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Official artwork of Cubone

#0104

Cubone

Gen I

Lonely Pokémon

Ground

Pokédex entry · Red

Because it never removes its skull helmet, no one has ever seen this POKéMON's real face.

Height
0.4 m
Weight
6.5 kg
Base EXP
64
Growth
Medium
Catch rate

190/255Easy

Friendship

70/255

Base stats

HP50Attack50Defense95Speed35Sp. Def50Sp. Atk40
HP
50
Attack
50
Defense★
95
Speed
35
Sp. Def
50
Sp. Atk
40

Total 320

Medium

EV yield +1 Defense

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP110157
Attack49112
Defense90161
Speed3695
Sp. Def49112
Sp. Atk40101
Total374738

About Cubone

It’s the first half of a two-stage line, and what separates it from Marowak is more than just reaching level 28. One Pokédex entry puts it bluntly: it evolves once it has managed to overcome the loss of its mother. Until then, it wears her skull and never takes it off, so nobody knows what its face looks like underneath.

Everything else is a small, brown reptile, 40 centimetres tall and weighing 6.5 kilos, that walks upright and carries a bone like a club. The entries keep coming back to its crying. At nightfall, it breaks down in tears thinking about its mother, and the streaks running across the skull are made by the tears it sheds. That crying comes at a cost: it gives away its position to Mandibuzz, which dive-bomb it as soon as they hear it. The official category, Lonely Pokémon, is not a metaphor.

It’s pure Ground, with no second type to soften the spread. It lives in the mountains, and some wild specimens carry a Thick Club, the item only this line can make use of. Its listed form is bipedal, and all six Pokédex entries collected here talk about the same thing: its dead mother.

Combat analysis

×2

Weakness

WaterGrassIce
×½

Resistance

PoisonRock
×0

Immunity

Electric

Cubone in depth

A rattle of bones and a cub

The Japanese name is カラカラ, karakara, an onomatopoeia for the dry noise two hard things make when they collide—the rattle of the skull and the club. English takes a different route and joins cub, the young of a large mammal, with bone: the bone and the cub, the character’s two halves in five letters. French chose the most elegant of the three, Osselait, which sounds like osselet, the small bones once used in a traditional game, and ends in lait, milk, to make it clear that it’s still a baby. Three languages, three readings of the same design.

The club that multiplies

The Thick Club is one of the few items in the series tied to a specific species, and its one-line description hides a very simple calculation: it doubles the Attack of whoever holds it, as long as that Pokémon is Cubone, Marowak or Alolan Marowak. Any other Pokémon that equips it notices nothing. The result is that the 50 Attack listed on the sheet is misleading, because the design is meant from the outset to be read with the item equipped. Compared with Sandslash, which has better raw numbers and depends on nothing, the bone line trades guaranteed power for power that hinges on the opponent not taking the item away.

The ghost in Pokémon Tower

The part of the story supporting the whole design is in Lavender Town, in the first-generation games. In Pokémon Tower, there’s a spectre that can’t be identified until you obtain the Silph Scope, and it turns out to be a dead Marowak killed by Team Rocket while defending its child. It’s the only time the series shows, inside the game rather than in a Pokédex entry, where the skull it wears comes from. Mr. Fuji closes out the rest of the storyline by caring for the town’s orphaned Pokémon.

The nighttime split

The seventh generation gave it something no other Kanto species had: two destinations depending on the time of day. In Alola, evolving at level 28 requires it to be nighttime, and what comes out isn’t the traditional Ground-type Marowak, but a Fire- and Ghost-type one that dances with an ignited bone. The reading fits the character—the mourning turned into Ghost typing—and leaves the same starting creature with two incompatible adult forms. Outside Alola, the time of day changes nothing and it always produces the Ground form.

One detail from the move list is worth adding, and almost nobody looks at it: Bone Rush, learned at level 29, has 25 power per hit and chains several of them together. Bonemerang, at 40, hits twice with 50 power. Both moves are exclusive to the line, and both have existed since the first generation, back when there was still no Thick Club or Rock Head to go with them.

TCG cards

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