Hmm. Mysterious Lillie looks a lot like Caitlin from the Unova Elite Four. This certainly doesn’t hurt the theory about Caitlin appearing in Sun/Moon (which began based on her name appearing in the Japanese trailer and was fueled by her in-game quotes). Is Lillie her sister perhaps?
“This is my villa. I have villas all over the world”
“I used to own Battle Castles. Then I became one of Unova’s Elite Four. Will I be a Champion somewhere next? You never know!”
The elite four are often regarded as the strongest four trainers (baring the regions champion) of the region in which they reside. The only exception being Kanto and Johto who share an elite four, which has changed over the years with Bruno being the only staying member. The concept of the elite four is based on the ‘four heavenly kings’ who are gods in Buddhism.
The classification of moves is a process plagued with much debate and subjectivity, as it is difficult to establish the point at which one move turns into another. The boundaries between a powerful ember and a weak flamethrower are loose, and the ways in which pokémon perform the same move are always incredibly different - for example, some may produce a leaf storm that is widespread and difficult to evade, whereas others may channel the storm in a particular direction. This diversity can lead to the establishment of new moves, but deciding when unconventional move execution becomes a new kind of move entirely is very difficult.
Some of the moves most popular among professionals, alongside their origins and means of execution, are as follows:
Protect - This is the most common move among professionals, owing to its bread-and-butter function and the fact that almost every pokémon is capable of learning it. It involves the creation of a barrier, but exactly how this barrier is constructed is subject to variety. Water types may summon a veil of water, psychic types a telekinetic shield, rock types a dense stone blockade - the only requirement is that it must be designed to protect the user from attack, with no offensive intentions. Protect is a difficult move to maintain, so most trainers teach their pokémon to perform it in short bursts, only when necessary. Using it for too long or too often can cause the barrier to weaken, allowing the opponent to blast through it - always to the excitement and shock of the audience.
Mirror Coat - Mirror Coat was established as a move a little over forty years ago, when a psychic trainer taught her gothitelle how to diminish the porousness of the barrier it produced in using Protect and make it more reflective instead. An ideal Mirror Coat protects the user from damage entirely, but performing it to such perfection in the heat of a real match is almost unheard of - in most cases, the user will take some damage, but manage to deflect a substantial portion of it back onto the user, often at increased power. It was referred to as an Offensive Protect for several years before being separately classified as Mirror Coat.
This move is considered to be one of the most difficult to tutor, but is common among the most established psychic trainers - Will, Lucian and Caitlin all have pokémon capable of using it. It can only be taught to pokémon with an advanced and subtle command of Protect.
Double Team - Most commonly learnt by fast pokémon and psychic types, there are two forms of this move. One is illusionary, and involves the creation of multiple active decoys so as to shake the opponent’s ability to disern its foe. This kind is most commonly used by those with telepathic capabilities. The second kind is learnt by fast pokémon, and is achieved through consecutive, lightning-fast movements at such high speeds that the eye can scarcely follow them. This confuses the opponent and gives them the impression that the foe is everywhere at once. An electric trainer was the first to teach his emolga to use this technique, and when a commentator made a throwaway mention about how ‘it’s as if they’re using Double Team!’ the name stuck, and it became known as the agile variant of the move. That said, given how wildly different the strategies are in execution, it is thought that they will soon be classified as separate moves.
Flamethrower - There are several variants of this move. A wide Flamethrower is the one that covers the most ground, and has a greater likelihood of hitting an opponent at the expense of doing the most damage. It is commonly used in double battles, where hitting both opponents is preferable. Another variant is the channelled kind, where the fire burns hotter and in a more focused stream - this is harder to direct, but has more power than a wide burst. The third, less common variety is the spitting Flamethrower, which involves shooting multiple, white-hot bursts of flame in rapid volleys towards an opponent, sometimes manipulating them in mid air into different formations. This is the most taxing variant, boasting both coverage and power, and is often used by pokémon that are learning to perform Fire Blast but have yet to fully master it.
Teleport - Teleport is predominately used as a method of evasion, and is viewed as a cheap get-out-of-jail-free card among those who don’t understand how difficult it is to teach. Wild abra and ralts use non-directional teleportation as an instinctive way to evade danger, but training a pokémon to control the landing point of their teleportation takes time and practice, as well as an incredible awareness of one’s surroundings. Most elect not to use the move because of how imprecise it can be, but Lucian favours it; his gallade is particularly renowned for its tendency to teleport directly behind the opponent and strike it in the back.
Taunt - Taunt is not so much a move, but a strategy. It involves riling the opponent to such a point that they lose control and start attacking blindly, paying little attention to their trainer and losing sight of the long game. It’s common in all matches, but people stereotype it as a dark trainer’s move. That said, Grimsley is particularly fond of it - critics have hailed his liepard as one of the most accomplished taunters in contemporary battle.
Thunder - Thunder separates itself from other electric moves in that it requires the pokémon to draw the electricity from the air rather than from itself. One variant of the move involves the summoning of a storm cloud that strikes bolts down intermittently, but this is difficult and inaccurate - more commonly, pokémon draw solitary forks of lightning out of the air and attempt to guide them to the opponent. Whilst not necessarily more powerful than a standard Thunderbolt, it allows them to hit their foe from a greater distance and still do high damage; Thunderbolt weakens the further it has to travel.
Disable - This can be performed in numerous ways. Sometimes the act of disabling is physical - a sharp jab to a particular part of the body, perhaps, that prevents the foe from using a crucial arm or leg for a short time. Other times, it involves telekinetic restraint, using psychic abilities to put a cap on a pokémon’s ability to spit fire or shoot water. The former variant of Disable is more effective in capping physical moves, the latter more influential on special ones.
Future Sight - A move that began as a variant of Psychic. It is typically executed by binding the opponent in an invisible telekinetic force, which remains inactive for a certain amount of time before clamping down suddenly on their muscles and causing pain in the entire body. Psychic trainers often teach their pokémon to use this move when they are backed into a corner and soon to be knocked out, as it is energetically taxing and weakens the user. Using it at the beginning would only put them at a disadvantage. Better to invoke it as a last resort, when they have little more to give.