 Guild Member
     
Awards:
  Group: Member Posts: 834
| Feel free to comment if you have any feedback or suggestions!
Welcome to my thread! This space will be where I upload concept art sketches of various Fakemon that I come up with. They're separated into three sections, with each denoting a region. Click on the [+] button to see what's inside! Since this thread has a mix of old and new Fakemon art, I've denoted any newer sketches (uploaded from December 2020 onward) with a star icon Feel free to browse through them at your leisure!

Spear Soldier Elemental
Nature Type
Dex Entry 1) This Elemental lives deep within the heart of a verdant forest, forming close packs alongside various species. The spear this Elemental wields is an ordinary branch imbued with its own natural power, with more experienced individuals creating sturdier weapons.
Dex Entry 2) This Elemental is constantly seen training during downtime, as it wishes to grow stronger like elder members of its species. Besides spearmanship, movement-based exercises such as calisthenics are key, as the highly-modified roots it has for legs develops.
Ability: Sylvan Helm - Negates the secondary effects of enemy Physical attacks.
Base Stats: 50 HP, 70 Attack, 65 Defense, 41 Special Attack, 44 Special Defense, 45 Speed (315 Total)
Signature Move
Slash Shield - A Nature technique that raises the user's Defense by two stages for 5 turns. While active, any foe that deals direct contact to the user loses 1/8th of their total HP per hit.

Rocket Elemental
Fire Type
Dex Entry 1) TBA
Dex Entry 2) TBA
Ability: TBA
Base Stats: 40 HP, 47 Attack, 42 Defense, 65 Special Attack, 56 Special Defense, 65 Speed (315 Total)
Signature Move
Skill Burn - A Fire technique that raises the user's two highest stats by one stage each until the user leaves the field (if multiple stats tie for a position, each are raised).

Bubble Raft Elemental
Water Type
Dex Entry 1) This Elemental lives deep within the heart of an isle acclimated to the ocean's waves, with members enjoying the cresting waves crashing against the shore. In battle, this Elemental deflects projectiles by enveloping them within sturdy bubbles launched from its shell.
Dex Entry 2) By creating a raft of bubbles, these Elementals are able to deftly maneuver through flowing water. Elder members of its species can weather the mightiest tidal waves the oceans can muster, serving as a symbol of perseverance against life's troubles.
Ability: Counter Shell - After being hit by a Special attack, the user's next Water attack hits twice at 70% power.
Base Stats: 55 HP, 56 Attack, 46 Defense, 46 Special Attack, 66 Special Defense, 46 Speed (315 Total)
Signature Move
Bubble Wrap - A Water technique that reduces damage from Special attacks by 50% + provides the Barrier condition. Has a 20% chance to break if hit by a Physical attack.

Auspice Elemental
Light/Wind Type
Dex Entry 1) This Elemental lives deep within the heart of a towering precipice, with members congregating and migrating abroad in large flocks. This Elemental stuns its enemies by releasing bright bursts of light from its eyes before pushing back with sharp winds thrown from its wings.
Dex Entry 2) A touch of this Elemental's shimmering feathers eases sickness, while the branch it carries is imbued with nutrients to revitalize the body. Elder members of its species are known among villages as an aspect of the divine that brings prosperity as it travels.
Ability: Salubrity - An ally rushing in has their HP restored by 20%.
Base Stats: 73 HP, 30 Attack, 46 Defense, 58 Special Attack, 48 Special Defense, 60 Speed (315 Total)
Signature Move
Radiant Down - A Light technique that heals the status conditions of every ally in the user's party, as well as healing 50% max HP of any ally cured in this way.

Golden Scale Elemental
Dark/Earth Type
Dex Entry 1) This Elemental lives deep within the heart of a trecherous cavern, roaming about for valuable gold to adorn its body with. In battle, Pangoblin relies on its hardened scales for defense while impulsively leaping at the opponent with its sharpened claws.
Dex Entry 2) Pangoblin individually seek out gold and valuable minerals, spending large amounts of time underground. Elder members of its species are embellished with countless golden gems and other treasures, filling the hearts of nearby Pangoblin with envy.
Ability: Tenacious - If the user's HP is lower than 50%, the user's Dark attacks are powered up by 50%.
Base Stats: 45 HP, 75 Attack, 87 Defense, 30 Special Attack, 40 Special Defense, 38 Speed (315 Total)
Signature Move
Void Aura - A Dark technique that doubles the power of the user's Dark attacks for five turns at the cost of taking 1/16th of Max HP as recoil from used Dark attacks.

Breeze Elemental
Wind Type
Dex Entry 1) Zephair are known for their adventurous, freedom-loving spirits. Their long ears aren't just for hearing - they have the ability to harness the power of the wind to take to the skies.
Dex Entry 2) Despite many Zephair living in large groups, they require little natural resources in order to sustain themselves. Just one Catro Berry is enough to keep a Zephair full for days.
Ability: Graceful Air - Secondary effects of user's attacks have their % chance doubled.
Base Stats: 42 HP, 36 Attack, 34 Defense, 61 Sp.A, 45 Sp.D, 70 Speed (288 Total)

Squall Elemental
Wind Type
Dex Entry 1) With full mastery of its wind abilities, Squarrel are able to roam freely across the skies as it pleases. These Elementals often cause strong gusts of wind as they race through the air.
Dex Entry 2) While normally residing in forest biomes, these Elementals congregate in mountainous terrain as well. The spacious highlands make for a suitable location to practice their strongest techniques.
Ability: Graceful Air - Secondary effects of user's attacks have their % chance doubled.
Base Stats: 72 HP, 73 Attack, 61 Defense, 101 Sp.A, 80 Sp.D, 110 Speed (497 Total)

Title: Crowned Tempest
Wind/Electric Type
Dex Entry 1) Awakened to true mastery of wind, these variants of Squarrel can alter local weather patterns on a mere whim. Prideful in demeanor and ruthless in battle, its relentless barrage of weather-based techniques cast from the heavens befits its title of Crowned Tempest.
Dex Entry 2) When Squarrel discharges its built-up power, squalls of wind, rain, and lightning ravage neighboring areas. In ancient times, invading forces seeking to conquer the land were brought to their knees from the relentless assault of these Elementals.
Ability: Supercell - Enemy Water and Electric attacks are treated as if resisted. Secondary effects of user's attacks have their % chance doubled.
Base Stats: 72 HP, 108 Attack, 66 Defense, 116 Sp.A, 85 Sp.D, 115 Speed (562 Total)
Cheerful Elemental
Nature Type
Dex Entry 1) Gleeseed are commonly found in verdant forests, playing games with humans and other Elementals alike. Their jovial, optimisic natures make them very easy to befriend.
Dex Entry 2) Gleeseed have no true concept of fear, and are unable to skillfully defend themselves. However, their eagerness to help others motivates humans and Elementals to ally with and protect Gleeseed.
Base Stats: 50 HP, 35 Attack, 55 Defense, 42 Special Attack, 55 Special Defense, 30 Speed (267 Total)
Ability: Innocence - The user is not affected by opponent's moves or abilities that lower stats.
Gleeseed evolves into Gleetree starting on Lv. 12 with maximum happiness (base value is set to 200/255)

Cordial Elemental
Nature Type
Dex Entry 1) Gleetree are well-known in many regions for their ability to grow any berry or veggie fed to it. Berries produced from Gleetree mature in a matter of hours, allowing for even rare crops to be cultivated year-round.
Dex Entry 2) The happiest, healthiest Gleetree are those that are able to play and interact with both people and Elementals. Cherrywood Village inhabitants cater to Gleetree's comfort by incorporating the surrounding forest into its architecture, ensuring that they are able to work together.
Base Stats: 80 HP, 55 Attack, 90 Defense, 82 Special Attack, 90 Special Defense, 50 Speed (447 Total)
Ability: Victory Garden - The user has a 66.6% chance for its previously consumed berry to regenerate once per turn (stolen berries cannot be regenerated). Berries taken into battle by this Elemental regenerate after battle, no matter the circumstance.

Pet Rock Elemental
Earth Type
Dex Entry 1) If you hear the sound of a bell approaching, you know it has to be a Pebbark! These loyal and friendly Elementals are easy to care for and don't even need to eat, making for a great choice as a partner for smaller children.
Dex Entry 2) The stone bell attached to their collar is composed of ferromagnetic minerals matching those deposited below Crimson Volcano's crust. Those close to nature interpret Pebbark's natural inclination towards human companionship as a blessing from the land itself.
Ability: Fetch - If the user uses a direct contact physical move on an item-holding opponent, the item is stolen after the attack. If the user is also holding an item, then the item is discarded instead.
Base Stats: 35 HP, 69 Attack, 67 Defense, 20 Special Attack, 44 Special Defense, 60 Speed (295 Total)
*Pebbark evolve into Bouldog on Lv. 20, which evolves into Granine on Lv. 32.
Irascible Elemental
Psychic/Wind Type
Dex Entry 1) Calm when undisturbed, Especk are infamously territorial and easy-to-anger, and are prone to attacking forest intruders at the slightest provocation. When enraged in combat, the orbs on its tail emit an intense shade of red.
Dex Entry 2) Despite possessing intelligence capable of solving challenging puzzles, their tempers reduce them to basal instinct at a hint of frustration. These thought patterns transmit through their tails, passing to entire flocks of Especk.
Base Stats: 41 HP, 70 Attack, 35 Defense, 28 Special Attack, 50 Special Defense, 60 Speed (290 Total)
Ability: Anger Nerve - If the user takes damage from the opponent, the user must use physical attacks for the next three turns.

Intelligent Elemental
Psychic/Wind Type
Dex Entry 1) Birain are very intelligent and peaceful species, and often use their skills to come to the aid of others. Their extensive knowledge on various species of Pokemon also makes them dangerous in battle.
Dex Entry 2) Scientists have discovered how these Pokemon gather their extensive information - each Birain hold a telepathic link with other members of its species, and can gather and share information among their kind.
Ability: Deductive - When the opponent uses a new offensive attack, their Special Defense decreases by one stage.
Base Stats: 76 HP, 44 Attack, 70 Defense, 105 Special Attack, 95 Special Defense, 90 Speed (480 Total)

Melancholic Elemental
Dark/Wind Type
Dex Entry 1) Ravey are meek by nature, and are known for retreating to the shadows of the forest when pestered. In battle, Ravey focuses on guarding itself, becoming progressively demoralized as it withstands persistent blows.
Dex Entry 2) These Elementals incidentally trigger bouts with over-territorial flocks of Especk while traversing the woods. Such dispiriting encounters force Ravey to wretchedly cling to the few areas safe to reside.
Ability: Gloomy Gaze - If this Elemental is hit by a Physical attack, its Sp.A decreases by 1 stage, and its Def. increases by 1 stage.
Base Stats: 41 HP, 28 Attack, 50 Defense, 60 Special Attack, 35 Special Defense, 55 Speed (275 Total)

Vengeful Elemental
Dark/Wind Type
Dex Entry 1) Having shed its meek disposition for a more violent persona, this Elemental ruthlessly dispatches flocks of territorial Especk, as it wanders the forest unfettered. Against large foes, Ravenge shrouds the enemy's vision before savagely tearing at them with its talons.
Dex Entry 2) In the past, Ravenge used its night vision to tactically assault invaders during moments of recuperation. Historically hailed as a decisive force in battle, modern-day citizens regard its long-standing feud with Especk in a negative light.
Ability: Vindictive - If this Elemental takes damage from an opponent's physical attack, its Attack increases by one stage.
Base Stats: 76 HP, 115 Attack, 95 Defense, 34 Special Attack, 75 Special Defense, 100 Speed (495 Total)

Silkworm Elemental
Bug Type
Dex Entry 1) Silkie are well known by the fashion-conscious for the lavish, high-quality silk they create. Silkie defend themselves with long-ranged silk-spinning attacks, and perform various defensive maneuvers to avoid getting dirty in battle.
Dex Entry 2) Silkie were first introduced to Pandine by Metion ambassadors to foster good will between the regions. Their highly-specialized diet of Marubell Beries require the establishment of special gardens in order to grow sufficiently.
Ability: Spinneret - Reduces damage from enemy projectile attacks by 40%.
Base Stats: 40 HP, 35 Attack, 35 Defense, 55 Sp.A, 60 Sp.D, 60 Speed (285 Total)

Empress Elemental
Bug Type
Dex Entry 1) Hinamorie living in Pandine are known to be attended to by various wild Elementals, with it offering luxurious, weather-resistant silk in exchange for protection and entertainment. Observing friendly interactions with other Elementals inspire it to uplift others once fully grown.
Dex Entry 2) Ancestral Metion natives scavenged forests for discarded silk fibers left behind by this Elemental after reaching adulthood. High-quality fibers were fashioned into silky-smooth accessories, cultivating the region's gradual development into Elemental-based item manufacturing.
Ability: Spinneret - Reduces damage from enemy projectile attacks by 40%.
Base Stats: 60 HP, 55 Attack, 55 Defense, 60 Sp.A, 85 Sp.D, 25 Speed (340 Total)
War Fan Elemental
[Bug] Wind Type
Dex Entry 1) This Elemental elegantly repels enemy attacks with a series of defensive stances and movements. Meanwhile, the metal-coated edges of their fan-like claws and wings can deliver an overwhelming series of slashes.
Dex Entry 2) To keep up its appearance, this Elemental colors the scarf it wears with dye made from Marubell berries. Once satisfied, it enjoys fan-dancing to lift the spirits of its friends and fellow onlookers.
Ability: Poise - This Elemental has a natural 20% evasion rate.
Base Stats: 70 HP, 95 Attack, 65 Defense, 65 Sp.A, 90 Sp.D, 100 Speed (485 Total)

Title: Argent Princess
Wind/Steel Type
Dex Entry 1) Awakened to the true tenacity of iron, Tessilkie guises herself as the leading lady of a popular play enjoyed by people and Elementals alike. As the Argent Princess, she fights to vanquish the Demon King of Vengeful Flames and save her empire - or that is how the story goes, while dancing on-stage!
Dex Entry 2) This Elemental's wings and claws conjoin to form an iron bangasa, which is propelled through the air by a localized wind current housed within. When the climax is at hand, Tessilkie risks it all for a glorious finish with a wonderful whirlwind of razor-sharp fan blades!
Ability: Grandiose - Evasion rate is set to 20%. Ignores enemy abilities and positive stat boosts when attacking.
Base Stats: 70 HP, 110 Attack, 85 Defense, 80 Sp.A, 95 Sp.D, 110 Speed (550 Total)

Silkworm Elemental
Bug Type
Dex Entry 1)
Dex Entry 2)
Ability: Spinneret
Base Stats: 40 HP, 55 Attack, 60 Defense, 35 Sp.A, 35 Sp.D, 60 Speed (285 Total)

Silkworm Elemental
Bug Type
Dex Entry 1)
Dex Entry 2)
Ability: Spinneret
Base Stats: 60 HP, 60 Attack, 85 Defense, 55 Sp.A, 55 Sp.D, 25 Speed (340 Total)

War Fan Elemental
[Bug] Wind Type
Dex Entry 1)
Dex Entry 2)
Ability: TBA
Base Stats: 70 HP, 65 Attack, 90 Defense, 95 Sp.A, 65 Sp.D, 100 Speed (485 Total)

Banner Elemental
Nature Type
Dex Entry 1) These Elementals are generally peaceful, if not shy, and spend their days relaxing across Pandine's forests and flowery hills. The banner-like leaves that grow from their horns prominently unfurl if startled or excited.
Dex Entry 2) Fawnectar act as watchers of the forest, as they are quick to flee upon sensing a threatening force. People and other Elementals that spot Fawnectar's verdant fronds waving as it races across the hillside are alerted of potential danger.
Ability: TBA
Base Stats: 48 HP, 56 Attack, 49 Defense, 51 Sp.A, 53 Sp.D, 65 Speed (322 Total)

Flower-bearer Elemental
Nature Type
Dex Entry 1) Guarcadia often lead entire packs of Elementals across the hillside, making it easy for various species to find each other. In battle, the hardened, stone-like horns throughout its body serves as a repellant from enemy attacks.
Dex Entry 2) In times of crisis, this brave Elemental assembles and leads those able to offer aid by brandishing a flowering branch. People and Elementals alike were known to have worked together under its guidance to avert catastrophes.
Ability: Signifer - When an ally rushes in while this Elemental is on the field, that ally's Attack and Defense stat are increased by one stage each.
Base Stats: 75 HP, 101 Attack, 86 Defense, 96 Sp.A, 81 Sp.D, 91 Speed (530 Total)

Energy Pokemon
Nature/Light Type
Dex Entry 1) Milliun can unleash powerful Light-based attacks from the energy within its body. For whatever reason, these Pokemon often rotate their heads in a windmill-like fashion when undisturbed.
Dex Entry 2) The energy gathered from its solar panel-like petals form a unique, nutrient-dense chemical within its body. Although it cannot be consumed directly, parts of it can be synthesized into an edible compound.
Ability: Excitelight - When under the effects of "Light Beacon," at the end of each turn, the user's Special Attack, Special Defense, and Speed rise by one stage each.
Base Stats: 100 HP, 40 Attack, 80 Defense, 120 Special Attack, 70 Special Defense, 50 Speed (460 Total)

Snowman Elemental
Ice/Fire Type
Dex Entry 1) The body of these strange Elementals are composed primarily of coal, with a snowy outer layer. Snowiz blend into their surroundings, ambushing unsuspecting travelers with plumes of fire cast from its body.
Dex Entry 2) The snow that protects its body acts as a heat reservoir, absorbing heat to keep its body temperature constantly low. Meanwhile, the chilly air surrounding this Elemental stabilizes its fire abilities, bringing harmony to the dichotomy of Fire and Ice.
Ability: TBA
Base Stats: 33 HP, 52 Attack, 53 Defense, 75 Special Attack, 67 Special Defense, 43 Speed (323 Total)

Snowman Elemental
Ice/Fire Type
Dex Entry 1) Igmagius are able to lift themselves off the ground by manipulating combustion energy from its heating ring. In battle, the jet-black gemstones surrounding its body release concentrated bursts of fire at enemies.
Dex Entry 2) Snowspire Mountain's villagers pay respects to its ancestral founder by wearing ceremonial clothing. Abandoned articles of cloth that are left alone for over a hundred years begin to merge together with the wintry environment to form this Elemental.
Ability: TBA
Base Stats: 53 HP, 62 Attack, 73 Defense, 105 Special Attack, 92 Special Defense, 68 Speed (453 Total)

Snow Angel Elemental
Ice/Light Type
Dex Entry 1) These Elementals form ensembles to sing in harmony, uplifting the spirit of humans and Elementals. In battle, these Elementals dissociate their bodies into a fine mist, making them difficult to attack.
Dex Entry 2) Hikers that catch ear of Echora's melodic voice reverberating from the mountain walls will find plumes of mist where this Elemental was. The only traces of this bashful Elemental's presence are their angelic imprints left in the glistening snow.
Ability: Reverberate - "Sound" moves become Spirit-type, and secondary effects trigger easier.
Base Stats: 40 HP, 25 Attack, 43 Defense, 60 Special Attack, 85 Special Defense, 70 Speed (323 Total)

Impassioned Elemental
Ice/Light Type
Dex Entry 1) The flowers emanating from its body signifies strength said to be sourced from a desire to protect the land of Pandine. In battle, Echora inspirits other Elementals that share its sense of devotion by bestowing its power.
Dex Entry 2) This form of Echora was first recorded appearing during a dire moment in Pandine's history. The radiant blossoms spread from its body encouraged scattered Elementals to band together to fight against their oppressors.
Ability: Florescence - An ally rushing in is granted Resolute status.
Base Stats: 40 HP, 69 Attack, 52 Defense, 71 Special Attack, 103 Special Defense, 80 Speed (415 Total)

Anthem Elemental
Ice/Light Type
Dex Entry 1) Mystariel are a rare and illusive sight, having only been sighted above Pandine's snowy mountainside. In battle, Mystariel provide aid by enfeebling its enemies while channeling spiritual energy through song to empower their allies.
Dex Entry 2) In times past, a lone Mystariel descended from the icy mountaintops to provide reinforcement for the suppressed region of Pandine, enlightening humans to emulate its position in battle. Its appearance led to humans extolling Mystariel as a herald sent to guide Pandine during adversity.
Ability: Reverberate - "Sound" moves become Spirit-type, and secondary effects trigger easier.
Base Stats: 75 HP, 89 Attack, 67 Defense, 91 Sp.A, 128 Sp.D, 105 Speed (555 Total)

Snowfall Elemental
Ice Type
Dex Entry 1) Chikice can release powerful Ice-based projectiles from the snowflake-shaped sigil marks on its wings. Meanwhile, the shell that it hatches from serves as protection until it grows larger.
Dex Entry 2) Eggs containing these Elementals can only be found in Snowspire Mountains, concealed deep within secret, precarious caverns. Even when unhatched, the sigil mark translucently glows and rotates as the egg develops.
Ability: Eggshelter - Halves damage taken from Earth and Steel attacks.
Base Stats: 55 HP, 36 Attack, 72 Defense, 62 Special Attack, 64 Special Defense, 33 Speed (322 Total)

Forager Elemental
[Bug] Nature Type
Dex Entry 1) Grubee explore the fields of Perennial Hills, searching for flower nectar in order to convert into honey. A full day of work for this hardy Elemental lets it carry a honeycomb basket's worth of honeyglobs back to its hivemates for storage.
Dex Entry 2) The sticky honey that Grubee hauls around is nibbled on throughout the day to keep up its energy. Wild Elementals that wish to sample the taste of honey for themselves have been known to occasionally barter with various berries and trinkets.
Ability: Vitality - User's PP is restored by 10% each turn.
Base Stats: 55 HP, 52 Attack, 45 Defense, 63 Special Attack, 65 Special Defense, 33 Speed (313 Total)

Mercantile Elemental
[Bug] Nature Type
Dex Entry 1) Bountee absorb nectar through its flower-like antenna, producing an abundance of honey for its hivemates. In battle, its antenna converts collected pollen into an exploding type of honeyglob to incapacitate its enemies.
Dex Entry 2) The hexagonal pouches on Bountee's honeycomb basket are filled with sweet-tasting, fragrant berries that were collected from other Elementals. When in danger, Bountee opens the pouches, enticing powerful Elementals to come to its aid.
Ability: Florantenna - Special Nature attacks used by this Elemental restore the user's HP by 25%.
Base Stats: 73 HP, 82 Attack, 77 Defense, 105 Special Attack, 108 Special Defense, 43 Speed (488 Total)

Waveguide Elemental
[Bug] Electric Type
Dex Entry 1) Radiwasp spend most of their time on the outer perimeter of Honeyhive Haven, scanning for potential threats. Though they lack stingers, they can subdue enemies by zapping enemies with electricity emitting from their antennae.
Dex Entry 2) The inner layer of the honeycomb-shaped dish around this Elemental's face is coated in a metallic film that enables it to direct electromagnetic waves. Radiwasp are able to communicate amongst themselves by sending vibrations that are amplified by their antenna.
Ability: Perception - Accuracy is boosted by 20%.
Base Stats: 42 HP, 70 Attack, 35 Defense, 61 Special Attack, 30 Special Defense, 75 Speed (313 Total)

Drone Elemental
[Bug] Electric Type
Dex Entry 1) A covert swarm of Generwasp constantly monitor the perimeter of Honeyhive Haven for potential threats. In battle, this Elemental effortlessly evades ranged attacks while subduing their target with specialized stingers from its arm-blasters.
Dex Entry 2) This Elemental's hexagonal antennae emit pulse waves that detect any kind of airborne object. By detecting future weather hazards such as storms, Generwasp can also anticipate the best opportunities for foragers to gather honey.
Ability: Dopplerganger - This Elemental has a natural 30% evasion rate against enemy projectile attacks.
Base Stats: 67 HP, 102 Attack, 65 Defense, 94 Special Attack, 60 Special Defense, 105 Speed (488 Total)

Fisherking Pokemon
Water/Wind
Dex Entry 1) These forest-dwellers build nests in the treetops hanging above lakes. Their plumage appears to be water-resistant, allowing them to swim in the water with ease.
Dex Entry 2) Fluffinch can release a substance from their tails that attract nearby fish Pokemon. When bitten, the substance subdues their strength, allowing them to reel in their catch with their tails like a fishing rod.
Ability: Regal Lure - Takes half damage from any attack used by an opposing Water-type, as long as that Pokemon is grounded.

Blade Pokemon
Water/Steel Type
Dex Entry 1) These Pokemon have sharp bills that they use to slash and jab at their enemies. Despite being covered in metal, they move around swiftly, making them hard to chase down.
Dex Entry 2) Although these Pokemon are normally docile and friendly, they have a bitter rivalry with Shamurk. Entire schools of Fisword can be seen swarming to defend other Pokemon that are antagonized by their feeding habits.
Ability: Razor Force - Enemies resistant to Steel moves take double the damage when used by this Pokemon.
Base Stats: 30 HP, 75 Attack, 70 Defense, 30 Special Attack, 30 Special Defense, 80 Speed (315 Total)

Blade Pokemon
Water/Steel Type
Marlade's bill is very sharp, and can even puncture solid rock. Its bright colors serve to ward off enemies and find other Marlade.
Ability: Razor Force - Enemies resistant to Steel moves take double the damage when used by this Pokemon.
Marlade evolves into Ocenguarde with ???.

Feeding Pokemon
Water/Dark
Dex Entry 1) Shamurk have a violent temperament, and will lash out at anyone that disturbs it. A bite from its large mouth triggers further aggressive behavior.
Dex Entry 2) The clam shell on Shamurk's tail acts as its second mouth. It influences the main body to eat, accelerating its growth.
Ability: Mania Fang - If this Pokemon uses a Dark attack with a percentage-based secondary effect, replace its normal effect with the following - 70% chance for the user's Attack and Special Attack to increase by one stage each.
Base Stats: 75 HP, 65 Attack, 50 Defense, 65 Special Attack, 50 Special Defense, 28 Speed (333 Total)

Firebird Pokemon
Fire/Wind Type
Dex Entry 1) When angry, these Pokemon can produce flames from the feathers on its body, making it difficult to approach. They prefer to fight by quickly swooping in on their opponents while staying out of reach of counterattacks.
Dex Entry 2) Their plumage are considered valuable to certain fanatics, which has led to these Pokemon being hard to find in the mountains. Their scarcity has led to groups of people to protect the few remaining areas where they can be found.
Ability: Fever Plume - When under 75% health, an enemy's contact moves will always result in a Burn.

Fumarole Pokemon
Earth/Venom
Dex Entry 1) Roxxic are known for their constant cheerfulness. The searing, poisonous gases they emit from their bodies become more vibrant when excited or vitalized.
Dex Entry 2) Roxxic live near volcanoes, where they can absorb various gases into their bodies. Despite being a pest, they help get rid of hazardous chemicals in the air.
Ability: Ventilate - Unaffected by ground-based attacks. Additionally, enemies that use direct contact Physical moves against this Pokemon have a 30% chance to get Poisoned.

Sandcastle Pokemon
Water/Earth
Dex Entry 1) Nautower secrete a substance when gathering sand for its shell that makes it waterproof. They use the siphuncle within their shells to shoot water out of its opening.
Dex Entry 2) Nautower often gather together in groups to compare the designs of their shells. The individuals with the most attractive shells are often admired among their peers.
Ability: Waterproof - Any Water-type attack that would hit this Pokemon is negated.
Base Stats: 75 HP, 48 Attack, 81 Defense, 57 Special Attack, 65 Special Defense, 29 Speed (355 Total)
*Nautower evolves into Atlantus on Lv. ??.

Lycoris Pokemon
Spirit/Fire Type
Dex Entry 1) Lilyred exists as two bodies, with its phantom core emerging from a bizarre serpent-like stalk. Its solitary and taciturn disposition abruptly turns violent when encountering trainers, firing a combustible laser from its main body that is nearly impossible to dodge.
Dex Entry 2) Lilyred's fixation towards knights native to Pandine stems from its existence as a chimera of spirits belonging to tamed Elementals whose lives were tragically cut short. Lilyred's violent tendencies come from a lingering jealousy towards humans who are able to happily live the life this Elemental once had.
Ability: Chimeric Flower - The weaknesses of the user's Fire type are treated as neutralities.
88 HP, 98 Attack, 98 Defense, 128 Special Attack, 138 Special Defense, 50 Speed (600 Total)

Desert Bird Pokemon
Earth/Wind
Dex Entry 1) Destork are well-known throughout the Setone Region for their speed and reliability when it comes to crossing the desert. Despite their scrawny appearance, they are remarkably hardy and endurable.
Dex Entry 2) Due to the evolutionary line's capabilities when crossing the desert, many towns in Setone have made it a practice to sell Destork to traveling trainers in order to make their journeys much easier.
Ability: Stormforth - Using "Sand Charge" gives the user a 30% evasion rate for the next two turns (this ability does not stack with itself).
Base Stats: 55 HP, 53 Attack, 47 Defense, 68 Special Attack, 52 Special Defense, 95 Speed (370 Total)
*Destork evolves into Sandstork on Lv. 30.
--
Desert Deliverer Pokemon
Earth/Wind
Dex Entry 1) Sandstork uses its speed and evasion in battle to avoid damage while encircling its enemy with cyclonic waves of sand. Particles of sand released by this Elemental have an abrasive effect, wearing away at its target until they can no longer fight.
Dex Entry 2) In ancient times, Sandstork ascended from amongst the inner chambers of Pyramid Palace, carrying a human child destined to rule over the populace with divine might. Said child was said to be attuned to the "Voice of the Desert", commanding respect as an incarnation of the land itself.
Ability: Stormforth - Using "Sand Charge" gives the user a 30% evasion rate for the next two turns (this ability does not stack with itself).
Base Stats: 75 HP, 84 Attack, 71 Defense, 83 Special Attack, 72 Special Defense, 150 Speed (535 Total)
Rhino Pokemon
Dark/Fire Type
Dex Entry 1) Pharhino are well known for their strength and power in the desert, meeting any obstacles that dare cross its path with a powerful tackle.
Dex Entry 2) These Pokemon are very strong-willed, occasionally ignoring their trainer's commands and acting on their own. However, they are very loyal once you've gained their trust.
Ability: Trailblaze - When using "Sand Charge", moves or abilities that would hinder the move's damage will not activate or be applied.
Base Stats: 85 HP, 95 Attack, 60 Defense, 30 Special Attack, 45 Special Defense, 55 Speed (370 Total)

Proboscis Pokemon
Venom Type
Dex Entry 1) Although primarily herbivorous, Airocust have been known to feed on unsuspecting humans and Elementals alike using their long proboscis. In battle, they lash at enemies with their whip-like tail to create openings for a powerful bite.
Dex Entry 2) As Setone's environment becomes barren of plant life, Airocust take to wandering the desert sands in order to find suitable places to live. Swarms of these Elementals appear wherever underground water surfaces, uprooting the lives of those settling there.
Ability: Ravenous: Absorption moves used increase in power by 20% and recover 100% of the damage inflicted.
Base Stats: 70 HP, 82 Attack, 67 Defense, 53 Special Attack, 48 Special Defense, 65 Speed (385 Total)
Airocust evolves into Croistrix on Lv. 34.

Cairn Pokemon
Earth/Nature Type
Dex Entry 1) Travelers that stumble across a Mostone upon Setone's perilous desert sands can rest easy, as these Elementals direct wanderers to safety in exchange for water. Mostone can launch spherical projectiles from its stone cap to dissuade attackers.
Dex Entry 2) Setone residents respect Mostone, as they are one of the only native Elementals that are benevolent towards humans. Children in Setone recite ancient tales of a Mostone that guided a village away from a disastrous earthquake.
Ability: Geo-Sense: This Pokemon's moves will never miss their target, as long as that Pokemon is grounded.
Base Stats: 45 HP, 75 Attack, 100 Defense, 25 Special Attack, 70 Special Defense, 35 Speed (350 Total)
Mostone evolves into Terratlas on Lv. 40.

Subterranean Pokemon
Venom/Earth Type
Dex Entry 1) Basilake's massive size and strength easily makes it the pinnacle of Setone's desert predators. Wild Basilake hunt by ambushing their prey from underground, followed by a debilitating venom slash from the intertwined blades on its tail.
Dex Entry 2) The heavy armor that gives this Elemental its infamous resilience also drains its stamina quickly, forcing wild Basilake to constantly feed and hibernate to survive. Its ravenous appetite is a threat to all forms of life, as the barren desert provides dwindling opportunities to feed.
Ability: Terra Firma - This Pokemon takes reduced damage from special attacks (40%), but PP usage is doubled when using a move.
Base Stats: 95 HP, 120 Attack, 120 Defense, 80 Special Attack, 75 Special Defense, 50 Speed (540 Total)

Mutagenic Pokemon
[Wyrm] Venom Type
Dex Entry 1) Contact with an otherworldly, caustic stone causes Venake's body to forcefully twist and transmute into this form, its head splitting apart as its body fuses together. Hydrake's fangs house pathogens that can wipe out entire ecosystems, while its internal organs swell with an acid capable of corroding anything.
Dex Entry 2) One head revels in torment, another schadenfreude, and another brutality. Hydrake's twisted sense of entertainment is the source of its violent temperament, as each head's actions on other Elementals provoke an even more aggressive reaction from the other heads.
Ability: Malignity - A random stat is chosen and boosted by one stage when sent out, but resets at the end of the turn. This exact stat boost is re-applied every other turn.
Base Stats: 73 HP, 97 Attack, 123 Defense, 127 Special Attack, 89 Special Defense, 31 Speed (540 Total)
Anemone Pokemon
Water/Nature Type
Dex Entry 1) The flower on each Polia's head is capable of storing massive quantities of water at a time. Their 'hair' are actually tentacles with retractable venomous stingers which can be used to stun its enemies.
Dex Entry 2) Polia residing within the Oasis Paradise are tasked with maintaining the site, and often serve those visiting the area. When they aren't performing their duties, Polia often gather with others in order to socialize.
Ability: Spring Drain - Special Water attacks that would hit this Pokemon are negated, and instead increase this Pokemon's Special Defense stat by one stage.
Base Stats: 55 HP, 40 Attack, 45 Defense, 50 Special Attack, 80 Special Defense, 35 Speed (310 Total)
Polia evolves into Medune on Lv. ?? which evolves into Hydramone with ??.

Anemone Pokemon
Water/Nature Type
Dex Entry 1) The flower cap on Medune's head can expel powerful bursts of water to repel enemies that get too close. Meanwhile, its venomous, hair-like tentacles are incredibly elastic and can strike and paralyze enemies from a distance.
Dex Entry 2) A small circle of Medune take charge of maintaining the Oasis, giving orders to Pokemon and performing various roles when needed. Disputes over leadership decisions are settled by quick-and-painful poisonous stinger battles.
Ability: Spring Drain - Special Water attacks that would hit this Pokemon are negated, and instead increase this Pokemon's Special Defense stat by one stage.
Base Stats: 75 HP, 90 Attack, 60 Defense, 95 Special Attack, 110 Special Defense, 55 Speed (485 Total)
Medune evolves into Hydramone with a ??.

Fountain Pokemon
Water/Earth Type
Dex Entry 1) Jellterr reside exclusively in the Oasis Paradise, normally taking the shape of a fountain. They have the ability to manipulate the rocks around it into various shapes for a multitude of
different combat styles.
Dex Entry 2) Jellterr play a key role in maintaining the Oasis Paradise - by filtering water through its body, they can purity the water, preventing pollution. Any rocky sediments that remain are incorporated into its shell.
Ability: Purging Torrent - This Pokemon takes half the normal damage from Venom attacks, and is immune to the Poison condition.
Base Stats: Fountain Form: 60 HP, 100 Attack, 120 Defense, 80 Special Attack, 70 Special Defense, 50 Speed (490 Total)
Base Stats: Knight Form: 60 HP, 140 Attack, 150 Defense, 40 Special Attack, 55 Special Defense, 45 Speed (490 Total)
Base Stats: Chariot Form: 60 HP, 110 Attack, 90 Defense, 45 Special Attack, 65 Special Defense, 120 Speed (490 Total)
Base Stats: Stronghold Form: 60 HP, 50 Attack, 135 Defense, 95 Special Attack, 150 Special Defense, 30 Speed (490 Total)

Millennium Pokemon
Spirit Type
Dex Entry 1) These strange-looking Elementals typically rest within the jewels that float above their foreheads. Their gaseous bodies are made of a mysterious substance that causes those who inhale it to fall into a trance-like state.
Dex Entry 2) Stellel are said to have arisen from the preserved bodies of an ancient feline species. The people that lived with them treasured their companionship, often creating strong bonds with them.
Ability: Mana Stream - Unaffected by ground-based attacks, and any status conditions the user has will be cured at the end of the turn.
Base Stats: 65 HP, 70 Attack, 40 Defense, 80 Special Attack, 50 Special Defense, 70 Speed (375 Total)

Ancient Shadow Pokemon
Spirit Type
Dex Entry 1) Stellel that absorb enough spiritual energy from its environment are able to transfigure into this form. This Elemental's magically augmented body can easily overpower opponents in combat, while its spiritual aura shatters the will of those that stand against it.
Dex Entry 2) Left to wander without a name or former memories, this Elemental seeks in vain to recover what it had lost. An instinctual desire to guard the inner sanctum of Pyramid Palace from intruders makes this shadowy Stellel a nightmare for the living.
Ability: Mana Stream - Unaffected by ground-based attacks, and any status conditions the user has will be cured at the end of the turn.
Base Stats: 65 HP, 106 Attack, 55 Defense, 120 Special Attack, 75 Special Defense, 110 Speed (531 Total)
*Outside of battle, Stellel can swap between its base form and Stellel - Sheut after reaching Lv. 35.

Royalty Pokemon
Spirit Type
Dex Entry 1) These variants of Stellel are able to conjure a unique form of energy from the golden ankh that rests on their heads. Each of them possess an intelligence not found among others of their kind, and subtly lead explorers, as if guiding them.
Dex Entry 2) The three are named Neutrino, Cation, and Anion. These Stellel are able to remember their names and past lives from before they were buried, and seek to gather energy in order to attain their previous form.
Ability: Mana Stream - Unaffected by ground-based attacks, and any status conditions the user has will be cured at the end of the turn.
Base Stats ( Cation): 65 HP, 65 Attack, 55 Defense, 110 Special Attack, 90 Special Defense, 90 Speed (475 Total)
Base Stats ( Anion): 65 HP, 110 Attack, 75 Defense, 75 Special Attack, 50 Special Defense, 100 Speed (475 Total)
Base Stats ( Neutrino): 65 HP, 75 Attack, 95 Defense, 75 Special Attack, 95 Special Defense, 70 Speed (475 Total)
Exclusive Move: Cross-Ion - An attack that changes properties depending on the user.
Title: Light Harbinger
Light/Spirit Type
Dex Entry 1) Awakened to the true meaning of shadow, Stellel undergoes a form change by possessing an effigy of its former body, preserved as a relic from a bygone era. Reborn anew with its true name and memories intact, Stellel has regained its abilities as the Light Harbinger.
Dex Entry 2) Stellel's golden body emanates a radiant, searing light, while its shadowy body relentlessly assaults its enemy with powerful magic. The ankh on the effigy's head releases energetic mana particles capable of enhancing its shadowy body in combat.
Ability: Life-Shadow (+/-/0) - Unaffected by ground-based attacks. Light (+) Dark (-) Spirit (0) moves are treated as if resisted. The user's status condition will be cured at the end of each turn.
Base Stats: (Cation) - 65 HP, 65 Attack, 65 Defense, 125 Sp.A, 115 Sp.D, 100 Speed (535 Total)
Base Stats: (Anion) - 65 HP, 125 Attack, 100 Defense, 75 Sp.A, 55 Sp.D, 115 Speed (535 Total)
Base Stats: (Neutrino) - 65 HP, 85 Attack, 125 Defense, 85 Sp.A, 125 Sp.D, 50 Speed (535 Total)

Magic Lamp Pokemon
Psychic/Steel Type
Dex Entry 1) Teapoe's sturdy, golden casing is embedded with valuable gemstones. The wispy smoke that emanates from this Pokemon is surprisingly warm to the touch, and inhaling its scent can cause minor delusions.
Dex Entry 2) Once a Teapoe considers someone its master, they become unflinchingly loyal and will always obey their commands. Ancient passages suggest that loyal Teapoe would bestow their owners with incredible amounts of luck.
Ability: Mystic Fortune - Moves with a high critical hit ratio have a higher than normal chance of scoring a critical hit.

Diver Pokemon
[Bug] Water Type
From Pyco Mundi: Even the youngest of Beetro can dive for 10 minutes before needing to surface for air. With practice, they've been known to stay under for hours.
Ability: TBA

Diver Pokemon
[Bug] Water Type
From Pyco Mundi: While they normally stick to fresh water, some Jettle have been spotted diving in the dark depths of the ocean. Their bodies are adapted for quick changes in water pressure.
Ability: TBA

Eyeball Pokemon
[Bug] Psychic
Dex Entry 1) Speyeder live in large groups, and hang upside-down tree limbs with the sticky pads on their tails when sleeping. Their intimidating pattern scare away many would-be attackers.
Dex Entry 2) ???
Ability: Omnivision - Any move used will never fail to hit the opponent.
*Speyeder does not evolve.

Prism Pokemon
[Bug] Light Type
The horns on Prilum's head and tail are prisms that can refract light. If Prilum is threatened, it can use them to deliver a blinding flash and escape its opponents.
Ability: Bioluminescence - Unaffected by ground-based attacks. Additionally, at the end of each turn, there's a 20% chance for the enemy to be Blinded.

Prism Pokemon
[Bug] Light Type
Despite being in a cocoon, Lumorph aren't restricted in movement. The jewel-like substance on its antennae can glow in a variety of colors, and are very handy in caves for this reason.
Ability: Bioluminescence - Unaffected by ground-based moves. Additionally, at the end of each turn, there's a 30% chance for the enemy to be Blinded.
* Lumorph evolves into ??? by level up.

Torch Pokemon
[Bug] Fire Type
Dex Entry 1) Due to their miniscule size, Torblaze move around in large groups for protection. When entire clans travel throughout the forest at night, some people mistake them for a forest fire.
Dex Entry 2) These Pokemon can sustain themselves purely on solar energy, and therefore do not eat. Surplus energy gained from sunlight is then converted into heat energy, which it uses to defend itself.
Ability: Phototroph - Any special Light move that hits this Pokemon is negated, and instead restore's 25% max HP.
Base Stats: 40 HP, 45 Attack, 45 Defense, 80 Special Attack, 45 Special Defense, 60 Speed (305 Total)

Coal Pokemon
Earth/Fire Type
Dex Entry 1) Carburn's layer of coal makes them resistant to damage, but are incapable of movement. They are, however, able to generate fire to protect themselves from other Pokemon.
Dex Entry 2) Because of their immobility, these Pokemon seek out safe places to evolve. Groups of Carburn can be seen in certain places, acting almost as torches to light a path.
Ability: Phototroph
Base Stats: 55 HP, 60 Attack, 100 Defense, 90 Special Attack, 65 Special Defense, 35 Speed (405 Total)

Thermal Pokemon
[Bug] Fire Type
Dex Entry 1) These Pokemon have the ability to create and manipulate intense blue flames between the horns on their heads. Additionally, their brightly-colored wings can absorb solar energy for various attacks.
Dex Entry 2) After gaining the ability of flight from evolution, these Pokemon often leave their native home and travel. Groups of these Pokemon can be seen migrating together, following the trail of warm weather.
Ability: Shining Wings - This Pokemon is unaffected by ground-based attacks. Additionally, any special Light attack that would hit this Pokemon is negated, and the user's Special Attack increases by one stage.
Base Stats: 75 HP, 70 Attack, 75 Defense, 125 Special Attack, 85 Special Defense, 90 Speed (520 Total)

Water/Psychic Type

[Wyrm]/Earth Type

Amethyst Elemental
Psychic/Crystal Type
Dex Entry 1) Mynami can manifest laser-firing crystals for both offense and defense. The crystals on its back allow it to fly, and the gemstone in its tail acts as a conduit for various magical attacks.
Dex Entry 2) These Elementals constantly generate power throughout their bodies, which is unleashed in the form of crystals. These crystals are known to have unique properties, such as levitation, energy storage, as well as the ability to neutralize any poison.
Ability: Gravity Lock - Unaffected by ground-based attacks, as well as the Poison/Dizziness conditions.
Base Stats: 90 HP, 70 Attack, 125 Defense, 100 Special Attack, 125 Special Defense, 90 Speed (600 Total)
A few explanations of any strange wording I use throughout this thread.
Elementals are a term I use to describe my monsters as a whole. The term will be used throughout the thread, but regardless of that, calling them Fakemon is perfectly fine.
Apex Evolutions are a type of form change that takes place during battle once certain conditions are met. An Apex Form is an "awakening" of sorts that takes an aspect of an Elemental's powers and pushes it in a new direction. Unlike typical form changes, the body shape of the Elemental does not change. All Apex Evolutions gain an extra typing, mild stat bonuses, as well as an upgraded ability.
This thread has its own type chart that has some slight differences from the mainline games (I do not have it visible at the moment.) I renamed a few of the types to make these distinctions clear. These changes were made to adapt to various artistic designs I plan to pursue in the future. These changes are likely extremely jarring without context or visual aid, so I apologize in advance  I will try to explain these differences verbally, in the meantime.
Normal -> Null - Normal was altered to exist as more of an offensive property. Null attacks strike across the board for neutral damage - however, no Elemental can have Null as their defensive typing.
Flying -> Wind - This type focuses more on the magical properties of wind, and pushes away from birds slightly. Note that the Ground vs. Flying dynamic is governed by another property.
Grass -> Nature - This name change is mainly cosmetic, as I wanted to have a few Grass-types that are not plants.
Ground -> Earth - Earth is similar to Ground, with some of Rock's defensive advantages thrown in. Think of it as a fusion between the two typings. Note that the Ground vs. Flying dynamic is not present in the type chart.
Rock -> Crystal - This typing is completely different from Rock, fundamentally. Crystal is a typing that excels at piercing defenses when used offensively, as well as taking magical damage. However, it has sub-par offensive coverage, and weaknesses to Nature and Steel. Crystal is also susceptible to "Draining" moves - while not reflected in the damage dealt to them, the amount of energy drained from Crystal-types restores far more to the host than normal.
Ghost -> Spirit - This typing was changed due to artistic reasons. My preconceptions on what a "Ghost" is simply differ compared to the mainline games, so I changed the name to make this clear. A major property of Spirits is their ability to affect their environment around them, in a way that ties them to a specific location. A Spirit born from a particular location could alter its local environment to be similar to that location, even if moved somewhere else.
Fairy -> Light - Fairy is a typing created as a necessity for the official games, which does not adapt well to the Fakemon that I've created. Light does not focus on checking Dragons, but fills in various holes in the type chart to keep energy-based typings defensively balanced.
Poison -> Venom - Compared to the baseline games, Venom is more of an offensive typing that focus on stunning an enemy, and then finishing them off quickly. The name was changed to make this aspect more clear.
Dragon -> [Wyrm] - Wyrm is set to be a more ferocious, monster-like version of Dragon, appearance-wise. Compared to Dragon, some of Wyrm's defensive advantages were given to Crystal, in exchange for a new resistance. Note that [Wyrm] as a typing does not have STAB moves.
Bug -> [Bug] - Bug is similar to the mainline games, defensively. Note that [Bug] as a typing does not have STAB moves.
Fighting - Fighting-type was removed, partially for balance reasons I wished to pursue. If I do decide to make a Fighting-type in the future, I would likely rename the type to [Chi], with a focus on body-enhancing magical abilities.
* Any type that uses [ ] as a sub-type means that the type chart adjusts to have that type lose some of its weaknesses. Only Bug and Wyrm have this property at the moment. For these types, they do not have attacks that gain STAB like other types do.
--Updated Thread--
------------
|