SHOGUNESS, the Warrior Commander Pokegirl
Type: Very Near Human
Element: Fighting
Frequency: Very Rare
Diet: Human Diet
Role: Commanders, Warriors, Alphas
Libido: Average, High ONLY manifests if the Shoguness is alone with her Tamer
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel (Plus Infernal if they know Divine Blade)
Weak Vs: Flying, Psychic
Attacks: Basic sword fighting, Swordwave, Spincut, Slasher, Focus Energy, Fireworks, Mirror of Equity, Weapon Repel, Weapon Guard, Toxic Sword, Dragon Slash, Metal Slash, Demi Blade, Divine Blade, Dragon Dance, Falcon Sword, Miracle Slash, Keen Blade, Cry of the Fallen, Armor Break, Power Break, Mental Break, Magic Break, Zanmato
Enhancements: Enhanced Speed (x8), Enhanced Stamina (x8), Enhanced Strength (x10), Enhanced Durability (x9), Slow aging, Can summon weapons and armour.
Evolves: None
Evolves From: Samurai (Strong emotional connection to Tamer + Dawnstone)
The first recording of a Shoguness occurred when a Samurai from the Yamato Clan married her Tamer, whom she loved very much, in the year 300 AS. The ring that the Tamer gave his Samurai was built from a Dawn Stone, and when the marriage ceremony was completed, immediately after the two kissed she evolved into the Shoguness. More have appeared since then, but they are still relatively rare.
A Shoguness looks much like the Samurai she evolved from, with a couple minor differences. First, her hair color can change to just about any color, not just limited to the prime colors that the line's base form of Slicer would dictate, and her Chest has the potential to gain another size or two, often becoming either a DD-Cup or even an E-Cup if it does. The largest difference, however, is that her muscular structure changes to allow for a more graceful and lithe form.
Just like Samurai, a Shoguness can summon weapons and armor. The types of weapons a Shoguness can summon are the same as she could summon while a Samurai. However, a Shoguness' Armor can be slightly more elaborate than a Samurai's. If she wishes to, she can also create Armor like an Armsmistress can, which then becomes her summonable Armor. If this is the case, the Shoguness can design her armor to be more ornate, or she can design it to be lightweight and streamlined, allowing for much greater speed than would normally be considered for a 'girl in Armor.
The Shoguness is extremely talented with a blade, such that all other blade-wielding Pokegirls would look up to them as role models, and they will often strive to master themselves as they do their blade. Furthermore, through years of intense training and meditation, Shogunesses can become even more in tune with whatever blade they use, granting them access to the Divine Blade ability, which infuses their blades with energy like that used by Holy (Celestial) Magic, granting them an edge against Infernal Pokegirls.
The Shoguness' swordsmanship is only matched by their skills on a battlefield. Shoguness are brilliant tacticians and leaders, and make excellent Alphas for Harems. Since the evolution of the first Shoguness, reports of new Shogunesses Evolving have occurred, but are still rather rare.
As with Samurai, Shogunesses restrain their libidos in public, always calm and collected. In private with just their Tamer, the Shoguness' libido reveals itself to be considerably higher than that of Samurai, and any habits she had as a Samurai are much more pronounced. Shogunesses also have stamina to burn, and a Taming Session with one can last for HOURS. An ideal time to start Taming a Shoguness would be in the late afternoon or early evening, because they can go for quite a few rounds, and the Tamer will probably need plenty of rest afterwards.
So far, there have been no known cases of direct Thresholding to a Shoguness. Given how difficult it is for a Samurai to evolve into a Shoguness, it is highly unlikely for such a Thresholding to ever occur.
Divine Blade (EFT) - Divine Blade infuses the Shoguness' Swords with Holy Energy, Greatly increasing their striking power against Infernal-Type Pokegirls. Weapons affected by Divine Blade tend to glow pure white, an indication of the nature of the power infusing the blades.
ELEMENTALIST, the Magical Specialist Pokégirl
Type: Very Near Human
Element: Magic/Varies
Frequency: Very Rare
Diet: usually human style diet, just lots of it
Role: Spellcasting, exact role depends on spells known
Libido: Average
Strong Vs: varies (see below)
Weak Vs: varies (see below)
Attacks: Mystic Bolt, Shield, elemental attacks of the appropriate types
Enhancements: Affinity for magic, affinity for their element
Evolves: None
Evolves From: Witch (Angel Stone, Dark Stone, Diamond Stone, Dragon Scale, Dusk Stone, Fire Stone, Heavy Metal, Ice Crystal, Leaf Stone, Mana Crystal, Psi Crystal, Round Stone, Sun Stone, Thunder Stone, Venom Stone, or Water Stone)
Elementalists are restricted in the spells that they can learn, 50% of their spells must be in their specialty, and they can never learn spells from their barred elements, even if tutored in such magic it is simply too alien to their natures for them to grasp. If they knew such magic when they were a Witch then it will be immediately forgotten upon their evolution. However, when casting a spell from their specialty it is half-again as powerful as the same spell when cast by a Sorceress of the same level.
Elementalists are also more capable of using their magical knowledge, since they can now create new spells although only spells in their particular specialty. They are however much quicker than a Sorceress would be when creating such a spell. They are also capable of enchanting magical items although again only with magic related to their element, and unlike an Enchantress they must obtain a suitable item since they lack the skill to make one themselves. However because the Elementalist is so in tune with her element there is no chance of the enchantment process failing.
One weakness that all Elementalists share is carried over from their previous form, they are very ticklish. This makes taming one easy but makes them unsuitable for sex battles. Elementalists of the same element always have the same hair color and tend to be similar in personality. Their breast size can vary considerably although C-cup seems to be the average. Like Sorceresses runes appear on an Elementalist's body when they use their magic, and these runes are always the same color as the Elementalist's hair.
Feral Elementalists live near their element, and are peaceful unless attacked or their home is threatened. Threshold girls rarely become Elementalists, and those that do either live near, or have a strong connection to their element. Often once the initial shock and the resentment at the loss of their humanity has worn off these girls revel in the power of the magic that is now at their command.
Air Elementalist, evolved with an Angel Stone, Magic/Flying element.
Strong Vs: Bug, Fighting, Ground, Plant
Weak Vs: Electric, Ice, Rock
Barred from learning: Earth, Plant Magic.
Air Elementalists have sky blue hair and are often easily distracted from the task at hand by anything which catches their attention unless their Tamer watches them at all times. Air Elementalists are often found on ships where their ability to provide a steady wind is most prized. They do not get along with Earth Elementalists who they consider to be boring and to have no desire for fun. Air Elementalists enjoy being Tamed outdoors on their backs where they can look up and see the sky. Feral Air Elementalists usually live in mountains where they can hear the wind whistling through canyons.
Druidess, evolved with a Leaf Stone, Magic/Plant element.
Strong Vs: Electric, Ground, Plant, Rock, Water
Weak Vs: Bug, Fire, Flying, Ice, Poison
Barred from learning: Fire, Ice, Poison magic.
Druidesses have green hair and usually braid flowers into it. They are very aware of the changing of the seasons and have a limited ability to predict the weather for the next few days. They are very fun loving and go barefoot whenever possible so they can feel the grass beneath their feet, also any Druidess with a permanent home will seek to cultivate as many plants in the area as they can. They do not get on with Poison Elementalists finding their bitter attitude and love of destruction disgusting. Obviously Druidesses prefer to be tamed outdoors preferably on a bed of grass. Feral Druidesses live deep in the woods often with elves and other plant Pokégirls.
Earth Elementalist, evolved with a Diamond Stone, Magic/Ground element.
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Plant, Water
Barred from learning: Air, Thunder magic.
Earth Elementalists have brown hair and are very focused on whatever task they are performing often to the exclusion of all else. Earth Elementalists are often found in construction and landscaping where their ability to move vast quantities of earth and rock makes them an excellent worker. They do not get along with Air Elementalists seeing them as flighty and frivolous. Earth Elementalists enjoy being outdoors and on the bottom where they can feel the earth during their Taming. Feral Earth Elementalists live in caves.
Fighting Mystic, evolved with a Mana Crystal, Magic/Fighting element.
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Additional enhancements: Enhanced Strength, Enhanced Toughness
Barred from learning: Any spell which affects the mind.
A Fighting Mystics hair is black at the roots paling to white at the tips, strangely this remains true even if she has just had a haircut. They were the last of the Elementalists to be discovered partly because during the war they were usually mistaken for other fighting Pokégirls and partly because no one considered evolving a magic Pokégirl with a Mana Crystal until a Witch was asked to hand one to her tamer and evolved. Fighting Mystics have learnt to channel their magic internally enhancing their strength and toughness (the level of enhancement increases as the Fighting Mystic increases in level). Magical researchers theorise that the Mana Crystal opens pathways in their bodies so that as well as channeling their magic externally into spells it can be channelled internally. In combat Fighting Mystics prefer to rely on their martial arts rather than use magic. Only if they are clearly losing a fight will they use their magic and then they prefer to use their specialty, magic that effects a persons body rather than any direct damage spells that they may know. The fighting style of individual Fighting Mystics varies greatly, some use weapons while others fight unarmed, some specialise in one weapon or martial arts discipline seeking to become true masters of it, while others seek to learn multiple disciplines. When they are not engaged in combat Fighting Mystics are constantly training either to improve their bodies natural strength, endurance and agility or practicing their martial arts. Fighting Mystics can also use their mana to increase their bodies ability to heal by concentrating it in injured areas, this does however require concentration. Fighting Mystics can cast spells from their speciality, spells that affect the body such as strength or healing magic, at 150% of normal power but due to their focus on training in martial arts rather than magic, they cast all other magic at only 50% effectiveness and they can never cast spells which affect their opponents minds. Fighting Mystics do not get along with Mind Mages seeing them as weaklings who win through trickery rather than relying on their own strength. Feral Fighting Mystics are constantly traveling either to find new opponents to spar with or new masters to learn from.
Fire Elementalist, evolved with a Fire Stone, Magic/Fire element.
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Barred from learning: Ice, Plant, Water magic.
Fire Elementalists have red hair, and are very passionate, especially about Taming, also they often argue with their Tamer about the right course of action to take in a given situation. Fire Elementalists are rarely found outside of a Tamer's Harem since other Fire-types are easier to obtain and usually just as effective in performing other roles. They do not get along with Water Elementalists seeing them as being too submissive and they consider Earth Elementalists to be boring although they don't actively dislike them. Fire Elementalists often act as though their libido is high rather than average, seeking as much Taming as possible and they enjoy new experiences, a Fire Elementalist will be willing to try just about anything once. They prefer their food hot and Feral Fire Elementalists live near active volcanos and hot springs.
Ice Elementalist, evolved with an Ice Crystal, Magic/Ice element.
Strong Vs: Dragon, Flying, Ground, Ice, Plant
Weak Vs: Fighting, Fire, Rock, Steel
Barred from learning: Fire, Plant magic.
Ice Elementalists have white hair, and never act without thinking through their actions. They dislike Thunder Elementalists seeing them as acting rashly by not thinking through their actions. Ice Elementalists are popular among tamers since they give all the benefits of having an Ice type in their harem without drawbacks such as low body temperature or inability to handle high temperatures. Ice Elementalists prefer their tamings slow and enjoy it when their tamer take the time to "seduce" them. Ice Elementalists prefer cold food and feral Ice Elementalists live in artic areas.
Mind Mage, evolved with a Psi Crystal, Magic/Psychic element.
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Barred from learning: Any spell which affects the body.
Mind Mages have hair which is white at the roots darkening to black at the tips, this will remain the case even if she has just had a hair cut. Mind Mages specialise in magic that effects the mind, and prefer to win battles using their intelligence and trickery to outsmart their opponent rather than outright violence. Because they focus on the mind, Mind Mages are some of the most intelligent Pokégirls around and as such are popular as assistants to researchers. However this focus on the mind means that Mind Mages have neglected the body and can't cast any spells which affect it, except healing spells which function at only 50% of their normal effectiveness. Mind Mages are hungry for knowledge and when not fighting will be studying, some focus on one particular area of study while others are generalists. Mind Mages do not get on with Fighting Mystics seeing them as barbarians who think with their fists. Feral Mind Mages are constantly travelling in search of new knowledge.
Poison Elementalist, evolved with a Venom Stone, Magic/Poison element.
Strong Vs: Bug, Fighting, Plant, Poison
Weak Vs: Ground, Psychic
Barred from learning: Earth, Plant magic.
Poison Elementalists have purple hair and a bitter attitude, and enjoy viewing things that others would consider ugly such as dying plants or destroyed buildings, especially if they're responsible for it. Obviously they enjoy destroying things from buildings to plants and those in legitimate occupation usually wind up in the demolition industry. Poison Elementalists are popular among thieves because their acidic spells are an ideal way of quietly dissolving locks, safes and other such obstacles without damaging the contents. Poison Elementalists do not get on with Druidesses due to their habit of growing beautiful plants. Feral Poison Elementalists live in areas of high pollution.
Shadow Elementalist, evolved with a Dark Stone, Magic/Dark element.
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Special Weakness: Vulnerable to attacks which create bright flashes
Barred from learning: Any spell which creates light.
Shadow Elementalists have black hair and are sometimes mistaken for Goths. Shadow Elementalists enjoy poetry and can usually be found reading a book of it or even writing some whenever they have a free moment, they also enjoy philosophy. They enjoy discussions about philosophy, and are often seen as introspective. Shadow Elementalists don't get on with Steel Alchemists Seeing them as too focused on physical matters and not enough on matters of the spirit. Shadow Elementalists are sometimes found working for criminals who use their spells to black out large areas and so cover their escape. Feral Shadow Elementalists usually have a cave or other dark place that they use as a home. They are not harmed by sunlight, but their eyes are sensitive and any Shadow Elementalist will need to wear dark glasses should she be active during the day. This is a clue to their greatest weakness, any attack which creates a bright light will blind and disorientate a Shadow Elementalist for a few moments. This also means that a Shadow Elementalist can't cast any spells which create light, even if that light is a secondary effect such as the flash that accompanies a fireball or lightning bolt.
Steel Alchemist, evolved with a Heavy Metal, Magic/Steel element.
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Barred from learning: Thunder, Water magic.
Steel Alchemists have grey hair with a metallic sheen. Steel Alchemists are capable of constructing devices that they call mechanicals, these mechanicals then fight for them in battle. In order to create a mechanical a Steel Alchemist must first forge all the parts and then assemble them inside a magic circle, they must then go through a day long ritual to activate it and bond it to their control. Once a mechanical has been activated it appears to be constructed of living metal since it can heal from damage although only at the same rate as the Steel Alchemist would, but it can benefit from healing magic and techniques just as the Steel Alchemist would. Initially a Steel Alchemist can only control one mechanical but as she levels up the number increases to a maximum of three. These mechanicals are roughly human in size but can be whatever shape the Steel Alchemist desires, some are humanoid while others might be shaped like a giant crab or a giant cat, although because of their weight no mechanical can fly or swim so ones shaped like fish or birds are unlikely. In combat mechanicals have strength x8 and toughness x6 and they can be fitted with weapons, initially a mechanical might have only a simple blade or a grasping claw but as the Steel Alchemists level increases she can add more weapons. Examples of weapons found on mechanicals include flamethrowers, net launchers, shuriken throwers, poison gas dispensers and shields. A Steel Alchemists can imbue her mechanical with spells which it can then cast so long as she has enough mana to power the spell, initially a mechanical can have only one spell imbued but as a Steel Alchemist levels up she can imbue more spells into a mechanical. The spells that a Steel Alchemist has imbued in a mechanical can be changed, but it takes one hour per spell that she wishes to change to do so. When she is not using them a Steel Alchemist stores her mechanicals in a pocket dimension, and this is also where she stores the toolkit which all Steel Alchemists seem to have from birth. Mechanicals are not without their weaknesses, first they share the same elemental strengths and weaknesses as the Steel Alchemist. Second the Steel Alchemist must concentrate to control them which means that she is virtually defenseless herself. Third any damage to her mechanicals is also inflicted on the Steel Alchemists spirit and it is a rare Steel Alchemist that can remain concious if all her mechanicals are rendered non-functional. Finally Steel Alchemists cast spells at 100% effectiveness only if they have imbued them in a mechanical, they can cast spells normally without using a mechanical but then the spell is at only 50% of its normal effectiveness. Some Steel Alchemists replace one or more of their limbs with mechanical prostheses, this is done either to replace a lost limb or deliberately to increase their combat power since these prostheses do not count against the number of mechanicals that a Steel Alchemist can control. However due to their small size they can only have one weapon and one spell stored in them. As might be expected Steel Alchemists are among the best metal workers and engineers in the world and many find themselves working in these fields. Steel Alchemists are very practical and they don't get on with Shadow Elementalists seeing them as being too interested in matters that have no practical bearing on life. Feral Steel Alchemists live near junkyards or other areas where they can find metal to construct their mechanicals.
Thunder Elementalist, evolved with a Thunder Stone, Magic/Electric element.
Strong Vs: Electric, Flying, Steel, Water
Weak Vs: Dragon, Ground, Plant, Rock
Barred from learning: Earth, Water magic.
Thunder Elementalists have blonde hair and tend to act on instinct rather than think things through. They dislike Ice Elementalists seeing them as wasting their time thinking about problems rather than doing something to solve it. They are sometimes employed by people who may need an emergency source of electricity. Thunder Elementalists like their tamers to get on with it during taming rather than having them attempt a slow seduction. Feral Thunder Elementalists are the ones that people are most likely to encounter since they often live near power stations and lines, those in wilder areas live in places that have frequent thunder storms.
Water Elementalist, evolved with a Water Stone, Magic/Water element.
Strong Vs: Fire, Rock, Water
Weak Vs: Electric, Ice, Plant
Barred from learning: Fire, Thunder magic.
Water Elementalists have sea green hair and are calm and usually content to go with the flow. They despise Fire Elementalists for their tendency to argue with their Tamer and it would take extreme circumstances for a Water Elementalist to argue with or disobey her Tamer. They tend to frown on how flighty and undependable Air Elementalists are, though they don't actively dislike them. They are often found working on farms, particularly in arid areas where their ability to conjure large quantities of water is much prized. Like most Water-types they enjoy being in the water during Taming, they are also slightly submissive and are particularly excited by a Pokégirl who can use the Vine Bondage attack. Feral Water Elementalists live near large bodies of water.
Swarm Mage, evolved with a Sun Stone, Magic/Bug element.
Strong Vs: Dark, Fighting, Ground, Plant, Psychic
Weak Vs: Fire, Flying, Rock
Barred from learning: Fire, Flying magic.
Swarm Mages often cover themselves completely, most often because their ability to summon insects leaves others unnerved, especially after they learn that most of this subtype don't mind the bugs hitching a ride on the Swarm Mage's person. This subtype has hair in a variety of colors, from dark camoflague colors to brilliant colors akin to a butterfly's coloration. Able to use their knowledge of insects as well as Bug types to great effect, these Mages often resort to magical forms of insect attacks as well as summoning other Bug types. They avoid fire and flying types, though often use water and electric spells to give themselves an edge over their elemental weaknesses. They have something of a rivalry with Stone Sages, viewing their sister elementalists as too focused on defense to be very effective in battle. They become aroused if their Tamer isn't bothered by their various bug 'pets' and are most often seen in the company of bug type enthusiasts.
Stone Sage, evolved with a Round Stone, Magic/Rock element.
Strong Vs: Bug, Electric, Fire, Flying, Ice, Poison
Weak Vs: Fighting, Ground, Plant, Steel, Water
Barred from learning: Fighting, Plant magic.
Stone Sages have a personal philosophy of the best offense being a good defense, and employ walls, pitfalls and other hampering terrain effects to the best of their abilities. Many of this subtype wear armor made of plates of magically enhanced rock, though a distinguishing feature of this subtype is that they carry no weapons. Their hair comes in a variety of stone colors, even leaning towards gemstones like Jade or Ruby. They typically employ fire walls or magically created barriers to stop attacks from pokegirls they are weak to, but often employ a strategy of letting their opponents wear themselves out before using the terrain to take them out. They share something of a rivalry with Swarm Sages, believing that their sister subtype is too focused on offense with either their own spells or other summoned insects or pokegirls. Warm baths often make this magical pokegirl highly aroused, and an oddity of the subtype is their enjoyment of aquatic taming.
Wyrm Mage, evolved with a Dragon Scale, Magic/Dragon element.
Strong Vs: Dragon, Electric, Fire, Plant, Water
Weak Vs: Ice
Barred from learning: Ice, Steel magic
Wyrm Mages have hair in a multitude of colors, often leaning towards metallic shades like gold, copper, or silver. These pokegirls use blood magic, a potent style of magic involving using their own blood to weave powerful dragon elemental spells. As a Wyrm Mage gains experience, she learns how to transform herself into the form of a Dragon, the length of this transformation is dependent on the pokegirl's experience, though the appearance is often up to the individual. Wyrm Mages are proud, but have a honorable streak, and tend to help those weaker than themselves. They consider themselves at their peak when they can transform fully into a Dragon form. They have a slight rivalry with Steel Alchimists, finding their mechanicals annoying, and with Ice Elementalists, though this is rumored to be due to an intimidation factor.
Spectral Sage, evolved with a Dusk Stone, Magic/Ghost element.
Strong Vs: Bug, Fighting, Ghost, Poison, Psychic, Rock
Weak Vs: Dark
Barred from learning: Dark, Steel magic
Spectral Sages have no distinctive features, aside from a leaning towards white hair, though tend to make people uneasy by their presence alone. These Elementalists use powerful spiritual magic of varying styles, most commonly shamanistic magic involving totems and drawing their various powers from there. They have the ability to use ghost type techniques, and can learn potentially any of these along with their various magical spells. Oddly, Spectral Sages are uneasy around Shadow Elementalists, though their dark type cousins tend to enjoy the company of the Spectral Sages. This subtype has a curiosity towards Steel Alchimists, but honestly can't understand the sub-types love of mechanicals.
AMACHOKE, the Muscle-Bound Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Uncommon
Diet: human style with mineral supplements
Role: Physical Labor, particularly in construction
Libido: Low
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Attacks: Body Slam, Toss, Crushing Punch, Takedown, Earthquake, Headbutt, Focus
Enhancements: Enhanced density (x3), Enhanced Strength (x14), Enhanced Durability (x8), reinforced musculoskeletal structure
Disadvantages: Inability to Swim
Evolves: Amachamp (Battle Stress)
Evolves From: Amachop (normal)
Evolution changes all girls and few change more then the Amachop when she finally gets enough experience to evolve into an Amachoke. Shooting up a full three feet in height, the startling new size of the Pokégirl has unnerved some trainers who now have to look up at a Pokégirl they once had to look down to. Of course, this is often forgiven after becoming eyelevel with the Amachoke's new bustline, which has grown into a hefty C-cup. This, combined with the fact that an Amachoke's muscles no longer bulge about her body like it did when she was an Amachop, makes the Amachoke much more visually appealing and the Pokégirl herself knows this.
In fact, the newly evolved Pokégirl is so obvious in showing off her new body and how beautiful it was compared to her old one that it borders on narcissism. If there's a chance that she can promote her new body, she'll take it and often put down anyone that disagrees with her both verbally and physically. This has caused quite a few squabbles between Amachoke's and their harem sisters, particularly the ones who are more well endowed the Amachoke, flaunting their assets despite Amachoke's new body. Other then her desire to show off, Amachoke is very much unchanged from Amachop, desiring to train to improve her strength and get stronger.
That aspect in itself is frightening to some, considering an Amachoke could, with effort, lift a full ton of weight above her head. This and her tough skin make her forgo any form of martial arts, believing and often backing up the fact that she can take a hit with ease and return it with enough strength send all but the heaviest and strongest of Pokégirls flying. Of course, her body still sinks like a rock, so it's useless trying to have the girl swim, though that same density allows her easier movement through the water. Their new size and muscles also mean she's heavier, and it's to the point now that it's suggested that she no longer tames on top.
In battle, Amachokes handle themselves much like their younger forms, tossing in all their strength into a match. This makes them very scary fighters, as anything physical is nearly useless against them and such the power of their strength that almost any girl behind a full powered punch of an Amachoke is often considered to be lucky to still be alive. However, this also leaves Amachoke with a large glaring weakness for when she fights anyone who fights using non-physical abilities, particularly when Ghosts are concerned with most of them having the ability of phasing through the muscled Pokégirl. The over reliance of strength also shows when compared to some of the techniques of other Pokégirls, though the Amachoke still boasts that it'll take a lot more then a bunch of fancy movements to take down her power.
Sexually, Amachoke wants to be admired. With her new body, she wants her tamer (and harem sisters, when willing) to pay attention to her, particularly her new breasts. A good tamer can bring his Pokégirl to orgasm by massaging them without even touching between the Pokégirls legs, the love and attention to her sore muscles pleasing the Amachoke and often making her just as randy as if she had caught a face full of lust dust. However, where with her previous form it was suggested, Amachokes require restraints. Any tamer who doesn't use them will in all likelihood end up crushed by their Pokégirls fantastic strength.
Feral Amachoke are a bit more dangerous then their sister Amachops. While Amachops are intelligent and aggressive when feral, Amachokes suffer a much lower intelligence, coupled with narcissism and the lack of control they issue over their strength, disturbing ANY feral Amachoke when she's paying attention to herself in a reflective surface is just like walking into known Widow territory: just asking for trouble. It's often suggested to have a strong Magic or Psychic Pokégirl on hand when facing any Feral Amachoke.
Threshold Amachokes are not unheard of, but quite rare, as most girls don't pass by the younger stage of Amachop. Those that do, however, often pick up the narcissism quality of their new forms first with the same training and desire to get stronger as the Amachop following soon after. Just like Amachop, Threshold Amachokes have no idea just how to control their strength and are often afraid of touching anything for fear they might break it.
VESTA, the Fire Mouse Pokégirl
Type: Animorph (Mouse)
Element: Fire
Frequency: Rare
Diet: herbivore, mainly nuts and fruit
Role: cooks, starter fire type Pokégirl
Libido: High
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Attacks: Flamethrower, Ignite, Agility, Scratch, Kick, Tackle
Enhancements: Enhanced Speed (x4), Fire Elemental Affinity, Fire Elemental Resistance
Evolves: None
Evolves From: Titmouse (Fire Stone)
Vesta is very much like its pre-evolution form, Titmouse. They retain the same short, thick fur, slight muzzle, expressive slightly long ears and long thin tail. The largest difference is that Vesta's fur and hair is always a rich crimson color. Some Vesta's have different shades of fur but all can be classed as crimson red. The fur is highly flame resistant which provides Vesta some protection against hostile fire based attacks, however it does not mean she is immune and can quickly be overwhelmed by a more powerful fire type.
Like Titmice, Vesta also tends to be 'ditzy', lacking the ability to focus and remember complicated sets of instructions or duties, which is disappointing since some mouse types, like its cousin, the Mareen, have impressive memories. Also unlike Titmouse, Vesta is never employed as librarian aides because they are very prone to accidental fire damage by igniting things near to them when startled or excited. They also seem to develop rather disturbing pyromaniac tendencies, loving to watch fires burn; the very presence of fire can be hypnotic for a Vesta.
The few saving graces of Vesta are its increased speed from its Titmouse form and its new elemental affiliation, which makes them not a bad fire type starter Pokégirl for tamers if a more powerful fire type is not available. Indeed a number of tamers have started their careers with Vesta because of the relative ease at which to acquire a Titmouse and then use a Fire Stone on it.
Tamers also find Vesta's useful because they seem to be natural cooks, having an ability to start a fire in almost any conditions, although the tamer will have to be content with vegetarian food as Vesta is an herbivore that predominately eats fruit and nuts. It finds cooking meat to be repulsive and attempts to avoid doing so at any opportunity.
Along with the new fire affinity Vesta gains other common fire type traits, including becoming very amorous, having a much higher libido and increased aggression. Vestas are much more capable in combat than most mouse type Pokégirls. When attacked, Vestas are more hostile than Titmice or Mareen and will stand and fight, using its Flamethrower against the enemy to a fairly decent effect. Most people underestimate Vestas as being weak, often leading to their downfall at the hands of the Vesta. You should remember that whilst not the most powerful Fire type, it is still capable of handling itself in a fight. Like all mouse-type Pokégirls, Vesta has a fear of cat types, however in Vesta's case it just causes it to fight harder unleashing the full force of its fire powers to keep the cat type as far away from itself as possible, much to many Catgirls' chagrin.
As a pet, it is not popular due to their pyromaniac tendencies which can cause a lot of trouble for a pet owner. They have to ensure that their homes are fire proof and all matches are kept well out of reach, therefore Vesta are only really seen as pets to someone who likes or specializes in Fire-type Pokégirls.
Feral Vestas are not a common sight. It is quite rare to even see one due to the fact that its evolution is caused by a Fire Stone, which are rare to find in the wilderness. However, when discovered, you can be sure others are around as they tend to live in small groups of about ten. When one of these groups are found they are usually found in forest locations, far from water sources to minimize the chance of running into a Water-type Pokégirl which could otherwise do serious harm to them.
Threshold girls do occasionally become Vesta. When they do their families are quick to sell them off to ranches, as they have little control over their fire abilities initially and can cause significant property damage with their newfound powers.
KUNOICHI, the Ninja Pokégirl
Type: Very Near Human
Element: Normal/Dark
Frequency: Common (in Edo League), Uncommon (all other Leagues)
Diet: Human Style
Role: Espionage, Sabotage, Assassin, Scout
Libido: Average
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Attacks: Smoke, Dissolve, Throwing Star, Quick Attack, Shadow Teleport, Dark Blade, Light Drain, Pounce, Fake Bunshin, Partial Bunshin, Full Bunshin, Smirk
Enhancements: Enhanced Speed (x4), Enhanced Agility (x4), Enhanced Senses (Hearing and Vision) (x2), Enhanced Strength (x2), Enhanced Endurance (x2), Enhanced Durability (x2), Nightvision, Danger Sense
Evolves: Cheshire (Cat E-Medal), Kunimitsu (Fox E-Medal), Karima (Diamond Stone), Shednobi (Insect E-Metal), Ninjanezumi (Rodent E-Medal), Honeypot (Orgasm)
Evolves From: None
Revised: March 2013
Created mid-war, the Kunoichi were specialized assassins, capable of blending in with humans and taking out targets with efficiency. Generals, Presidents, Kings, or other leaders all fell to this stealthy pokegirl breed. Only other pokegirls or extreme measures could keep this ninja pokegirl from their targets, and spotting one at work was often the last thing a human saw. Information on the breed was gathered from captured pokegirl forces and used to great effect later in the War of Revenge. After the war, ferals of the breed were finally captured and tamed.
Created to blend in with humans, this shinobi breed appears completely human in skin tone, hair colors, eye colors, height, and build. They appear to be from a variety of racial backgrounds, and some are even considered 'plain' when compaired to other pokegirls in terms of comeliness. Due to thresholding, colors outside of human standard now appear in the breed, though this is rare and typically a sign of a threshold case. Even when feral, the breed prefers to be clothed, as this makes them appear more human.
As varied in personality as humans are, Kunoichi do have some similar breed traits in that they tend to take their tasks seriously, and most are quickly able to pick up tactics. Individuals of the breed occasionally have conflicts with pokegirls who have similar roles (such as the other ninja breeds) though this is usually not a problem for most tamers. Popular TV has made an issue of Kunoichis and Chesires, though this is typically an exxageration of anecdotal events. Like their personalities, this stealth breed is highly variable in their taming preferences, generally molding their likes and dislikes toward thier tamer's preferences.
With stealth, speed, agility, and the ability to shadow teleport, Kunoichis are adapt at distiance fighting, surprise strikes, and hit and run tactics. Rarely does this ninja breed get trained for open battles, though exceptions have been noted. Their battling style often helps them against Fighting types, though if the typically stronger fighting types land a hit, it is usually a battle ending one. Most tamers employ Kunoichi as scouts, as their enhancements allow them to spot trouble or targets and evade dection to return to their tamer and report it.
Ferals of the breed are an oddity among Very Near Human types, as they show a distinct feral state instead of a reduced feral state like other breeds that can pass for human. Kunoichi stick to the shadows, stealing food, observing the comings and goings in their territory, and generally focusing on not being seen and spying on others. If attacked, the breed tends to Shadow Teleport away unless somehow blocked. If cornered these ninja pokegirls will fight back, usually in order to break free and escape. They cannot speak outside of wordless cries, grunts and growls, which means that testing one for ferality is as simple as asking a question.
Threshold directly into a Kunoichi is rather common. It is painless and often the pokegirl in question doesn't know she's even thresholded until she begins to access techniques. Often thresholders (and occasionally pokekits) are called Ninjettes. Acclimating to the excessive speed and agility of the breed takes some getting used to, often causing thresholders to be clumsy until they re-learn their limits and abilities.
MILKTIT, the Dairy Cow Pokégirl
Type: Varies from Very Near Human to Not Very Near Human (Bovine Animorph)
Element: Normal
Frequency: Uncommon
Diet: Herbivore, Can digest almost any plant material
Role: Milk producer, Emergency food provider
Libido: Average to High
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Smother, Love 'N' Affection, Stomp, Warm Milk, Busting Out, Milk Drink, Roll Out, Butter Up, Mountain Hold, Puff puff
Enhancements: Enhanced Durability (x5), Enhanced Intelligence, Semi-elastic skin, fast recovery, breasts can produce up to 25 gallons per day of milk; internal glands can alter the milk to various states
Evolves: Minotaura (battle stress), Mooncalf (Moon Stone), Queenbra (Dragon E-Metal)
Evolves From: None
When looking at advertisements and commercials one of the most heavily used Pokégirls is the Milktit, though it's not because of her looks or fighting prowess. These bovine Pokégirls are known throughout the world as the source of milk, cheese, cream and other dairy products. Dairy farms often have several dozen of these Pokégirls, and many Tamers find them to be just what they need in terms of a food source for long journeys. It was for this purpose that Milktits were actually created. In conjunction with Chickenlittles, these cow Pokégirls were used in the Revenge War frequently. They were easy to feed in the field, their dietary needs easy to fulfill by simply letting them graze on nearby grass and trees, and the milk their breasts produced provided much needed health boosts for several units of Sukebe's forces. Because they were not the best fighters, however, they were also among the first breeds of Pokégirl to be officially `tamed.' The breed has remained widely popular to this day, especially among starting Tamers and Tamers who have trouble finding food in the wild.
Uncommon across the globe, they're relatively easy to find in addition to usually being the face of the Dairy Industry. The diary cow Pokégirl's appearance ranges from fur and vaguely animalistic features to normal-looking girls with small, slightly curved horns and soft, leather-like skin. Most Milktits have features in line with dairy breeds of Pre-Sukube cattle, such as the black and white patched coloration of Holsteins or the smooth brown of a Jersey. However some take on the features of other cattle breeds, like the solid black Angus or rust colored Herford. In reality, however, this only amounts to variations in fur color and horn length (or in the case of 'Polled Milktits' the absence of horns). Their height and skin tones vary greatly as well, and their sometimes regional differences lead researchers to speculate that several types of human and cattle DNA were used in making different strains of this largely variable breed.
Oddly for a breed based on cattle, they also have some capacity for higher intelligence and tactics, usually above the average human. This leads some Milktits to be used as assistants, but as they are generally submissive in nature, they rarely make good Alphas or Betas, the majority preferring subservient roles in whatever their setting is. These cow Pokégirls also have something of a maternal streak, and it's not uncommon for them to be seen in households as nannies or the mothers themselves. Friendly, gregarious, and non-aggressive, these bovine Pokégirls prefer the quiet life over the roving life of a Tamer, though they tend to accept most situations as they come.
One of the most notable features of the breed is their breasts, and not just because they're spectacularly large. A Milktit's breasts are constantly lactating, producing delicious milk to drink. When milked completely, they are never smaller than a D-Cup, but it's rare to see them at such a comparatively small size. A Milktit produces up to 25 gallons of milk per day in optimum conditions (though usually stresses and other factors make this an average of about 10 gallons per day). This constant lactation is due to a variant of Prolactin that is created within the Milktit's blood stream. This means that the breed is constantly producing milk, and the hormone (called Prolactin M) is also present in the milk produced by the breed. Due to the presence of the hormone in the Milk, any female, human or Pokégirl, who drinks fresh untreated Milktit milk will begin lactating themselves. This lactation, however, is normal, and is curable simply by not milking the affected female.
Not milking a Milktit will not stop her lactation though. Luckily, due to the elastic collagen nature of the breed's breasts, they can handle up to a whopping 45 gallons of milk before their system takes over and begins leaking the milk from their nipples at a constant rate due to pressure. For the Pokégirl, being that full of milk is an extremely unpleasant feeling, and that much milk has their breasts so large that they immobilize the bovine type. If a Milktit remains unmilked for up to a week, they will be immobilized by the sheer size of their own breasts. At that point, usually their breasts are sensitive to the touch as well, inducing pain. In liberal and some Moderate leagues, allowing a Milktit to go unmilked for that long is considered abuse, and there are fines and punishments that are levied accordingly.
Most of the breed do not take to battling well, as they don't have many offensive moves. Milktits are more suited to a support role, where they can use their moves to distract or annoy their harem sister's opponents, or stay on the sidelines and use their innate abilities to give their sisters aid. To do this, the breed falls back on their milk producing ability. Inside their breasts is a series of glands which they can use to alter their milk's effects, creating a healing potion, a sedative, a libido enhancing drug, or a hypnotic. Most often during battle, it is the healing milk of this dairy Pokégirl that can keep her harem sisters going. If sent into battle on her own however, many of the breed begin to stress easily, which lowers their milk production, and causes their eventual evolution into a Minotaura.
Taming a Milktit depends usually on the demeanor of the individual Pokégirl, though universally the breed has shown a love for any type of breast play. Due to their variable libido, Tamers should scan their individual Pokégirl in order to know their taming needs instead of relying on the generalized entries of the Pokédex. Preferences, besides the aforementioned breast play, are usually up to the individual, as Milktits can be seen in almost every fetish at least once, including the more risqué taming styles such as bondage or domination.
Feral Milktits are herd based Pokégirls, traveling in tandem with others of their kind and browsing the land and raising Pokékits when left alone. When attacked, the breed tends to stampede, the entire group of Pokégirls running madly away from danger and trampling everything in their path. Some wily feral predators have learned to simply chase down Milktits and separate them from their herd before pinning them and drinking their fill. However, more often than not, predator Pokégirls are after the bovine type's meat, and not her milk. Single ferals tend to be highly skittish and flee from most forms of what they perceive as danger. If a tamer wishes to catch a Milktit in the wild, often the easiest way is to take a page from the predatory ferals and single a Milktit off from her herd. Some liberal tamers have claimed that another method is more gentle and viable. Offering up some tasty fruit and have a non-threatening Pokégirl lie prone on the ground nearby. The gently curious ferals will investigate, and if a taming is initiated the Milktit is a good as caught. A word of warning for this method, however, if the tamer makes a wrong move, they may wind up trampled.
Thresholding into a Milktit is among the more common thresholds for young girls to go through. Many thresholders delight in their new found 'assets' but the loss of their human status still stings. More often than not, thresholders are given to friends of the family or placed in dairy ranches, instead of being cycled into the Ranch system.
IVYWHORE, the Floral Pestilence Pokégirl
Type: Near Human
Element: Plant/Poison
Frequency: Uncommon
Diet: Sunlight, water, nutrients through soil
Role: arousing other Pokégirls, soil regeneration, subduing feral Pokégirls, body modification
Strong Vs: Electric, Plant, Water, Rock, Fighting
Weak Vs: Psychic, Fire, Flying, Ice
Libido: Average
Attacks: Tackle, Vine Whip, Razor Leaf, Leech Seed, Lust Dust, Vine Bondage, Sleep Powder, Bloom Powder, Leaf Shield.
Enhancements: Solar Regeneration, Seasonal Camouflage, Nature's Senses, Enhanced Durability (x5), Enhanced Strength (x8, Vines Only)
Evolves: Venuswhore (Normal, daytime only), Iron Chef (Cooking T2 + Heavy Metal), Scarecrow (Dusk Stone)
Evolves From: Boobisaur (Normal)
After a Boobisaur has acquired enough experience, she will evolve into her next form: Ivywhore. The Ivywhore is much more combat-suitable than her previous form, retaining all of her previous form's attacks and abilities, and gaining several useful techniques for both inside and outside of combat.
The most noticeable change is the increase in the size of both the Ivywhore's flower bulb and her bust. Upon evolution, the bulb on the Ivywhore's back grows noticeably, the first layer of petals opening up. As a result of the bulb's growth, Ivywhores may use several new Powder attacks: Sleep Powder, and Bloom Powder.
Sleep Powder makes anyone hit by it fall into a deep slumber, a very convenient way to capture new Pokégirls or aquire the upper hand in battle. The Bloom Powder, which only works on females, be they human or Pokégirl, will make the bust of any female it hits grow; how much larger is dependent on how much they are hit with. This does not affect only other Boobisaurs, Ivywhores, and Venuswhores, as well as those who can easily withstand poisons. An Ivywhore can make two different types of Bloom Powder; temporary and permanent. Temporary Bloom Powder is much easier to make, and can be created virtually at will. She usually tosses large amounts at opponents, letting their suddenly awkwardly gigantic breasts interfere with their movements, and eventually pin them down completely. Temporary Bloom powder rarely lasts more than an hour. The permanent variety of Bloom powder is much more difficult to synthesize, limiting applications to roughly once a week. Ivywhores have an instinctual knack for knowing just how much powder to use when trying to increase a girl's bust by a specific amount. Naturally, this technique is popular to use, especially among those who prefer chestier girls.
Upon evolution, the Ivywhore's breasts tend to grow a cup, with D cup breasts being the lowest recorded for the breed – E cups are considered average. Most of the deeper green markings fade away with this transformation as well, though sometimes they remain. Most Ivywhores, if they haven't done so already during their Boobisaur days, tend to eschew most clothing, as it gets in the way of their abilities to absorb sunlight.
The Ivywhore's Solar Regeneration abilities are improved significantly over her pre-evolved form. An Ivywhore that bathes in the direct sunlight heals rapidly, letting her heal all but the most grievous damage after roughly 8 hours of rest. Of course, like her unevolved counterpart, resting in a natural location also nourishes the soil to a great degree.
Feral Ivywhores are considered a great annoyance to surrounding Pokégirls and human women, since in addition to tossing Lust Dust at random, they also use Bloom powder liberally. Most of the time its temporary, but every now and then there are stories of women who permanently developed mammoth mammaries due to a feral Ivywhore (or Venuswhore). It's very uncommon, but not unknown, for a Threshold girl to become an Ivywhore directly.
SOIXANTE-NEUF (aka XANTE), the Special Arts of Sex Pokégirl
Type: Very Near Human
Element: Normal
Frequency: Uncommon
Diet: human food, Delicacies*
Role: Sex, 'Libido Heighteners'
Libido: Extremely High
Strong Vs: Sex Techniques
Weak Vs: Fighting
Attacks: All Sex Attacks, Dance, Butter Up
Enhancements: Aura of Sex, Endurance X2
Evolves: Menage-A-Trois (multiple orgasms during an orgy)
Evolves From: None
Some experts claim that Soixante-Neuf (Or, for easier pronunciation, the Xante) is exactly what Sukube's original Pokégirls were meant to be, the perfect sexual female that was completely dedicated to sex. Others believe that she was one of the original Pokégirls, having only sexual techniques at her disposal and caring little for battles, be they normal or sexual. All the Xante believes in is sex, and lots of it, going way beyond even the desires of a Vixxen in comparison. Copulate this with the Xante's desire to master the sexual arts, and it's not hard to see some truth in both experts claims.
Standing at an average five feet tall, the Xante are among the most human looking Pokégirls in existence. Their bodies, while without the exoticness of other girls, are alluring with their C-cup breasts, round buttocks, and tendency to wear tight, form fitting clothing. In fact, the mere aspect of them being 'normal' in terms of looks makes them popular with female tamers, some of whom feel insignificant among girls whose assets far outclass their own.
It's their Aura of Sex that really makes this girl unique, though. Similar to the Aura of Cute, Aura of Sex actually instills the desire for sexual pleasure in anyone within its range, be it by masturbatory action or intercourse. In fact, this is often the only way to tell a Xante apart from other girls is the rising desire for sex that everyone around her feels, since unlike her evolution of Menage-A-Trios, she has no control over the aura. Though no true distance has been really confirmed for the size of the Aura, most agree that it would be about a good 20 to 30 feet from her center, making it hard to even have her close without feeling her effects. Of course, said effects aren't instant. To most, they'll start to feel aroused, becoming more so the longer they're within the Xante's aura. This mounting effect of the Aura of Sex continues as long as the person is within the aura, often meaning orgasm itself will not cease it. Those less experienced with the sexual nature and girls like Titmouse find themselves more readily effective by this, often trying to resist touching themselves or their masters in public. All this, of course, is a boon to the Xante, since more sex means more time to perfect her sexual skill.
In battle, which most Xante strive to avoid, the Pokégirl will often use all the sexual knowledge they've attained to bring their opponent to a powerful orgasm and then flee, only ever staying to feast upon the foes sexual fluids, a delicacy among the Xante and her evolution. Of course, simply getting close enough to concentrate on fighting a Xante and not fucking her is a challenge.
In Harems, Xante are often, unsurprisingly, in the taming room with their masters, usually along with a Low libido girl that their master wishes to tame. This not only pleases the Xante, who's always willing to invite more into her bed, but effectively rises the libido of the other girls, making them easier to tame and not as uncontrollable as some girls can get when hit with lust dust. Of course, a Xante couldn't care less how or what kind of sex she'll get, as long as she gets it.
It's often easy to tell when there's a feral Xante about, since the Pokégirls are often found in the middle of an orgy with other Pokégirls, leaving them sated and docile and often laying on the ground with exhaustion. Many tamers have been able to double their harems after finding a feral Xante, catching the weakened Pokégirls about her.
Threshold Xante's are much more dangerous, though. Overwhelmed by her new sexual desires and Aura of sex affecting everyone about her, more then a few Xante end up in orgies with friends and family members, a good number of which even evolve during the act and causing larger orgies. Luckily, it's rare to threshold into a Xante, usually happening if they have a Xante/Menag in the family and occasionally with other girls of high libidos.
YUKI-ONNA, the Cool n' Sexy Pokégirl
Type: Very Near Human
Element: Ice/Psychic
Frequency: Rare
Diet: Omnivore
Role: Seductress, information gatherer
Libido: High
Strong Vs: Dragon, Fighting, Flying, Ground, Ice, Plant, Poison, Psychic
Weak Vs: Bug, Dark, Fighting, Fire, Ghost, Rock, Steel
Enhancements: Enhanced Endurance (x3), Enhanced Durability (x2), Immune to cold, Low Feral-state, Telepathic, Decreased Sensitivity in moderate or lower temperatures.
Attacks: Cold Snap, Heat Drain, Icicles, Chilled Arousal, S.E.P, Dominate, Fade
Evolves: None
Evolves from: Ice Maiden (Orgasm)
During the war, the Yuki-onna excelled at two things: infiltration and information gathering. Unlike the Kunoichi, whom were used to infiltrate quietly and sabotage or assassinate, the Yuki-onna were often dressed up as human survivors of a battle that took place somewhere in the northern or southern reaches of the world. In fact, shortly after the existence of Pokégirls became verified by the various governments throughout the world, the Yuki-onna became the greatest infiltrators of the human survivors. When humans came across their injured comrades (who were actually Yuki-onna in disguise, using their psychic powers to convince the humans that they were injured when they were in fact in perfect health). Once within the human population, this breed would seduce important individuals and go through their minds and plans, to extract the locations of the human armies, weapon stockpiles, and other significant data. This data would be conferred unto other Pokégirls- typically other psychic types, allowing for a system of informants to become knowledgeable of the plans acquired.
After the war, this breed was rarely found, and like a fair number of other breeds, was eventually thought to be extinct until an Ice Maiden evolved during a taming session in 103 AS. Subsequent testing showed that the evolution was a success, and by 200 AS the breed was found to be in the "Rare" category throughout most of the known world after an investigation into the breed. Yuki-Onna are very beautiful, with an average of C-cup breasts (although many in the Edo league have even larger breasts, for unknown reasons) and pale skin, although unlike Ice Maidens their skin tone is within human norms. Their hair is usually a pale blond, sometimes appearing white, but some rare Yuki-Onna have jet black hair. A Yuki-Onna also has a human normal body temperature making them easier to tame than most ice element Pokégirls. Because of their role as seductresses, Yuki-Onna adapt to their tamer's sexual preferences no matter what they might be. Also unlike the Ice Maiden, this breed is considered less-logical and can feel more of the standard human range of emotions. However, this is rather rare, and even then they rarely feel very strong emotions. As a result, there have been very few known delta-bonded Yuki-onna in the world, though a Delta Bond is something that this breed seems to crave, and even envy when they become aware of tamers that are delta-bonded to other Pokégirls.
Although this breed is not very useful in a standard battle, they do have techniques available to them to allow them to hold their own, if only for a short while. Using Dominate to incapacitate the target and then Ice Wall, Cold Snap and Heat Drain in rapid succession is a favored tactic among many of this breed, stalling the battle itself to the point where the opponent collapses due to exposure to the cold temperatures rather than to bodily or psychically-induced harm. However, this technique is often anticipated in battles where the Yuki-Onna's tamer wears his/her own heavy clothing to. Instead, the breed as a whole is more geared towards sexual battles and utilize their various ice-techniques to arouse the opponent. Despite the body of a Yuki-Onna being closer in temperature to human norms, the breed is generally not well-equipped to take pleasure at lower temperatures, or even at moderate ones. This has led to them being oft-tamed within heated buildings as well as being popular in sex battles. Their resistance to all sorts of colder temperatures allow them to be perfect for taming other ice-type Pokégirls that her tamer may have in the harem. The Yuki-Onna breed do retain the strategic and logical senses that the Ice Maiden are known for, though few tamers realize this, and so do become quite capable in any role within a Harem- Alpha, Beta, or just a part of the harem. This breed gets along well with almost every fire-type pokégirl, though the one exception is the Magmammary. Yuki-Onna can't stand the heat that radiates from that breed, and the Magmammary can't stand the cold that the Yuki-Onna emits when one is stressed out and nearby because of the fire-type's heat field. It is a vicious cycle that usually ends with one or the other being set into storage at some point.
There are almost no known feral Yuki-Onna, but history documents them as having a low Feral-state in where their strong libido (especially so for an ice-type) takes over the Pokégirl's mind and steers her towards the nearest available person for an immediate taming session. The last feral Yuki-Onna was found in 295 AS and was in the pre-Sukebe area known as north-western Mongolia (now located in the Opal League). Though rare, threshold cases are known and are often sent to breeding ranches due to the breed's libido and the fact that if allowed to go feral they would likely seize upon a family member for a taming session. Many threshold Yuki-Onna find it hard to adjust at first due to the changes in their sexual morality. Strangely, the Edo-league boasts a larger number of threshold cases into Yuki-Onna than any other league, a fact that is being investigated but no solid reasons have been found as of 298 AS.
