Crossover Chaos: Hiatus

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Pokémon: Gale (from Phoenotopia)
Type: Steel
Ability: Adaptability / Long Reach / Phoenix Power*
*If the user is attacked by a Z-Move that would KO it, then the user instead survives at 1 HP. Otherwise functions like Sturdy.
Moves: Bone Club, Dragon Hammer, Meteor Mash, Flash Cannon, Charge Beam, Smack Down, Flame Burst, Doom Desire, Smart Strike, Glare, Dazzling Gleam, Fly, Detect, Surf, Spear Charge*, Growth, Aqua Ring, Knock Off, Cosmic Power, Fling
*Steel, Other, 15 PP | The user's next Smart Strike is guaranteed super-effective and bypasses protection. | Steelium Z: Crit ratio +1
Z-Move: Raging Phoenix - Steel, Physical, 175 BP | Gale taps into her latent power and charges at the target. This guarantees that Gale's next attack will be a critical hit. | Move: Meteor Mash | Z-Crystal: Phoenium Z
Stats: 99/108/80/108/80/105 | 580 BST

Reasoning: Phoenotopia is a 2D platformer series that started out as a Flash game and currently has a remake in development. Some of the reasoning for this submission will be in a hide tag for fear of spoilers, but the rest will be mentioned outright.
Gale is an adventurer who collects items and goes through puzzle-like situations, hence Adaptability. Gale rarely ever makes physical contact with her attacks, hence Long Reach. As for the Hidden Ability...that's a spoiler.
Most of Gale's moves are based on the tools and equipment of the game (by which I mean the Flash game).
Wooden Bat: Bone Club
Iron Hammer: Dragon Hammer
Morning Star: Meteor Mash
Slingshot: Smack Down
Bombs: Flame Burst, Doom Desire (they make explosions but have a timed fuse)
Javelin: Smart Strike
Artifact: Glare (it emits light and is mostly used for paralyzing things (machines normally))
Lamp: Dazzling Gleam (brightens things up)
Rocket Boots: Fly
Rolling Technique Scroll: Detect (evasive tactic)
Floatation Donut: Surf
Ki Spear Technique Scroll: Spear Charge
Nebula Armlet: Growth (a multi-purpose aid to offensive prowess)
Blood Ring: Aqua Ring
Lucky Belt: Knock Off (promotes item drops)
Ancient Armor: Cosmic Power

Fling is based on Gale's ability to deal damage by throwing things around, while Flash Cannon and Charge Beam relate to her ability to perform charged attacks.
The gameplay of Phoenotopia is more based around attacking and moving than on taking hits, hence Gale's offensively oriented stat line. The 99 HP comes from Gale's normal maximum HP value.
Gale is a Phoenix Weapon. An android, hence the Steel typing. In the penultimate cutscene of the game, Gale takes a fatal-looking attack from a superior Phoenix Weapon but comes back and retaliates. The survival is the reason for the Phoenix Power Ability, and the attack inspired the Raging Phoenix Z-Move.

Raging Phoenix
Gale @ Phoenium Z
Ability: Adaptability / Long Reach
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Meteor Mash
- Knock Off
- Flame Burst / Surf
- Growth / Doom Desire

Ki Spear
Gale @ Air Balloon
Ability: Phoenix Power
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Smart Strike
- Spear Charge
- Knock Off
- Glare

Special attacker
Gale @ Life Orb
Ability: Adaptability
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Flash Cannon
- Surf / Flame Burst
- Charge Beam / Glare
- Doom Desire / Growth

=====================================================================


Pokémon: Stocke (from Radiant Historia)
Type: Normal/Psychic
Ability: Steadfast / Anticipation / Justified
Moves: Strength, Double Hit, Head Crush*, Psycho Cut, Fire Lash, Night Slash, Sacred Sword, Circle Throw, Sky Uppercut, Thief, Razor Wind, Hyperspace Hole, Future Sight, Secret Sword, Flamethrower, Fire Blast, Magma Storm, Will-O-Wisp, Recover, Refresh, Laser Focus, Detect
*Normal, Physical, 70 BP, 100% Acc, 15 PP | Lowers the target's Special Attack by 1 stage. | Normalium Z: 140 BP Breakneck Blitz
Z-Move: Dead Fencer - Psychic, Physical, 20 BP | Hits 10 times. | Move: Psycho Cut | Z-Crystal: Historium Z
Stats: 105/105/95/85/95/95 | 580 BST

Reasoning: Stocke is a human being, but a mysterious one gifted with the White Chronicle, hence the Normal and Psychic typing respectively. He is steadfast, has a keen intuition, and fights for justice (hence his Abilities in respective order). Base stats are roughly translated from the source, and so are his moves.
Circle Throw: Push Assault, Left Assault, Right Assault
Double Hit: Double Slash
Head Crush is straight from the game
Psycho Cut: Power Wave
Fire Lash: Heat Blade
Night Slash: Shadow Arts
Sky Uppercut: Air Assault
Thief: Steal
Razor Wind: Wraith Blade
Secret Sword: Dullahan Sword
Flamethrower: Fire
Fire Blast: G-Fire
Magma Storm: Fire Storm
Will-O-Wisp is both a Pokémon move and one of Stocke's skills, granted they have entirely different effects.
Recover: Heal
Refresh: Recovery
Laser Focus: Weakness Scan

Future Sight comes from the timeline mechanic of Radiant Historia.
Other moves are based on overworld abilities that Stocke gains: Strength from his ability to push stuff around, Seed Bomb from his explosives, and Hyperspace Hole / Detect from his vanishing power.

Dead Fencer
Stocke @ Historium Z
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Psycho Cut
- Head Crush
- Sacred Sword
- Fire Lash / Recover

Specially defensive
Stocke @ Leftovers
Ability: Anticipation / Justified
EVs: 252 HP / 4 Def / 252 SpD
Careful / Calm Nature
- Head Crush / Future Sight
- Will-O-Wisp
- Recover
- Circle Throw / Magma Storm / Refresh

Special attacker
Stocke @ Normalium Z
Ability: Anticipation
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Razor Wind
- Hyperspace Hole
- Secret Sword / Magma Storm
- Recover / Magma Storm

=====================================================================


Pokémon: Demigod of Rock (from Guitar Hero: Warriors of Rock)
Type: Rock/Ghost
Ability: Solid Rock
Moves: Accelerock, Rock Blast, Rock Climb, Rock Polish, Rock Slide, Rock Smash, Rock Throw, Rock Tomb, Rock Wrecker, Stealth Rock, Rock Out*, Metal Sound, Metal Burst, Iron Head, Boomburst, Hyper Voice, Uproar, Roar, Sacred Fire, Fire Blast, Mystical Fire, Fire Spin, Parting Shot, Extreme Speed, Shadow Sneak, Fury Attack, Thunder, Hurricane, Magma Storm, Sandstorm, Storm Throw, Dragon Rush, Dragon Pulse, Dragon Dance, Shadow Ball, Destiny Bond, Payback, Spirit Shackle, Gunk Shot, Taunt, Torment, Grudge, Toxic, Gastro Acid, Sludge Wave, Spider Web, Sticky Web, Electroweb, Toxic Thread, Judgment, Punishment, Close Combat, Perish Song
*Rock, Special, 95 BP, 95% Acc, 10 PP | Sound-based. Awakens Pokémon that are asleep. | Rockium Z: 175 BP Continental Crush
Stats: 100/100/100/100/100/100 | 600 BST

Reasoning: Considering he is a deity of rock, he has "Rock" in his typing, Ability, moves, and signature move. The half-god aspect of him inspired the 100-all-around base stats, and his Ghost typing symbolizes having transcended mortality. His main songs are metal (ironically) and he lives for music, hence the connection with "Metal" moves and sound moves. Iron Head is for the helm that he wears. The rest of the moves (which is a lot, but bear with me) relate to the specific songs associated with him, and occasionally the artists thereof.
Setting Fire to Sleeping Giants: Sacred Fire, Fire Blast, Mystical Fire, Fire Spin | The Dillinger Escape Plan: Parting Shot
Speeding (Vault Version): Extreme Speed, Shadow Sneak
Fury of the Storm: Fury Attack, Thunder, Hurricane, Magma Storm, Sandstorm, Storm Throw | DragonForce: Dragon Rush, Dragon Pulse, Dragon Dance
Nemesis | Arch Enemy: Shadow Ball, Destiny Bond, Payback
Deadfall: Spirit Shackle | Snot: Gunk Shot
If You Want Peace... Prepare for War: Taunt, Torment, Grudge
Chemical Warfare: Toxic, Gastro Acid, Sludge Wave
Black Widow of La Porte: Spider Web, Sticky Web, Electroweb, Toxic Thread
Holy Wars... The Punishment Due: Judgment, Punishment
This Day We Fight: Close Combat
Sudden Death | Megadeth: Perish Song
Since this movepool is obscene as is, I figure this time that an exclusive Z-Move is not necessary.

Dragon Dance
Demigod of Rock @ Life Orb
Ability: Solid Rock
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Dragon Dance
- Spirit Shackle
- Close Combat
- Accelerock / Rock Slide / Sacred Fire / Extreme Speed

Special Rock Polish
Demigod of Rock @ Fist Plate / Life Orb
Ability: Solid Rock
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Rock Polish
- Rock Out
- Shadow Ball
- Judgment / Magma Storm

Utility
Demigod of Rock @ Mental Herb
Ability: Solid Rock
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Sticky Web / Taunt
- Rock Out
- Parting Shot

Perish trapper
Demigod of Rock @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 4 Def / 252 SpD
Careful / Calm Nature
- Perish Song
- Spirit Shackle / Magma Storm
- Parting Shot
- Rock Tomb / Rock Out


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Pokémon: Pyro (from Team Fortress 2)
Type: Fire
Ability: Delusional - Fairy-type Steelworker clone.
Moves: Flamethrower, Whirlwind, Backburner*, Fiery Dance, Dazzling Gleam, Sunny Day, Dragon Pulse, Seed Bomb, Incinerate, Hex, Scald, Flame Burst, Rock Blast, Purify, Stockpile, Spit Up, Fly, Toxic, Slash, Facade, High Horsepower, Leech Life, Double-Edge, Sacred Fire, Heal Block, Play Rough, Spark, Flame Charge, Inferno, Will-O-Wisp
*Fire, Special, 70 BP, 100% Acc, 15 PP | If the target attempts to switch out on the turn this move is executed, the target is attacked with a critical hit before switching. Otherwise, this move cannot crit. | Firium Z: 140 BP Inferno Overdrive
Z-Move: Armageddon - Fairy, Special, 170 BP | Hits all adjacent Pokémon. Also deals Fire damage. Guaranteed burn. | Move: Dazzling Gleam | Z-Crystal: Pyromanium Z
Stats: 87/125/71/125/72/100 | 580 BST
2*: Bug, Dark, Fighting, Grass, Ice
0.5*: Poison, Rock, Water
0.25*: Fire

Reasoning: One shudders to imagine what inhuman thoughts lie behind that mask...what dreams of chronic and sustained cruelty.
Pyro is the fire specialist of Team Fortress 2, hence the Fire typing. In its mind, however...all sunshine and rainbows, hence the Ability. Base HP is half the Pyro's max HP in TF2, Speed is its percentage, and the rest of the stats are offensively oriented due to Pyro's status as an offensive class.
Moves are chosen based on Pyro's weapons and taunt attacks.
Flamethrower: cognate
Whirlwind: air blasting (Pyro's alt fire)
Backburner: cognate
Fiery Dance: Phlogistinator
Dazzling Gleam / Sunny Day: Rainblower
Dragon Pulse: Dragon's Fury
Seed Bomb: Shotgun
Incinerate / Hex / Scald: Flare Gun (Scald because it can be fired underwater)
Flame Burst: Detonator / Scorch Shot
Rock Blast: Reserve Shooter
Purify: Manmenter (alt-click)
Stockpile + Spit Up: Panic Attack
Fly: Thermal Thruster
Toxic: Gas Passer
Slash: regular melee weapon
Facade: Axtinguisher / Postal Pummeler
High Horsepower: Homewrecker / Maul
Leech Life: Powerjack
Double-Edge: Back Scratcher
Sacred Fire: Sharpened Volcano Fragment
Heal Block: Third Degree
Play Rough: Lollichop
Spark: Neon Annihilator
Flame Charge: Hot Hand
Inferno: various taunts
Will-O-Wisp: everything that sets things on fire
Armageddon: cognate (Rainblower taunt)

Armageddon
Pyro @ Pyromanium Z
Ability: Delusional
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Dazzling Gleam
- Fiery Dance
- Scald
- Backburner / Flame Charge

Physical Flame Charge
Pyro @ Life Orb
Ability: Delusional
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Flame Charge
- Play Rough
- Sacred Fire
- High Horsepower / Seed Bomb

=====================================================================


Pokémon: Neptune (from Hyperdimension Neptunia)
Type: Normal/Water
Ability: Purple Heart - The user can choose to change form on any turn. Changing to HDD costs up to half the maximum PP of the move that it uses, but reverting to Human is cost-free. The user cannot use a Z-Move while changing form. In HDD, the user is considered levitating and has Normal-type moves changed to Electric-type, but all moves cost double PP.
Moves: Slash, Double Hit, Chip Away, Fury Swipes, Bone Rush, Aerial Ace, Spark, Sacred Sword, Night Slash, Razor Shell, Hyper Voice, Flamethrower, Ice Beam, Air Slash, Thunderbolt, Fire Blast, Thunder, Swords Dance, Stat Multiplier*
*Normal, Other, 10 PP | Raises the Defense, Special Defense, Speed, and accuracy of the user or an ally (Acupressure targeting) by 1 stage. | Normalium Z: resets the user's stat drops
Z-Move: Neptune Break - Water, Physical, 15 BP | Hits 12 times. | Move: Razor Shell | Z-Crystal: EXEnium Z
Stats: 87/127/85/67/67/87 | 520 BST


Pokémon: Neptune-HDD
Type: Electric/Water
Stats: 87/137/95/87/87/107 | 600 BST

Reasoning: Since Hyperdimension Neptunia is an RPG like Pokémon, the transition is rather simple. Transformation is from Normal to Electric as symbolism of the transition from a human being to a more electronic entity, while the Water typing is from Neptune's true namesake: the Roman god of the sea. The levitation aspect of Purple Heart (which, by the way, is the formal name of HDD Neptune) comes from the wings that grow through HDD, while the PP reduction is based on the SP cost to enter HDD in Neptunia.
Since last time, I added a whole lot more moves, because I didn't notice until after I first submitted that other people were. Physical attacks are based on her fighting style (she fights with a sword), the special attacks come from the magic attacks that she can use as combo moves/finishers, multi-hit moves (Double Hit, Fury Swipes, Bone Rush) from that most Neptunia attacks hit multiple times, and Swords Dance is inspired by the SP skill "Do Your Best!"
On that note, Stat Multiplier is now more like a Pokémon boosting move than a Neptunia boosting move. It's better that way, really.
Stat line is based on how Neptune compares to the other CPUs stat-wise (in Re;Birth 2 at least), and Z-Move is pretty much straight from the source.

Neptune Break
Neptune @ EXEnium Z
Ability: Purple Heart
EVs: 4 HP / 252 Atk / 252 Spe
Jolly / Adamant Nature
- Razor Shell
- Slash / Double Hit / Chip Away
- Sacred Sword / Bone Rush
- Stat Multiplier / Swords Dance

Mixed Stat Multiplier
Neptune @ Life Orb
Ability: Purple Heart
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Razor Shell
- Hyper Voice
- Fire Blast
- Stat Multiplier
 
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Wait. Deathwing got one vote, while Niko got two. Are there votes I'm not seeing?
Voting is based on 3-2-1 values. Ties are broken by preferential voting, and in rare cases that there's still a tie I'll break the tie myself. If I break the tie, I'll be sure to mention it.

In this case there was a tie between Deathwing, Sayori, and Niko. By preferential voting Deathwing came third.
 
Voting is based on 3-2-1 values. Ties are broken by preferential voting, and in rare cases that there's still a tie I'll break the tie myself. If I break the tie, I'll be sure to mention it.

In this case there was a tie between Deathwing, Sayori, and Niko. By preferential voting Deathwing came third.
In a system modeled directly on Fusion Evolution, 3-2-1 values do not make sense. Those are designed specifically for a "fixed slate" system, and kinda sorta really stop making sense in a "free for all" system.
 
In a system modeled directly on Fusion Evolution, 3-2-1 values do not make sense. Those are designed specifically for a "fixed slate" system, and kinda sorta really stop making sense in a "free for all" system.
Unfortunately this Pet Mod is not as popular as Fusion Evolution so having equal votes will lead to more ties. A preferential system allows ties to become less frequent and easier to break. Also the there's no functional difference between voting between a "fixed slate" and a "free slate" as you are still voting for three preferences among many submissions.
 

T.I.A.

formerly Ticktock
View attachment 110906
Pokemon: Tingle (Legend of Zelda)
Type: Normal/Fairy
Abilities: Balloon Trip (When this Pokemon holds an Air Balloon, the item cannot be knocked off, destroyed, or removed in any way. The move Present always has 120 Power) / Fairy Aura
Stats: 99 / 103 / 65 / 99 / 103 / 103
Signature Moves:
Rupee Shot | Fairy | Physical | Power: 50 | Accuracy: 100 | 32 PP | Hits 2 times. This move strikes the foe's Special Defense. It also provides a Payday effect.
Reasoning: Tingle is a notable side character from the Legend of Zelda series. He is a 35 year old man obsessed with fairies so much that he wants to be one. Or at least, some of them do. It's complicated. Anyway, this version of Tingle seems to take elements from his solo adventures. Balloon Trip calls to a time when he went around with a magic balloon, which allowed him to travel through even time itself to find the perfect gifts for the women he fancied. Rupee Shot takes inspiration from a time when Tingle's sole purpose was to gather an immense number of Rupees (currency), and in the end used them as a magical weapon powered by fairy magic. His access to Celebrate is reminiscent of the trademark way he accompanies his catchphrase: "Tingle Tingle Kooloo Limpah!"
Sets:
Tingle @ Normalium Z
Ability: Fairy Aura
EVs: 252 Atk / 4 SpD / 252+ Spe
- Return
- Rupee Shot
- Celebrate
- Drain Punch

Tingle @ Air Balloon
Ability: Balloon Trip
EVs: 252 HP / 4 Atk / 252+ Spe
- Wish
- Encore
- Present
- U-Turn

Other Notable Moves: Fairy Lock, Play Rough, Bullet Seed, Foresight, Teeter Dance, other flavor
View attachment 110907
Pokemon: Samus (Metroid)
Type: Electric/Fighting
Abilities: Mega Launcher/Tinted Lens
Stats: 105 / 80 / 95 / 145 / 95 / 85
Signature Moves:
Charge Shot | Electric | Special | Power: 100 | Accuracy: 95 | 16 PP | Has no secondary effect. Boosted by Mega Launcher.
Grapple Beam | Electric | Special | Power: 80 | Accuracy: 100 | 24 PP | If the opponent attempts to switch, this move prevents them from doing so. It also deals 1.5x the damage on foes that try to switch.
Reasoning: This bounty hunter has some power behind her. She has access to nearly all moves boosted by Mega Launcher, such as Dark Pulse, Water Pulse, Aura Sphere, Heal Pulse, and the brand new Charge Shot. Additionally, she has access to Ice Beam, Flamethrower, Flash Cannon, Hyper Beam, Sonicboom, and Psywave, all of which relate to various functions of her arm cannon. Also, her abilities relate to her access to strong energy attacks and her use of multiple visors to target enemy weak points. Finally, why Fighting and not Steel, when she has the Power Suit on? Well, the Power Suit is actually made of Samus' energy. So that more closely fits Electric than Steel, and Fighting comes from her heroic nature and experience with combat. Also, quick add on, Samus has access to many power ups that allow her to run very fast, which is why I added Agility.
Sets:
Samus @ Life Orb / Assault Vest
Ability: Mega Launcher
- Charge Shot
- Aura Sphere
- Dark Pulse / Ice Beam
- Water Pulse / Ice Beam / Grapple Beam / Agility

Samus @ Choice Specs
Ability: Tinted Lens
- Charge Shot
- Focus Blast
- Ice Beam / Flamethrower
- Grapple Beam

Other Notable Moves: Lock-On, Zap Cannon, Flash Cannon, Hyper Beam, Heal Pulse (Doubles), Sonicboom, Psywave, Charge Beam
View attachment 110933
Pokemon: Galacta Knight (Kirby)
Type: Fairy/Dark
Abilities: Warrior's Might (This Pokemon has a 50% chance to receive reduced damage from moves with imperfect accuracy, even if their accuracy has been boosted.) / No Guard
Stats: 70 / 130 / 70 / 100 / 70 / 130
Signature Moves:
Blade Dance | Fairy | Special | Power: 25 | Accuracy: 100 | 24 PP | Hits 2-5 times. Each hit has a 50% chance to raise the user's Attack by one stage.
Dimension Rend | Dark | Physical | Power: 100 | Accuracy: 80 | 8 PP | If the user has boosted Attack, ignores resistances and accuracy checks, but drops the user's attack by one stage after using this move. If the foe is protected or the move misses, drops the user's Attack by two stages. Fails if used by any type but Dark type.
Signature Z Move: Rain of Swords | Fairy | Special | Power: 160 | Accuracy: - | 1 PP | Boosts the user's Attack by three stages.
Reasoning: I looked at the winning Meta Knight submission and felt like Galacta Knight should somewhat mirror it. He's much more biased towards the physical side of things, and he has even less bulk than Meta Knight, but it can't be denied that he is very strong. His ability, Warrior's Might, comes from his tendency to block careless strikes from Kirby and others. His signature moves come from his battles in Return to Dreamland and Planet Robobot, with Blade Dance being like Swords Dance in that it boosts Attack. Why Fairy/Dark? Because Galacta is angelic in design, which can either merit Flying or Fairy type (he also uses pillars of light and other magic-based attacks, which can also attribute to the idea of him possessing holy energy), and I chose Fairy to differentiate Galacta from Meta. Dark type comes from his destructive (not entirely evil, Galacta is more of a chaotic neutral that destroys/fights everything for the sake of showing off his strength) nature. Fortunately for his foes, he doesn't have any notable physical Fairy STAB. Unfortunately, that doesn't matter when Dimension Rend is around to cut anything down to size. To top it off, Rain of Swords is a great way to boost your Attack and deliver some strong damage at the same time.
Sets:
Galacta Knight @ Galactium Z
Ability: No Guard / Warrior's Might
- Dimension Rend
- Blade Dance
- U-Turn
- Sacred Sword / Night Slash / Smart Strike

Other Notable Moves: Slash, Laser Focus, Psycho Cut, Secret Sword, X-Scissor, Dazzling Gleam

But what happens when you give a Butterfly Charm to Galacta Knight?

View attachment 110934
Pokemon: Morpho Knight (Kirby)
Type: Fairy/Bug
Abilities: Reborn Butterfly (If this Pokemon receives a boost to Attack, it also receives a boost to Special Attack, and vice versa)
Signature Item: Butterfly Charm (When held by Morpho Knight, boosts Bug and Fairy moves by 1.2x.)
Stats: 85 / 95 / 85 / 120 / 85 / 100
Signature Moves:
Blade Dance | Fairy | Special | Power: 25 | Accuracy: 100 | 24 PP | Hits 2-5 times. Each hit has a 50% chance to raise the user's Attack by one stage.
Butterfly Slash | Bug | Special | Power: 95 | Accuracy: 95 | 16 PP | Has a 20% chance to confuse the foe. Hits the foe's Defense. Fails if used by any type but Bug type.
Reasoning: Morpho Knight is much more focused on being a special attacker than either Galacta or Meta Knight. When it comes to ability, Morpho is actually very interesting, because of the way Blade Dance works. Unlike Galacta, who uses it to gain Attack (and deal damage at the same time), Morpho uses it to gain Special Attack (and deal damage at the same time). The name comes from his title in the game he premiered in. Typing was pretty obvious here. Morpho connects to Galacta Knight, and would theoretically work like how Giratina works (holds an item, changes form), but can also stand alone as well. His movepool is the exact same as Galacta Knight, with the exception of Dimension Rend being replaced by Butterfly Slash, and also getting Bug Buzz.
Sets:
Morpho Knight @ Butterfly Charm
Ability: Reborn Butterfly
- Blade Dance
- Butterfly Slash
- Secret Sword
- Dazzling Gleam / U-Turn

(One to go)
Hey, how about a Reimu to go along with your Marisa.
 

AquaticPanic

Intentional Femboy Penguin
is a Community Leaderis a Community Contributor
Community Leader
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Pokémon: Fire Peashooter (Plants Vs. Zombies)
Type: Fire / Grass
Ability: Fire Shooter - Multi-hit moves always hit for the maximum of times possible. Each hit has a 10% chance of burning the foe.
Signature Move: Flaming Peas | Fire | Physical | 25 BP (Z-100) | 100% Acc | Hits 2-5 times
Moves: Bullet Seed, Flamethrower, Fire Blast, Ingrain, Sunny Day, Leech Seed, Solarbeam, Growth, Petal Dance, Stone Edge
Z-Move: Requires Flaming Peas | Fiery Trail | Fire | Physical | 160 BP | 100% Acc | 100% Burn chance
Stats: 80 / 130 / 80 / 85 / 80 / 105
Reasoning:
- Fire / Grass is due to it being a flaming plant.

- It's ability refers to the fact it constantly is spitting peas on fire. It's signature move is a simple reference to the peas it shoots, while the Z-Move is based on the Plant Food effect.

- Bullet Seed is, again, referencing the way it constantly is shooting peas (And while "Seed" doesn't translate to "Peas", it's the closest we have). The moves from Ingrain to Petal Dance are simply because it is a plant. Stone Edge is due to the fact that to have a Fire Peashooter in the games, you must have Gems. Fire Blast and Flamethrower are simple Fire-Type moves that almost every Fire-Type mon has.

- High Attack is because it's stronger than regular Peashooters. It's defense in the game is "Average", so he it's not too bulky, but not too frail. It also has a fast recharge rate, which translated into Speed



Hope I got everything right.
 
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earl

(EVIOLITE COMPATIBLE)
is a Community Contributor
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Pokemon: The Drifter (Hyper Light Drifter)
Type:

Ability: Terminal - The Drifter's attacks deal more damage the less HP the user currently has. (Damage increase = % of HP below 100%/2, maxing out at x1.49 damage at 1% HP)
Signature Move: Hyper Light Gun |
|
| 60 BP | 0 PP (6 Max) | 100 Acc | Each time The Drifter successfully lands a hit on the opponent, this attack regains 1 PP. Hits up to 3 times, each hit consuming 1 PP. Hits landed with this move do not restore its PP. | Z-Move: 150 BP Never-Ending Nightmare
Moves: Agility, Swords Dance, Smart Strike, Sacred Sword, Secret Sword, Flash Cannon, Phantom Force, Shadow Claw, Extreme Speed, Blue Flare, Fusion Bolt, Fury Swipes, Shadow Ball, Shadow Sneak, Memento
Signature Z-Move (Requires Smart Strike): Hyper Light Assault | 30 BP | Hits 6 times. Does not make contact.
Stats: 50 / 120 / 90 / 120 / 90 / 130 (600 BST)
Reasoning: Well I just had to do this guy, being the protagonist of one of my favorite videogames. So, the Ghost typing comes from the fact that the Drifter is slowly dying from a terminal illness (the source of the Ability) and the Steel type comes from their grey-heavy color scheme and their use of weapons such as swords and guns. Their signature move, Hyper Light Gun, derives its function from the in-game properties of The Drifter's various guns- the only way to restore their ammo was to attack enemies or the environment with your sword. Finally, the signature Z-Move, Hyper Light Assault, is based off of The Drifter's signature flurry of slashes they execute when they defeat a boss, and it also fully loads the Hyper Light Gun.


Pokemon: Judgement (Hyper Light Drifter)
Type:

Ability: Immortal Cell - Judgement regains 1/16th of its max HP per turn. All other Pokemon on the field lose 1/16th of their HP per turn. This effect is unaffected by any opposing abilities.
Signature Move: Judgement Rush |
|
| 120 BP | 15 PP | 100 Acc | Deals 50% of damage dealt to the opponent as recoil. | Z-Move: 180 BP Black Hole Eclipse
Moves: Night Slash, Pursuit, Sucker Punch, Psychic, Psyshock, Gunk Shot, Light of Ruin, Dark Pulse, Explosion, Nasty Plot, Glare, Drain Punch, Ice Punch, Fire Punch, Shadow Claw, Shadow Sneak, Hone Claws, Punishment, Power Trip, Sludge Bomb, Toxic, Toxic Spikes, Taunt, Hypnosis, Nightmare, Dream Eater, Recover, Agility, Knock Off, Ice Beam
Signature Z-Move (Requires Light of Ruin): Hyper Laser | 200 BP |
Stats: 150/150/80/120/100/80 (680 BST)
Reasoning: So seeing as I added The Drifter, I decided to go 1 step further and add Judgement, the main antagonist of the game (although some would argue The Drifter's disease is the main antagonist- they're one in the same as far as I care). The ability's name comes from Judgement's alternate name, and the effect comes from the debilitating effect Judgement has on the Drifter. The Dark typing comes from Judgement being, well, really evil. Signature move is one of Judgement's attacks in game, and so is the signature Z-Move.


Pokemon: High Priest (Enter the Gungeon)
Type:

Ability: Bullet Hell - Boosts the power of ballistic moves by 50%.
Signature Move: Teleshot |
|
| 70 BP | 15 PP | 100 Acc | User switches out after attacking. Ballistic | Z-Move: 140 BP Shattered Psyche
Moves: Searing Shot, Calm Mind, Flamethrower, Psyshock, Psychic, Sludge Bomb, Shadow Ball, Octazooka, Barrage, Fire Blast, Will-o-Wisp, Reflect, Light Screen, Recover, Lock On, Zap Cannon, Defog, Flame Charge
Signature Z-Move (Searing Shot): Sniped | 180 BP | Ballistic |
Stats: 90/60/50/135/135/100 (570 BST)
Reasoning: It's the High Priest, a mage of sorts, so naturally it will be a psychic type. The fire type comes from guns and the heavy amount of candles in his room. Signature move is based off of his signature Ring of Bullets -> Teleport move, and the signature Z-Move is based off of the powerful, homing bullet attack. Ability encourages BULLETS (and getting cucked by Bulletproof).
 
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Pokémon: Leif (Fire Emblem: Thracia 776)
Type: Fighting/Fairy
Ability: Adept (After any attack, there is a 50% chance to perform the attack again with half power)/Movement Star (after using a status move, there is a 50% chance to perform the move again)/Stamina (HA)
Moves: Light Brand (Fairy, 80 BP, Physical, 10 PP, targets SpD instead of Def), All slash/cut/sword moves, moves universal to most Pokémon (Protect/Substitute/Toxic), Recover
Stats: 100/115/99/38/60/133 (545)

Reasoning:
  • Fairy type and Light Brand: The Light Brand is a Magic weapon and is often associated with Leif.
  • Stats: Taken from his stats in Heroes
  • Adept: Taken from skill of the same name which gives a percent chance to perform an extra attack.
  • Movement Star: Taken from the Movement Star mechanic in 776. This allows one to move again after acting.
  • Stamina: Leif is the only character in 776 immune to the effects of fatigue.
  • Recover: The Light Brand can be used as a Vulnerary.

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Sets:
Scarf
Leif @ Choice Scarf
Ability: Adept
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
-Light Brand
-Sacred Sword
-Psycho Cut
-Leif Leaf Blade / Filler

Setup
Leif @ Leftovers
Ability: Movement Star
EVs: 248 Atk / 8 Def / 252 Spd
Jolly Nature
-Recover
-Swords Dance
-Light Brand
-Sacred Sword/Psycho Cut
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Pokémon: Patchouli Knowledge (Touhou 6: Embodiment of Scarlet Devil)
Type: Psychic
Ability: Philosopher's Stone(Adds secondary typing based on the type of the move used)/Magic Guard/Truant(HA)
Moves: All Fire, Water, Grass, Ground, Psychic, and Steel-type special moves, Sunny Day, Moonblast, Morning Sun,
Moonlight, Sunsteel Strike and Moongeist Beam, Calm Mind, Trick Room
Signature Moves:
  • Mercury Poison (Steel, 90 BP, Special, 10 PP, 30% chance to poison)
  • Doyou Spear (Ground, 80 BP, Special, 10 PP, targets Def, can hit airborne opponents)
  • Jellyfish Princess (Water, Status, 10 PP, creates a substitute from 25% of max HP that, when broken, deals damage equal to half the HP remaining in the substitute before being broken)
  • Royal Flare (Fire, 130 BP, Special, 5 PP, 2-turn charge, 1 turn in sunlight, half power in other weathers)
  • Green Storm (Grass, 100 BP, Special, 10 PP, deals Grass and Flying-typed damage)
Stats: 85/65/65/180/140/35 (570)

Reasoning:
  • Philosopher's Stone- "A spell card that crystallizes the five basic elements of magic..." -Grimoire of Marisa
  • Truant- Her title is "The Unmoving Great Library", and she has anemia and asthma.
  • Access to Fire, Water, Grass, Ground, and Steel-type moves, along with moves related to the sun- These correspond to the five elements of magic of Wu Xing alongside sun and moon magic.
  • Mercury Poison- "Deadly metallic pollution of the element of life. A liquid metal. Quicksilver. Not good for your health." -Embodiment of Scarlet Devil
  • Doyou Spear- "A basic form of earth-element magic. Crystal spears erupt from the ground and rain down on the opponent from the sky." -Scarlet Weather Rhapsody
  • Jellyfish Princess- "Creates a protective bubble shield. The bubble stops enemy attacks. The user is invincible while the bubble exists, but because you can't graze, it's hard to maintain it for long." -Scarlet Weather Rhapsody (I also took the effect of Condensed Bubble of, when it breaks, it deals damage)
  • Royal Flare- "Undulating sun flares that burst from the center. Sunday is a good day for this magic." -Embodiment of Scarlet Devil
  • Green Storm- "Tornado-blown autumn leaves. The winds blow both ways. This spell's horoscope is aligned with Jupiter." -Embodiment of Scarlet Devil
 
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Pokemon: Iron Man
Type: Steel/Flying
Ability: Lightning Rod, Download
Plasma Blasters (HA): This pokemon's electric attacks have 1.5x power and this pokemon resists Electric attacks.
(Notable) Moves: Flash Cannon, Aeroblast, Thunder, Thunderbolt, Fire Blast, Power Gem, Iron Head, Fleur Cannon, Earthquake, Ice Beam, Volt Switch, Shift Gear, Automotize, Nasty Plot, Recover
Stats: 80/75/110/130/85/100

Reasoning: Steel/Flying because his suit is made of iron and he can fly. Lightning Rod because in the avengers movie, he is shown getting struck by lightning and it simply making his Blasters stronger. The signature Ability, Plasma Blasters, is because of what was said above, but providing him a third STAB as well as a resistance to one of his 2 weaknesses. Moveset is largely self explanatory, based on his Blasters and flying. For his stats, I gave it relatively low HP, attack and special defense to balance his fairly high other stats. His defence is high because the Armor protects him very well physically, but not as well against other kinds of threats.

Possible set:
All-out attacker:
Iron Man @ Assault Vest
Ability: Plasma Blasters
EVs: 252 SpA / 4 SpD / 252 Spe
-Flash Cannon
-Aeroblast
-Thunderbolt
-Power Gem
 
Pokemon: Iron Man
Type: Steel/Flying
Ability: Lightning Rod, Download
Plasma Blasters (HA): This pokemon's electric attacks have 1.5x power and this pokemon resists Electric attacks.
(Notable) Moves: Flash Cannon, Aeroblast, Thunder, Thunderbolt, Fire Blast, Power Gem, Iron Head, Fleur Cannon, Earthquake, Ice Beam, Volt Switch, Shift Gear, Automotize, Nasty Plot, Recover
Stats: 80/75/110/130/85/100

Reasoning: Steel/Flying because his suit is made of iron and he can fly. Lightning Rod because in the avengers movie, he is shown getting struck by lightning and it simply making his Blasters stronger. The signature Ability, Plasma Blasters, is because of what was said above, but providing him a third STAB as well as a resistance to one of his 2 weaknesses. Moveset is largely self explanatory, based on his Blasters and flying. For his stats, I gave it relatively low HP, attack and special defense to balance his fairly high other stats. His defence is high because the Armor protects him very well physically, but not as well against other kinds of threats.

Possible set:
All-out attacker:
Iron Man @ Assault Vest
Ability: Plasma Blasters
EVs: 252 SpA / 4 SpD / 252 Spe
-Flash Cannon
-Aeroblast
-Thunderbolt
-Power Gem
Sorry to disappoint, but Crossover Chaos is for characters who debuted in video games. Iron Man is a comic book character.
 

AquaticPanic

Intentional Femboy Penguin
is a Community Leaderis a Community Contributor
Community Leader
Quick question, would it be valid if I submited the Nihilego / Lusamine fusion from SM as a playable character? Not sure if it'd count for this mod.
 
I've been making some based on Overwatch, and here are the finished ones which I think turned out really well. If anyone has a request for a specific hero, just let me know quickly, because I obviously can only make 5.
Pokemon: Zenyatta (Overwatch)
Type: Steel/Psychic
Ability: Hustle, Psychic Surge
Moves: Zen Headbutt, Psychic, Meteor Mash, Iron Head, Wish, Heal Order, Future Sight, Confusion, Acid Spray, Drain Punch, Bullet Punch, Fire Punch, Thunder Punch, Flash Cannon, Calm Mind, Shift Gear, Parabolic Charge, Orb of Discord (Steel, status, 8 pp, Opponent has -1 Def and SpD until they switch. Baton pass carries the effect)
Z-Move: Transcendence (Heals User to full HP / Must know Orb of Discord / Raises Atk and SpD by one, lowers enemy SpA and Def by one.
Stats: 80 / 120 / 60 / 120 / 120 / 60 / BST = 560

Sample Sets:
Setup Sweeper (Zenyatta) @ Zenyattium Z
Ability: Psychic Surge
EVs: 4 HP / 252 Atk / 252 Spe
Lonely Nature
-Meteor Mash
-Zen Headbutt
-Shift Gear
-Orb of Discord

Hustleband (Zenyatta) @ Choice Band
Ability: Hustle
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
-Meteor Mash
-Zen Headbutt
-Thunder Punch
-Bullet Punch

Reasoning: Zenyatta is steel/psychic because of it being an omnic (robot-ish) monk. It has hustle because of it’s high offensive capabilities in-game but also high risk to play offensively. Psychic surge because it’s monk powers let it do that i guess. It's signature move, Orb of discord, is named after one of its moves in-game which doubles damage done to enemies. Signature z-move is based off his ultimate ability in the game, which heals large amounts of health to all his teammates for a short period of time, but I didn't think that would work very well for pokemon. Zenyatta has great mixed attacker potential, but prefers to use physical sets because of Hustle and its powerful physical moveset. Speed is quite low because of his lack of movement abilities in-game, and defense is also quite low for the same reason.
Pokemon: Lucio

Type: Bug/Psychic

Ability: Speed Boost, Dazzling, Mysticate (Psychic type -ate ability)

Moves: Boomburst, Bug Buzz, Ancient Power, Quick Attack, Psychic, Psyshock, Zen Headbutt, Quiver Dance, Sing, Nasty Plot, Struggle Bug, Sticky Web, Earth Power, Thunder, Return, High Jump Kick, First Impression, Rapid Spin, U-turn, Light Screen, Wish
Z-Move: Sound Barrier / Must know Light Screen / Creates a barrier that blocks status and halves incoming damage for 4 turns.
Stats: 80 / 100 / 55 / 110 / 95 / 160 / BST = 600


Sample sets:
Fast Mixed Sweeper (Lucio) @ Life Orb
Ability: Mysticate
EVs: 128 Atk / 128 SpA / 252 Spe
Hasty Nature
-First Impression
-Boomburst
-Bug Buzz
-High Jump Kick

In-and-out Sound Barrier (Lucio) @ Lucionium Z
Ability: Dazzling
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
-First Impression
-Light Screen
-U-Turn
-Rapid Spin

Specs Boomburst (Lucio) @ Choice Specs
Ability: Mysticate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
-Boomburst
-Bug Buzz
-Thunder
-U-Turn

Reasoning: Bug because he is associated with frogs in-game, and bug seemed similar to that. Psychic because of his healing music powers. Speed boost because he has a speed-boosting ability in-game. Dazzling because he is a flashy character who attracts lots of attention. Mysticate because of the earlier mentioned “powers.” Low HP because of relatively low HP in-game, higer SpD than Def because of his abilities. Same goes for his Atk and SpA. Massive speed because of him having fastest movement in Overwatch.
 
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Pokemon: Horned Reaper (Dungeon Keeper)
Type: Dark/Fire (Evil hellspawned lunatic)
Ability: Anger Point/Steelworker HA: Enraged (Berserked clone for Physical)
Stats: 130/130/80/90/80/90 (600)
Notable Moves: Fire Blast, Pursuit, Outrage, Sword Dance, Night Slash, Sucker Punch, Flare Blitz, Overheat, Dark Pulse, Iron Head, Smart Strike, Nasty Plot, Agility, Dragon Dance, Meteor Mash, Crunch, Fire Punch, Stomping Tantrum, Smack Down, Earthquake, Horn Leech, Leech Life, Megahorn

Reasoning: Not sure if any of you played this game as it's... mature and features a dominatrix character that loves torture, but this hellspawn demon was the ultimate creature with a dangerous twist. It was easy to anger, was expensive to maintain, and even hates to rest. When push comes to shove, however, 1 or 2 will turn the tide of any battle in your favor. So recruiting them, not easy, could be great when money's high. But if things go wrong, you can never fix their rampage as they try to kill your entire army, and can do it easily.

In any case, we're looking at a hard hitting badass scythe wielder whose evil powers let him do... various things. Fast and strong, but his STAB combo kinda fails against others of its kind. It also misses the magic speed tier of 100. It also has no recovery outside of two nonSTAB leech moves that have 7 resistant type. It doesn not even have rest as sleeping actually makes it angrier!

The coverage might be enough to use an Expert Belt

Horny @ Expert Belt or Life Orb
Ability: Steelworker/Enraged
EVs: 252 Atk / 4 Def / 252 Spe
Jolly/Adamant Nature
-Flare Blitz
-Sucker Punch
-Iron Head/Earthquake/Horn Leech
-Dragon Dance

Depending on ability, you go for Steelworker if you want STAB. Otherwise you Flare Blitz out an Enraged state of being.


Pokemon: Kelthuzad (Warcraft)
Type: Ice/Ghost (a lich loaded with ice magic)
Ability: Sheer Force/Adaptability (Competitive)
Stats: 70 HP/55 Atk/90 Def/140SpA/75 SpDef/125 Speed
Signature Move: Frost Nova | Ice | Special | 85 | 10 PP | 100% Acc | Strikes against whichever defense stat is lower for the enemy.

Notable Moves: Freeze Dry, Shadow Ball, Giga Drain, Energy Ball, Thunderbolt, Focus Blast, Hyper Voice, Nasty Plot, Moon Blast, Psychic, Psyshock, Blizzard, Ice Beam, Scary Face, Power Gem

Justification: Kel here is a Glass cannon as most wizards tend to be, even the Cold, undead ones, although his Frost Armor lets him take a bit more punishment than most. Kel is a nuke with his Frost Nova, allowing him to get around Chansey and the like after a Nasty Plot. There are other incentives for other ice moves: they're boosted by Sheer Force for one, meaning they go well with Life Orb. Frost Nova has no secondary effect. You'll probably want it for Blissey, but want Freeze Dry to get around any Water/Dark or Water/Normal types who resist your other STABs. Adaptability is nice, but Sheer force makes your coverage moves stronger as well.

Kelthuzad @ Life Orb
Ability: Sheer Force
EVs: 252 SpAtk/4 HP/252 Spe
Modest Nature
-Freeze Dry
-Shadow Ball
-Nasty Plot
-Frost Nova/Focus Blast

If using Frost Nova, Adaptability is better.

Watch out for Bullet Punches.
 
Time to start voting!

Vote for your three favourite submissions. Get your votes by the 28th of April

Pokemon: Tingle (Legend of Zelda)

Type: Normal/Fairy

Abilities: Balloon Trip (When this Pokemon holds an Air Balloon, the item cannot be knocked off, destroyed, or removed in any way. The move Present always has 120 Power) / Fairy Aura

Stats: 99 / 103 / 65 / 99 / 103 / 103

Signature Moves:

Rupee Shot | Fairy | Physical | Power: 50 | Accuracy: 100 | 32 PP | Hits 2 times. This move strikes the foe's Special Defense. It also provides a Payday effect.

Reasoning: Tingle is a notable side character from the Legend of Zelda series. He is a 35 year old man obsessed with fairies so much that he wants to be one. Or at least, some of them do. It's complicated. Anyway, this version of Tingle seems to take elements from his solo adventures. Balloon Trip calls to a time when he went around with a magic balloon, which allowed him to travel through even time itself to find the perfect gifts for the women he fancied. Rupee Shot takes inspiration from a time when Tingle's sole purpose was to gather an immense number of Rupees (currency), and in the end used them as a magical weapon powered by fairy magic. His access to Celebrate is reminiscent of the trademark way he accompanies his catchphrase: "Tingle Tingle Kooloo Limpah!"

Sets:

Tingle @ Normalium Z

Ability: Fairy Aura

EVs: 252 Atk / 4 SpD / 252+ Spe

- Return

- Rupee Shot

- Celebrate

- Drain Punch



Tingle @ Air Balloon

Ability: Balloon Trip

EVs: 252 HP / 4 Atk / 252+ Spe

- Wish

- Encore

- Present

- U-Turn



Other Notable Moves: Fairy Lock, Play Rough, Bullet Seed, Foresight, Teeter Dance, other flavor

Pokemon: Tingle (Legend of Zelda)

Type: Normal/Fairy

Abilities: Balloon Trip (When this Pokemon holds an Air Balloon, the item cannot be knocked off, destroyed, or removed in any way. The move Present always has 120 Power) / Fairy Aura

Stats: 99 / 103 / 65 / 99 / 103 / 103

Signature Moves:

Rupee Shot | Fairy | Physical | Power: 50 | Accuracy: 100 | 32 PP | Hits 2 times. This move strikes the foe's Special Defense. It also provides a Payday effect.

Reasoning: Tingle is a notable side character from the Legend of Zelda series. He is a 35 year old man obsessed with fairies so much that he wants to be one. Or at least, some of them do. It's complicated. Anyway, this version of Tingle seems to take elements from his solo adventures. Balloon Trip calls to a time when he went around with a magic balloon, which allowed him to travel through even time itself to find the perfect gifts for the women he fancied. Rupee Shot takes inspiration from a time when Tingle's sole purpose was to gather an immense number of Rupees (currency), and in the end used them as a magical weapon powered by fairy magic. His access to Celebrate is reminiscent of the trademark way he accompanies his catchphrase: "Tingle Tingle Kooloo Limpah!"

Sets:

Tingle @ Normalium Z

Ability: Fairy Aura

EVs: 252 Atk / 4 SpD / 252+ Spe

- Return

- Rupee Shot

- Celebrate

- Drain Punch



Tingle @ Air Balloon

Ability: Balloon Trip

EVs: 252 HP / 4 Atk / 252+ Spe

- Wish

- Encore

- Present

- U-Turn



Other Notable Moves: Fairy Lock, Play Rough, Bullet Seed, Foresight, Teeter Dance, other flavor

Pokemon: Galacta Knight (Kirby)

Type: Fairy/Dark

Abilities: Warrior's Might (This Pokemon has a 50% chance to receive reduced damage from moves with imperfect accuracy, even if their accuracy has been boosted.) / No Guard

Stats: 70 / 130 / 70 / 100 / 70 / 130

Signature Moves:

Blade Dance | Fairy | Special | Power: 25 | Accuracy: 100 | 24 PP | Hits 2-5 times. Each hit has a 50% chance to raise the user's Attack by one stage.

Dimension Rend | Dark | Physical | Power: 100 | Accuracy: 80 | 8 PP | If the user has boosted Attack, ignores resistances and accuracy checks, but drops the user's attack by one stage after using this move. If the foe is protected or the move misses, drops the user's Attack by two stages. Fails if used by any type but Dark type.

Signature Z Move: Rain of Swords | Fairy | Special | Power: 160 | Accuracy: - | 1 PP | Boosts the user's Attack by three stages.

Reasoning: I looked at the winning Meta Knight submission and felt like Galacta Knight should somewhat mirror it. He's much more biased towards the physical side of things, and he has even less bulk than Meta Knight, but it can't be denied that he is very strong. His ability, Warrior's Might, comes from his tendency to block careless strikes from Kirby and others. His signature moves come from his battles in Return to Dreamland and Planet Robobot, with Blade Dance being like Swords Dance in that it boosts Attack. Why Fairy/Dark? Because Galacta is angelic in design, which can either merit Flying or Fairy type (he also uses pillars of light and other magic-based attacks, which can also attribute to the idea of him possessing holy energy), and I chose Fairy to differentiate Galacta from Meta. Dark type comes from his destructive (not entirely evil, Galacta is more of a chaotic neutral that destroys/fights everything for the sake of showing off his strength) nature. Fortunately for his foes, he doesn't have any notable physical Fairy STAB. Unfortunately, that doesn't matter when Dimension Rend is around to cut anything down to size. To top it off, Rain of Swords is a great way to boost your Attack and deliver some strong damage at the same time.

Sets:

Galacta Knight @ Galactium Z

Ability: No Guard / Warrior's Might

- Dimension Rend

- Blade Dance

- U-Turn

- Sacred Sword / Night Slash / Smart Strike



Other Notable Moves: Slash, Laser Focus, Psycho Cut, Secret Sword, X-Scissor, Dazzling Gleam

Pokemon: Morpho Knight (Kirby)

Type: Fairy/Bug

Abilities: Reborn Butterfly (If this Pokemon receives a boost to Attack, it also receives a boost to Special Attack, and vice versa)

Signature Item: Butterfly Charm (When held by Morpho Knight, boosts Bug and Fairy moves by 1.2x.)

Stats: 85 / 95 / 85 / 120 / 85 / 100

Signature Moves:

Blade Dance | Fairy | Special | Power: 25 | Accuracy: 100 | 24 PP | Hits 2-5 times. Each hit has a 50% chance to raise the user's Attack by one stage.

Butterfly Slash | Bug | Special | Power: 95 | Accuracy: 95 | 16 PP | Has a 20% chance to confuse the foe. Hits the foe's Defense. Fails if used by any type but Bug type.

Reasoning: Morpho Knight is much more focused on being a special attacker than either Galacta or Meta Knight. When it comes to ability, Morpho is actually very interesting, because of the way Blade Dance works. Unlike Galacta, who uses it to gain Attack (and deal damage at the same time), Morpho uses it to gain Special Attack (and deal damage at the same time). The name comes from his title in the game he premiered in. Typing was pretty obvious here. Morpho connects to Galacta Knight, and would theoretically work like how Giratina works (holds an item, changes form), but can also stand alone as well. His movepool is the exact same as Galacta Knight, with the exception of Dimension Rend being replaced by Butterfly Slash, and also getting Bug Buzz.

Sets:

Morpho Knight @ Butterfly Charm

Ability: Reborn Butterfly

- Blade Dance

- Butterfly Slash

- Secret Sword

- Dazzling Gleam / U-Turn

Pokemon: Waluigi

Type: Dark

Abilities: Prankster / Showoff (Increases the chance that a secondary effect will occur by 1.5x. Upon the activation of a secondary effect on the foe, they will also be subjected to Taunt and Torment.) / Outcheat (HA) (If a foe's secondary effect would activate, the foe's secondary effects are nullified, and immediately applied to the foe. Also, bounces back any Dark type support move.)

Stats: 89 / 105 / 85 / 101 / 91 / 122

Signature Moves:

Liar Shot | Dark | Physical | Power: 80 | Accuracy: 100 | 24 PP | This move does not make contact. A sudden shot is thrown in a direction, only to veer back at the foe, catching them by surprise. This has a 30% chance to flinch the foe.

Thorn Trap | Grass | Physical | Power: 35 | Accuracy: 95 | 32 PP | This move does not make contact. The user whips the foe with a thorny purple vine, which traps them in for 4-5 turns, and it is affected by Grip Claw and Binding Band. Has a 20% chance to flinch the foe.

Reasoning: Waluigi is an interesting character, because we don't really know as much about him other than the way he acts. The main, defining character trait that we have gotten from Nintendo is that he believes that everyone around him is constantly cheating, which results in him also cheating. This was what led me to create Outcheat, which punishes Serene Grace Pokemon and many others in general. His other two abilities, on the other hand, come from his tendency to pull tricks and his overall over-the-top personality. There are two ways Waluigi can be used: Stall-breaker, and fast support. Thanks to his apparent elemental proficiency within the sports spinoffs (he has used plants, wind, water, and energy in various different titles), he receives a plethora of coverage moves and support moves. In particular, Liar Shot and Thorn Trap are referencing Superstar Sluggers and Strikers Charged, respectively.

Sets:

Waluigi @ Leftovers / Grip Claw

Ability: Showoff

- Thorn Trap

- Liar Shot

- Substitute / Fake Out

- Disable



Waluigi @ Leftovers

Ability: Outcheat

- Spikes

- Toxic Spikes

- Knock Off

- Taunt / Parting Shot



Other Notable Moves: Torment, Liquidation, Power Whip, Rapid Spin, Swords Dance, Nasty Plot, Dark Pulse, Surf, Electro Ball, Spotlight, Fake Out, Foul Play, Poison Jab, Trick, Switcheroo, Charm, Teeter Dance

Pokémon: Hydrok The Forgotten (Monster Legends)

Type:



|



Abilities: Steelworker / Stakeout / Balwark (HA)

Signature Ability: Balwark-->This Pokémon is inmune to status. Moves with a secondary effect are 50% accurate on this Pokémon.

Stats: 100 HP/170 Atk/130 Def/100 SpA/90 SpD/90 Spe

Reasoning: Ok, now you'll surely asking "why those huge stats and broken abilities?", well, it's beacuse at its game, this thing is a VIP legendary, which means this thing has to have huge stats and great ability to compete with another mosters at that category. The typing comes from being a warrior that leaves at the deeps of the ocean.

Signature Move: Barotrauma |



|



| Power: 100 | Accuracy: 100% | 16 PP | Makes contact. Ignores abilities. | Z-Move: 180 BP Hydro Vortex

Signature Move: Deep Inmersion |



|



| Power: 180 | Accuracy: 100% | Requires Barotrauma | Makes contact. Deals double damage to targets that would resist this move

Set:

Hydrok The Forgotten @ Fightinium Z

Ability: Balwark

EVs: 252 Atk / 4 SpD / 252 Spe

Adamant / Jolly Nature

- Swords Dance

- Barotrauma

- Close Combat

- Anchor Shot / Ice Punch / Poison Jab

Other Notable Moves: Scald, Hydro Pump, Ice Beam, Earthquake, Stone Edge, Rock Slide, Night Slash, King's Shield, Sacred Sword, Psycho Cut, Vacuum Wave, Autotomize, Focus Blast, etc.

Pokémon: Zyla The Faithful (Monster Legends)

Type:





Abilities: Skill Link / Serene Grace / Balwark (HA)

Signature Ability: Balwark-->This Pokémon is inmune to status. Moves with a secondary effect are 50% accurate on this Pokémon.

Stats: 100 HP/130 Atk/80 Def/120 SpA/80 SpD/170 Spe

Reasoning: Electric/Dark comes from being Thunder-type and belonging to the Dark legions at the original game, Skill Link because of how many extra turns attacks it has (making her annoying at Monster Legends too), Serene Grace because of the same annoying reason and Balwark doesn't need explanation again,

Signature Move: Agony Chains |



|



| Power: 30 | Accuracy: 100% | 16 PP | Doesn't make contact. Hits 2-5 times. 10% chance of causing the target to flinch. | Z-Move: 100 BP Gygavolt Havoc

Signature Z Move: Chain Devastation |



|



| Power: 100 | Accuracy: 100% | Requires Agony Chains | Doesn't make contact. Hits 3 times.

Set:

Zyla The Faithful @ Choice Scarf

Ability: Skill Link / Serene Grace

EVs: 252 Atk / 4 SpD / 252 Spe

Adamant / Jolly Nature

- Agony Chains / Zing Zap

- Knock Off

- Poison Jab / Pursuit

- U-Turn / Volt Switch



Zyla The Faithful @ Choice Scarf

Ability: Serene Grace

EVs: 252 SpA / 4 SpD / 252 Spe

Modest / Timid Nature

- Discharge / Thunderbolt

- Dark Pulse

- Flash Cannon / Sludge Bomb / Hidden Power Fire

- U-Turn / Volt Switch

Other Notable Moves: Sucker Punch, Volt Tackle, Pin Missile, Foul Play, Spikes, Fake Out, Thunder Wave, Power Whip, First Impression, etc.

Pokémon: Kaih The Eradicator (Monster Legends)

Type:





Abilities: Justified / Sheer Force / Balwark (HA)

Signature Ability: Balwark-->This Pokémon is inmune to status. Moves with a secondary effect are 50% accurate on this Pokémon.

Stats: 100 HP/170 Atk/100 Def/130 SpA/90 SpD/90 Spe

Reasoning:

Signature Move: Eradicator Strike |



|



| Power: 200 | Accuracy: 100% | 16 PP | Makes contact. Gets boosts from Sun and Strong Sun. 10% Chance of burning the target. | Z-Move: 200 BP All-Out Pummeling.

Signature Z Move: Solar Flare |



|



| Power: 200 | Accuracy: 100% | Requires any Physical Fire-type attack or Eradicator Strike | Makes contact. Summons Strong Sun before attacking.

Set:

Hydrok The Forgotten @ Life Orb

Ability: Sheer Force

EVs: 252 Atk / 4 SpD / 252 Spe

Adamant / Jolly Nature

- Swords Dance

- Eradicator Strike

- Fire Lash / Flare Blitz

- Earthquake / Thunder Punch

Other Notable Moves: Fire Blast, Flamethrower, Rock Slide, Bulldoze, Sunny Day, Focus Blast, Lava Plume, Earth Power, Will-O-Wisp, Morning Sun, Shadow Claw, Dragon Claw, etc.

Pokémon: Niko

Type:





Ability: Sun Carrier — Drought clone / Technician / Telepath

Notable Moves: Fake Out, U-turn, Defog, Morning Sun, Knock Off, Bulldoze, Return, Parting Shot, Wish, Toxic, Yawn



Stats: 82 / 95 / 100 / 65 / 110 / 68 (BST: 520)



Reasoning: I know that One Shot, the game Niko is from, is kinda obscure, but I thought bringing Niko to the pokemon universe could be interesting to theorize. Read the box under to have an explanation for each element.

- Why Sun Carrier? Well, Niko is litteraly carrying a sun in his adventure — even though the sun is, in this world, a lightbulb. Drought itself didn't really make sense, so I just changed the name a little bit.

- Why Technician? Because of the item fusion mechanic in One Shot.

- Why Telepath? Because of Niko's ability to communicate with the player through the game.

- Why Normal-type? Niko, in the game, is categorized as "the only living creature in the world" (at least before the DLC). Normal make sense because, unlike the other PNJs of the world, he is actually a normal dude irl.

- Why Ground-type? Even if Niko says the opposite, he's a cat. And cats don't like water. So does Ground type. Tbh, I just want this type so Niko resists Stealth Rock, is this too much to ask?



Competitive: Finally! A sun setter that actually resists stealth rock! With his good bulk and his excellent support movepool, Niko can function as an incredible defensive pivot. U-turn / Parting Shot allows him to keep momentum, while he can heal himself with Morning Sun or heal an ally with Wish. He also got access to Knock Off, Fake Out, Yawn and Defog. He also benefits of its own sunny day, because it improves Morning Sun and nullify his water weakness. He could also run a Tecnician set with Bulldoze and Fake Out. On the other side, he is particularly weak to physical wallbreakers and has two common weaknesses in Ice and Fighting.



Niko @ Heat Rock

Ability : Drought

EVs : 252 HP / 4 Def / 252 SpD

Careful Nature

- Morning Sun / Wish

- U-turn / Parting Shot

- Defog

- Bulldoze / Toxic / Knock Off / Fake Out



Niko @ Life Orb

Ability : Technician

EVs : 252 HP / 252 Atk / 4 Spe

Adamant Nature

- Fake Out

- Bulldoze

- Return

- Knock Off

Pokémon: Mettaton

Type:



— Normal form





— EX form

Ability: Switch On — Upon losing health, changes to EX form.

Notable Moves: Every dance move, Flash Cannon, Dazzling Gleam, Shadow Ball, Shadow Sneak, Rough Play, Explosion, Brick Break



Stats: 75 / 25 / 200 / 20 / 200 / 20 (BST: 540) — Normal form

75 / 120 / 60 / 120 / 60 / 105 (BST: 540) — EX form



Reasoning: Undertale, yaaaay. I like the game — not the community. Whatever, reasoning for each element is in the spoiler box.

Detailed Reasoning

- Why Steel type? Mettaton is... a robot. Simple.

- Why Ghost type? Actually, no. Mettaton was a ghost named Hapstablook before that Alphys gave him a physical body. That's why ghost was pretty obvious as a typing.

- Why Fairy type? This is coming from his (Mettaton is a guy) desire to entretain and his flashy powers.

- Why Switch On? In Undertale, Mettaton changes of form when you trick him to turn around and that you press on the switch behind him. That's why I thought that having to take an attack before changing to EX made sense.

- Dance moves? Mettaton likes to dance. He really does. He also knows 200 000 different poses. Now he knows 200 000 different dance moves.

Competitive: Every. Dance. Moves. This pokemon is incredibly unpredicatble because of that. Mettaton can fit perfectly as a physical threat and as a special threat. His first forms allows him to have one free turn to set up before going all out. His weakness resides in his mediocre bulk in EX form and the absence of a strong physical ghost STAB in his movepool. Also, I think that even if he resists Stealth Rock, he hates it more than anyone else.

Pokémon: Steve

Type: Normal

Ability: Scrappy

Signature Moves:

  • Craft (Normal, Status, —, —, 15 PP, does not make contact, Z-Power effect: boosts Atk/SpA/Spe by another stage; The user crafts some improved tools for combat, which boosts its Attack, Sp. Atk, and Speed.)

Stats: 100/100/100/100/100/100 (BST: 600)

Example OU Moveset(s):



Steve @ Normalium Z

Ability: Scrappy

EVs: 252 Atk/4 Def/252 Spe

Jolly Nature

- Craft

- Return

- Close Combat

- Recover/Ice Punch



Steve @ Normalium Z

Ability: Scrappy

EVs: 4 Def/252 SpA/252 Spe

Timid Nature

IVs: 0 Atk

- Craft

- Hyper Voice

- Aura Sphere/Focus Blast

- Recover/Ice Beam



Other Notable Moves: Dig, Earthquake, Brick Break, Explosion, Transform, Switcheroo, Fire Punch, Thunder Punch, Double-Edge, Spirit Shackle, Knock Off, Swords Dance, Flamethrower, Thunderbolt, Drain Punch, Psychic, Psyshock, Trick Room

Rationale: Steve's Normal typing, even stats, wide movepool, Scrappy, Dig, Close Combat, and Craft are a tribute to his role in Minecraft. He gets Brick Break and many punching moves due to him punching trees and other blocks, and he gets Spirit Shackle due to his use of a bow and arrow. Psychic, Psyshock, and Trick Room come from his use of magic potions at times. Swords Dance comes from his use of swords.

Pokémon: Ike

Type: Fighting/Ground

Ability: Huge Power

Signature Moves:

  • Blade Eruption (Ground, Physical, 120 BP, 85% Accuracy, 10 PP, does not make contact; The user plunges its sword down into the ground to create an eruption. This move does special damage. [The opposite of Psyshock.])
  • Aether (Fighting, Physical, 100 BP, 85% Accuracy, 15 PP, does not make contact; The user swings its sword up and descends on the target. This may raise the user's Defense. [20% chance])

Signature Z-Move

  • I Like Ike [Z-Crystal: Ikium Z; Required move: Aether] (Fighting, Physical, 200 BP, does not check accuracy, 1 PP, does not make contact; The user summons former U.S. president Dwight D. Eisenhower, who runs over the target with a truck at Interstate speeds with full force.)

Stats: 105/105/115/70/75/70 (BST: 540)

Example OU Moveset(s):

Ike @ Ikium Z

Ability: Huge Power

EVs: 252 HP/252 Atk/4 SpD

Adamant Nature

- Swords Dance

- Blade Eruption

- Aether

- Stone Edge



Other Notable Moves: Detect, Leaf Blade, Psycho Cut, Night Slash, Sacred Sword

Rationale: Huge Power comes from the fact that Ike can hold a two-handed sword with one hand. I Like Ike is a reference to Eisenhower, whose nickname was Ike; the Interstate Highway reference comes from the fact that Eisenhower pushed for this highway system to be built.

Pokemon: Ironclad (Slay the Spire)

Type: Fire

Ability: Burning Blood / Bag of Marbles / Berserk (HA)

Signature Ability:

Burning Blood-> This Pokemon heals 1/16 of it's max HP at the end of every turn (ie: Leftovers), and when it switches out.

Bag of Marbles-> When this pokemon switches in, all opposing pokemon have -1 Defense

Notable Moves: Iron Head, Flare Blitz, Sacred Sword, Swords Dance, Earthquake, Iron Defense, Rest, Heavy Slam, Flamethrower, Explosion, Flame Charge, Thunder Punch, Thunderbolt

Stats: 80/140/100/70/100/80 BST: 570

Reasoning: Ironclad is a sword user who sold his soul to gain fire attacks, hence the Fire Typing. It's ability Burning Blood, is based on Ironclad's starting relic of the same name (relics = abilities), which allows him to heal HP at the end of battle. Bag of Marbles is another relic which allows Ironclad to apply Vulnerable to their opponents at the start of battle (Vulnerable = Less defense). Ironclad's in game HP is 80, so that translates quite well into pokemon.

move reasoning

Iron Head= Headbutt

Flare Blitz= Immolate (fire based attack with recoil)

Sacred Sword= many sword based attacks

Swords Dance= Flex, Inflame (attack boosting moves)

Earthquake= Iron Wave (Slams sword into the ground, creating an earthquake)

Iron Defense= many defense boosting attacks

Rest= There are rest stations in the game that allow Ironclad to sleep and heal HP

Heavy Slam= Body Slam (attack that is based on how much defense Ironclad has)

Flamethrower= Fire Breathing

Explosion= Combust (losing HP to deal damage)

Flame Charge= Searing Blow, Uppercut (Fire based punching attacks)

Thunderbolt/Thunder Punch= Thunderclap (Electricity based attacks)

Pokemon: Silent (Slay the Spire)

Type: Poison

Ability: Snecko Skull / Bronze Scales / Intimidate (HA)

Signature Ability:

Snecko Skull- All moves that Poison the opponent now Toxic the opponent (Toxic Spikes not included)

Bronze Scales- Rough Skin/Iron Barbs Clone

Notable Moves: Toxic Spikes, Spikes, Spiky Shield, Gunk Shot, Cross Poison, Poison Jab, Toxic, High Jump Kick, U-Turn, Iron Defense, Feather Dance, Swords Dance, Sacred Sword

Stats: 70/120/90/70/90/130 BST: 570

Reasoning: Silent is an assassin that kills people and monsters with poison and daggers, hence the Poison typing. Her abilities Snecko Skull and Bronze Scales are based on relics in the game, the former increasing the amount of poison on already poisoned foes, while the latter makes opponents take recoil damage upon attack. Intimidate is based on Neutralize, an attack that weakens the opponent.

Move Reasoning

Toxic Spikes/Spikes= Shiv

Spiky Shield= Caltrops (deals damage back to the opponent on attack)

Gunk Shot/Poison Jab= standard poison attacks

Cross Poison= Poisoned Stab

Toxic= Deadly Poison

High Jump Kick= Flying Knee

U-Turn= Backflip/Acrobatics/Dodge and Roll

Iron Defense= many defense boosting attacks

Feather Dance= Malaise (heavily weakens the opponent)

Swords Dance= Blade Dance/Cloak and Dagger

Sacred Sword= Sword based attacks

Pokémon: Furion (from Monster Racers)

Type: Fire

Ability: Fire Terrain Star: Doubles Speed on Sea of Fire.

Stats: 70/115/85/95/85/130 (580)

Furion @ Choice Band

Ability: Fire Terrain Star

EVs: 4 HP / 252 Atk / 252 Spe

Adamant Nature

- Sacred Fire

- Extreme Speed

- Wild Charge

- Outrage / Flare Blitz

Reasoning: The "legendary" and mascot of another monster catching game, Monster Racers. It's one of the fastest racers in that game, therefore it gets high BST and great speed. In Monster Racers, it has a skill (ability) that increases speed on lava, but since Pokemon doesn't have lava, I decided to go with Sea of Fire instead (the effect of Grass+Fire Pledge). The typing should be pretty self-explanatory, and the move choices as well.

Pokémon: Wall of Flesh (from Terraria)

Type: Dark

Ability: Arena Trap / Magic Guard / Underworld Surge*

(*summons Sea of Fire for 4 turns, 7 with Heat Rock)

Stats: 200/100/50/100/50/100 (600)

Wall of Flesh @ Heat Rock

Ability: Underworld Surge

EVs: 4 HP / 252 Atk / 252 Spe

Nature

-

-

-

-

Reasoning: WIP

Pokémon: Youmu Konpaku (from Touhou)

Type: Ghost/Normal

Ability: Steelworker / Inner Focus / Half-Ghost Bond*

(*Parental Bond clone, but the second hit is considered Ghost-type instead of its previous type)

Stats: 80 / 125 / 95 / 55 / 70 / 90 (515)

Youmu Konpaku @ Spooky Plate

Ability: Half-Ghost Bond

EVs: 252 SpA / 4 SpD / 252 Spe

Modest Nature

- Swords Dance

- Sacred Sword

- Shadow Sneak / Shadow Claw

- Double-Edge / Fake Out

Other options: Smart Strike in a Steelworker set.

Reasoning: Ghost/Normal typing because she's half-ghost and half-human. Steelworker because of the sword. Inner Focus because of her personality. Half-Ghost Bond because the ghost part of her is separate from her main body, like Kangaskhan and baby Kangaskhan are separate, but the ghost spirit can only use Ghost moves. The stat spread is taken directly from Touhou Puppet Dance Performance, a clone of Pokemon with Touhou characters.

Gameplay: I'm almost surprised with myself, because Half-Ghost Bond seems like a very fun ability to use. You basically get move of your choice, an unboosted and intact version of it, plus a 1/4 STAB Ghost version of it. With Sacred Sword you get 90 BP Fighting move and a 33 BP Ghost move (after STAB) in one turn. With Fake Out, you can even make Ghost-types flinch, but they'll take only 15 BP (after STAB) super effective damage. With other Ghost-type moves, it works just like normal Parental Bond though.

Pokémon: Monika

Type:



/



Ability: Adaptability / Cruel A.I. (HA)

Signature Ability: Cruel A.I. | Applies the Dark type as a third type, granting any properties related to it. (This will also change her appearance, dubbed "Warped Form")

Signature Move: Literature Club |



|



| Power: - | Accuracy: - | 8 PP | Raises Monika's Special Attack and Speed by 2. In Double Battles, this reduces to 1 stat boosts, but also raises the teammate's stats as well.

Signature Z-Move: Just Monika |



|



| Power: 150 | Accuracy: - | 1 PP | Usable when Literature Club is converted by DDLCium Z. Lowers all of the target's stats down by 2 stages and removes half of its PP from all of its moves.

Stats: 95 / 95 / 90 / 110 / 100 / 110 (BST: 600)

Reasoning: Alright a more proper introduction to our friend here. Psychic type for the fact that she can pretty much the fact that she's self aware and Fairy which, along with the rest of the crew, reflects the more lighthearted side. Literature Club since, well, self-explanatory and Adaptability and her stat spread showing that she's a reskinned Haruhi that she's smart and athletic. On the other hand, Cruel A.I. and Just Monika reflect her even more insane side, explanatory with the Dark type.



Monika @ Life Orb

Ability: Natural Cure

EVs: 252 SpA / 4 Def / 252 Spe

Jolly Nature

IVs: 0 Atk

- Literature Club

- Moonblast

- Psychic

- Fire Blast / Ice Beam (she can learn Sketch, mostly for the poem parts.)

Pokémon: Sayori

Type:



/



Ability: Natural Cure / Depression (HA)

Signature Ability: Depression | If knocked out with full HP, automatically uses Memento onto the target. (This will also change her appearance, dubbed "Hanged Form")

Signature Move: Genki Girl |



|



| Power: - | Accuracy: - | 8 PP | Restores the user's HP by 50% and heals any poison, burn, or paralysis

Signature Z-Move: hxppy thxughts |



|



| Power: 150 | Accuracy: - | 1 PP | Usable when Genki Girl is converted by DDLCium Z. Traps the target for the rest of the time its out and removes 1/16th of its HP every turn.

Stats: 115 / 85 / 85 / 95 / 85 / 95 (BST: 560)

Reasoning: Alright, now we start the next part. Normal type for being pretty normal and see Monika for the Fairy type. Stats show her as high HP tank, mostly since genki means "healthy", also evident to her signature move and Natural Cure. Depression and hxppy thxughts are really pointing to spoilers near the middle of the game.



Sayori @ Leftovers

Ability: Depression

EVs: 252 HP / 4 Def / 252 SpD

Calm Nature

IVs: 0 Atk

- Genki Girl

- Hyper Voice

- Moonblast

- Parting Shot

Pokémon: Natsuki

Type:



/



Ability: Moody / Snapped (HA)

Signature Ability: Snapped | Increases Attack and Speed by 50%. (This will also change her appearance, dubbed "Broken Form")

Signature Move: Tsundere Gesture |



|



| Power: - | Accuracy: - | 8 PP | Torments and taunts the target, as well as raising Natsuki's Attack by 1.

Signature Z-Move: PLAY WITH ME |



|



| Power: 150 | Accuracy: - | 1 PP | Usable when Tsundere Gesture is converted by DDLCium Z. Causes the target to flinch for the next 2 turns.

Stats: 85 / 95 / 85 / 105 / 85 / 95 (BST: 550)

Reasoning: Natsuki. Same type as Sayori and Yuri. Stats are lower than the rest. Tsundere Gesture and Moody for her behavior. Snapped and PLAY WITH ME for that wierd jumpscare in Act II. 1 more. Here we go!



Natsuki @ DDLCium Z

Ability: Snapped

EVs: 252 Atk / 4 Def / 252 Spe

Timid Nature

- Tsundere Gesture

- Play Rough

- Return

- Ice Punch / Drain Punch

Pokémon: Yuri

Type:



/



Ability: Scrappy / Forced Lover (HA)

Signature Ability: Forced Lover | Maximizes Attack, but loses 5% of its HP per turn. (This will also change her appearance, dubbed "Yandere Form")

Signature Move: Strange Readings |



|



| Power: - | Accuracy: - | 8 PP | Gives the target a random violate and non-violate status condition.

Signature Z-Move: Forced Suicide |



|



| Power: - | Accuracy: - | 1 PP | Usable when Strange Readings is converted by DDLCium Z. Causes the user to faint, but reduces the target's stats by 6 stages.

Stats: 95 / 115 / 95 / 115 / 95 / 75 (BST: 590)

Reasoning: Yuri. Mostly much for her strange addiction to dark culture and the forced yandere thing from Monika. Z-move seems useful.



Yuri @ Choice Band

Ability: Forced Lover

EVs: 252 Atk / 4 Def / 252 Spe

Adamant Nature

- Sacred Sword

- Play Rough

- Return

- U-turn

Pokémon: Gale (from Phoenotopia)

Type: Steel

Ability: Adaptability / Long Reach / Phoenix Power*

*If the user is attacked by a Z-Move that would KO it, then the user instead survives at 1 HP. Otherwise functions like Sturdy.

Moves: Bone Club, Dragon Hammer, Meteor Mash, Flash Cannon, Charge Beam, Smack Down, Flame Burst, Doom Desire, Smart Strike, Glare, Dazzling Gleam, Fly, Detect, Surf, Spear Charge*, Growth, Aqua Ring, Knock Off, Cosmic Power, Fling

*Steel, Other, 15 PP | The user's next Smart Strike is guaranteed super-effective and bypasses protection. | Steelium Z: Crit ratio +1

Z-Move: Raging Phoenix - Steel, Physical, 175 BP | Gale taps into her latent power and charges at the target. This guarantees that Gale's next attack will be a critical hit. | Move: Meteor Mash | Z-Crystal: Phoenium Z

Stats: 99/108/80/108/80/105 | 580 BST



Reasoning: Phoenotopia is a 2D platformer series that started out as a Flash game and currently has a remake in development. Some of the reasoning for this submission will be in a hide tag for fear of spoilers, but the rest will be mentioned outright.

Gale is an adventurer who collects items and goes through puzzle-like situations, hence Adaptability. Gale rarely ever makes physical contact with her attacks, hence Long Reach. As for the Hidden Ability...that's a spoiler.

Most of Gale's moves are based on the tools and equipment of the game (by which I mean the Flash game).

Move explanations

Wooden Bat: Bone Club

Iron Hammer: Dragon Hammer

Morning Star: Meteor Mash

Slingshot: Smack Down

Bombs: Flame Burst, Doom Desire (they make explosions but have a timed fuse)

Javelin: Smart Strike

Artifact: Glare (it emits light and is mostly used for paralyzing things (machines normally))

Lamp: Dazzling Gleam (brightens things up)

Rocket Boots: Fly

Rolling Technique Scroll: Detect (evasive tactic)

Floatation Donut: Surf

Ki Spear Technique Scroll: Spear Charge

Nebula Armlet: Growth (a multi-purpose aid to offensive prowess)

Blood Ring: Aqua Ring

Lucky Belt: Knock Off (promotes item drops)

Ancient Armor: Cosmic Power



Fling is based on Gale's ability to deal damage by throwing things around, while Flash Cannon and Charge Beam relate to her ability to perform charged attacks.

The gameplay of Phoenotopia is more based around attacking and moving than on taking hits, hence Gale's offensively oriented stat line. The 99 HP comes from Gale's normal maximum HP value.

Spoilerinos

Gale is a Phoenix Weapon. An android, hence the Steel typing. In the penultimate cutscene of the game, Gale takes a fatal-looking attack from a superior Phoenix Weapon but comes back and retaliates. The survival is the reason for the Phoenix Power Ability, and the attack inspired the Raging Phoenix Z-Move.



Sample sets

Raging Phoenix

Gale @ Phoenium Z

Ability: Adaptability / Long Reach

EVs: 252 Atk / 4 SpA / 252 Spe

Hasty Nature

- Meteor Mash

- Knock Off

- Flame Burst / Surf

- Growth / Doom Desire



Ki Spear

Gale @ Air Balloon

Ability: Phoenix Power

EVs: 4 HP / 252 Atk / 252 Spe

Jolly Nature

- Smart Strike

- Spear Charge

- Knock Off

- Glare

Pokémon: Stocke (from Radiant Historia)

Type: Normal/Psychic

Ability: Steadfast / Anticipation / Justified

Moves: Strength, Double Hit, Head Crush*, Psycho Cut, Fire Lash, Night Slash, Sacred Sword, Circle Throw, Sky Uppercut, Thief, Razor Wind, Hyperspace Hole, Future Sight, Secret Sword, Flamethrower, Fire Blast, Magma Storm, Will-O-Wisp, Recover, Refresh, Laser Focus, Detect

*Normal, Physical, 70 BP, 100% Acc, 15 PP | Lowers the target's Special Attack by 1 stage. | Normalium Z: 140 BP Breakneck Blitz

Z-Move: Dead Fencer - Psychic, Physical, 20 BP | Hits 10 times. | Move: Psycho Cut | Z-Crystal: Historium Z

Stats: 105/105/95/85/95/95 | 580 BST



Reasoning: Stocke is a human being, but a mysterious one gifted with the White Chronicle, hence the Normal and Psychic typing respectively. He is steadfast, has a keen intuition, and fights for justice (hence his Abilities in respective order). Base stats are roughly translated from the source, and so are his moves.

Move explanations

Circle Throw: Push Assault, Left Assault, Right Assault

Double Hit: Double Slash

Head Crush is straight from the game

Psycho Cut: Power Wave

Fire Lash: Heat Blade

Night Slash: Shadow Arts

Sky Uppercut: Air Assault

Thief: Steal

Razor Wind: Wraith Blade

Secret Sword: Dullahan Sword

Flamethrower: Fire

Fire Blast: G-Fire

Magma Storm: Fire Storm

Will-O-Wisp is both a Pokémon move and one of Stocke's skills, granted they have entirely different effects.

Recover: Heal

Refresh: Recovery

Laser Focus: Weakness Scan



Future Sight comes from the timeline mechanic of Radiant Historia.

Other moves are based on overworld abilities that Stocke gains: Strength from his ability to push stuff around, Seed Bomb from his explosives, and Hyperspace Hole / Detect from his vanishing power.



Sample sets

Dead Fencer

Stocke @ Historium Z

Ability: Justified

EVs: 252 Atk / 4 SpA / 252 Spe

Jolly Nature

- Psycho Cut

- Head Crush

- Sacred Sword

- Magma Storm



Specially defensive

Stocke @ Leftovers

Ability: Anticipation / Justified

EVs: 252 HP / 4 Def / 252 SpD

Careful / Calm Nature

- Head Crush / Future Sight

- Will-O-Wisp

- Recover

- Circle Throw / Magma Storm / Refresh

Pokémon: Demigod of Rock (from Guitar Hero: Warriors of Rock)

Type: Rock/Ghost

Ability: Solid Rock

Moves: Accelerock, Rock Blast, Rock Climb, Rock Polish, Rock Slide, Rock Smash, Rock Throw, Rock Tomb, Rock Wrecker, Stealth Rock, Rock Out*, Metal Sound, Metal Burst, Iron Head, Boomburst, Hyper Voice, Uproar, Roar, Sacred Fire, Fire Blast, Mystical Fire, Fire Spin, Parting Shot, Extreme Speed, Shadow Sneak, Fury Attack, Thunder, Hurricane, Magma Storm, Sandstorm, Storm Throw, Dragon Rush, Dragon Pulse, Dragon Dance, Shadow Ball, Destiny Bond, Payback, Spirit Shackle, Gunk Shot, Taunt, Torment, Grudge, Toxic, Gastro Acid, Sludge Wave, Spider Web, Sticky Web, Electroweb, Toxic Thread, Judgment, Punishment, Close Combat, Perish Song

*Rock, Special, 95 BP, 95% Acc, 10 PP | Sound-based. Awakens Pokémon that are asleep. | Rockium Z: 175 BP Continental Crush

Stats: 100/100/100/100/100/100 | 600 BST



Reasoning: Considering he is a deity of rock, he has "Rock" in his typing, Ability, moves, and signature move. The half-god aspect of him inspired the 100-all-around base stats, and his Ghost typing symbolizes having transcended mortality. His main songs are metal (ironically) and he lives for music, hence the connection with "Metal" moves and sound moves. Iron Head is for the helm that he wears. The rest of the moves (which is a lot, but bear with me) relate to the specific songs associated with him, and occasionally the artists thereof.

Song-based moves

Setting Fire to Sleeping Giants: Sacred Fire, Fire Blast, Mystical Fire, Fire Spin | The Dillinger Escape Plan: Parting Shot

Speeding (Vault Version): Extreme Speed, Shadow Sneak

Fury of the Storm: Fury Attack, Thunder, Hurricane, Magma Storm, Sandstorm, Storm Throw | DragonForce: Dragon Rush, Dragon Pulse, Dragon Dance

Nemesis | Arch Enemy: Shadow Ball, Destiny Bond, Payback

Deadfall: Spirit Shackle | Snot: Gunk Shot

If You Want Peace... Prepare for War: Taunt, Torment, Grudge

Chemical Warfare: Toxic, Gastro Acid, Sludge Wave

Black Widow of La Porte: Spider Web, Sticky Web, Electroweb, Toxic Thread

Holy Wars... The Punishment Due: Judgment, Punishment

This Day We Fight: Close Combat

Sudden Death | Megadeth: Perish Song

Since this movepool is obscene as is, I figure this time that an exclusive Z-Move is not necessary.



Sample sets

Dragon Dance

Demigod of Rock @ Life Orb

Ability: Solid Rock

EVs: 4 HP / 252 Atk / 252 Spe

Adamant / Jolly Nature

- Dragon Dance

- Spirit Shackle

- Close Combat

- Accelerock / Rock Slide / Sacred Fire / Extreme Speed



Special Rock Polish

Demigod of Rock @ Fist Plate / Life Orb

Ability: Solid Rock

EVs: 4 HP / 252 SpA / 252 Spe

Modest Nature

IVs: 0 Atk

- Rock Polish

- Rock Out

- Shadow Ball

- Judgment / Magma Storm



Utility

Demigod of Rock @ Mental Herb

Ability: Solid Rock

EVs: 252 HP / 4 SpA / 252 Spe

Timid Nature

IVs: 0 Atk

- Stealth Rock

- Sticky Web / Taunt

- Rock Out

- Parting Shot



Perish trapper

Demigod of Rock @ Leftovers

Ability: Solid Rock

EVs: 252 HP / 4 Def / 252 SpD

Careful / Calm Nature

- Perish Song

- Spirit Shackle / Magma Storm

- Parting Shot

- Rock Tomb / Rock Out

Pokémon: Pyro (from Team Fortress 2)

Type: Fire

Ability: Delusional - Fairy-type Steelworker clone.

Moves: Flamethrower, Whirlwind, Backburner*, Fiery Dance, Dazzling Gleam, Sunny Day, Dragon Pulse, Seed Bomb, Incinerate, Hex, Scald, Flame Burst, Rock Blast, Purify, Stockpile, Spit Up, Fly, Toxic, Slash, Facade, High Horsepower, Leech Life, Double-Edge, Sacred Fire, Heal Block, Play Rough, Spark, Flame Charge, Inferno, Will-O-Wisp

*Fire, Special, 70 BP, 100% Acc, 15 PP | If the target attempts to switch out on the turn this move is executed, the target is attacked with a critical hit before switching. Otherwise, this move cannot crit. | Firium Z: 140 BP Inferno Overdrive

Z-Move: Armageddon - Fairy, Special, 170 BP | Hits all adjacent Pokémon. Also deals Fire damage. Guaranteed burn. | Move: Dazzling Gleam | Z-Crystal: Pyromanium Z

Stats: 87/125/71/125/72/100 | 580 BST

Armageddon type affinity

2*: Bug, Dark, Fighting, Grass, Ice

0.5*: Poison, Rock, Water

0.25*: Fire



Reasoning: One shudders to imagine what inhuman thoughts lie behind that mask...what dreams of chronic and sustained cruelty.

Pyro is the fire specialist of Team Fortress 2, hence the Fire typing. In its mind, however...all sunshine and rainbows, hence the Ability. Base HP is half the Pyro's max HP in TF2, Speed is its percentage, and the rest of the stats are offensively oriented due to Pyro's status as an offensive class.

Moves are chosen based on Pyro's weapons and taunt attacks.

Moves

Flamethrower: cognate

Whirlwind: air blasting (Pyro's alt fire)

Backburner: cognate

Fiery Dance: Phlogistinator

Dazzling Gleam / Sunny Day: Rainblower

Dragon Pulse: Dragon's Fury

Seed Bomb: Shotgun

Incinerate / Hex / Scald: Flare Gun (Scald because it can be fired underwater)

Flame Burst: Detonator / Scorch Shot

Rock Blast: Reserve Shooter

Purify: Manmenter (alt-click)

Stockpile + Spit Up: Panic Attack

Fly: Thermal Thruster

Toxic: Gas Passer

Slash: regular melee weapon

Facade: Axtinguisher / Postal Pummeler

High Horsepower: Homewrecker / Maul

Leech Life: Powerjack

Double-Edge: Back Scratcher

Sacred Fire: Sharpened Volcano Fragment

Heal Block: Third Degree

Play Rough: Lollichop

Spark: Neon Annihilator

Flame Charge: Hot Hand

Inferno: various taunts

Will-O-Wisp: everything that sets things on fire

Armageddon: cognate (Rainblower taunt)



Sample sets

Armageddon

Pyro @ Pyromanium Z

Ability: Delusional

EVs: 4 HP / 252 SpA / 252 Spe

Timid Nature

- Dazzling Gleam

- Fiery Dance

- Scald

- Backburner / Flame Charge



Physical Flame Charge

Pyro @ Life Orb

Ability: Delusional

EVs: 4 HP / 252 Atk / 252 Spe

Jolly Nature

- Flame Charge

- Play Rough

- Sacred Fire

- High Horsepower / Seed Bomb

Pokémon: Neptune (from Hyperdimension Neptunia)

Type: Normal/Water

Ability: Purple Heart - The user can choose to change form on any turn. Changing to HDD costs up to half the maximum PP of the move that it uses, but reverting to Human is cost-free. The user cannot use a Z-Move while changing form. In HDD, the user is considered levitating and has Normal-type moves changed to Electric-type, but all moves cost double PP.

Moves: Slash, Double Hit, Chip Away, Fury Swipes, Bone Rush, Aerial Ace, Spark, Sacred Sword, Night Slash, Razor Shell, Hyper Voice, Flamethrower, Ice Beam, Air Slash, Thunderbolt, Fire Blast, Thunder, Swords Dance, Stat Multiplier*

*Normal, Other, 10 PP | Raises the Defense, Special Defense, Speed, and accuracy of the user or an ally (Acupressure targeting) by 1 stage. | Normalium Z: resets the user's stat drops

Z-Move: Neptune Break - Water, Physical, 15 BP | Hits 12 times. | Move: Razor Shell | Z-Crystal: EXEnium Z

Stats: 87/127/85/67/67/87 | 520 BST

Reasoning: Since Hyperdimension Neptunia is an RPG like Pokémon, the transition is rather simple. Transformation is from Normal to Electric as symbolism of the transition from a human being to a more electronic entity, while the Water typing is from Neptune's true namesake: the Roman god of the sea. The levitation aspect of Purple Heart (which, by the way, is the formal name of HDD Neptune) comes from the wings that grow through HDD, while the PP reduction is based on the SP cost to enter HDD in Neptunia.

Since last time, I added a whole lot more moves, because I didn't notice until after I first submitted that other people were. Physical attacks are based on her fighting style (she fights with a sword), the special attacks come from the magic attacks that she can use as combo moves/finishers, multi-hit moves (Double Hit, Fury Swipes, Bone Rush) from that most Neptunia attacks hit multiple times, and Swords Dance is inspired by the SP skill "Do Your Best!"

On that note, Stat Multiplier is now more like a Pokémon boosting move than a Neptunia boosting move. It's better that way, really.

Stat line is based on how Neptune compares to the other CPUs stat-wise (in Re;Birth 2 at least), and Z-Move is pretty much straight from the source.



Sample sets

Neptune Break

Neptune @ EXEnium Z

Ability: Purple Heart

EVs: 4 HP / 252 Atk / 252 Spe

Jolly / Adamant Nature

- Razor Shell

- Slash / Double Hit / Chip Away

- Sacred Sword / Bone Rush

- Stat Multiplier / Swords Dance



Mixed Stat Multiplier

Neptune @ Life Orb

Ability: Purple Heart

EVs: 4 Atk / 252 SpA / 252 Spe

Rash Nature

- Razor Shell

- Hyper Voice

- Fire Blast

- Stat Multiplier

Pokémon: Fire Peashooter (Plants Vs. Zombies)

Type: Fire / Grass

Ability: Fire Shooter - Multi-hit moves always hit for the maximum of times possible. Each hit has a 10% chance of burning the foe.

Signature Move: Flaming Peas | Fire | Physical | 25 BP (Z-100) | 100% Acc | Hits 2-5 times

Moves: Bullet Seed, Flamethrower, Fire Blast, Ingrain, Sunny Day, Leech Seed, Solarbeam, Growth, Petal Dance, Stone Edge

Z-Move: Requires Flaming Peas | Fiery Trail | Fire | Physical | 160 BP | 100% Acc | 100% Burn chance

Stats: 80 / 130 / 80 / 85 / 80 / 105

Reasoning:

- Fire / Grass is due to it being a flaming plant.



- It's ability refers to the fact it constantly is spitting peas on fire. It's signature move is a simple reference to the peas it shoots, while the Z-Move is based on the Plant Food effect.



- Bullet Seed is, again, referencing the way it constantly is shooting peas (And while "Seed" doesn't translate to "Peas", it's the closest we have). The moves from Ingrain to Petal Dance are simply because it is a plant. Stone Edge is due to the fact that to have a Fire Peashooter in the games, you must have Gems. Fire Blast and Flamethrower are simple Fire-Type moves that almost every Fire-Type mon has.



- High Attack is because it's stronger than regular Peashooters. It's defense in the game is "Average", so he it's not too bulky, but not too frail. It also has a fast recharge rate, which translated into Speed

Pokemon: The Drifter (Hyper Light Drifter)

Type:





Ability: Terminal - The Drifter's attacks deal more damage the less HP the user currently has. (Damage increase = % of HP below 100%/2, maxing out at x1.49 damage at 1% HP)

Signature Move: Hyper Light Gun |



|



| 60 BP | 0 PP (6 Max) | 100 Acc | Each time The Drifter successfully lands a hit on the opponent, this attack regains 1 PP. Hits up to 3 times, each hit consuming 1 PP. Hits landed with this move do not restore its PP. | Z-Move: 150 BP Never-Ending Nightmare

Moves: Agility, Swords Dance, Smart Strike, Sacred Sword, Secret Sword, Flash Cannon, Phantom Force, Shadow Claw, Extreme Speed, Blue Flare, Fusion Bolt, Fury Swipes, Shadow Ball, Shadow Sneak, Memento

Signature Z-Move (Requires Smart Strike): Hyper Light Assault | 30 BP | Hits 6 times. Does not make contact.

Stats: 50 / 120 / 90 / 120 / 90 / 130 (600 BST)

Reasoning: Well I just had to do this guy, being the protagonist of one of my favorite videogames. So, the Ghost typing comes from the fact that the Drifter is slowly dying from a terminal illness (the source of the Ability) and the Steel type comes from their grey-heavy color scheme and their use of weapons such as swords and guns. Their signature move, Hyper Light Gun, derives its function from the in-game properties of The Drifter's various guns- the only way to restore their ammo was to attack enemies or the environment with your sword. Finally, the signature Z-Move, Hyper Light Assault, is based off of The Drifter's signature flurry of slashes they execute when they defeat a boss, and it also fully loads the Hyper Light Gun.

Pokemon: Judgement (Hyper Light Drifter)

Type:



Ability: Immortal Cell - Judgement regains 1/16th of its max HP per turn. All other Pokemon on the field lose 1/16th of their HP per turn. This effect is unaffected by any opposing abilities.

Signature Move: Judgement Rush |



|



| 120 BP | 15 PP | 100 Acc | Deals 50% of damage dealt to the opponent as recoil. | Z-Move: 180 BP Black Hole Eclipse

Moves: Night Slash, Pursuit, Sucker Punch, Psychic, Psyshock, Gunk Shot, Light of Ruin, Dark Pulse, Explosion, Nasty Plot, Glare, Drain Punch, Ice Punch, Fire Punch, Shadow Claw, Shadow Sneak, Hone Claws, Punishment, Power Trip, Sludge Bomb, Toxic, Toxic Spikes, Taunt, Hypnosis, Nightmare, Dream Eater, Recover, Agility, Knock Off, Ice Beam

Signature Z-Move (Requires Light of Ruin): Hyper Laser | 200 BP |

Stats: 150/150/80/120/100/80 (680 BST)

Reasoning: So seeing as I added The Drifter, I decided to go 1 step further and add Judgement, the main antagonist of the game (although some would argue The Drifter's disease is the main antagonist- they're one in the same as far as I care). The ability's name comes from Judgement's alternate name, and the effect comes from the debilitating effect Judgement has on the Drifter. The Dark typing comes from Judgement being, well, really evil. Signature move is one of Judgement's attacks in game, and so is the signature Z-Move.

Pokemon: High Priest (Enter the Gungeon)

Type:





Ability: Bullet Hell - Boosts the power of ballistic moves by 50%.

Signature Move: Teleshot |



|



| 70 BP | 15 PP | 100 Acc | User switches out after attacking. Ballistic | Z-Move: 140 BP Shattered Psyche

Moves: Searing Shot, Calm Mind, Flamethrower, Psyshock, Psychic, Energy Ball, Sludge Bomb, Shadow Ball, Octazooka, Barrage, Fire Blast, Will-o-Wisp, Reflect, Light Screen, Recover, Lock On, Zap Cannon, Defog, Flame Charge

Signature Z-Move (Searing Shot): Sniped | 180 BP | Ballistic |

Stats: 90/60/50/135/135/100 (570 BST)

Reasoning: It's the High Priest, a mage of sorts, so naturally it will be a psychic type. The fire type comes from guns and the heavy amount of candles in his room. Signature move is based off of his signature Ring of Bullets -> Teleport move, and the signature Z-Move is based off of the powerful, homing bullet attack. Ability encourages BULLETS (and getting cucked by Bulletproof).

Pokémon: Leif (Fire Emblem: Thracia 776)

Type: Fighting/Fairy

Ability: Adept (After any attack, there is a 50% chance to perform the attack again with half power)/Movement Star (after using a status move, there is a 50% chance to perform the move again)/Stamina (HA)

Moves: Light Brand (Fairy, 80 BP, Physical, 10 PP, targets SpD instead of Def), All slash/cut/sword moves, moves universal to most Pokémon (Protect/Substitute/Toxic), Recover

Stats: 100/115/99/38/60/133 (545)



Reasoning:

  • Fairy type and Light Brand: The Light Brand is a Magic weapon and is often associated with Leif.
  • Stats: Taken from his stats in Heroes
  • Adept: Taken from skill of the same name which gives a percent chance to perform an extra attack.
  • Movement Star: Taken from the Movement Star mechanic in 776. This allows one to move again after acting.
  • Stamina: Leif is the only character in 776 immune to the effects of fatigue.
  • Recover: The Light Brand can be used as a Vulnerary.

Sets:

Scarf

Leif @ Choice Scarf

Ability: Adept

EVs: 252 Atk / 4 Def / 252 Spd

Adamant Nature

-Light Brand

-Sacred Sword

-Psycho Cut

-Leif Leaf Blade / Filler



Setup

Leif @ Leftovers

Ability: Movement Star

EVs: 248 Atk / 8 Def / 252 Spd

Jolly Nature

-Recover

-Swords Dance

-Light Brand

-Sacred Sword/Psycho Cut

Pokémon: Patchouli Knowledge (Touhou 6: Embodiment of Scarlet Devil)

Type: Psychic

Ability: Philosopher's Stone(Adds secondary typing based on the type of the move used)/Magic Guard/Truant(HA)

Moves: All Fire, Water, Grass, Ground, Psychic, and Steel-type special moves, Sunny Day, Moonblast, Morning Sun,

Moonlight, Sunsteel Strike and Moongeist Beam, Calm Mind

Signature Moves:

  • Mercury Poison (Steel, 90 BP, Special, 10 PP, 30% chance to poison)
  • Doyou Spear (Ground, 80 BP, Special, 10 PP, targets Def, can hit airborne opponents)
  • Jellyfish Princess (Water, Status, 10 PP, creates a substitute from 25% of max HP that, when broken, deals damage equal to half the HP remaining in the substitute before being broken)
  • Royal Flare (Fire, 130 BP, Special, 5 PP, 2-turn charge, 1 turn in sunlight, half power in other weathers)
  • Green Storm (Grass, 100 BP, Special, 10 PP, deals Grass and Flying-typed damage)

Stats: 85/65/65/180/140/35 (570)



Reasoning:

  • Philosopher's Stone- "A spell card that crystallizes the five basic elements of magic..." -Grimoire of Marisa
  • Truant- Her title is "The Unmoving Great Library", and she has anemia and asthma.
  • Access to Fire, Water, Grass, Ground, and Steel-type moves, along with moves related to the sun- These correspond to the five elements of magic of Wu Xing alongside sun and moon magic.
  • Mercury Poison- "Deadly metallic pollution of the element of life. A liquid metal. Quicksilver. Not good for your health." -Embodiment of Scarlet Devil
  • Doyou Spear- "A basic form of earth-element magic. Crystal spears erupt from the ground and rain down on the opponent from the sky." -Scarlet Weather Rhapsody
  • Jellyfish Princess- "Creates a protective bubble shield. The bubble stops enemy attacks. The user is invincible while the bubble exists, but because you can't graze, it's hard to maintain it for long." -Scarlet Weather Rhapsody (I also took the effect of Condensed Bubble of, when it breaks, it deals damage)
  • Royal Flare- "Undulating sun flares that burst from the center. Sunday is a good day for this magic." -Embodiment of Scarlet Devil
  • Green Storm- "Tornado-blown autumn leaves. The winds blow both ways. This spell's horoscope is aligned with Jupiter." -Embodiment of Scarlet Devil

Pokemon: Zenyatta (Overwatch)

Type: Steel/Psychic

Ability: Hustle, Psychic Surge

Moves: Zen Headbutt, Psychic, Meteor Mash, Iron Head, Wish, Heal Order, Future Sight, Confusion, Acid Spray, Drain Punch, Bullet Punch, Fire Punch, Thunder Punch, Flash Cannon, Calm Mind, Shift Gear, Parabolic Charge, Orb of Discord (Steel, status, 8 pp, Opponent has -1 Def and SpD until they switch. Baton pass carries the effect)

Z-Move: Transcendence (Heals User to full HP / Must know Orb of Discord / Raises Atk and SpD by one, lowers enemy SpA and Def by one.

Stats: 80 / 120 / 60 / 120 / 120 / 60 / BST = 560



Sample Sets:

Setup Sweeper (Zenyatta) @ Zenyattium Z

Ability: Psychic Surge

EVs: 4 HP / 252 Atk / 252 Spe

Lonely Nature

-Meteor Mash

-Zen Headbutt

-Shift Gear

-Orb of Discord



Hustleband (Zenyatta) @ Choice Band

Ability: Hustle

EVs: 252 Atk / 4 Def / 252 Spe

Jolly Nature

-Meteor Mash

-Zen Headbutt

-Thunder Punch

-Bullet Punch



Reasoning: Zenyatta is steel/psychic because of it being an omnic (robot-ish) monk. It has hustle because of it’s high offensive capabilities in-game but also high risk to play offensively. Psychic surge because it’s monk powers let it do that i guess. It's signature move, Orb of discord, is named after one of its moves in-game which doubles damage done to enemies. Signature z-move is based off his ultimate ability in the game, which heals large amounts of health to all his teammates for a short period of time, but I didn't think that would work very well for pokemon. Zenyatta has great mixed attacker potential, but prefers to use physical sets because of Hustle and its powerful physical moveset. Speed is quite low because of his lack of movement abilities in-game, and defense is also quite low for the same reason.

Pokemon: Lucio



Type: Bug/Psychic



Ability: Speed Boost, Dazzling, Mysticate (Psychic type -ate ability)



Moves: Boomburst, Bug Buzz, Ancient Power, Quick Attack, Psychic, Psyshock, Zen Headbutt, Quiver Dance, Sing, Nasty Plot, Struggle Bug, Sticky Web, Earth Power, Thunder, Return, High Jump Kick, First Impression, Rapid Spin, U-turn, Light Screen, Wish

Z-Move: Sound Barrier / Must know Light Screen / Creates a barrier that blocks status and halves incoming damage for 4 turns.

Stats: 80 / 100 / 55 / 110 / 95 / 160 / BST = 600





Sample sets:

Fast Mixed Sweeper (Lucio) @ Life Orb

Ability: Mysticate

EVs: 128 Atk / 128 SpA / 252 Spe
Hasty Nature
-First Impression
-Boomburst
-Bug Buzz

-High Jump Kick

In-and-out Sound Barrier (Lucio) @ Lucionium Z
Ability: Dazzling
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
-First Impression
-Light Screen
-U-Turn
-Rapid Spin

Specs Boomburst (Lucio) @ Choice Specs
Ability: Mysticate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
-Boomburst
-Bug Buzz
-Thunder
-U-Turn

Reasoning: Bug because he is associated with frogs in-game, and bug seemed similar to that. Psychic because of his healing music powers. Speed boost because he has a speed-boosting ability in-game. Dazzling because he is a flashy character who attracts lots of attention. Mysticate because of the earlier mentioned “powers.” Low HP because of relatively low HP in-game, higer SpD than Def because of his abilities. Same goes for his Atk and SpA. Massive speed because of him having fastest movement in Overwatch.
Pokemon: Horned Reaper (Dungeon Keeper)
Type: Dark/Fire (Evil hellspawned lunatic)
Ability: Anger Point/Steelworker HA: Enraged (Berserked clone for Physical)
Stats: 130/130/80/90/80/90 (600)
Notable Moves: Fire Blast, Pursuit, Outrage, Sword Dance, Night Slash, Sucker Punch, Flare Blitz, Overheat, Dark Pulse, Iron Head, Smart Strike, Nasty Plot, Agility, Dragon Dance, Meteor Mash, Crunch, Fire Punch, Stomping Tantrum, Smack Down, Earthquake, Horn Leech, Leech Life, Megahorn

Reasoning: Not sure if any of you played this game as it's... mature and features a dominatrix character that loves torture, but this hellspawn demon was the ultimate creature with a dangerous twist. It was easy to anger, was expensive to maintain, and even hates to rest. When push comes to shove, however, 1 or 2 will turn the tide of any battle in your favor. So recruiting them, not easy, could be great when money's high. But if things go wrong, you can never fix their rampage as they try to kill your entire army, and can do it easily.

In any case, we're looking at a hard hitting badass scythe wielder whose evil powers let him do... various things. Fast and strong, but his STAB combo kinda fails against others of its kind. It also misses the magic speed tier of 100. It also has no recovery outside of two nonSTAB leech moves that have 7 resistant type. It doesn not even have rest as sleeping actually makes it angrier!

The coverage might be enough to use an Expert Belt

Horny @ Expert Belt or Life Orb
Ability: Steelworker/Enraged
EVs: 252 Atk / 4 Def / 252 Spe
Jolly/Adamant Nature
-Flare Blitz
-Sucker Punch
-Iron Head/Earthquake/Horn Leech
-Dragon Dance

Depending on ability, you go for Steelworker if you want STAB. Otherwise you Flare Blitz out an Enraged state of being.
Pokemon: Kelthuzad (Warcraft)
Type: Ice/Ghost (a lich loaded with ice magic)
Ability: Sheer Force/Adaptability (Competitive)
Stats: 70 HP/55 Atk/90 Def/140SpA/75 SpDef/125 Speed
Signature Move: Frost Nova | Ice | Special | 85 | 10 PP | 100% Acc | Strikes against whichever defense stat is lower for the enemy.

Notable Moves: Freeze Dry, Shadow Ball, Giga Drain, Energy Ball, Thunderbolt, Focus Blast, Hyper Voice, Nasty Plot, Moon Blast, Psychic, Psyshock, Blizzard, Ice Beam, Scary Face, Power Gem

Justification: Kel here is a Glass cannon as most wizards tend to be, even the Cold, undead ones, although his Frost Armor lets him take a bit more punishment than most. Kel is a nuke with his Frost Nova, allowing him to get around Chansey and the like after a Nasty Plot. There are other incentives for other ice moves: they're boosted by Sheer Force for one, meaning they go well with Life Orb. Frost Nova has no secondary effect. You'll probably want it for Blissey, but want Freeze Dry to get around any Water/Dark or Water/Normal types who resist your other STABs. Adaptability is nice, but Sheer force makes your coverage moves stronger as well.

Kelthuzad @ Life Orb
Ability: Sheer Force
EVs: 252 SpAtk/4 HP/252 Spe
Modest Nature
-Freeze Dry
-Shadow Ball
-Nasty Plot
-Frost Nova/Focus Blast

If using Frost Nova, Adaptability is better.

Watch out for Bullet Punches.
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