Demonic Spiders/Video Games/Role-Playing Game/Pokémon



Only the most masochistic trainers feel the need to catch these little buggers.


 * Pokémon has a lot of Goddamned Bats, but most don't do much besides annoy you. Just when you thought it was safe to go into the water, you get attacked at every turn exactly like in caves, and there's a 90% chance that every single one of those is going to be a Demonic Jellyfish — Tentacool. Take Zubat's annoying Supersonic, making your Pokemon hit itself, but add on that it has multiple attacks which can poison your Pokemon as well; and unlike most of the Standard Status Effects in the game, confusion and another effect can be on a Pokemon at the same time.
 * It also doesn't help that the Wrap attack that annoyed you in Gen I (see below) had been downplayed in exchange for also preventing Pokémon from escaping thus giving Tentacool and Tentacruel equal potential for annoyance.
 * Also, you can cure confusion by spending a turn to switch out your active Pokémon. Wrap prevents you from switching out your active Pokémon. Cue the rage.
 * Recent games seem to have nerfed the insane power of Tentacool somewhat, although Tentacruel is still a force to be reckoned with. Guess they made the (jelly)fish too hardcore.
 * Hypno from Pokemon Fire Red and Leaf Green definitely counts. You'll first encounter one in the 5th Gym who is at level 38, which is very likely higher than everything you have on your team if you fight Koga before Sabrina. Killing this thing is a nightmare with a decent 85 base HP, 73 base defense, and a whopping 115 special defense. Not to mention it's one of the few Pokemon that Alakazam actually CAN'T do significant damage to. You can skip this particular trainer, but if you're playing this for the first time or like to fight every trainer you have to ride out the storm.
 * In the Gen I, any Pokémon with Wrap, Fire Spin, or Bind that had a higher Speed stat than your Pokémon qualified as one of these. It would Wrap you once, then continue to Wrap you every turn (during which time you were COMPLETELY incapable of moving) thereafter until the effect wore off. Then it would Wrap you again before you could counterattack, unless you used Quick Attack.
 * Pokémon Stadium pretty much had a really, really annoying variant of Wrap and high Speed stats in the Elite Four battles. The last member sent out Dragonair, which used Thunder Wave to paralyze the Pokémon, and then Wrap for the usual effect. Made worse by how Thunder Wave by nature basically halves the speed stat of the target Pokémon, meaning the opponent nearly always attacked first and got to use Wrap near constantly.
 * Graveler are tough, but have enough weaknesses to make them mere Goddamned Bats — however, if you let them do anything at all, chances are they will not waste a single turn before exploding, likely taking one of your six Pokémon with them. Only to be replaced by a new Graveler after a few steps. Rinse; repeat; run out of Revives.
 * Weezing are worse than Graveler: they are tanks, they lack a convenient 4x weakness, and they are immune to Ground, which leaves you one option: Switch in a Psychic. Psychics rarely have huge defense, so they WILL die if those guys explode. The only good way to deal with them really is to send in a Steel and tap them with non-super effective moves, or send in a Ghost type and watch your opponent explode in a smoldering cloud of FAIL.
 * In Pokémon Mystery Dungeon: Explorers of Time/Darkness, there's... most anyone with Silver Wind or Ominous Wind. These moves can hit ANYWHERE in a room (if you and the opponent are in a room. Otherwise, it's anyone two spaces away) and if they hit, there's a chance it raises the user's Speed (as well as other stats). Which then allows them to DO IT AGAIN. And there's more chance of it happening for extra member in your party. And if you can't attack from a distance or they aren't in range, they may use it again. But the worst one? Drifblim. Its first ability allows it to attack twice in one turn, meaning it has TWO chances to raise its stats, multiplied by the amount of targets it hits. And it has a chance to blow up on you (though you only take damage if you defeat it up close. Whether or not they could go through walls, the second example, Rotom, can use Ominous Wind while INSIDE WALLS. And the only way to hit someone inside a wall is either with specific-ranged moves or direct contact moves with an extremely rare mobile scarf (assuming they're in range).
 * Any Pokémon that can use a move that can hit anyone in a room can be such if they use it enough. And then there's the move Agility (and the lesser-used Tailwind), which raises the user's Speed... and all of its allies in the same room. And if you ever run into a monster house with Agility-users and they get a chance to do so, expect to be attacked at least five to ten times in one turn.
 * While on the subject of agility, Porygon and its evolutions combine that and the room-hitting Discharge (which can paralyze you, putting you at half Speed and letting them ATTACK AGAIN).
 * Porygon-Z used Agility! Porygon-Z's Speed increased! Porygon-Z's Speed increased! Salamence's Speed increased! Porygon-Z used Agility! Porygon-Z's Speed increased! Porygon-Z's Speed increased! Salamence's Speed increased! They all attacked you 10 times before you could move! It's super effective!
 * Politoed used Perish Song!
 * Explorers Of Sky has the Gulpin in the lower levels of the Star Cave in Special Episode 1: Bidoof's Wish. They can use Poison Gas to poison you, but they tend to use Yawn to put you to sleep and then wail away at you. Since you're playing a Normal-type with around 50 HP in this episode, it tends to be an incredibly annoying and often deadly encounter, and they won't go down without a fight either.
 * As a Steel/Psychic hybrid, Bronzong only has two effective weaknesses, and at least one of those weaknesses will always be negated if it has the Heatproof or Levitate ability. Made worse in Pokémon Mystery Dungeon, where Pokemon have the effects of both their abilities. A Pokémon with Mold Breaker bypasses these abilities and hits for super-effective damage regardless. Reshiram's Turboblaze ability also allows it to bypass one of the abilities and incinerate Bronzong-- sadly, this is an uber we're talking about. At least a ton of other Mold Breakers have also been added, most noticeably Haxorus (Druddigon's speed stat is trollishly low, as is Excadrill without its speed-in-Sandstorm ability; Basculin has a terrible movepool, Pinsir and Rampardos are rarely used, Throh is amazingly slow, and though Sawk has decent speed, it still gets outrun by most OU sweepers), so this is somewhat less troubling.
 * Generation III has Dewford Cave and their Sableye. No weaknesses and half-decent stats. Plus, seeing as this was the first ever Ghost/Dark Pokemon ever, many players would have wasted time trying to figure out its weaknesses. Luckily for Ruby players, only Sapphire and Emerald had them.
 * Whiscash. If you meet one, your Fire-types are screwed, because it will immediately use Earthquake on you. Plus, you can't use Electric-type moves on it because of its secondary Ground type! Luckily, you can screw it right back with Grass-type moves, which do quadruple damage.
 * Meet Plusle and Minun. Unless your starter was the only Pokemon you raised up to this point, you won't be knocking out either of these with one hit. After it continues to stare you down with its "cute" face it will then proceed to use Thunder Wave and paralyze your Pokemon. Traveling through Route 110 without a Poké Mart's worth of Parlyz Heals is a stupid thing to do.
 * The "no weakness" category takes on two new members in the form of Gen IV's Spiritomb, also a Ghost/Dark type with simply annoying moves like Pain Split, and Gen V's Eelektross, an Electric type with great stats and Levitate. Ground moves don't hit it, people! The former serves as a mixed tank and the latter a mixed sweeper in competitive play; they are not nearly common enough in standard battles.
 * Jirachi, in competitive battles. Thanks to its Serene Grace, the little devil gets an 80 power STABed move with a 60% chance of flinching.
 * Even worse is Togekiss. Take that same 60% flinching STABed attack (backed with a base special attack stat of 120), throw in a Thunder Wave and you've got an enemy that allows you to attack only 30% of the time. And it can heal itself. And it has access to multiple moves that deal damage with a 10% 20% chance of boosting all its stats, aka "I win."
 * And with Gen V, none of the above return! Oh why hello there Boldore, so you're Graveler's Expy? What's that, YOUR ABILITY PREVENTS YOU FROM BEING KO'D IN ONE HIT? GUARANTEEING you get an attack in? Luckily for the sanity of most players, Boldore and its pre-evo only learn suicide moves at higher levels.
 * Graveler also has that ability too now, since it's been upgraded with the new generation. While wild Graveler aren't found in the main game, should Game Freak decide to do a remake of a previous game with Gen V mechanics, Graveler will practically be guaranteed a free Explosion or Selfdestruct. Ghost-types will be everyone's best friend.
 * While not a traditional Pokemon Demonic Spider in that it very rarely appears in the wild, Emolga is very nasty in the hands of most of the Mooks using it. Normally you'd use a Ground-type to deal with Electric-types...except that Emolga is part Flying, making it immune to Ground attacks, and you first encounter them in the Nimbasa Gym - where the leader has two of them. They're only weak to Ice and Rock - at that point, Ice is nonexistent, and Rock is only available in the form of the fossil Pokemon (which require backtracking, are weak to Electric, and are slower than Emolga), the aforementioned Boldore (who is very slow and not immune to Electric, unlike Graveler), and the TM for Rock Tomb, which you just may have missed in that huge desert (and it's a pretty weak attack to begin with). Later users of Emolga up the ante by teaching it Double Team, making them nigh-impossible to hit. Plus, hitting them with a physical contact attack has a chance of your 'Mon getting paralyzed.
 * Just to cap off the pain, defeating Elesa's team of Emolga opens up access to Cold Storage, which is teeming with Vanillite, a Mon that seems tailor-made to fight off Emolga.
 * Watchog. That thing is unfair. First, it has Hypnosis. It has shaky accuracy (70 when the max is 100), and if it hits, you are instantly put to sleep and unable to attack. If you use a sleep-ridding item, next turn it's going to sleep you again. While you're asleep it uses Confuse Ray to ensure you have trouble with anything when you wake up. It also has Detect, which protects it for one turn against ANYTHING. Meaning it's potentially enough for your Pokémon to hit itself in confusion. And to note, Watchog evolves early, so you'll find it a lot, AND it's probably faster than ANYTHING you have at that point. It also has Super Fang, which halves your current health. It's also capable of hurting you regularly with Crunch. If you encounter one, be wary. Very wary.
 * And the game wants you to know it as well. Lenora is the second Gym Leader, and her Watchog is the second Pokemon in her lineup. If what was mentioned above wasn't nasty enough, it also knows Retaliate, a 70 power move which doubles in power if an ally was knocked out the previous round. It always starts with this move, so bring a tank like Roggenrola or have a decoy Patrat use Detect to annul the damage. After that, good luck-- you'll need it!
 * Thankfully, you have access to Fighting-types like Sawk by this point.
 * The good news about Durant is that they only appear in one dungeon. The bad news is that they utterly infest the place, and it's The Very Definitely Final Dungeon to boot. They're Bug/Steel which means they have just one weakness, nine resistances, and an immunity. They have quite a high Attack and Defense. Mighty Glacier? Nope, these things are quick. And at their level they know powerful STAB moves. They would make for a good sixth team member if you have an incomplete team for the final boss fights... except that half of them have the Hustle ability, which reduces their accuracy to 80%. Needless to say, the wild Durant will always hit you, so you'll never know until you actually catch it.
 * Although if you want to cheat right back you could catch one with Hustle and teach it Hone Claws (+ attack and accuracy) by TM... or search for the rare ones that don't have Hustle. Too bad that you can only find the Hone Claws TM post-Elite Four; in other words, when there is no necessity to solely use Unova Pokemon.