Biodata
| Feature | Value |
|---|---|
| Name | Dhelmise |
| Alias(es) | 破破舵轮 (original name) |
| Species/Race | Grass/Ghost-type Pokémon 12 |
| Gender | Male |
| Affiliation | Blake’s Pokémon; member of Blake’s household 15 17 |
| Occupation/Role | Blake’s second partner; trained battler and underwater-exploration asset 36 43 |
| Status | Active |
| First Appearance | Chapter 12 |
Power Progression
| Stage / Realm / Level | Chapter | Notes |
|---|---|---|
| Wild Rat Reef Dhelmise | 12–15 | Identified as a large, resource-starved Dhelmise occupying a wreck’s captain quarters because of the Ghost-energy-rich Spell Tag hidden in its safe. It was captured after losing to Gastly, then voluntarily chose Blake as its Trainer. 12 14 15 |
| Structured training | 21 | Learned Iron Head, Flash Cannon, Iron Defense, Shadow Claw, and Protect. It learned physical techniques faster than special moves and continued practicing Mega Drain toward Giga Drain. 21 |
| First major trainer battle | 26–28 | Used Iron Defense to endure Thwackey’s super-effective Acrobatics, pressured it with Iron Head and Gyro Ball, then used Sunny Day before falling to Mr. Mime’s Blizzard. 26 27 |
| Energy Ball mastered | 39 | Learned Energy Ball under Trevenant’s training earlier than Blake expected. 39 |
Background / History
Dhelmise lived alone near Rat Reef, where it took possession of a stranded ship’s captain quarters. Drawn by the immense Ghost-type energy sealed inside a safe, it remained out of the water despite the discomfort this normally caused it and inadvertently endangered the wreck’s shelter occupants and local Pokémon. 8 13 15
Blake located Dhelmise with his clan’s Ghost-detection ability and recognized that its seaweed—not its anchor or wheel—was its true body. Blake initially attempted to negotiate, but Dhelmise mistook his attention toward the safe as an attempt to steal its treasure and attacked. 12 13
Gastly defeated Dhelmise through Protect, Toxic, Will-O-Wisp, Confuse Ray, and Hex. Blake captured it in a Dusk Ball, immediately treated its poison and burns, and offered it a genuine choice between joining him or being relocated with Ghost-type resources. Dhelmise ultimately accepted Blake by placing a strand of seaweed in his hand. 14 15
At Blake’s home, Dhelmise received a dedicated seawater aquarium originally built for Louise’s Water-type Pokémon. Blake’s care and Haunter’s tour helped it adjust from a solitary seabed existence to life in a household with other Pokémon. 16 17
Appearance
Dhelmise is an enormous deep-sea Pokémon whose living body is the thick seaweed wrapped around a ship’s wheel and anchor. During the Rat Reef battle, its body was described as nearly four meters tall. 12 14
- Its anchor and wheel are equipment rather than living anatomy; both can be replaced. 12 43
- Its size varies with the amount of seaweed it possesses and the scale of its chosen anchor and wheel. 12 43
- The anchor can function as a powerful weapon independently of its moves. 12
- Its bulk made it impractical to keep outside its Poké Ball aboard Uncle Sam’s small boat. 16
Personality
Dhelmise was initially territorial, suspicious, and fiercely protective of the treasure it believed Blake intended to take. It valued its independence, but recognized Blake’s strength after Gastly defeated it and found Blake’s Ghost-attracting aura reassuring. 13 15
Away from battle, Dhelmise is reserved and socially anxious around unfamiliar people. It became nervous when sailors crowded around it and uncomfortable when Steven examined it too closely, though it remained polite toward older Pokémon such as Trevenant. 16 37 43
It is deeply appreciative of Blake’s care. Dhelmise treasures gifts from its Trainer, becoming enraged when Thwackey knocked off its Spell Tag, and took visible pride in showing Blake its newly learned Energy Ball. 27 39
Abilities & Skills
Steelworker
Dhelmise’s Steelworker Ability strengthens its Steel-type techniques, making its anchor-based offense especially dangerous. 21 36
- Iron Head — learned quickly and used to overpower Thwackey in a direct exchange. 21 27
- Flash Cannon — learned more slowly than its physical attacks. 21
- Gyro Ball — a powerful pre-existing technique enhanced by Dhelmise’s low Speed; it nearly broke Thwackey’s Protect. 14 27
- Iron Defense — reinforces Dhelmise’s already formidable physical durability. 21 26
Seaweed Body and Anchor Weaponry
Dhelmise’s seaweed is its vulnerable living body, while the wheel and anchor serve as replaceable equipment and weapons. 12
- Attacks aimed only at the anchor or wheel are ineffective; opponents must target the seaweed. 12
- Its anchor can cause serious damage through sheer weight and impact. 12
- Its physical size and heavy equipment make it poorly suited to confined spaces. 14
Ghost- and Grass-Type Techniques
Dhelmise combines Ghost, Grass, and Steel techniques rather than relying on a single fighting style. 12 21
- Shadow Claw and Protect — acquired during Blake’s early training program. 21
- Thief — used against Gastly during the Rat Reef battle. 14
- Mega Drain — its primary Grass-type recovery move; Dhelmise trains toward mastering Giga Drain. 21
- Energy Ball — learned from Trevenant before the Sinnoh expedition. 39
- Bind and Sunny Day — used against Leon’s team; Sunny Day dispersed Mr. Mime’s Hail even as Dhelmise collapsed. 27
Limitations
- Dhelmise is extremely slow, making fast opponents such as Thwackey and Mr. Mime difficult to pressure. 14 27
- It normally becomes dry and uncomfortable when it remains out of water for too long. 13
- Excessive Ghost-type energy can disrupt the balance between its Ghost and Grass energies. 15
Care
- Habitat — Dhelmise lives in a large aquarium with circulating seawater, where it can rest comfortably for long periods. 16 17
- Diet — Blake prepares concentrated meals from crushed Ghost Gems, Spell Tags, and incense; Dhelmise finds the released energy both nourishing and delicious. 19
- Feeding limit — Its concentrated Ghost-energy meal should ideally be given only once a month, since overfeeding can harm it. 19
- Growth support — Blake replenishes Dhelmise’s energy gradually because its past energy intake was too mixed and unbalanced. 44
Equipment / Weapons / Items
- Ship’s anchor and wheel — replaceable external equipment used for movement and combat. 12 43
- Spell Tag — a treasured gift from Blake that Dhelmise carried during its battle with Leon. 27
- Dusk Ball — used by Blake to capture and recall Dhelmise. 14 16
Relationships
- Blake — Trainer and caretaker. Dhelmise joined him voluntarily after Blake offered freedom rather than forced obedience. 15
- Haunter — First companion in Blake’s home; Haunter gave Dhelmise a tour, helped it adjust, and assisted during its recruitment. 15 16
- Uncle Sam — Supported the Rat Reef operation and protected Dhelmise from sailors who crowded it after its capture. 12 16
- Trevenant — Fellow Grass/Ghost-type Pokémon who formally assessed Dhelmise’s strength and found it capable of protecting Blake. 37
- Lulina — Blake introduced Dhelmise to her shortly after it joined the household; she welcomed it immediately. 19
- Steven Stone — Fascinated by Dhelmise’s Steelworker Ability and unusual anatomy, but respectfully stepped back when he noticed its discomfort. 43
Major Battles
| Opponent | Outcome | Significance |
|---|---|---|
| Gastly | Defeated and captured | Dhelmise was overwhelmed by layered poison, burn, confusion, and Hex before Blake treated its injuries and later earned its voluntary trust. 14 15 |
| Leon’s Thwackey | Stalemate before Thwackey switched out | Dhelmise endured super-effective physical attacks, won an Iron Head exchange, and nearly shattered Protect with Gyro Ball after its Spell Tag was knocked away. 26 27 |
| Leon’s Galarian Mr. Mime | Defeated | Dhelmise failed to stop Hail from being established and was knocked out by Blizzard, but completed Sunny Day to remove the weather advantage before collapsing. 27 28 |