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Official artwork of Ralts

#0280

Ralts

Gen III

Feeling Pokémon

PsychicFairy

Pokédex entry · Ruby

RALTS senses the emotions of people using the horns on its head. This POKéMON rarely appears before people. But when it does, it draws closer if it senses that the person has a positive disposition.

Height
0.4 m
Weight
6.6 kg
Base EXP
40
Growth
Slow
Catch rate

235/255Very easy

Friendship

35/255

Base stats

HP28Attack25Defense25Speed40Sp. Def35Sp. Atk45
HP
28
Attack
25
Defense
25
Speed
40
Sp. Def
35
Sp. Atk★
45

Total 198

Low

EV yield +1 Sp. Atk

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

MinMax
HP88135
Attack2784
Defense2784
Speed40101
Sp. Def3695
Sp. Atk45106
Total263605

About Ralts

Generation III placed it on Hoenn’s Route 102, just two steps from the player’s house, and yet plenty of people finished Ruby and Sapphire without ever seeing one. They’re rare. That’s the point: 40 centimetres, 6.6 kilograms, and an entire behaviour pattern built around hiding from anyone it doesn’t trust.

What it senses isn’t shapes but moods. Its two horns — one on top of its head and the other behind it — work as antennae, and the Pokédex’s four entries keep insisting on the same thing from different angles: when it senses hostility, it hides; when it sees goodwill, it approaches; if its Trainer is happy, it becomes happy too; and when it picks up positive emotions, its body warms slightly. Its official category is the Feeling Pokémon, and for once the name describes the mechanism rather than the personality.

A green fringe and small red eyes show beneath the white helmet covering half its face. With 198 base stat points spread across six stats, none of them reaching 50, it isn’t built to fend for itself. It’s the first piece of an evolutionary line that splits in two: Kirlia at level 20, and from there Gardevoir or Gallade. Wild ones usually hold a Twisted Spoon.

Combat analysis

×2

Weakness

PoisonGhostSteel
×½

Resistance

Psychic
×¼

Double resistance

Fighting
×0

Immunity

Dragon

Ralts in depth

A waltz that starts in the name

The English and Japanese names match — ラルトス is read the same way — and the most common reading breaks them down into a rearranged “astral” and a deformation of “waltz”. The European translations play with the same letters: Tarsal in French, Trasla in German, both partial anagrams of “astral”. The astral-body idea fits a creature that senses what can’t be seen, and the waltz fits what comes next: the whole line moves as if it were dancing, and Kirlia even spins around when it’s in a good mood.

The design doesn’t imitate any particular animal. It’s a figure with a white dress or helmet — the games never clarify whether it’s clothing or part of its body — green hair, tiny red eyes, and two red horns that serve as a sensory organ. Compared with Abra, the other small, fragile Psychic-type from those years, the difference in intent is obvious: one flees by teleporting, while the other flees because people scare it. Teleport, incidentally, is learned at level 15.

The day it stopped being only Psychic

For three generations it was pure Psychic, with everything that entailed at the time: a weakness to Dark in a metagame packed with Dark-types. Generation VI added Fairy and turned the problem into an advantage, because Fairy resists Dark and the combination leaves the multiplier neutral. It also gained its Dragon immunity. In exchange, two new weaknesses appeared, Poison and Steel, which had not dealt super-effective damage to it before.

The move that best illustrates the change is Draining Kiss, a Fairy-type attack with 50 power that restores half the damage dealt as HP and is learned at level 12. Before Generation VI, there were no Fairy-type attacks in its learnset.

What arrives late

There’s a curious mismatch between what it learns and when it learns it. Hypnosis is at level 9 and Dream Eater at 36: the obvious combination, putting something to sleep and hitting it while it sleeps with 100 power, can’t be built in this form, because by 36 it stopped being Ralts long ago if you let it evolve. The same goes for Calm Mind at 27, Psychic at 30, and Future Sight at 39. The level-up list was written with Gardevoir in mind, not the 25-Defense child that starts it.

Anyone who really wants to make use of those moves has to press B at level 20 and endure sixteen levels with 28 HP. It’s doable with Draining Kiss and screens — Light Screen and Reflect are available through TMs — but it requires a team around it to do the dirty work.

The level 20 split

It has the most unusual evolution split of any species. Gardevoir evolves by level and without conditions. Gallade requires an item, the Dawn Stone, and a specific gender, male, which means the decision about what this Ralts will become is made when it hatches from the egg, not when it reaches level 30. A female Ralts has no choice. A male can go in either direction, and both completely reshape its stat spread: one towards Special Attack, the other towards physical Attack.

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