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.