Phanpy in depth
An elephant painted blue
The starting point is an elephant calf, with the large ears and short trunk of an animal that still doesn't know how to use it. What gets added on top is the interesting part. Bulbapedia points out that the flat colours call to mind children's toys, and that the red patches on its snout and ears may come from the fabrics and decorations used to adorn elephants during celebrations in India. The choice of Ground type is not arbitrary either: elephants wallow in mud and throw sand over themselves to protect their skin from the sun and insects, which is exactly what the Pokédex entries do with water.
The English name is a transparent contraction of elephant with a diminutive, in the same family as Cufant and Copperajah. The Japanese, ゴマゾウ (Gomazou), ends in ゾウ, elephant; for the first half, Bulbapedia suggests 細かい (komakai), “small”.
Route 45, and only in one version
In Generation II it was exclusive to Pokémon Silver, where it appeared on Route 45; anyone playing Gold had to trade to get it. Crystal expanded things to Routes 45 and 46. In Generation III, its location changed completely: Hoenn's Safari Zone in Ruby, Sapphire and Emerald, and a canyon in the Sevii Islands in FireRed and LeafGreen.
That distribution links it with Teddiursa, the other line split between the two Johto versions and which also has Pickup as the smaller form's Ability. In both cases the Ability disappears upon evolution, which makes sense: the one rummaging around for items on the ground is the baby, not the adult.
How to play the stretch up to 25
The first levels are genuinely poor. Tackle, Growl and Defense Curl from the start, Flail at 6 and Rollout at 10, with Bulldoze at 15 as its first move of that type. Defense Curl and Rollout are designed to go together — the first doubles the second's power, which also keeps increasing each turn as long as it hits — and it is a plan that falls apart as soon as a move misses or the opponent switches. It does what it does for fifteen levels.
Slam at 24 and Take Down at 28 are 80- and 90-power Normal attacks that work better than almost anything else it has at that point. Charm, at 33, is the card that usually goes unplayed: it lowers the opponent's Attack by two stages and turns those 60 Defense into something tolerable against a physical attacker. With 1 HP EV per defeat, its contribution to a trained team does not amount to much either.
The baby that weighs 33 kilos
Half a metre tall and 33.5 kg give it a density that doesn't match its round silhouette; for comparison, Swinub, which is from the same generation and occupies a similar amount of space, weighs much less. That is why it learns Heavy Slam, whose power depends on how much it weighs compared with its opponent, and also why its entries insist on brute strength: an animal of that mass charging straight ahead does damage even with 60 Attack on the stat sheet. Its base friendship of 70 is standard, and its base experience yield of 66 places it among the opponents that give little back when raising another Pokémon's level.