2 Mart 2019 Cumartesi

Speculative Galar regional dex types

  1. Grass->Grass->Grass/Dark
  2. Fire->Fire->Fire/Ground
  3. Water->Water->Water/Poison
  4. Normal->Normal/Poison*
  5. Normal/Flying->Electric/Flying->Electric/Flying
  6. Bug->Bug/Ground->Bug/Ground
  7. Grass->Grass/Water
  8. Grass->Grass/Fire*
  9. Psychic->Psychic/Ghost
  10. Bug/Psychic->Bug/Psychic*
  11. Normal/Fairy
  12. Electric/Grass->Electric/Grass
  13. Electric/Ground
  14. Fire/Fairy->Fire/Fairy*
  15. Fighting->Fighting/Ground*
  16. Grass->Grass/Rock
  17. Ghost/Rock->Ghost/Rock*
  18. Rock/Fire->Rock/Fire
  19. Flying/Rock->Flying/Rock
  20. Ground/Fairy->Ground/Fairy*
  21. Water/Ice
  22. Dark/Electric->Dark/Electric*
  23. Steel/Poison->Steel/Poison*
  24. Poison/Grass->Poison/Fairy*
  25. Ice/Normal->Ice/Normal*
  26. Bug/Ice->Bug/Ice->Bug/Ice*
  27. Dragon/Bug->Dragon/Bug->Dragon/Bug*
  28. Steel: Eeveelution
  29. Dragon: Eeveelution
  30. Steel/Fighting
  31. Steel/Psychic
  32. Steel/Dragon
  33. Ice/Fairy
  34. Dark/Ghost
  35. Fire/Ice*
*Unused combination.

Typings introduced each generation(post Gen I)


Type combinations introduced each generation(post Gen I)


1 Mart 2019 Cuma

Long form speculation for Galar starters

Need to get this out of my system.

Additional thoughts on Galar Region

Unique type combinations that might end:
  1. Bug: Bug/Ghost and Bug/Fairy might work, but Bug/Ground is more likely.
  2. Dark: Dark/Normal and Dark/Ground might work.
  3. Dragon: Dragon/Fighting and Dragon/Rock might work.
  4. Electric: Electric/Ground and Electric/Grass might work.
  5. Fairy: Fairy/Flying and Fairy/Ice might work.
  6. Fighting: Fighting/Flying and Fighting/Poison might work.
  7. Fire: Fire/Rock and Fire/Steel might work.
  8. Flying: Poison/Flying and Flying might work, but Ice/Flying is more likely.
  9. Ghost: Water/Ghost and Ice/Ghost might work, but Psychic/Ghost is more likely.
  10. Grass: Grass/Water and Rock/Grass might work.
  11. Ground: Poison/Ground and Ground/Grass might work.
  12. Ice: Ice/Rock and Grass/Ice might work.
  13. Normal: Normal/Grass and Normal/Water might work.
  14. Poison: Poison/Fire and Poison/Rock might work.
  15. Psychic: Psychic/Ground and Psychic/Ice might work.
  16. Rock: Rock/Dragon and Rock/Electric might work but Rock/Fairy is more likely.
  17. Steel: Steel/Water and Steel/Dragon might work.
  18. Water: Water/Grass and Water/Normal might work.
Unused type combinations that might appear:
  1. Bug: Bug/Dark or Bug/Psychic might work.
  2. Dark: Dark/Fairy or Dark/Electric might work.
  3. Dragon: Dragon/Bug is the last remaining type combination.
  4. Electric: Electric/Fighting or Electric/Poison might work.
  5. Fairy: Fairy/Fighting or Fairy/Ground might work.
  6. Fighting: Fighting/Ground or Fighting/Electric might work.
  7. Fire: Fire/Ice or Fire/Grass might work.
  8. Flying: None remains.
  9. Ghost: Rock/Ghost or Normal/Ghost might work.
  10. Grass: Grass/Fire is the last remaining type combination.
  11. Ground: Ground/Fairy or Ground/Fighting might work.
  12. Ice: Ice/Normal or Ice/Bug might work.
  13. Normal: Normal/Rock or Normal/Poison might work.
  14. Poison: Poison/Psychic or Poison/Steel might work.
  15. Psychic: Psychic/Poison or Psychic
  16. Rock: Rock/Normal or Rock/Ghost might work.
  17. Steel: Normal/Steel or Poison/Steel might work
  18. Water: None remains.
TM Speculations for Gyms:
  1. Grass: Grass Knot
  2. Water: New TM
  3. Fire: Will-O-Wisp
  4. Electric: Volt Switch
  5. Ground: Bulldoze
  6. Fairy: New TM
  7. Dragon: New TM
  8. Ice: Aurora Veil
To have 72 species in next generation (average 9 per generation):
  1. Normal: +7
To have 64 species in next generation (average 8 per generation):
  1. Water: +2
To have 40 species in next generation (average 5 per generation):
  1. Grass: +2
  2. Psychic: +5
To have 32 species in next generation (average 4 per generation):
  1. Fire: +1
  2. Electric: +5
  3. Normal/Flying: +6
To have 24 species in next generation (average 3 per generation):
  1. Fighting: +2
  2. Bug: +6
  3. Fairy: +8
To have 16 species in next generation(average 2 per generation):
  1. Poison, Ground: +1
  2. Bug/Flying, Grass/Poison, Ice: +2
  3. Bug/Poison, Dragon: +4
  4. Rock, Dark: +5
  5. Rock/Water: +6
  6. Rock/Ground, Water/Ground, Ghost: +7
To have 8 species in next generation(average 1 per generation):
  1. Steel/Psychic, Water/Flying, Grass/Flying, Psychic/Flying, Steel: +1
  2. Ground/Dragon, Rock/Steel, Bug/Steel, Psychic/Fairy, Water/Poison, Fire/Flying, Fire/Fighting, Dragon/Flying, Water/Ice, Ghost/Grass, Bug/Grass: +2
  3. Poison/Dark, Electric/Flying, Normal/Fairy, Bug/Water, Bug/Rock, Dark/Flying, Grass /Fairy, Water/Dark, Water/Psychic: +3
To have 8 species in next generation(average 1 per generation):
  1. Bug/Electric, Psychic/Fighting, Water/Fairy, Electric/Steel, Ground/Ghost, Normal/Fighting, Steel/Ground, Ghost/Fire, Dark/Dragon, Rock/Flying: +4
  2. Normal/Psychic, Dark/Psychic, Ground/Flying, Steel/Fairy, Fire/Ground, Water/Electric, Grass/Steel, Dragon/Fire, Dark/Fighting, Water/Grass, Poison/Flying, Rock/Electric, Steel/Ghost, Dark/Fire, Fire/Psychic, Bug/Fighting, Ghost/Flying, Ghost/Poison, Ground/Ice, Ground/Dark, Grass/Fighting, Grass/Dark, Grass/Psychic: +5
  • Water, Grass and Fire are already almost confirmed to keep their averages.
  • Poison, Ground, Steel and Fighting might keep their averages.
  • Ice and Dragon are less likely to keep their averages. Rock and Dark will likely drop out further.
              Move addition speculations for confirmed returning species: