Seel in depth
The seal with the misspelled name
The animal is a pinniped, and the design does not stray from that by a millimetre: fusiform body, short flippers, lower tusks, and that front horn as its only licence. The category says Sea Lion, but the silhouette belongs to a seal — sea lions' external ears and rotating hind flippers are missing.
The English name is the word seal with its vowel changed, a trick the first generation used more than once when it wanted a recognisable name without making it quite the same. The Japanese, パウワウ, has been explained as an onomatopoeia for the animal's bark, repeated syllable included. Neither tries to be clever, which stands out in a game full of wordplay.
The Ice that never arrives
This is the species' oddity. All its descriptions talk about icebergs, waters at forty below zero, and breaking ice with its horn; it learns Icy Wind at 11, Ice Shard at 17, Aurora Beam at 27, Ice Beam at 47, and Snowscape at 53. And it remains pure Water from start to finish. The Ice type only appears when it evolves, leaving Seel in the awkward position of having half a moveset without a type bonus.
The mismatch comes with an involuntary compensation: by not being Ice type, it avoids the four weaknesses that ruin that family and is left with two, Grass and Electric. It is the only advantage it has over Spheal, the third-generation seal, which is Water and Ice from the first level and pays for it. Compared with Lapras, Kanto's other Arctic swimmer, the difference is on another scale: 325 points versus a stat line that almost doubles its total.
Another detail that only becomes visible in hindsight: in the first generation, when there was a single Special stat, Seel had 70. The split in the second generation sent that 70 entirely to Special Defense and assigned it a new 45 in Special Attack. On paper it lost nothing, but in practice its Water and Ice attacks were left dealing half as much as they had in Red and Blue.
From the Seafoam Islands to Paldea
In Red and Blue it appeared in the Seafoam Islands, the frozen cave you have to cross before Cinnabar, and it could also be obtained without diving: in the island's laboratory, a Trainer was willing to trade one for a Ponyta. In Gold and Silver, its home shifted to the Whirl Islands. In both cases, it is a sea-cave Pokémon encountered along the way and rarely kept on the team.
The reason it rarely stays is not just its stat line. The caves where it appears are already in the final stretch of the adventure, with the team built, and a low-level Seel has a whole climb to 34 ahead of it before it starts to become anything. Anyone who raises it from the beginning gets something else: 65 base experience makes it a cheap companion to level, and with Rest and Aqua Ring — the latter at level 23 — it lasts longer than its 55 Defense suggests.