Botanical (biology): Botanical pokemon are a category of pokemon who have cell walls, and either primarily subsist off of photosynthesis, reproduce via seeds or spores, or or both. A few pokemon exist in a scientific gray area where a plant and an animal have formed such a close symbiotic relationship that neither can live without the other. Also see mineral, spirit, and crystalline for other unconventional body structures.
Brawler (role): A brawler is a pokemon who prefers extended melee engagements in battle, a combat style often called brawling. Brawlers tend to lack mobility and have limited ranged options, but high endurance and durability. Most Fighting and Rock Types are brawlers. Also see caster, skirmisher, wall, and support.
Caster (role): A caster is a pokemon who prefers to keep away from their opponent and hit them with ranged attacks, whether projectiles or more exotic moves. Casters usually aren't very sturdy, especially against physical attacks. Their speed varies from species to species, but generally speaking casters are faster than brawlers and walls but slower than skirmishers. Most Psychic and Ghost Types are casters. Also see brawler, skirmisher, wall, and support.
Channeler (biology): A channeler is a pokemon adept enough at using Ghost Type Energy that they incorporate it permanently into their bodies. However, channelers are not spirits, and require many of the same care requirements as other biological pokemon. Also see spirit.
Cryo- (terminology): Cryo is a prefix indicating ice, or occasionally the cold in general. Also see -kinesis and -genesis.
Crystalline (biology): Crystalline pokemon are pokemon whose bodies are mostly or entirely made of crystals. Many mineral pokemon are also crystalline and vice versa, but the crystalline category also includes some pokemon made of ice. Also see mineral, spirit, and botanical.
-genesis (terminology): “Genesis” refers to the creation of something, usually indicated by a prefix for the purposes of pokemon discussion. Also see -kinesis, hydro-, pyro-, geo-, terra-, and cryo-.
Geo- (terminology): Geo is a prefix that refers to rock or stone. Also see -kinesis and -genesis.
Hydro- (terminology): Hydro is a prefix meaning water. For pokemon, it is usually connected to the suffix “kinesis” or “genesis,” but also used as a stand-alone adjective to indicate that something is Water Type, such as the move Hydro Pump. Also see -kinesis and -genesis.
-kinesis (terminology): “Kinesis” is the ability to move or affect something. Telekinesis is the general ability to manipulate physical objects without touching them displayed by most Psychic Types. Other prefixes indicate the ability to move certain things, usually with much more power and/or precision than general telekinesis. Also see -genesis, hydro-, pyro-, geo-, terra-, and cryo-.
Lead (position): The lead is the pokemon a trainer sends out first in a battle. Some trainers will pick their lead based on their own strategy, like a pokemon who can affect the terrain to set its teammates up for success, while others try to anticipate their opponent's lead and pick a pokemon that counters it. Also see ace and not to be confused with starter.
Mineral (biology): Mineral pokemon, also sometimes called silicates, are pokemon whose biological functions are based around rocks or metals rather than carbon-based biomolecules. Many Steel Types and almost all Rock Types fall into this category. Also see crystalline, spirit, and botanical.
Pyro- (terminology): Pyro is a prefix referring to fire. Also see -kinesis and -genesis.
Skirmisher (role): A skirmisher is a pokemon who prefers hit and run tactics, using close-range attacks but getting away before they can be counterattacked. A skirmisher's greatest advantage is its speed, but they tend to be very fragile in battle. Most Flying Types fit this role best, though they vary greatly. Also see brawler, caster, wall, and support.
Spirit (biological): Spirit pokemon are all of the Ghost Type. They exhibit biological traits even less understood by modern science than mineral pokemon. Some of them are completely unbound, while others will become attached to an object or location. This phenomenon is frequently called haunting, though the scientific community tends to dislike that term. Also see mineral, crystalline, and botanical pokemon.
Starter (terminology): A trainer's starter is the first pokemon they bonded with. Starters are often mixed up with leads by non-trainers, but your starter is always your starter, while a lead can vary from battle to battle. Also see starter pokemon and lead.
Starter pokemon (terminology): Starter pokemon, or starter species, are a category of pokemon that no longer exist in the wild but are still kept in captivity in large numbers and often given to new trainers as their starter. Starter pokemon vary from region to region but are usually Fire, Water, or Grass Type. Also see starter.
Support (role): A support pokemon is one whose job is not to do damage or take hits, but to prepare other members of the team to do those things. Most commonly, this is through manipulating the battlefield or weather, but there are other more esoteric moves like Baton Pass and Wish that can form the core of a support pokemon's playstyle. Also see brawler, caster, skirmisher, and wall.
Terra- (terminology): Terra is a prefix that refers to the ground or the Earth. It sometimes stands alone as an adjective describing something as being related to the terrastylization phenomenon. Also see -kinesis and -genesis.
Wall (role): A wall is a pokemon whose job is primarily to take hits rather than deal them and outlast the opponent. It's a less common strategy, but can work very well for some trainers, especially when paired with Poison or Grass Type moves that deal damage over time. Also see brawler, caster, skirmisher, and support.
Chapter 2: Timburr/Gurdurr/Cobkeldurr
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Overview: Timburr, Gurdurr, and Conkeldurr are all pure Fighting Types native to the Unova region. Despite being strong battlers, hard workers, and intelligent companions, there are a surprisingly low number of Timburr partnered with humans compared to similar pokemon like the Machop line.
Habitat: The Timburr line primarily lives in the densely-wooded foothills of the Western and Northern Unovan Mountains. Schools have been found in other regions, such as Galar and Kitakami, that are believed to be the result of released pokemon breeding with compatible wild pokemon.
Physical Traits: Timburr is a short, bipedal pokemon with tough, leathery skin and hair on its head that tends to form a protruding cowlick and a short ponytail. They have a much stockier build than a human, and is notable for developing bands or protrusions of extraneous muscle around the shoulders, thighs, and head as they grow. Timburr skin tends to to fall in the same ranges humans do, from a light tan to a dark brown, while the bands tend to be a brighter pink or reddish color. Oddly, Timburr's hair is almost always the same shade as its skin.
Gurdurr appears similar to Timburr. The extra muscles on the head spread and form lumps, acting as a sort of natural helmet, while the ones on the upper arms and legs spread further across the limbs and torso. The torso itself grows larger, as do the arms, but the legs do not grow as much in comparison.
Conkeldurr continue the asymmetrical body development when they evolve, with the legs growing larger but not nearly as much as the arms, with each one being nearly the size of its torso. While Gurdurr tend to keep their hair short, Conkeldurr often have theirs up in a bun or topknot.. both male and female Conkeldurr will also grow facial hair, usually a small beard.
The line is also well known for having totem items. Totem items are defined as an item that is not physically part of a pokemon's body, but that fills an important biological or psychological need for it. Timburr wield a wooden spar, usually cut flat rather than rounded. Gurdurr have a length of steel, again usually a beam or rectangular prism rather than a rod. Conkeldurr have two concrete pillars.
The exact relationship between the Timburr line and their items is unknown, but certain patterns have been noted that raise more questions than answers. Timburr are very attached to their log, and Gurdurr are similarly protective over their beam, yet the latter will abandon and forget about their beam if they evolve into a Conkeldurr. Timburr and Gurdurr seem to dislike having rounded totem items, but Conkeldurr have never been recorded with anything but cylindrical pillars. Why and how wild pokemon learned to make steel and concrete in the first place is yet another mystery that may never be explained.
Behavior: Timburr and Gurdurr live together in groups called clans led by a Conkeldurr. Together, a clan will build and maintain what is called a wild dojo. Wild dojos are places where the clan trains, lives, and works. Some wild dojos are simple clearings with nearby dens, but others resemble full villages with sturdy buildings. The clan is not the only ones to use the dojo, though, other intelligent wild pokemon often train there as well. In their native habitat, this is usually Sawk and Throh, or occasionally a Bisharp looking for a challenge. Trainers can also visit and train at wild dojos, so long as they are polite and respectful. A trainer who doesn't clean up after themselves or who tries to capture a pokemon without its consent may quickly find themselves thrown out.
Wild dojos also include crude industrial facilities for the production of steel and concrete. These materials are used not only for totem items, but also construction and tools. Though they don't seem to use them in battle, wild Gurdurr have been observed using steel blades to cut logs into less rounded shapes for Timburr. Wild members of the Timburr line have been noted to engage in a number of other advanced behaviors, including cooking and seasoning food, creating textiles using natural fibers, and creating maps, making them one of, if not the, most socially advanced species of pokemon.
The mating habits of the Timburr line are not known in detail. It is believed that Timburr are not securely mature, while Gurdurr and Conkeldurr are. However, they tend to mate inside burrows or houses, and dislike observers, whether human or pokemon. Though mammalian, Gurdurr do lay eggs, and usually keep them in a home or communal nursery. The time between an egg being laid and its hatching is usually about 7 months. It's unknown how long is normal between conception and the laying of the egg, since both behaviors are usually kept private, but scientists estimate 1 to 2 months.
Notably, only about a quarter of Gurdurr are female. Gurdurr tend to mate for life, but children are raised by the clan. Male Gurdurr without a female mate have been known to frequently display some behaviors displayed between mated pairs with other unmated males, including cohabitation. However, it is unclear if thus is homosexual activity, or merely friendly socialization. The line between the two is often much blurrier for pokemon.
Evolution: Timburr do not evolve from any pokemon, though there has been a proposal to classify Timburr too young to carry a log as a baby pokemon called “Timbit.” This was rejected for a number of reasons.
Timburr evolve into Gurdurr when they become strong enough to snap their log on their own through regular use of it. Do not try to force a Timburr to evolve by breaking its log yourself; you will only upset the pokemon. Upon evolution, Gurdurr will immediately search for a beam. In the wild, the clan will usually always have a few pre-made. A trainer's pokemon may either start trying to build the facilities to make one, or try to take one from a construction site or even a completed building. Many construction workers consider it good luck to have a Gurdurr take a beam from them and keep a spare on hand for this purpose, though the company will usually expect the trainer to pay for it. Wild Gurdurr sometimes leave to join a new dojo when they evolve, or to found a new one.
Gurdurr evolve into Conkeldurr through leadership. In the wild, this means founding their own dojo or taking control of their clan when the previous Conkeldurr dies. The method for choosing a new leader varies by clan. Some will have a contest of strength, while others seem to have previously designated successors or even elections. A few clans will simply continue running as usual until someone evolves without being formally chosen.
Evolving captive Gurdurr is tricky. Usually, they view their trainer as filling the social role of a Conkeldurr. Thus, it is difficult to give a Gurdurr the autonomy and authority needed for them to evolve while still having them respect their trainer and follow orders from them. Opinions on the best way to go about this differ.
Husbandry: Caring for members of the Timburr line is relatively easy. They are omnivores and will eat most standard types of food, with no special dietary requirements. Shelter is easy too, with their needs being remarkably similar to humans. Wild Gurdurr have been known to make blankets and sleeping mats.
The Timburr line does not have many health issues to be aware of. They can, however, pose a health risk to their trainer due to biological similarities. Many diseases that affect a Timburr will also affect a human, but much worse. If your Timburr is frequently sneezing or has gastrointestinal distress, both you and your pokemon should see a doctor.
The Timburr line is very easy to clean up after. Wild dojos will have a designated latrine spot, so the line is very easy to house-train and can even use human toilets without difficulty.
Cleaning the pokemon themself isn't hard either, as they will be happy to bathe themselves in any body of water large enough for it. Just make sure to get them access to such if they start to have a persistent and noticeable smell.
Gurdurr usually live to around 50 or 60 years old in the wild and can easily reach their 80s or 90s in captivity. The same goes for Conkeldurr, though there is not as much data on them. Elderly individuals rarely show physical signs of their age, but often will move slower and have less endurance both on and off the battlefield.
Safety: The Timburr line is very safe to work with for a sensible trainer. No leagues require anything other than a basic trainer's license to work with any member of the line.
Battling Style: Like many other Fighting Types, the Timburr line fills a brawler role, preferring to get in close and batter the enemy with raw strength. They can use the tri-element punches to give them Fire, Electric, and Ice Type coverage. Dark Type attacks can counter Ghost and Psychic Types. Ground Type Energy can be used for area of effect attacks such as Earthquake or rudimentary arena control. Conkeldurr in particular is skilled with Rock Type Energy, but all members of the line can use it for anti-flyer projectiles.
Their totem items, however, give the line some unique options and considerations. For one thing, it extends their reach, which can be the difference between a narrow dodge and a solid hit. It also lets them strike enemies that would normally be dangerous to make contact with, such as spiky or poisonous pokemon.
Overall, there is nothing unique or revolutionary that the Timburr line brings to the table in battle other than the benefits of their totem items. Conkeldurr are frequently compared to Machamp as bipedal pure Fighting Types with tricky evolution requirements. In such comparisons, Machamp is often preferred as their extra set of arms simply provides more options than Conkeldurr's pillars. But the fact they are compared to Machamp at all should show how strong they are. And evolving a Gurdurr, while difficult, is easier and quicker than evolving a Machoke in most cases.
Notable Examples: The best known trainer of the line is Elite 4 Marshal, of the Unova League. His Conkeldurr serves as his ace, and is known for utilizing a variety of fighting styles utilizing advanced geokinesis. In a brawl, its sheer size and strength are difficult to overcome. Against hit and run attackers, it can spin like a Hitmontop, assisted by geokinetic control over the pillars, to become dangerous to approach. Against ranged attackers is where Marshal's Conkeldurr truly shines, however. Where most Conkeldurr would try and force the foe into close range or return fire with geo and terrakinetic attacks, Marshal's is able to control its pillars well enough to make them constant threats to the enemy, not needing to retrieve them and throw them again. The opponent will simply have to deal with two massive chunks of concrete constantly trying to smash them.
The Timburr line is unpopular outside of Unova, however. Most trainers looking for a Fighting Type pokemon will either choose a more common local pokemon or, if they are looking to be a professional, choose the Machop line as filling the same role but better.
In Popular Culture: The Timburr line is viewed very positively throughout the world, but especially in Unova. They are commonly associated with construction workers and seen as dependable, honest pokemon. Tom the Timburr is a popular series of illustrated children's books featuring a Timburr helping his friends with various problems they have.
While they often appear in media as a sort of blue-collar pokemon, the Timburr line also fascinates researchers with their complex societies and social lives. Some scientists speculate that, if not for humans, the Timburr line could have become the dominant species on the planet with a few thousand more years. There have been ethical concerns raised over the catching of such an intelligent and social pokemon, but the prevailing consensus is that when a member of the Timburr line doesn't want to be with its trainer, it's more than capable of making that known.
Similar Pokemon: Sawk, Throh, and the Machamp line are the most similar to the Timburr line in regards to how one cares for them and battles with them. Other pokemon who have totem items include Komala, the evolutions of Abra, and Marowak. The Gothita line is another group of pokemon native to Unova known to build structures and form complex communities, though they use Psychic power rather than physical strength.
Chapter 3: Inkay/Malamar
Notes:
I wrote this to hop on the Malamania bandwagon but it's kind of already passed. Oh well, hope you enjoy anyway!
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Overview: Inkay are frequently seen playing in the waves or flitting about coastal regions. Their cute charm does little to indicate that they can evolve into one of the most dangerous known pokemon.
Habitat: Inkay are one of the few amphibious pokemon that are not a Water Type. They spend their time in the oceans coastal waters or near them, but do not have much skill with hydrokinesis and their manipulation of Dark and Psychic TypeEnergy is too strong to take away either of those classifications. Unlike many pokemon who are comfortable in the water, Inkay have not used the oceans to spread across the world as widely as one might expect. Scientists hypothesize this is due to some sort of dietary requirement or psychic one, but due to their connection to Malamar, Inkay are comparatively less studied by modern science.
Dead Malamar occasionally wash up on shore, as well as wild pokemon bearing signs of having been physically or mentally attacked by Malamar, indicate that wild specimens do exist, but likely lurk much, much deeper in the ocean.
Physical Traits: Inkay are a squid-like pokemon with a blue body with ten secondary tentacles attached, which are used for feeding. The body has two eyes and a decoy mouth; the real beak is hidden by the blue tentacles. Inkay also have a cap with two longer primary tentacles attached to it. The primary tentacles are mainly used for physical manipulation and, along with the outer part of the cap, are transparent. The inner part of the cap contains a pink fluid that will appear to have colorful spots when Inkay is using its powers.
Malamar is in many ways a larger, upside-down Inkay. The cap covers most of its body, with the primary tentacles appearing more like arms and the former top of the cap now splitting into two fins that a Malamar can use to stand upright on land, though they usually prefer to levitate. Their decoy mouth is now fully functional, as well as the one hidden by the secondary tentacles, which seem to be used less by Malamar than Inkay, but may see more use underwater. Though the pink fluid is gone, they can still produce spots on their body beneath their cap when using their powers
Behavior: Inkay tend to stay in schools ranging from 20 to 200 members. They mostly spend their days playing or looking for food- either small fish and crustaceans at sea or fruit and small animals on the land. Though weak on their own, when threatened by predators the school will cooperatively hypnotize it. Lucky ones will be left dazed for minutes or hours. Unlucky ones will see themselves ripped apart by the school while they are incapacitated.
Captive Inkay tend to be playful and energetic, redirecting their desire for social contact with their school towards their trainer and teammates.
The wild behavior of Malamar, including their reproduction, is generally a mystery. They are believed to stay very deep in the ocean, and anecdotal and circumstantial evidence suggests that they may hunt for sport as much as sustenance, though some scientists disagree and say that conclusion is a result of humans projecting their own preconceived notions onto Malamar.
The few recorded examples of Malamar bonded to trainers are deeply concerning, and leave more questions than answers. A common thread in such occurrences is the malevolence of Malamar. Dark and Psychic Type pokemon generally have a bad reputation on their own, but in Malamar's combined case, it is more than earned.
Evolution: The method by which Inkay evolves into Malamar is unknown, at least to the general public. If any individuals or organizations know, they aren't saying, and it's probably for the best.
Husbandry: Caring for an Inkay is rare, but they can make good companions, if not good battlers. Food-wise, they do well with fresh fish and meat, with fruit as a treat. They will need regular access to water to swim and rest in, but outside of a school they need much less space, so a saltwater pool will do. Bodies of freshwater can be okay for short amounts of play or a battle, but will be uncomfortable and unhealthy for long-term use.
One of the biggest dangers for Inkay (and possibly Malamar) is infection. Cuts or ruptures in the cap can lead to serious danger. Any spots in the cap that persist when an Inkay is resting are likely a sign of illness and should be treated immediately.
Inkay produce remarkably little waste, and usually release it while swimming. There are likely to be many splashes of water from Inkay entering and leaving its aquatic habitat, so don't keep anything nearby that can't get wet, such as electronics.
The life expectancy of Inkay (and Malamar) is poorly understood. Some specimens have died after a few months in captivity. Others have outlived their trainers and returned to the wild, seemingly untouched by the decades.
Safety: The biggest issue with Malamar, and why it is such an infamous pokemon, is that it is extremely adept at mind control and mental manipulation. As a Dark and Psychic Type, Malamar can hide its touch on the mind in unique and nearly undetectable ways. The precautions that a trainer can take when training other pokemon who can affect their mind are much less reliable against Malamar. It can slowly and subtly shift someone's opinions and personality over weeks, months, or even years, or it can hypnotize someone and turn them into a mindless thrall in seconds.
While it remains a matter of debate how much certain attitudes or personality traits are inherent in various species of pokemon vs how much is inherent behaviors that humans interpret through our own perspective, it is undeniable that Malamar have a recorded habit of being cavalier with mental manipulation and toying with their victims. Their trainers are not safe from this, and in fact are believed to almost always wind up taking orders more than they give them.
The legality of training Malamar ranges from a blanket ban to requiring a writ of permission from the Champion at the most lenient. There is a greater range for Inkay; some regions also ban them while others simply require extra paperwork and a training session on what to do if the Inkay evolves.
Battling Style: Inkay are not frequently used in battle, both due to their stigma and lack of strength. When they do battle alone, they tend to act as a slow caster, but their true strength comes as a school.
Malamar are not frequently used in battle due to the extreme dangers and legal difficulties involved. Most publicly available battles involving a Malamar are from the Spikemuth gym in Galar. In these battles, Malamar is terrifyingly capable as both a caster and brawler, with their primary tentacles being surprisingly strong and capable of channeling Type Energy into a cutting edge or a vicious pummeling.
Notable Examples: The most recent example of a problematic Malamar was the one bonded to a scientist who called himself Xerosic working for Team Flare in the Kalos Region. Almost all details about Xerosic other than the fact that he existed are classified. The fact that he had a Malamar is only known due to the leaking of some Team Flare files. There is rampant speculation about the presence of a Malamar in Team Flare, with some fringe personalities saying the whole organization was controlled by Malamar, and others saying that Team Flare is still out there and Malamar used its powers to fake their destruction.
Both of those theories are extremely unlikely. Though powerful and dangerous, Malamar are not omnipotent. Experts doubt a Malamar would be able to control enough people to make Team Flare from scratch or to conceal their continued existence.
Currently, the only legally authorized Malamar bond is with Spikemuth City gym leader Piers Nezu. He received a writ of permission from Galar's current Champion shortly after Leon received the position. Some have criticized the move as favoritism, given the close friendship between Piers and Leon, but there have been no known issues so far, and Piers’ Malamar has contributed much to our scientific understanding of the species.
In Popular Culture: Their sinister appearance and terrifying powers have made Malamar popular villains or villainous mascots, such as the evil organization MALAM from Incredible Comics.
Most figures of speech involving Malamar refer to its manipulative nature. In Galarian, a “misunderstood Malamar” is someone who portrays themselves as an innocent victim being unfairly villainized, but is actually guilty of everything they're accused of.
Similar Pokemon: Biologically, the pokemon most similar to Inkay and Malamar is Octillery. However, they have substantial behavioral differences and not-insignificant physical ones.
Behaviorally, Malamar are thankfully unique in the malice and cruelty they are known for. There are a few other pokemon who tend to see mind control as “plan A” rather than a last resort, however. Shiinotic regularly use a combination of Fairy Type Energy and sedative spores to make victims not realize they are being digested alive by the living fungus. Hatterene are known to force creatures that annoy them into injuring themselves, sometimes lethally. The Impidimp line tends towards tricks and pranks rather than direct control, but there have been a few cases of villainous trainers honing their Grimmsnarl into a mind controller to rival Malamar.
Chapter 4: Murkrow/Honchkrow
Notes:
As requested by CartoonDeathBattler64!
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Overview: Avian pokemon are known for being on the lower end of the intelligence spectrum, but Murkrow and Honchkrow are a stark exception to this. There can be too much of a good thing, however, especially given the line's tendency towards jealousy, hoarding, and general mischief. When well trained, however, Murkrow and Honchkrow can be an excellent flier for a trainer who prefers smarter pokemon.
Habitat: Murkrow are native to the woodlands, but their intelligence allows them to adapt to a wide variety of environments. Murkrow mobs have been recorded living in swamps, plains, urban environments, and even mild deserts. The primary barrier to a Murkrow mob is weather, with sandstorms combining with scarce water to keep Murkrow out of harsh deserts and snowstorms being too cold for Murkrow to go into arctic areas.
Physical Traits: Murkrow have black feathers and a fairly standard avian body shape with one notable exception: the feathers on their head form a sort of “hat” shape, including a brim. Scientists are unsure why this developed; the leading hypotheses are that it plays an element in reproductive selection and social displays, or that the brim is a practical tool to keep rain and sunlight out of the nocturnal Murkrow's eyes. The two ideas are not mutually exclusive, either, there are many traits that began as practical adaptations and grew larger and more elaborate to attract mates.
Honchkrow are larger than Murkrow, and have more detailed plumage, usually consisting of red feathers in their tail and/or the underside of their wings, and a tuft of white feathers on their chest that some say resembles a beard. They also have a more defined hat shape, including a larger brim.
Behavior: Murkrow's intelligence manifests in feeding strategies, social dynamics, and child-rearing that are all much more advanced than most avian pokemon. Murkrow generally live in mobs of 10-60 individuals. The larger the mob, the more likely it is there will be a splinter group that goes off to form a new mob or join a different one. They build nests nearby each other, search for food together, and cooperate against threats. They are also ruthless in jockeying for social status and hoarding items. Murkrow tend to live up to their reputation of collecting shiny objects like coins and jewelry, but they may also hoard things that they or their mob finds interesting. Murkrow have been recorded hoarding bones, glass bottles, paper currency, human clothes, and photographs.
Murkrow are omnivores, eating berries, fruits, and nuts depending on what is available in their environment, but they also eat insects and meat from larger creatures. Murkrow do not usually hunt vertebrates themselves, though one mob has been recorded goading them into running off of cliffs. Rather, mobs will find a predator that has recently made a kill and harass them, using Dark Type Energy to amplify feelings of anger and frustration to get the predator to chase after a few members of the mob in a blind rage while the rest eat. The nimble Murkrow are very difficult to catch, making this a safe strategy as long as the mob avoids goading pokemon well-suited to chasing down birds, such as other Flying Types. Staravia and Braviary, for example, will rarely be antagonized. Humans are not immune, and more than one restaurant has hired trainers to guard against Murkrow luring diners away to steal their food.
The social dynamics of the mob are cutthroat, with many scientists speculating that the aggressive behavior used to secure food eventually spread into other behaviors. A Murkrow's popularity seems to be primarily determined by the size of its hoard, its ability in combat, and its social skills. The leader of the mob, called the boss, usually has all three of these factors, but sometimes a boss will come to power through brute force or crafty alliances. Having a big hoard without the strength or friends to defend it, however, usually results in it becoming someone else's hoard. The boss of the mob will generally nest in the center of the mob, with individuals of higher status being closer to the boss and less prestigious members being relegated to the fringes. Individuals who are very unpopular or lost a leadership challenge may be exiled from the mob, which makes their life much more difficult.
Murkrow are also much more involved parents than other birds. Usually, avian mothers simply feed their children until they're ready to leave the nest, and fathers aren't involved at all. For Murkrow, one parent will go out with the mob and bring some food back for the family, even forgoing their own meal if necessary. Meanwhile, the other parents will stay behind to guard the hatchlings and teach them skills when they're old enough. Murkrow have been recorded teaching their young social skills, hunting and foraging techniques, and advanced battle moves that the species does not learn instinctually. Early on, parents will enforce an equal distribution of food among their children, but as they grow older the hatchlings will be allowed and even encouraged to bully one another the same way adult Murkrow do.
Honchkrow behave much the same as Murkrow, but are almost always the boss of the mob or the boss's mate. Any statement this entry makes about Murkrow can be applied to Honchkrow unless it's about juvenile members.
Murkrow and Honchkrow tend to treat their trainer and teammates like members of a mob. This can be a problem if unchecked, but once a trainer has established themself to their Murkrow as the boss, it is an effective way to train behavior and curb Murkrow's tendency towards aggression.
Murkrow will court each other when they're fully grown. Murkrow mate long term, but not always for life- if one partner makes a failed power play or other faux pas, their partner may “divorce” them and join the rest of the mob in shunning them rather than be outcast as well. Murkrow reproductive behaviors are fairly standard for avian species, though they tend to lay fewer eggs per clutch. This is likely due to the higher level of attention Murkrow give their children.
Evolution: Most wild Murkrow never evolve. Evolution is triggered by exposure to large amounts of unfocused Dark Type Energy when fully grown. In the wild, this can occur in the center of large mobs, hence why the boss nests in the middle of the group. For captive Murkrow, there are three feasible ways to trigger evolution:
The simplest and most reliable method- but also the most expensive- is to give your Murkrow a Dusk Stone, which is an evolution stone made of crystallized Dark Type Energy. Dusk Stones are often cheaper than other evolution stones since they are really only useful for Murkrow and Misdreavous, but they also tend to be rarer than most other stones.
The second option is to bring your Murkrow to a location highly saturated with Dark Type Energy. This can be difficult however, as such locations are rare and access to them is often restricted. Still, if there is such a location close to you, arranging a visit is likely cheaper than buying a stone.
The last option is to simulate the energy from a large mob with another group of Dark Type pokemon. Professional Dark Type specialists will often have a team strong enough to trigger evolution in a Murkrow that stands in the middle of them. Some trainers will do this for free, while others might ask for payment, but either way it's certainly going to run you less than a Dusk Stone.
Attempting to have your Murkrow evolve “naturally” by sending it into the middle of a wild mob or going there yourself is a poor idea. Without having established itself with the rest of the mob, your Murkrow will be bullied away from the prestigious middle spot, and the presence of a human will either provoke the mob further or cause them to flee.
Husbandry: Care requirements for Murkrow are fairly standard for avian pokemon. Trainers should provide meat, but Murkrow can and should be expected to look for insects and plant-based foods on their own- Murkrow will enjoy the chance to stretch their wings, and may be wary of a free cache of food, thinking it a trap or assuming it belongs to someone else. Be careful about letting your Murkrow go off on its own, however- they can still cause trouble without a mob. Only let it hunt unsupervised when you are certain it will be well behaved.
In addition to the normal perches needed for a bird to be comfortable indoors, Murkrow will need a nest or a nook to build their hoard in. The level to which Murkrow's hoarding is tolerated by trainers varies person to person. Generally, trainers should have boundaries for their pokemon, but also be willing to make compromises. Oftentimes it's better to just pay someone back rather than try to wrest back a coin that a Murkrow has taken a liking to, for example. Training a Murkrow is all about curbing their disruptive tendencies without pushing them so far they become rebellious.
Murkrow have standard avian cleaning and health requirements. Notably, Murkrow are intelligent enough to be housebroken- but convincing them it's important is another matter.
Murkrow leave the nest at around two years old, but aren't fully mature until around five. Wild Murkrow usually live 10-15 years, while in captivity this is usually closer to 30. The life expectancy of a Honchkrow depends on when it evolves, but a Honchkrow that evolved shortly after maturity can be expected to live for up to 60 years in captivity.
Safety: The primary safety consideration for trainers raising a Murkrow is its ability to influence their emotions. Dark Type Energy is adept at amplifying feelings, and Murkrow in particular enhance feelings of anger and frustration. Standard mind control precautions should be sufficient, but it is not advisable to train a Murkrow if you have a history of anger issues or an uncontrolled temper. While the legal system will take mental influence into account, the standing legal precedent is that trainers have a responsibility to protect themselves from mind-altering effects of their pokemon or not catch such a pokemon in the first place if they are unable to do so. Therefore, trainers can be held legally accountable for things done under the influence of their pokemon.
Other than that, Murkrow mostly have the same safety concerns as other avians, namely that they can be vectors of disease and their claws can do surprising amounts of damage to shirts, shoulders, and arms when perched on them without proper protective equipment. Murkrow won't require anything particularly heavy-duty, but make sure to get a quality shoulder guard before letting a Honchkrow sit there.
The legal requirements to owning a Murkrow generally come down to the laws around pokemon that can mentally manipulate people. In most regions, this requires some form of license or specialized training. A few stricter regions also require a test on caring for avian pokemon before catching one, since they have different needs and training requirements than most.
Battling Style: Despite being able to do solid damage with melee attacks, Murkrow and Honchkrow function best in a caster role that can attack from afar with moves like Dark Pulse and Air Cutter, then quickly close the gap and deliver a strong melee attack as a finisher. They are especially effective against pokemon who normally struggle against fliers, with mental manipulation helping to keep their opponent off-balance and taunts goading them into making sub-optimal plays.
Honchkrow are popular for Dark Type specialists looking for a flier or Flying Type specialists looking for a counter to Psychic Types that won't be viewed as a snack by teammates the way many Bug-Flying pokemon would.
High level generalists, however, tend not to use Honchkrow. More casual one will still appreciate the solid power it offers in exchange for being pretty common and comparatively easy to care for, but professional generalist trainers have stronger options for Dark Types and for fliers.
One niche Honchkrow have is on gimmick teams of fliers that try to make the entire floor of the arena unsafe. So-called “floor is lava” strategies usually use spikes, poison, or fire rather than actual lava, but Honchkrow are a staple of these teams for their skill in goading opponents who might be able to undo the hazards into trying to attack the Honchkrow rather than focusing on the long-term strategy.
Murkrow can do most of the same things as Honchkrow, just with a little less power behind it. They perform well in casual and beginner's tournaments, where opponents often struggle to deal with fliers or lack the disciple and training to resist Taunts.
Notable Examples: The young gym leader of Violet City in the Johto region, Justin Falkner, frequently uses Murkrow and Honchkrow against gym challengers. His personal team includes a Honchkrow that is his main counter to Psychics, but also has solid coverage moves and disruptive techniques.
Honchkrow also feature on the teams of a number of professional Dark and Flying specialists. They compete with Mandibuzz for the Dark-Flying niche, but Honchkrow are usually preferred for their better offense and easier care.
In Popular Culture: Murkrow are generally held to be either bad luck, or just annoying pests. In recent times, superstitions around Dark Types have been on the decline, but Murkrow are increasingly being viewed as “bad” due to the bullying behavior within mobs.
With their hat-like feathers and literal position as boss of a mob, many directors and screenwriters were unable to resist giving crime lords a Honchkrow ace in many early film noir and gangster flicks. It's turned into something of a cliche, with some more recent movies turning the trope on its head by having a Honchkrow as the protagonist's partner instead, or teasing a Honchkrow only to reveal it as something else.
Similar Pokemon: Murkrow and Honchkrow are biologically similar to many other bird pokemon, with the closest ties likely being with Spearow and Fearow.
Behaviorally, their complex social lives often resemble those of more humanoid pokemon rather than other birds. Their hoarding tendencies are shared with certain Ghost and Dragon Type pokemon.
In battle, there are many Flying casters, but few who can match Honchkrow's skill in disruption and agility. Sigilyph's Psychic powers can be just as effective at disrupting strategies as Honchkrow's emotional manipulation, but they lack its speed and agility. Other Flying Types like Chatot or the Pidove line can match Honchkrow's speed and learn the move Taunt, but it won't be nearly as strong as a Dark Type's. Mandibuzz are slower and less agile, and and favor a more defensive playstyle.
Chapter Text
Overview: Magikarp and Gyrados are two of the most well known pokemon in the world. In many ways, they are complete opposites- Magikarp is weak and cowardly, while Gyrados is powerful and ferocious. Biologically, Magikarp is classified as a piscine pokemon while Gyrados is a dragon. And yet, the former somehow evolves into the latter.
Habitat: Magikarp can be found in almost any natural body of water in the world except for those deep underground. On a macroevolutionary level, Magikarp is actually very successful despite the role it has evolved for. Magikarp does not win. It does not fight, or run, or hide. Magikarp grows and reproduces as fast as possible, and if something eats it, it has plenty of siblings to make more Magikarp.
Wild Gyrados, on the other hand, are more selective. They require plenty of room to roam and hunt, so they tend to stick to the oceans or large lakes. Both members of the line are equally comfortable in salt and fresh water.
Physical Traits: Magikarp is a red fish with white and yellow fins and yellow whiskers that is classified as a pure Water Type. They range in size from a few centimeters when newly hatched to nearly a meter when near evolution. Most specimens will never grow over 50 cm.
Gyrados are a serpentine dragon that is at ease in the water or hovering in the air, and classified as a Water-Flying Type. They have blue scales on their back and white ones on their belly for camouflage when in the water. Their fins are white, and their face has a blue crest in addition to whiskers. They are about 5 meters long when newly evolved. Older Gyrados are much less studied, but the largest confirmed Gyrados was 112 meters long, and was killed while attacking a Kantonian cargo ship about 120 kilometers from the Sevii Islands.
Behavior: Magikarp are incredibly stupid. While some less intelligent pokemon are considered dopey or silly in a cute way, Magikarp do not even have the personality to achieve this status. All they do is eat, and lay or fertilize eggs.
The unprepared trainer might miss Magikarp's stupidity when faced with Gyrados’ rage, however. Like Magikarp, Gyrados constantly want to eat. Unlike Magikarp, they are hunters. However, Gyrados don't just go for what is easy, they prefer prey that will put up a fight before they get to eat.
According to human psychics who have made telepathic contact with Gyrados, the key thing to understand about them is that they remember their time as a Magikarp and hate it. They now seek to prove that they are no longer helpless through tough battles. This makes them very difficult to train, since every instinct tells them to go for a lethal attack.
Magikarp reproduction is fairly standard for piscine pokemon. A female will lay eggs, and then a male will hopefully come by and fertilize them. There is no parental care for the eggs before or after hatching. The only unusual aspect is that female Magikarp can lay eggs about once a week. They will lay larger and larger clutches as they grow.
Gyrados have vestigial sex organs, but are infertile.
Evolution: Magikarp evolve when they grow large enough, which usually happens at about 1 year old with plentiful food. This rarely happens in the wild, however, because anything that eats fish can and will prey on Magikarp.
Husbandry: Feeding a Magikarp is easy. In the wild, they eat plankton and any scraps that float past. Domesticated Magikarp can be fed anything from table scraps to mass produced fish food to compost.
Feeding a Gyrados is much harder. They require about half their body weight a week in meat, and more if they're healing from a serious injury. Not all food needs to be live prey, especially when healing, but if a trainer goes too long without letting their Gyrados hunt, they begin running a serious risk of Gyrados eating an opponent in battle. Some leagues and tournaments do not allow Gyrados to participate in battle unless they have hunted in the past few days.
Housing a Magikarp is easy if you don't intend to let it evolve, all that's needed is water for it. Gyrados, however, will require a significantly larger area to swim in. In practice, most Gyrados trainers live on the coast or by a suitably large lake out of necessity.
Healthcare is one point where Magikarp and Gyrados are low-maintenance, at least. Both have surprisingly robust immune systems. The main concern for them is parasites, the most common sign of which is blood coming out with the waste. As long as humans wash their hands thoroughly after touching a specimen, they aren't at much risk of catching an illness. Cleaning isn't necessary for Magikarp or Gyrados, but gently scrubbing or wiping down their scales can be a good bonding activity.
Magikarp rarely die of natural causes; either they get eaten or they manage to survive long enough to become a Gyrados. We know little about the lives of older Gyrados, since every tame specimen has been raised from a Magikarp. The above-mentioned 112 meter specimen is estimated to have been several centuries old, however, suggesting that Gyrados may live and grow until they eventually bite off more than they can chew. Scientists estimate that just as most Magikarp die in their first year before they evolve, most Gyrados die in the first year after they evolve due to overconfidence.
Safety: Raising a Magikarp is safe. The problem is that it will eventually evolve into a Gyrados if it does not die.
Raising a Gyrados is extremely dangerous. A newly evolved Gyrados will view humans as a good first meal. The standard method for training a Gyrados is to raise it from a Magikarp and give protection, food, and encouragement. The Magikarp won't react, but when it evolves it will remember that as a Gyrados. Even so, a trainer still must defeat the newly evolved Gyrados to prove themselves. Kindness or strength alone are not enough, getting a Gyrados to listen to you requires both. The combination of previous kindness creating a debt that appeals to draconic honor and proving you can help it grow stronger are what will convince a Gyrados to listen.
This is why Gyrados only ever have one trainer. And ones that evolved in the wild are impossible to tame. This, in turn, leads to the mysteries around older Gyrados. When a Gyrados’ trainer dies, it will head for the nearest ocean without causing any damage out of respect for its trainer in normal circumstances. Abnormal circumstances have led to some of the most infamous Gyrados rampages in history.
Every league has some sort test or secondary qualification required to legally train a Gyrados.
Battling Style: Gyrados are extremely powerful in battle, hence why so many trainers use them despite their drawbacks. They can deliver vicious headbutts or tail strikes, and of course there is little their bite can't damage. Though not as powerful as their melee attacks, Gyrados have a surprisingly broad arsenal of ranged attacks. In addition to Water and Dragon Type attacks, Gyrados have been known to learn Electric and even Fire Type moves, which is a rarity for Water Types.
Gyrados are also staples of Water specialists who use flood strategies, or filling the arena with water to hamper enemy pokemon while empowering their own. Gyrados can happily battle in and out of the water while creating more water or whipping up storms. In flood teams, they're often used in the middle of a match, when the water is at an awkward stage that's too shallow to swim in but too deep to ignore. Gyrados can stay above it and create more water while unleashing devastating attacks against their opponent stuck wading through it.
Magikarp should not be used in battle.
Notable Examples: Two champion level trainers, Indigo's Lance Blackthorn and Hoenn's Wallace Mikuri use Gyrados to great effect, though with different strategies. Lance leans into Gyrados’ draconic might, using it against Ice or Rock Types to clear the way for his Dragon-Flying Types. Wallace, on the other hand, is a Water Type specialist who uses Gyrados as a pokemon that can engage fliers on equal footing.
The destruction of Geosenge Town in Kalos by Team Flare was primarily due to the destruction of an ancient cavern underneath the town creating a sinkhole, but the leader of Team Flare, Lysander, mega-evolved a Gyrados and was unable to control it. The subsequent rampage decimated what was left of Geosenge Town and is believed to be the deadliest Gyrados rampage in living memory, though exact numbers and unknown due to being mixed with the sinkhole damage.
In Popular Culture: Gyrados have an obvious spot in human culture as extremely dangerous and easily provoked pokemon. In nearly every human culture that's had contact with Gyrados, they are respected and often worshipped, but their temper means they are rarely loved. Comparisons involving Gyrados generally mean that the subject is strong, but also carry implications of arrogance or excessive violence.
Magikarp, on the other hand, sit in a curious place where they are never respected for what they are, but feared for what they can be. Many cultures have some sort of saying or expression about a “pet Magikarp,” though the meaning of the phrase varies from culture to culture. In Kalosian, a pet Magikarp is something you will have to make a difficult choice about in the future- to either kill the Magikarp before it evolves or run the risk of it killing you. In Galarian, a pet Magikarp is simpler- something you must kill before it kills you. In Kanto-Johtonian, a pet Magikarp is something that isn't a problem now, but will become one if you don't deal with it.
Similar Pokemon: Feebas and Milotic have a similar dynamic of an unimpressive fish that evolves into a powerful limbless Water Type dragon that doesn't use Dragon Type Energy defensively and has a difficult personality.
Many other piscine pokemon are morphologically similar to Magikarp, albeit smarter and stronger.
Notes:
Sorry it's been a while! Had a busy week, and this was never meant to have regular updates anyway.
Chapter 6: Cleffa/Clefairy/Clefable
Notes:
As requested by blarg2429!
Chapter Text
Overview: The Cleffa line is one of the shyest and most mysterious species in the world, even by the standards of Fairy Types. This has not stopped them from being highly sought-after pokemon, though usually for companionship rather than battling. Population estimates for the species is largely guesswork, but it's believed that there are more Clefairy plushies in existence than actual pokemon.
Habitat: Guilds of Clefairy live deep in the mountains, far away from human settlement. Like many other Fairy Types, they are upset by pollution, but the Cleffa line seems to dislike noise pollution more than physical waste or gas emissions. This leads them to also staying away from roads and popular trails.
Physical Traits: All members of the line have round bodies and short limbs with three-fingered hands, all covered in short pink or white fur that's longer on top of the head/body, tending to form a cowlick. They also have curly tails and large, pointed ears. Aside from getting larger as they evolve, the biggest difference between members of the line is the wings of a Clefable. These are not large or strong enough to be used for flight, and scientists are divided on what purpose, if any, they serve.
The most notable physical features of the Cleffa line are internal, specifically their ears. There are a number of metrics that can be used to determine which pokemon has the “best” hearing, but if your metrics are range and the ability to distinguish specific sounds from a cacophony, the Cleffa line probably has the best hearing, at least among land based pokemon. Wild Clefairy guilds have been known to hear and react to conversations they overheard from miles away.
Behavior: Wild groups of Clefairy, called guilds, do not engage in many common pokemon behaviors due to not having many common pokemon needs. Physical foods, usually berries, are an appreciated treat, but they don't actually need calories or nutrients. Consequently, Clefairy are not edible to most pokemon, and have little to no nutritional value to those that can digest them. Thus, the only predators Clefairy have to worry about are the rare pokemon who hunt for sport. Typical behavior for wild guilds consists of spending the days sleeping, while coming out at night to play with one another in clearings and tell stories.
Clefairy guilds are led by a Clefable, and periodically the whole guild will assemble to listen to a story from the Clefable. The length and frequency of these sessions varies from guild to guild, but are almost always scheduled on some sort of pattern connected to the lunar calendar.
It's generally believed that Clefairy guilds prefer to stay in one place, usually a location with a Moon Stone. Many discovered Moon Stones have had signs of Clefairy living nearby, but their desire to avoid conflict seems to be stronger than their attachment to a specific location.
These generalities more or less form the depth of human knowledge about the behavior of wild Clefairy guilds. Their excellent hearing and shyness prevents in person observation or use of drones, their nocturnal habits make satellite imaging much less helpful, and their strong sense for Type Energy lets them sense the electricity in stationary cameras and avoid or dismantle them. And like a few other Fairy Types, coherent telepathy is highly challenging due to fundamentally different thought patterns.
Many Fairies have strong preferences or neuroses around gifting, promises, names, and/or lies. Clefairy tend to have less stringent rules around these topics. Lies in particular are not something the Cleffa line cares about. Psychics who have attempted telepathic contact with Clefairy and Clefable have reported that they seemingly cannot or do not differentiate between things that are real and things that aren't. If this seems confusing or nonsensical, that's because it is, and this is also why telepathy with the Cleffa line is so difficult, as well as why they don't care about lies- what is a lie to a creature so divorced from human understanding of the truth?
Another curious quirk of the Cleffa line is that they lack the animosity that most Fairies instinctively feel towards dragons. In fact, Dragonite have often been recorded stopping to listen to a Clefairy or Clefable's story. Most dragons do not share Dragonite's gentle disposition though, and will quickly scare away a guild.
The methods by which Clefairy reproduce are unknown, and presumably kept highly private by the pokemon since as far as modern science knows, no human has ever observed the process. Sometimes scientists will simply note that the guild has gained a new Cleffa since they were last observed. Some members of the line do have reproductive organs, but others don't and no members of the line have any genetic information in their bodies; the nuclei of their cells are filled with Type Energy. Thus, standard sexual reproduction is not possible, nor are most forms of asexual reproduction. Scientists suspect some sort of esoteric method of creating new Cleffa, possibly linked to stories or the moon, but so far no conclusive statements can be made.
Evolution: Cleffa seem to evolve through strong emotional bonds, either with other members of their guild or with their trainer and teammates, for the rare Cleffa bonded to a trainer. Most Cleffa are believed to evolve sometime between their first and second birthday, but it is difficult to tell how old a member of their line is.
Clefairy evolve through exposure to a Moon Stone, which is an evolution stone saturated with Fairy and more exotic Type Energy that is believed to be plentiful in space, but is blocked by Earth's atmosphere and magnetic field. Most Moon Stones are not actually from the moon, but have a similar material composition.
Wild Clefairy do not often evolve. While guilds of Clefairy will try to stay near a moonstone if they can, only the Clefable leading the group is allowed to touch it. Scientists suspect that guilds either enjoy the presence of the stone, or like having a back-up option in case they lose their Clefable. However, it is very difficult to scientifically test the former hypothesis, and unethical to test the latter.
Clefairy bonded to a trainer usually have no qualms about evolving, but the trainer might- Moon Stones are very expensive, especially outside of Kanto. But unlike many pokemon who can evolve evolve with stones, Clefairy have no other option. Some scientists speculate that being in space or on the moon would cause a Clefairy to evolve, but this has never been tested and would be even more expensive than a Moon Stone if it was true.
Husbandry: The Cleffa line will enjoy the occasional physical snack or sip of water, but the majority of their diet consists of stories and moonlight. The latter is easy enough to provide unless at an extreme latitude that goes through periods where the sun is out most of the time, or areas that have heavy and persistent fog or cloud coverage. Providing stories however, can be an inconvenient and time-consuming endeavor, especially since members of the line are primarily nocturnal.
They do not seem to be able to feed from pre-recorded stories like movies, television, or audio books, the story must be spoken out loud and in person. Reading aloud to a member of the line is fine if the trainer doesn't wish to make up their own story. Recently, scientists have tried experimenting with telling AI-generated stories to Clefairy, but the pokemon seemed to quickly become ill for unknown reasons.
Clefairy and Clefable will also want someone to listen to them tell stories of their own. The listener does not necessarily have to be the trainer, especially once the pokemon understands that humans can't understand them. The best listeners for Clefairy and Clefable tend to be other pokemon or very young children. If your pokemon does want to tell you a story, either do your best to pretend to be actively listening, or explain that you're busy- ignoring the story while doing other things usually makes the pokemon angry or depressed.
The biggest issue for housing members of the Cleffa line is their sensitivity to noise. They should not be housed within a couple of miles of a large urban center, transportation route or hub, or industrial facility. They can tolerate loud noises in the short term, but prolonged exposure will stress out the pokemon. Having some sort of soundproof or noise-dampening space for the pokemon to retreat to when overwhelmed is strongly recommended wherever a trainer lives.
The biggest health concern for the Cleffa line is ear injuries and infections. Modern pokemon centers are capable of healing almost any injury brought to them in a timely fashion, and Clefable are often capable of healing themselves and others, but if an ear heals incorrectly it can cause serious problems including loss of balance, psychological distress, chronic pain, and difficulty “eating” stories. Ear infections are rare, but can cause the same issues. If a member of the line seems to have any sort of irritation, rash, or discharge related to their ear, bring them to a pokemon center as soon as possible.
The Cleffa line is very clean. Any waste from physical foods is effectively spat out, but Clefairy and Clefable have a high degree of control over when this happens and can be convinced to do it in a toilet or garbage can. Their fur seems to naturally repel dirt and grime, so they only will need a bath after being in a serious mess.
Clefairy seem to be effectively ageless. They do not grow in size except when they evolve, and there have been no discernable differences from aging between a Clefable that's just evolved and a specimen in Kanto that's been recorded to have been leading a guild living in a remote shrine built around a Moon Stone for hundreds of years. A few families have Clefairy or Clefable that they claim have been living with their family for generations, though these accounts are less reliable.
Safety: The Cleffa line is one of the safest groups of Fairy Types to work with, even if they have other peculiarities. Their rules for a person's behavior are less contractual and more a matter of preference, and violations of those rules tend to result in the pokemon leaving rather than enacting a punishment. Generally speaking, the Cleffa line dislikes traits and actions seen as “villainous” and like things that are commonly associated with “heroic” figures. This includes obvious things like betrayal and cruelty, but sometimes also applies to someone's physical appearance. Some members of the line have been noted to prefer more byronic types to more traditional heroes, however.
Aside from their rules, the other major danger from Fairies is their ability to literally change your emotions. The Cleffa line, fortunately, seems to only use this to enhance their storytelling or when forced into battle. If a Clefairy or Clefable is telling you a story and you feel any inexplicable emotions, it is likely due to the pokemon's story affecting you even if you cannot understand it. Despite their general restraint with it, trainers should still take all the standard precautions around pokemon that can affect the mind.
Battling Style: Clefairy and Clefable are rarely seen on the battlefield, mostly because they don't usually like it. The few that do, however, can be formidable walls against energy attacks and helpful supporters for their teams, while using a wide variety of coverage moves. However, their pacifistic personalities and difficulty of acquisition and care means that professional trainers looking for a pokemon with a Clefable's strengths will usually turn to Wigglytuff or even Blissey. Generally, members of the line who do battle will try to outlast their opponent from a distance while healing themselves.
They do not fare well in close quarters; in the wild they protect themselves from such aggressors with help from their guild and by avoiding them with their hearing. This means that almost every trainer will have a good counter for a Clefairy or Clefable, so they should be saved for when the opponent's melee threats have been dealt with.
Cases of Cleffa bonding with trainers are already extremely rare, and none of those trainers have used their Cleffa in battle. Experts agree this is probably for the best, and some leagues have pre-emptively banned using Cleffa in battle to some degree out of concern for the pokemonrather thsn its opponents.
Notable Examples: Some of the most notable examples of the Cleffa line aren't ones bonded to trainers, but rather the leaders of wild guilds with unique situations. As mentioned above, the oldest confirmed Clefable is the leader of the Lunar Shrine Guild, which coexists with a group of monks at a shrine deep in the forests South-West of Cerulean City in Kanto. The monks at the shrine take vows of silence, communicating through writing, and have archived important conversations going back hundreds of years, including many discussions of the Clefairy guild. The shrine itself is built around a Moon Stone estimated to weigh 300 to 400 pounds, and legends say it was first built by a Machamp that wanders the forest as thanks for the Clefable's stories, before later being expanded by humans.
Clefairy and Clefable have also been known to make good archivists, librarians, and curators in places that aren't too loud. The Johto National Archives have a small guild living there that helps with maintenance as well as using their powers to help restore old and damaged documents.
The only well-known trainer to use a Clefairy or Clefable in battle is Goldenrod City's gym leader, Whitney Galveston, who has both a Clefairy and a Clefable that are used in gym battles. The young gym leader has so far been reluctant to assist with scientific studies of her pokemon, which is likely a preference of the pokemon themselves as much as it is Whitney's idea. Not only are they rare pokemon, even by a gym leader's standards, but so far they've been very effective, though not as infamous as her Miltanks.
In Popular Culture: With their soft, friendly appearance and non-aggressive personality, all members of the Cleffa line have been popularized as cute, friendly pokemon (that just so happen to make very huggable plushies). Many people who want to see a Clefairy guild in real life after seeing one on TV are left disappointed by the reality that Clefairy are more shy and avoidant than friendly and curious. A number of tourism companies in Pewter City and Cerulean City in Kanto offer “Clefairy hikes,” but rarely is a group of tourists quiet enough not to scare away any guilds before they are seen, particularly during the day.
A few pokemon zoos do have Clefairy or Clefable, but it is a challenge to keep them comfortable and healthy in such a loud environment, and since they sleep most of the day visitors are often disappointed by their inactivity.
Similar Pokemon: The Igglybuff line is remarkably similar to the Cleffa line. Both are Fairy Types that are less rules-focused than most, both have short, round bodies, both have esoteric feeding requirements, and both have remarkable auditory capabilities, though the Igglybuff line is specialized in making noise rather than listening to it. The Happiny line also has some notable similarities.
CartoonDeathBattler64 on Chapter 2 Tue 16 Sep 2025 03:07PM UTC
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I_dunno on Chapter 2 Thu 18 Sep 2025 02:15PM UTC
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blarg2429 on Chapter 3 Sun 21 Sep 2025 01:16AM UTC
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CartoonDeathBattler64 on Chapter 4 Thu 18 Sep 2025 07:10PM UTC
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blarg2429 on Chapter 4 Sun 21 Sep 2025 01:32AM UTC
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blarg2429 on Chapter 5 Mon 29 Sep 2025 10:22PM UTC
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Whoa! (Guest) on Chapter 5 Wed 01 Oct 2025 04:39PM UTC
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blarg2429 on Chapter 6 Fri 10 Oct 2025 04:19AM UTC
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I_dunno on Chapter 6 Fri 10 Oct 2025 11:30AM UTC
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