Crossover Chaos V2: Slate 44 - Halloween

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Pokémon: Maxwell
Franchise: Scribblenauts
Type:


Ability: Prankster
Moves: signature moves (see below), all entry hazards, all weather, Light Screen, Reflect, Flamethrower, Fire Blast, Ice Beam, Blizzard, Thunderbolt, Thunder, Thunder Wave, Hurricane, Air Slash, Energy Ball, Focus Blast, Will-o-Wisp, Surf, Waterfall, Boomburst, Hyper Voice, Rock Slide, Stone Edge, Fly, Iron Defense, Flash Cannon, Smart Strike, Power Whip, Earthquake, Earth Power, Dragon Tail, Draco Meteor, Leech Seed, Brick Break, Whirlwind, Gunk Shot, Sludge Wave, Sludge Bomb, X-Scissor, Signal Beam, Moonblast, Moonlight, Shadow Ball, Night Shade, Psyshock, Psycho Cut, Icicle Crash, Icicle Spear, Rock Blast, Barrier, Confuse Ray, Cosmic Power, Spiky Shield, Cotton Guard, Defog, Electro Ball, Dark Pulse, Ice Shard, Grass Knot, Flash, Heal Bell, Milk Drink, Nasty Plot, String Shot, Tailwind, Toxic Thread, Gastro Acid, Swords Dance, Sacred Sword, Morning Sun, Rock Polish
Stats: 80 HP/80 Atk/80 Def/80 SpA/80 SpD/80 Spe (480 BST)

Plain |
|
| 32 PP | 100% | The target (user or foe) has Normal added to their typing.
Strong |
|
| 32 PP | 100% | The target (user or foe) has Fighting added to their typing.
Winged |
|
| 32 PP | 100% | The target (user or foe) has Flying added to their typing.
Poisonous |
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| 32 PP | 100% | The target (user or foe) has Poison added to their typing.
Insectile |
|
| 32 PP | 100% | The target (user or foe) has Bug added to their typing.
Ghostly |
|
| 32 PP | 100% | The target (user or foe) has Ghost added to their typing.
Rocky |
|
| 32 PP | 100% | The target (user or foe) has Rock added to their typing.
Metallic |
|
| 32 PP | 100% | The target (user or foe) has Steel added to their typing.
Groundable |
|
| 32 PP | 100% | The target (user or foe) has Ground added to their typing.
Grassy |
|
| 32 PP | 100% | The target (user or foe) has Grass added to their typing.
Burning |
|
| 32 PP | 100% | The target (user or foe) has Fire added to their typing.
Aquatic |
|
| 32 PP | 100% | The target (user or foe) has Water added to their typing.
Electrical |
|
| 32 PP | 100% | The target (user or foe) has Electric added to their typing.
Telekinetic |
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| 32 PP | 100% | The target (user or foe) has Psychic added to their typing.
Icy |
|
| 32 PP | 100% | The target (user or foe) has Ice added to their typing.
Dragon-Like |
|
| 32 PP | 100% | The target (user or foe) has Dragon added to their typing.
Evil |
|
| 32 PP | 100% | The target (user or foe) has Dark added to their typing.
Lunar |
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| 32 PP | 100% | The target (user or foe) has Fairy added to their typing.

Reasoning: Maxwell has a magic notebook, and everything he writes in it becomes real. He can use the notebook to create nearly anything, even galaxies. He can also control anything he creates. From Scribblenauts Unlimited onwards, he can also apply adjectives to others by writing the adjectives down. Adding adjectives to something adds properties to it. The whole plot of Scribblenauts Unlimited happened because Maxwell played a prank on somebody, which is why he has Prankster.
 
Voting starts now.
Pokémon: Rat Splat Man (Rat Splat, Oric-1)
Type: Fighting/Poison
Ability: Stench/Guts
Notable Moves: Close Combat, Wood Hammer, Dragon Hammer, Ice Hammer, Hammer Arm, U-Turn
Signature Move: Aerosol | 90BP | 16PP | Poison | Physical | Acc: 100% | Target: Single Enemy | Contact: No | Deals damage based on target's Special Defence. 30% chance to lower target's Special Defence by 1 stage
Rat Splat Man produces a spray can of... well, hell knows what's in it and heaven suspects, and proceeds to liberally douse the target in it.
Z-Move: Overwhelming Cheese Pong | 210BP | 1PP | Poison | Physical | Acc: -- | Target: Single Enemy | Contact: No | Deals damage based on target's Special Defence.
Stats: 72/125/90/65/70/125 (BST: 547)

Reasoning: This arcade classic from the Oric-1 home computer had you playing as a stupendously ugly sprite wandering around a sewer beating rats to death with a hammer and fending off gigantic monsters with an aerosol can. Also if you took too long to kill the rats you were overpowered by the smell of all the cheese down there, whereupon you died. Beating rats with a hammer made me inclined to give him a bunch of hammer moves, while he also has Close Combat as good STAB and Aerosol allows you to get past more defensive threats. From a competitive point of view, Rat Splat Man was designed to be the fastest Stench user in the game, as free Flinch chance on everything is a really fun ability and one that no existing Pokémon really have that stats to take advantage of it. In my mind this 'mon debuted in Gen 5 after Game Freak had PETA moaning at them. =]
Pokémon: Camilla
Type: Dragon/Flying
Ability: Savage Blow (All adjacent enemies take 12.5% of their Max HP in damage after Camilla's attack, though this effect cannot KO these enemies. Does not affect mons with Magic Guard.) / Rose's Thorns (Adjacent allies deal x1.5 damage and take x0.8 damage. This effect does not extend to Camilla herself.) / Sheer Force
New Move: Axe Strike (Steel-type 110BP 70% accurate Physical move, 5-8PP. 30% chance to flinch the target.)
Moves: Nature Power, Brutal Swing, Flamethrower, Fire Blast, Thunderbolt, Thunder, Shock Wave, Icy Wind, Blizzard, Hurricane, Razor Wind, Draco Meteor, Dark Pulse, Dragon Pulse, Dragon Rush, Aerial Ace, Fly, Lunge, Dual Chop, Assurance, Taunt, Torment, False Swipe, Superpower, Brick Break, Throat Chop
Stats: 60/130/90/80/120/120 [BST 600]
Reasoning: Camilla has the "Dragon" and "Flying" attributes in Fates due to being of the Malig Knight class, a promotion to the Wyvern Rider, and thus she gets her Dragon/Flying typing, mostly from her mount though. (besides she can still activate dragon veins, which requires someconcentration of draconic blood, sooo) Stats were calculated exactly the same way as Corrin's, minus the +5 everything from Boons/Banes because she doesn't have those in Fates, but coincidentally enough... 600BST. Special moves are from Tomes (and bolt axe in tbolt's case; one could argue that dark pulse or dragon pulse can translate from odin's grimoire and she needs special stab anyway sooo), Lunge from the Skill of the same name, Nature Power because Dragon Veins. Taunt because she just loooves rubbing it in to Hinoka on Conquest, Dual Chop from Brave Axe (and it's stab anyway sooo), False Swipe because Japanese name refers to striking with the dull edge of a Katana and I imagine getting struck by the axe with the sharp edge facing away would hurt less. Sheer Force because still hits crazy hard in the game proper and secondaries are few and far between for the weapons themselves in FE, even the Tomes, and furthermore that's actually quite accurate of Camilla in standard play.
Pokémon: Mayumi Joutouguu
Type: Ground/Fighting
Ability: Technician / Justified / Sturdy
New Move: Haniwa Arrows (Basically Thousand Arrows but 65BP. Can't hit Ghost-types.)
New Move: Cavalry Haniwa (85BP Ground-type Shadow Bone but instead of lowering Defense it lowers Speed. Airborne mons are immune to this move.)
Moves: Sacred Sword, Swords Dance, Fury Cutter, Smack Down, Bulldoze, Drill Run, Rock Polish, Lunge, Retaliate, X-Scissor, Aerial Ace ("No Holding Back" version gets TArrows)
Stats: 75/120/80/40/110/115 [BST 520]
Reasoning: Being a sentient ceramic doll skilled in various combat techniques (including archery, swordsmanship, and the equestrian), Mayumi naturally gets the Ground/Fighting type and Sturdy and Technician. For all its flavor, TArrows would completely and utterly break Mayumi, so she gets a toned-down variant instead. Justified because she is probably no more evil than even Eika, as Mayumi's just serving a woman who wants to protect human spirits. Haniwa Arrows is from her Archer Haniwa spellcard and her nonspells, Cavalry Haniwa is from the spellcard of the same name, Fencing Haniwa gives all those sword-based moves and Drill Run and Lunge, being ceramic opens up the possibility of Rock Polish. She's a fast-ish physical attacker with good Special bulk, but mediocre physical bulk, as the one physically-oriented playable character just so happens to be the one who's able to cut clean through the Haniwa in her spellcards like a hot Roukanken through butter. Notably, her Bug coverage, Fighting STAB, and Haniwa Arrows are all resisted by Ghost-types... Alluding to the Animal Spirit's devious, devious scheme in dragging your heroine into its home since the Haniwa seemingly hard-counter them.
Pokémon: Enderman
Typing: Psychic
Ability: Hydrophobia (Adds a weakness to Water moves. 12.5% of HP is lost after each turn in Rain.) / Beast Boost
Moves: Psychic, Fling, Teleport, Ally Switch, Psyshock, Thrash, Outrage, Grass Knot, Mud Bomb, Mud-Slap, Sand Attack, Sand Tomb, Earth Power, Detect, Rototiller, Astonish, Pursuit, Zen Headbutt, Miracle Eye, Mean Look
Stats: 113/127/71/61/71/127 [BST 570]

Reasoning: Ah, the Enderman. Though normally passive, staring into its eyes for too long causes it to move after you swiftly, with plenty of damage, and it's got quite the HP too. Grass Knot, Rototiller, and Ground-type attacks because of its ability to pick up some certain, yet specific things (Including flowers, soil, and sand and clay), Psychic, Zen Headbutt, and Psyshock are mandatory STABs, and Fling because 1. Ender Pearls, and 2. Can carry things. Other things are from when you anger it... It relentless chases after you in order to beat you down, with Detect being from how projectiles are useless against it because it just simply teleports out of the way. And Miracle Eye and Mean Look both relate to how staring into an Enderman's eyes are a bad idea, plus it's got you in its sights... (Miracle Eye is just there to hit Dark-types; Last I checked, these guys can hit Illagers)
Pokémon: Dart Monkey
Type: Normal
Ability: 1: Infiltrator 2: Skill Link H: Keen Eyes
Notable Moves: Sharpen, Agility, Foresight, Hone Claws, Tail Slap, Bullet Seed, Bullet Punch, Iron Tail, Double Edge, Spikes, Sticky Web, and Seed Bomb
Stats: 25/68/38/63/32/76 = 302 BST
Evolution:
Dart Monkey -> Juggernaut (Evolves while holding an Iron Ball and spending more than 1,800 Pokedollars)
Dart Monkey -> Super Monkey Fan Club (Evolves with Max Friendship and spending 8,000 Pokedollars)
Dart Monkey -> Sharp Shooter (Evolves while holding accuracy increasing items and spending 2,000 Pokedollars)

Reasoning: Being the main Monkey from the Bloons series, this version specifically being the BTD6 version, the Dart Monkey is an early game tower that is incredibly cheap. Like with every non-hero tower, the Dart Monkey can be upgraded up to 5 times, with 3 different paths. Each path starts having unique designs after the 3rd tier, which then prevents the other paths from upgrading to their 3rd tiers. With this entire line, you get the initial Dart Monkey, its 3 4th tier upgrades, and 5th tiers Megas (which I will add later or in a different slate if I can’t). The abilities/moves reference how the 3 paths upgrade the Dart Monkey. The moves Spikes, Sticky Web, and Seed Bomb are the Spikes, Glue, and Pineapples found in the BTD games. The stats reflect how the Dart Monkey plays, as it can’t fight tougher bloons, but is pretty fast for the early game.
Pokémon: Juggernaut
Type: Normal/Steel
Ability: Infiltrator H: Unstoppable Launcher (Steel, Bullet, and Bomb attacks hit Steel Super Effectively)
New Moves: Flash Cannon, Sludge Bomb, Shadow Ball, Focus Blast, Gyro Ball, Curse, and Iron Head.
Stats: 105/125/85/97/77/66 = 555 BST

Reasoning: Basically what was said for the Dart Monkey, but given Normal/Steel and stats to fit its theme/gameplay style.
Pokémon: Super Monkey Fan Club
Type: Normal/Fighting
Ability: Skill Link H: Fan Club (Offensive version of Friend Guard)
New Moves: Focus Blast, Aura Sphere, Arm Thrust, Helping Hand, Quash, Triple Kick, Instruct, and After You
Stats: 75/115/80/95/80/110 = 555 BST

Reasoning: In BTD6, the middle path Dart Monkey leads to the SMFC ability, which transforms other low tier Dart Monkeys into Super Monkeys. The middle path also has increased speed and triple shot. This all simulated by giving it the fighting typing and several assisting options and some moves to simulate being a Super Monkey.
Pokémon: Sharp Shooter
Type: Normal/Dark
Ability: Super Luck H: Skilled Shot (Critical Hits lower the target’s Defense and Special Defense by 1 stage)
New Moves: Laser Focus, Focus Energy, Knock Off, All critical hit increasing moves, Dark Pulse, Hyper Voice
Stats: 75/85/90/115/90/100

Reasoning: Lastly, the Sharp Shooter is the 4th tier bottom path Dart Monkey. This upgrade lets the tower get critical hits against bloons, which deals massive damage. The lower bottom path tier upgrades also enhance its range and lets it see Camo Bloons. Being an Archer and a tower based around crits, it only makes sense that it will abuse crits in Pokemon too.
Pokémon: Yukari Yakumo (Touhou Youyoumu ~ Perfect Cherry Blossom)
Type: Dark/Ghost
Abilities: Mold Breaker/Infiltrator/Quadruple Barrier
Signature Ability: Quadruple Barrier- Like Magic Bounce, but also reflects moves affected by Bulletproof.
Moves: Hyperspace Hole, Spacial Rend, Illusion Rift, Protect, Railroad Car Bomb, Lend Me Those Beautiful Legs, Reflect, Light Screen, Shadow Ball, Dark Pulse, Teleport, Spectral Thief, Foul Play, Hyperspace Fury (can use it), Knock Off, Nasty Plot, Night Slash, Sucker Punch, Taunt, Astonish, Shadow Sneak, Hex, Night Shade, Shadow Claw, Shadow Force, Psychic, Ally Switch, Barrier, Psycho Cut, Rest, Slack Off, Basically all of the TM's and Tutors that aren't listed and what are basically the best moves for each type.
Signature Moves: Illusion Rift - Ghost-type, Special, 70 BP, 100% Accuracy, 10 PP. Deals damage off of the target's Defense stat. Switches Yukari out for another teammate.
Railroad Car Bomb - Steel/Fire-type, Special, 60 BP, 90% Accuracy, 10 PP. Deals 2 hits, the 1st being Steel-type, and the 2nd being Fire-type.
Lend Me Those Beautiful Legs - Dark-type, Special, 85% Accuracy, 5 PP. Reduces the target's max HP by 66%.
Signature Z-Moves: Trip to the Old Station- Steel-type, Special, 70 Base Power. Hits 3 times, completely ignoring protection moves and defensive stat buffs, as well as breaking said protection effects. Upgraded from Railroad Car Bomb while holding Last Word Card.
Phantasm, Foam and Shadow - Ghost-type, Special, 220 Base Power. Calculates damage based on Yukari's higher attack stat and targets the enemy's lower defense stat. Upgraded from Shadow Ball while holding Last Word Card.
Stats: 110 HP/70 Atk/120 Def/140 SpA/120 SpD/80 Spe (BST: 640)
Reasoning: Well, that took a turn for the nerf. No longer Neosonic's completely broken beast, she's now a powerful and unpredictable special attacker. She still keeps her Ghost-type, but Dark-type is now used instead since it kinda fits her somewhat naughty nature, plus the gap dimension a bit. It also makes up from her kinda bad previous typing. Her stats have been nerfed, though she has gotten a lot faster. Her moveset is basically similar to before, but with a few new moves, like Spacial Rend (why didn't she have this before) and a couple of signature moves. Illusion Rift, which acts like a unique version of U-Turn, Railroad Car Bomb to reference her infamous spellcard (AOCF version, which ain't for the good reasons), and her Last Word there, which is a powered up version of Super Fang/Nature's Madness. She also has not 1, but 2 Z-Moves, Trip to the Old Station being the true form of the Car Bomb (even it being unblockable), and her signature last word, Phantasm, Foam and Shadow. Mold Breaker refers to her somewhat overwhelming power, Infiltrator since she can teleport behind defenses and possibly beyond the Barrier, and Quadruple Barrier is her new signature ability, and it reflects status moves and the Bulletproof stuff going along with the fact that it nullifies projectiles (going alongside the fighting games, the old ones).
Pokémon: Yuyuko Saigyouj (Touhou Youyoumu ~ Perfect Cherry Blossom)
Type: Grass/Ghost
Abilities: Grassy Surge/Ghastly Body/Manipulation of Death
Signature Abilities: Ghastly Body - Immune to Ground-type moves and contact moves.
Manipulation of Death - Every attack that hits has a 20% chance to instantly faint the target. Foes that make contact have a 10% chance of fainting immediately. Immune to OHKO attacks.
Moves: Shadow Ball, Energy Ball, Petal Blizzard, Shadow Sneak, Destiny Bond, Protect, Swagger, Flatter, Ingrain, Every OHKO move, Synthesis, Phantom Force, Attack Order, Defend Order, Heal Order, Crunch, Stockpile, Swallow, Spit Up, Ghastly Dream, Solar Beam, Dark Pulse, Memento, Spite, Hex, Curse, Frenzy Plant, Grassy Terrain, Leaf Storm, Petal Dance
Signature Move: Ghastly Dream - Ghost-type, Special, 90 BP, 100% Accuracy, 15 PP. Has a 10% chance to faint the target instantly.
Signature Z-Move: Saigyouji Flawless Nirvana- Ghost-type, Status. Instantly faints the target. Affects Normal-type Pokemon. Upgraded from Ghastly Dream while holding Last Word Card.
Stats: 110 HP/50 Atk/60 Def/130 SpA/140 SpD/110 Spe (BST: 600)
Reasoning: OK, basically its faster, more powerful, Wall-ish Yuyuko. Even has the instant death ability, but does has Ghastly Body to make her a tank of sorts. The death moves are banned, BTW.
Pokémon: Yuuka Kazami (Touhou Gensoukyou ~ Lotus Land Story)
Type: Grass/Fighting
Ability: Intimidate or Comatose (like Red and Blue Bascullin, the first is for her Normal Form, and the latter is Sleepy Form)/Pressure/Garden of the Sun (HA)
Signature Ability: Garden of the Sun- Upon being switched in, sets up Grassy Terrain and Sunny Day. (Basically Grassy Surge and Drought in a single package).
Moves: Beauties of Nature, Master Spark, Petal Blizzard, Earthquake, Strength, Play Rough, Bullet Seed, Petal Dance, Energy Ball, Frenzy Plant, Solar Beam, Giga Drain, Hyper Beam, Tri-Attack, Seed Flare, Flash Cannon, Dazzling Gleam, Fleur Cannon, Pollen Puff, Earth Power, Nature's Madness, Charge Beam, Aromatherapy, Floral Healing, Sweet Scent, Nature Power, Rest, Sleep Talk, Play Nice, Spiky Shield, Ingrain, Grassy Terrain, Sunny Day, Synthesis, Leech Seed, Sleep Powder, Poison Powder, Stun Spore, Rototiller, Curse, Growth, Double Team, Agility, Teleport, Close Combat, Meteor Mash, Final Death Bloom, Aura Sphere, Sky Uppercut, Etc.
Signature Moves:
Master Spark- Normal-type, Special, 110 BP, 90% Accuracy, 10 PP. Type changes to the user's primary type. If the user is Yuuka, hits twice if Double Team was used before.
Beauties of Nature- Grass-type, Special, 95 BP, 100% Accuracy, 10 PP. Classification based on Yuuka's higher attack stat.
Signature Z-Move:
Reflowering of Gensokyo: Upgraded from Beauties of Nature with Last Word Card. Grass-type, 190 BP. Special. Classification based on Yuuka's higher attack stat. If Grassy Terrain is active, consumes the Grassy Terrain to deal double damage.
Stats: 120 HP/140 Atk/130 Def/150 SpA/110 SpD/50 Spe (BST: 700)
Reasoning: Well, combining Cookie Butter and Neosonic's ones kinda make it a bit of a beast. And again, adding/picking the best stats from the Labyrinth of Touhou ones (with some modifications), but now we got something strong. Fighting-type for her toughness, and in case Marisa is added, Master Spark is added.
Pokémon: Byakuren Hijiri (Touhou Seirensen ~ Undefined Fantastic Object)
Type: Dark/Fighting
Ability: Adaptability/Technician/Superhuman Blessing (HA)
Signature Ability: Superhuman Blessing- Restores 1/8th of her HP and passes her buffs and debuffs to the next Pokemon switching.
Moves: Extreme Speed, Moonblast, Hyper Beam, Jump Kick, High Jump Kick, Quick Attack, Close Combat, Mach Punch, Aura Sphere, Focus Blast, Nasty Plot, Calm Mind, Agility, Nasty Plot, Swords Dance, Barrier, Amnesia, Vacuum Wave, Sky Uppercut, Force Palm, Psych Up, Bullet Punch, Energy Ball, Brilliance of Mahavairocana, Silver Skyway, Thunderbolt, Thunder, Fire Punch, Ice Punch, Thunder Punch, Hyper Voice, Skull Bash, Slash, Hanuman's Dance, Superpower, Shadow Ball, Dark Pulse, Surf, Hydro Pump, Poison Gas, etc.
Signature Moves:
Hanuman's Dance - Fighting-type, Physical, 40 BP, 100% Accuracy, 10 PP. Hits 3 times.
Brilliance of Mahavairocana - Fairy-type, Special, 100% Accuracy, 5 PP. Deals double the damage taken from either physical or special moves. -5 Priority.
Silver Skyway - Fighting-type, Physical, 100 BP, 95% Accuracy, 10 PP. Deals Steel-type damage as well.
Signature Z-Move:
Race Through the Sky at 100 kph!: Upgraded from Silver Skyway with Last Word Card. Fighting-type, 200 BP. Physical. Deals Steel-type damage as well and bypasses immunities. +2 Priority.
Stats: 130 HP/125 Atk/100 Def/125 SpA/100 SpD/125 Spe (BST: 700)
Reasoning: The bustiest of them all, newcomer Byakuren. Dark for her Black Magic, Fighting for her fighting skills, Adaptability and Technician for her enhancement spells, as well as all the buffing moves in her movepool. 3 of the new moves are her skills and a Spellcard, which is a counter. The rest is also referenced through regular moves as well. Superhuman is also a buffing ability referencing the powerful buffs she gets in Labyrinth of Touhou 2. Her stats are that as well, but doubled so that its not terrible, and Speed is Evasion and Speed combined (with modifications). HP and stats are high because she has, again, the biggest boobs of them all.
Pokémon: Delicious Fruit
Type: Grass/Poison
Ability: Levitate / Poison Touch / Flash Fire (HA)
Stats: 30/150/30/30/30/135 (405)
Notable Moves: Fake Out, Seed Bomb, Poison Jab, Gunk Shot, Flare Blitz
Sample Sets
Delicious Fruit @ Life Orb
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Seed Bomb
- Poison Jab / Gunk Shot
- Flare Blitz

Reasoning: The incredibly dangerous fruit native to the also incredibly dangerous world of I Wanna Be The Guy: The Movie: The Game. Grass-type because duh, Poison-type because they've been described by the creator of the game as incredibly poisonous. Levitate because APPLES DO NOT FALL UP. (They're more like giant cherries.) Flash Fire and Flare Blitz because Dracula wields flaming ones. Fake Out because they serve as traps. The other moves are STAB TMs/Tutors.
Pokémon: Marisa Kirisame
Type: Normal/Water
Ability: Levitate / Magician
Stats: 60/110/50/140/70/110 (540)
Notable Moves: Master Spark*, Hyper Beam, Tri-Attack, Extreme Speed, Return, Water Pulse, Liquidation, Flash Cannon, Dazzling Gleam, Earth Power, Ice Beam, Blizzard, Lunge, Signal Beam, Power Gem, Dark Pulse, Flamethrower, Fire Blast, Overheat, Flare Blitz, Draco Meteor, Wood Hammer, Rapid Spin, Focus Blast, Gunk Shot, Sludge Bomb, Taunt, U-Turn, Thunderbolt, Thunder, Cosmic Power
*Master Spark: Special Grass-type, 120 BP, 90% Accuracy, 5/8 PP, 10% chance to burn.
Signature Item: Mini-Hakkero: If user is Marisa Kirisame: Boosts light-based and Fire-type moves by 1.2x power (see Dark Crown for list of light moves, Master Spark is also included), negates recharge turns when KOing with a recharge move
Sample Sets
Marisa Kirisame @ Mini-Hakkero
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Beam
- Master Spark
- Fire Blast
- Dark Pulse / Water Pulse

Reasoning: The allegedly ordinary magician who lives in the Forest of Magic, stealing people's books and stuffing her face with mushrooms that probably aren't good for her. Normal because self-proclaimed ordinary human also yay Hyper Beam. Water because her talent is technically water magic, her best special Water move is Water Pulse because she doesn't really make use of it. Her stats reflect how she is in the Touhou series: she specializes in blasting things with powerful magic and she's pretty fast, while also being no slouch with physical attacks, but she's not exactly wanting to take hits. Levitate because she float, Magician because she's a literal magician who also likes to swipe "held items". Tri-Attack, Return, and Liquidation for STAB. Extreme Speed because yay fast. She also gets shitloads of light/laser based moves, because she's... really fond of her lasers. This includes her signature move, the Master Spark. It's Grass-type instead of anything she would get STAB on because it originally belonged to the flower youkai Yuuka Kazami until Marisa decided she should start "borrowing" people's spells too. Ice moves because she briefly went through an ice phase in Hidden Star in Four Seasons. Fire moves because she's used quite a lot of fire attacks. Draco Meteor because she has an attack named basically the same thing. Wood Hammer because she can indeed just smack people with that broom of hers. Rapid Spin because she's had several attacks involving spinning. Focus Blast because generic special move. Gunk Shot and Sludge Bomb because she's had attacks in fighting games involving throwing potions at people. Electric moves because Master Spark. Cosmic Power because she has a lot of star-themed attacks. Her signature item, the Mini-Hakkero, is used for her light and heat-based magic, hence its effect, also yay Hyper Beam.
Pokémon: Maxwell
Franchise: Scribblenauts
Type:

Ability: Prankster
Moves: signature moves (see below), all entry hazards, all weather, Light Screen, Reflect, Flamethrower, Fire Blast, Ice Beam, Blizzard, Thunderbolt, Thunder, Thunder Wave, Hurricane, Air Slash, Energy Ball, Focus Blast, Will-o-Wisp, Surf, Waterfall, Boomburst, Hyper Voice, Rock Slide, Stone Edge, Fly, Iron Defense, Flash Cannon, Smart Strike, Power Whip, Earthquake, Earth Power, Dragon Tail, Draco Meteor, Leech Seed, Brick Break, Whirlwind, Gunk Shot, Sludge Wave, Sludge Bomb, X-Scissor, Signal Beam, Moonblast, Moonlight, Shadow Ball, Night Shade, Psyshock, Psycho Cut, Icicle Crash, Icicle Spear, Rock Blast, Barrier, Confuse Ray, Cosmic Power, Spiky Shield, Cotton Guard, Defog, Electro Ball, Dark Pulse, Ice Shard, Grass Knot, Flash, Heal Bell, Milk Drink, Nasty Plot, String Shot, Tailwind, Toxic Thread, Gastro Acid, Swords Dance, Sacred Sword, Morning Sun, Rock Polish
Stats: 80 HP/80 Atk/80 Def/80 SpA/80 SpD/80 Spe (480 BST)

Plain |
|
| 32 PP | 100% | The target (user or foe) has Normal added to their typing.
Strong |
|
| 32 PP | 100% | The target (user or foe) has Fighting added to their typing.
Winged |
|
| 32 PP | 100% | The target (user or foe) has Flying added to their typing.
Poisonous |
|
| 32 PP | 100% | The target (user or foe) has Poison added to their typing.
Insectile |
|
| 32 PP | 100% | The target (user or foe) has Bug added to their typing.
Ghostly |
|
| 32 PP | 100% | The target (user or foe) has Ghost added to their typing.
Rocky |
|
| 32 PP | 100% | The target (user or foe) has Rock added to their typing.
Metallic |
|
| 32 PP | 100% | The target (user or foe) has Steel added to their typing.
Groundable |
|
| 32 PP | 100% | The target (user or foe) has Ground added to their typing.
Grassy |
|
| 32 PP | 100% | The target (user or foe) has Grass added to their typing.
Burning |
|
| 32 PP | 100% | The target (user or foe) has Fire added to their typing.
Aquatic |
|
| 32 PP | 100% | The target (user or foe) has Water added to their typing.
Electrical |
|
| 32 PP | 100% | The target (user or foe) has Electric added to their typing.
Telekinetic |
|
| 32 PP | 100% | The target (user or foe) has Psychic added to their typing.
Icy |
|
| 32 PP | 100% | The target (user or foe) has Ice added to their typing.
Dragon-Like |
|
| 32 PP | 100% | The target (user or foe) has Dragon added to their typing.
Evil |
|
| 32 PP | 100% | The target (user or foe) has Dark added to their typing.
Lunar |
|
| 32 PP | 100% | The target (user or foe) has Fairy added to their typing.

Reasoning: Maxwell has a magic notebook, and everything he writes in it becomes real. He can use the notebook to create nearly anything, even galaxies. He can also control anything he creates. From Scribblenauts Unlimited onwards, he can also apply adjectives to others by writing the adjectives down. Adding adjectives to something adds properties to it. The whole plot of Scribblenauts Unlimited happened because Maxwell played a prank on somebody, which is why he has Prankster.
 
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Gah, I coulda sworn I submitted. Guess not, though...

Pika Xreme's Giant Cherries (Delicious Fruit)
Ticktock's Yukari Yakumo
Ticktock's Yuuka Kazami


HP and stats are high because she has, again, the biggest boobs of them all.
Komachi would like a word with you.
 
Slate #40
Common Enemies



Congratulations to Pika Xreme, KirbyRider1337 and colourcodedchaos for winning with Delicious Fruit, Enderman and Rat Splat Man. colourcodedchaos has earned the title, Captain Rainbow. Upscaling sptites x100 is something beyond my skills.

This week's theme is for any character that's a regular enemy. Goombas, Bokoblins, enemy soldiers, Crabmeats or anything that you've probably defeated hundreds of are welcome in this bonus round.

Submissions for the current slate close in one week.
Have fun!​
 
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Only got one here...



Pokémon: **Fairies** (Touhou Project)
Type: Fairy/variable
Has Multiple forms, depending on where it was caught, which denotes its secondary typing:
Grasslands/Forests- Grass
Deserts- Ground
Caves/Mountains- Rock
Graveyards- Ghost
Tundra/Snow- Ice
Volcano/Magma- Fire
Distortion World- Dark
Lakes/Oceans- Water
etc.
Ability: Fairy Swarm
Signature Ability: Fairy Swarm - The power of attacks are divided into six hits, each having 5 extra base power (This means that moves have a flat extra 30 base power). As the user's HP drops, more fairies join the swarm, adding more Fairies into the mix. at 50% hp or less, there are instead eight, and at 25% hp or less, there are ten. Fairies are immune to the negative effects of weather.
Moves: Disarming Voice, Powder Snow, Ember, Thunder Shock, Ancient Power, Air Cutter, Astonish, Rock Throw, Sand Tomb, Secret Power, Bubble Beam, Leafage, Silver Wind,
Stats: 60HP/70 Atk/50 Def/70 SpA/50 SpD/100 Spe (BST: 400)

Reasoning: Fairies are the most common recurring mook in the Touhou Project series. They're aspects of nature, hence the typing shift depending on where they caught (as well as immunity to negative weather effects), and Fairies are often faced in large numbers, hence the ability. Their moves are deliberately low-powered, and their stats are low as well to make up for the fact that, with few exceptions, they're often the weakest beings in Gensokyo, though they do have ONE niche... being annoying as hell. Due to their abilities making everything hit 6 times at minimum, even 10% proc chances have a 50% chance of proccing at least once, which makes even moves like Ember and Powder Snow quite likely to inflict their debilitating status ailments, which combined with the one stat they DO have that's decent, that being their speed, can be quite the annoyance. It can also make Ancient Power and Silver Wind potentially game-ending if the fairies manage to proc multiple boosts (And with a focus sash, they can guarantee the maximum of 10 hits, which would give an approximately 70% chance of proccing the omni-boosting moves at least once).

Still, Fairy Swarm is only a meager damage amp, due to the fact Fairies, while often coming in huge numbers, are still weaklings, best exemplified by their poor stats.
 

T.I.A.

formerly Ticktock
I made a promise.



Pokémon: Komachi Onozuka (Touhou Kaeizuka ~ Phantasmagoria of Flower View)
Type: Ghost/Water
Abilities: Laziness/Distance Manipulation (HA)
Signature Abilities: Laziness - Cannot use attacking moves every other turn, but can still use status moves.
Distance Manipulation - All damaging moves with a priority of 0 or lower hit 2 turns later, but are 25% more powerful. Unlike Future Sight, any amount can be active at once.
Moves: Shadow Claw, Shadow Ball, Waterfall, Surf, Slack Off, Confuse Ray, Will-O-Wisp, Destiny Bond, Hex, Slash, Night Slash, Knock Off, Shadow Sneak, Pain Split, Spite, Bubble Beam, Icy Wind, Air Slash, Low Sweep, Bulldoze, Earthquake, Rest, Sleep Talk, Ice Punch, Ice Beam, Aqua Jet, Liquidation, Rain Dance, Soak, Haze, Mist, Water Sport, Sacred Sword, False Swipe, Air Cutter, Fury Cutter, X-Scissor, Cross Poison, Rock Slide, Stone Edge, Gunk Shot, Pay Day, Happy Hour, Razor Wind, Petal Blizzard, Psycho Cut, Scythe Slash
Signature Moves:
Scythe Of Final Judgment - Ghost-type, Physical, 100 BP, 100% Accuracy, 10 PP. Can hit airborne opponents.
Short-Life Expectancy - Ghost-type, Physical, 90% Accuracy, 10 PP. Halves the opponent's current HP.
Narrow Confines of Avici - Ghost-type, Physical, 75 BP, 85% Accuracy, 10 PP. Lowers the target's Speed by -2 and hits off of the target's lower defense stat.
Signature Z-Move:
Unpitiable Life, Pitiable Life: Upgraded from Pain Split with Last Word Card. Ghost-type. Physical. Swaps the user and target's current HP.
Stats: 210 HP/145 Atk/80 Def/65 SpA/80 SpD/120 Spe (BST: 700)
Reasoning: The TRULY bustiest of them all, Komachi.
Type: Ghost for being a shinigami, Water for being the ferry on the Sanzu River.
Abilities: Laziness for her less than active lifestyle (was going to be Truant, but I just wanted to let her not be a sitting duck), and Distance Manipulation for her ability. They both have drawbacks, but thats because of her high stats.
Stats: My method of picking the best/combining and doubling/changing the stats from both Labyrinth of Touhou games. She's intentionally given a high BST to counterbalance the abilities.
Moves: TBA
DQ Slime.png

WIP
Pokémon: Slime (Dragon Quest)
Type: Water/Normal
Abilities: Hydration/Rain Dish/Limber (HA)
Moves: Flamethrower, Scald, Water Gun, Rain Dance, Flash, Magic Burst, Typical TMs and Tutors, Body Slam, Fire Blast, Ember, Dazzling Gleam, Aqua Ring, Acid Spray, Muddy Water, Acid Armor, Ice Beam, Surf, Whirlpool
Signature Moves:
Magic Burst - Normal-type, Special, 250 BP, 100% Accuracy, 1 PP. Uses up all PP from every move.
Stats: 75 HP/50 Atk/65 Def/50 SpA/65 SpD/130 Spe (BST: 435)
Reasoning: The most famous slime of all slimes, the Dragon Quest ones!
Type: Water for being a slime,, Normal for being the most common enemy in the early run.
Abilities: Things that a slime could have.
Stats: Basically the strongest slime from 9, but rounded out
Moves: Flamethrower, Flash, and Magic Burst (new move) capture its spells from Monsters. Everything else just to make it not terrible.

(Evolves to this when leveling up with a whole team of Slimes. All the slimes in your party will be consumed).
Pokémon: Slime King (Dragon Quest IV)
Type: Water/Normal
Abilities: Hydration/Rain Dish/Limber (HA)
Moves: Same as Slime + Recover, Barrier, Inferno, Kazing, Haze, Crush Claw, Dragon Claw, Metal Claw, Sacred Sword, Slash, Cut, Leaf Blade, Liquidation, Double-Edge, Crunch, Poison Jab, Poison Sting
Signature Moves:
Magic Burst - Normal-type, Special, 250 BP, 100% Accuracy, 1 PP. Uses up all PP from every move.
Zing - Normal-type, Status, 15 PP. Has a 50% chance to revive a fainted ally at 50% max HP.
Stats: 150 HP/110 Atk/95 Def/65 SpA/95 SpD/100 Spe (BST: 625)
Reasoning: The king of slimes!
Type: Same as Slime
Abilities: Same as Slime
Stats: Like the king slime recruit.
Moves: Same as before, but with more stuff relating to the

(Evolves to this when leveling up with a Metal Coat).
Pokémon: Metal Slime (Dragon Quest)
Type: Steel
Abilities: Orichalcum
Signature Ability: Orichalcum - Immune to special moves and all non-violate status conditions, and reduces the damage taken from physical attacks by 50%.
Moves: Same as King Slime + Flash Cannon, Iron Head, U-Turn, Teleport, Iron Defense, Stealth Rock, Rock Tomb,
Signature Moves:
Magic Burst - Normal-type, Special, 250 BP, 100% Accuracy, 1 PP. Uses up all PP from every move.
Zing - Normal-type, Status, 15 PP. Has a 50% chance to revive a fainted ally at 50% max HP.
Stats: 10 HP/90 Atk/255 Def/90 SpA/255 SpD/255 Spe (BST: 955) (Sorry, but accuracy does have some consequences)
Reasoning: And something that is hard to come and hard to beat.
Type: METAL slime.
Ability: Best suited to this thing sheer defenses and immunity to magic.
Stats: Shuckle on weed, methane, LSD, and crack all at once (I.E. the recruited metal slime in V at level 20 with average offensives). Still can't raise its HP.
Moves: Same as King Slime, but with some escape and STAB.

WIP
Pokémon: Waddle Dee (Kirby)
Type: Normal/Spear: Normal
Parasol/Parasol Spear: Normal/Flying
Walker: Normal/Steel
Abilities: Normal/Parasol: Simple/Waddle Assist (See Bandanna Waddle Dee) (HA)
(Parasol) Spear: Skill Link/Waddle Assist (See Bandanna Waddle Dee) (HA)
Walker: Battle Armor/
Moves: Basically the same as Bandanna Waddle Dee, but also with Deploy Missiles, Protect, Fly, and more to be said later.
Stats: Normal: 70 HP/70 Atk/70 Def/70 SpA/70 SpD/70 Spe (BST: 420)
Spear: 70 HP/100 Atk/70 Def/70 SpA/70 SpD/70 Spe (BST: 450)
Parasol: 70 HP/70 Atk/70 Def/70 SpA/70 SpD/100 Spe (BST: 450)
Parasol Spear: 70 HP/100 Atk/70 Def/70 SpA/70 SpD/100 Spe (BST: 480)
Walker: 70 HP/100 Atk/100 Def/70 SpA/70 SpD/70 Spe (BST: 480)
Reasoning: TBA
 
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Pokémon: Virus-Fever, Virus-Chill, and Virus-Weird
Type: Virus-Fever: Poison/Fire, Virus-Chill: Poison/Ice, Virus-Weird: Poison/Electric
Ability: Virus Change: When this Pokemon is hit, it will change forms. Red changes into Blue; Blue changes into Yellow; and Yellow changes into Red. (The Red form is also healed by Fire moves by 25%, but weak to electric. The Blue form is also healed by Electric moves by 25%. and the Yellow form is healed by both Fire and Electric moves by 12.5%)
Moves: Toxic, Poison Fang, Fire Fang, Ice Fang, Thunder Fang, Sludge Bomb, Toxic, Confuse Ray, Heal Block, Icy Wind, Flame Charge, Nuzzle, Flame Wheel, Avalanche, Spark, Lava Plume, Freeze-Dry, Discharge, Will-o-wisp, Haze, Thunder Wave, Tri-Attack, Taunt, Encore, and Fake Out
Stats: Virus-Fever: 36/64/40/64/40/60 = 304 BST, Virus-Chill: 36/44/60/44/60/80 = 324 BST, Virus-Weird: 36/54/80/54/80/40 = 344 BST
Height: All: 0.1m
Weight: All: 0.1kg (20 BP)

Reasoning: The viruses are the main enemies found in the Puzzle game, Dr. Mario. This version in particular is based on their appearance on M&L:SS. In this game, the viruses change color when you hit them in the order posted above. Also like in that game, the Red Virus is healed by Fire, but weak to Thunder, the Blue Virus is weak to Fire, but healed by Thunder, and the Yellow Virus is healed by both Fire and Thunder. To balance things out, Yellow is only healed by 12.5%. Their main attacking in SS is typically biting the Mario Bros. or jumping on them, which is why they have basic low power attacking moves. Their typings reflect their original appearances and their color schemes. The Red virus is fever, the Blue virus is Chill, and the Yellow virus is Weird. And like their name suggests, they are viruses, so they love spreading status moves.


Pokémon: Unggoy
Type: Bug/Dark
Ability: 1: Wimp Out 2: Emergency Exit HA: Dry Skin
Moves: Charge, Thunder Shock, Spark, U-turn, Nuzzle, Volt Switch, Explosion, and Seed Bomb
Stats: 65/59/42/57/50/70 = 343 BST

Reasoning: Weak, Unintelligent, and Cowardice, The Unggoy (aka. Grunts) are the lowest ranking members of the covenant empire. Used mostly as slave or cannon fodder, they will immediately flee from a fight once the Sangheili (the Elites) are killed, which is why they have both Wimp Out and Emergency Exit. Some grunts will also just kill themselves with their own grenades in an attempt to kill humans they get close to. However, this are a few brave/docile Unggoy, typically hidden away in missions. The most notable one being the Thirsty Grunt, who keeps his cool while a starship he's in is about to blow up and while confronting Master Chief. Dry Skin being a hidden ability also adds to the fact that this grunt is a hidden easter egg. For the Unggoy's typing, the grunts having an Exoskeleton and "Shell", Bug was pretty obvious. I also find that Unggoy look very similar to Sableye and the new Impidimp, due to its body structure, which is why its part Dark. The Unggoy's move pool is also pretty much what grunts are capable of doing in game. They can shoot with Plasma Pistols, run away, throw a sticky grenade, or just blow themselves up. Also, their BST is 343, for obvious reasons.
 

Cookie Butter

formerly the someone
Pokémon: Red Bloon
Typing: Normal/Flying
Ability: Regenerator / Camouflaged / Levitate
Moves: Round, Minimize, Bounce, Splash, Gust, Bide, Stockpile, Spit Up, Rapid Spin, Memento, Explosion, Last Resort, U-Turn
Signature Move: Bloon Exit - Physical | Normal | 100% Acc. | 5 PP | Target takes damage equal to the user's HP at the time of use. If this move is successful, the user switches out.
Stats: 1/30/30/30/30/30

Forms:
Blue Bloon - 2/40/40/40/40/40 Regenerator / Camouflaged / Levitate
Green Bloon - 3/50/50/50/50/50 Regenerator / Camouflaged / Levitate
Yellow Bloon - 4/60/60/60/60/100 Regenerator / Camouflaged / Levitate
Pink Bloon - 5/70/70/70/70/110 Regenerator / Camouflaged / Levitate
Black Bloon - 11/75/75/75/75/50 Regenerator / Camouflaged / Black Coat
White Bloon - 11/75/75/75/75/60 Regenerator / Camouflaged / White Coat
Purple Bloon - 11/75/75/75/75/95 Regenerator / Camouflaged / Purple Coat
Lead Bloon - 23/80/80/80/80/30 Regenerator / Camouflaged / Fortified, Steel/Flying
Zebra Bloon - 23/80/80/80/80/50 Regenerator / Camouflaged / Zebra Coat
Rainbow Bloon - 47/85/85/85/85/70 Regenerator / Camouflaged / Fortified
Ceramic Bloon - 104/90/90/90/90/80 Regenerator / Camouflaged / Fortified, Ground/Flying

Camouflaged - Shield Dust clone
Black Coat - Damp and Bulletproof combined
White Coat - Immune to Ice
Purple Coat - Immune to Fire and Electric
Zebra Coat - Black Coat and White Coat combined
Fortified - Multiscale clone

Bloon evolves into MOAB. MOAB and forms are probably all Ubers.

Pokémon: MOAB
Typing: Normal/Flying
Ability: Levitate / Fortified
Moves: All of Bloons' moves + Slam, Body Slam, Heavy Slam, Fly
Signature Move: Bloon Exit - Physical | Normal | 100% Acc. | 5 PP | Target takes damage equal to the user's HP at the time of use. If this move is successful, the user switches out.
Stats: 200/90/90/90/90/30

Forms:
BFB - 220/90/90/90/90/10 Levitate / Fortified
ZOMG - 250/100/100/100/100/5 Levitate / Fortified
DDT - 210/80/80/80/80/90 Camouflaged / Black Coat / Levitate, Steel/Flying

Reasoning: Bloons are the eternal enemies of Monkeys in the Bloons series. You end up popping millions of them, this is no exageration.
Bloons come in all shapes and sizes, I simply had to put them all in the sub.
The abilities are based on different types of Bloons (regular, Heart, Camo and Fortified). Regular has no special effect, so I gave them Levitate. Heart recovers its layers that were popped, this is Regenerator. Camo can only be hit by certain monkeys, so I copied Shield Dust. Fortified has a first layer that's tougher to pop, so I copied Multiscale.
Other "signature" abilities are based on each of the bloons' quirks. Black bloons are immune to explosions, white bloons are immune to ice and freeze, zebra bloon combines those effects, purple bloons are immune to energy (magic bolts, lasers and plasma). Lead bloons are actually made of lead, and ceramic bloons are actually made of ceramic, so they get type changes. DDT has the properties of Black, Lead and Camo bloons combined.
Their HP is based on Red Bloon Equivalent, or RBE for short. A Red Bloon has 1 layer, so it can only take one hit. That's 1 RBE. A Ceramic has 109 RBE, so I gave it 109 HP. Etc. (MOABs break the stat cap so I had to nerf them.)
https://bloons.fandom.com/wiki/Red_Bloon_Equivalent_(RBE)#Index
Their Speed is based on their in-game speed but multiplied by 10.
https://bloons.fandom.com/wiki/Speed
The damage you take in the Bloons games depends directly on the HP of the Bloons that escape, this is represented by their signature move.
Pokémon: Smallfry
Type: Poison/Water
Ability: Rattled / Little Pests
Little Pests - This Pokemon's Attack is halved. The accuracy of attacks aimed at this Pokemon is multiplied by 0.8. (banned by Evasion Clause)
Moves: Splash, Flail, Minimize, Bounce, Inky Terrain, Soak, Surf, Acid Spray, Sludge Wave, Lock-On, Focus Energy, Infestation, Soft-Boiled
Signature Move: Tide Shift - Water-type U-Turn clone.
Stats: 45/35/30/25/30/85 (250)

Reasoning: Smallfry are the weakest of the Salmonids, coming in packs. Their tiny size makes them hard to hit. Soft-Boiled because that move is called Egg Lay, and whenever you defeat Salmonids, they drop their Power Eggs. In fact, the entire Salmon Run mode is about collecting Eggs, Golden Eggs (from bosses) or Power Eggs (from Smallfry, Chums and Cohocks).
Unlike Inklings, Salmonids are actual fish, that... do fish things and live underwater, so they get Water-type.

Pokémon: Chum (Evolves from Smallfry)
Type: Poison/Water
Ability: Restless / Hustle
Restless - When opponent is under the effect of Infestation, changes into Chum-Restless.
Moves: All from Smallfry + Salmonid Pan, Poison Fang, Crunch, Poison Jab, Gunk Shot, Smart Strike, Snatch
Signature Move: Salmonid Pan - Steel-type Dragon Tail clone with 30% chance to Poison
Stats: 80/90/85/50/75/90 (480)
Stats (Restless): 40/90/85/50/75/130 (480)

Reasoning: Snatch because of Snatchers, a variant of Chums that take your precious Golden Eggs. Restless comes from the way Chums act in a Rush, when they see Glowflies.

Pokémon: Cohock (Evolves from Chum)
Type: Poison/Water
Ability: Thick Fat / Sturdy
Moves: All from Chum + Body Slam, Heavy Slam, Liquidation
Stats: 130/110/105/50/85/60 (540)

Reasoning: Cohock is the biggest and fattest of the Lesser Salmonids, hitting harder and being able to take many more hits.
 
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Pokémon: Gargantuar
Franchise: Plants vs. Zombies
Type:


Ability: Imp (When at 50% health or below, throws out an Imp. An Imp blocks moves like a substitute does, but has its own stats (40 HP/50 Atk/20 Def/20 SpA/20 SpD/100 Spe) and typing (pure Ghost), while its EVs are the same as Gargantuar's. Its only move is Bite, and it will use it every turn. Switching out Gargantuar doesn't remove the Imp. This Ability can only activate once per battle.)
Moves: Zombie Club, Wildlife Crossing Sign, Wood Hammer, Superpower, Hammer Arm, Close Combat, Drain Punch, Shadow Punch, Knock Off, Seismic Toss, Earthquake, Crunch, Power-Up Punch, Bulk Up
Stats: 200 HP/150 Atk/105 Def/15 SpA/105 SpD/25 Spe (600 BST)

Zombie Club |
|
| 100 BP | 24 PP | 100%
Wildlife Crossing Sign |
|
| 100 BP | 24 PP | 100%

Gargantuar @ Assault Vest
Ability: Imp
EVs: 200 HP / 252 Atk / 56 SpD
Adamant Nature
- Zombie Club
- Close Combat / Drain Punch
- Wildlife Crossing Sign
- Knock Off / Earthquake

Reasoning: Gargantuar is easily one of the strongest zombies in the Plants vs. Zombies series. It takes way more hits than other zombies, and can instantly defeat most plants. However, it is still fairly slow, like most zombies. Its main weapon is a wooden telephone pole (Wood Hammer), though it can also use a zombie or a wildlife crossing sign. When half of its health is gone, it throws out the Imp on its back, which moves faster than most zombies, and eats plants in front of Gargantuar.
 
"Think you can take me!?"
Pokémon: Ardainian Soldier
Typing: Fighting/Steel
Ability: Justified
Moves: Uproar, Parting Shot, Brick Break, Taunt, Swagger, Torment, Thrash, Shock Wave, Thunder Shock, Thunderbolt, Incinerate, Flamethrower, Ember, Powder Snow, Ice Beam, Gust, Whirlwind, Air Slash, Shadow Ball, Dark Pulse, Water Gun, Bubble Beam, Water Pulse
New Move: Stock Beat (90BP Fighting-type Physical move. 100% Accurate, but no secondaries. 15-24PP.)
Stats: 70/110/100/40/80/90 [BST 490]

Reasoning: Xenoblade Chronicles 2 introduces you to the soldiers of Mor Ardain (and their Special Inquistor, who's in resonance with a very powerful Fire Blade named Brighid, for that matter) two chapters before you visit the place proper, and in the interrim, you find out about tensions between the nation you're in and that place, before your long-awaited arrival there. When the game first dropped, these guys became infamous for just flooding the auditory tracks with the quote above ("THINK YOU CAN TAKE ME!?"), "DON'T FORGET ME" (that's parting shot), and, when auto-attacking, "YER DONE!". Fighting/Steel because they're armored soldiers trained to handle protocol, taking the law dutifully, hence Justified. also considered fighting/normal but it would be strange for them to resist any shadow-based attacks without a blade of that element or something They bring batons into battle, and they get their Special Coverage (and Whirlwind) since some of them are Drivers, but to account for the ones who aren't (which is most of them), the Blades are restricted to Special coverage. Stock Beat is the Art they'll use the most in combat, and Swagger, Uproar, Taunt, and Torment because of their memetastic voice clip frequency in the early days.
 
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Pokémon: Sizzle Guard / Blizzard Guard
Type (Sizzle): Fire
Type (Blizzard): Ice
Ability: Elemental Shield*
*Elemental Shield: If the user is Sizzle Guard, the user is weak to Water, Flying, and Ice, and all other weaknesses are turned into resistances. If the user is Blizzard Guard, the user is weak to Fire and all other weaknesses are turned into resistances.
Stats: 70/70/160/50/150/20 (520)
Notable Moves: Slack Off, Flame Charge, Flare Blitz, Overheat, Will-o-Wisp, Icicle Crash, Blizzard, Haze, Aurora Veil
Blizzard Guard @ Leftovers
Ability: Elemental Shield
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Slack Off
- Icicle Crash
- Will-O-Wisp
- Haze / Aurora Veil

Reasoning: Large beings bearing elementally-infused shields that get all cute and panicky when their shields are broken. Fire and Ice are the types of shields they can have. Elemental Shield's properties give them the same elemental weaknesses they have in Star Allies - these weaknesses are present for various enemies, but are especially noticable for Sizzle Guard and Blizzard Guard and thus it would feel weird for them to not be there. Slack Off because they just kind of sit there panicking when their shields are broken. They also get four extra moves of their types because they can't really do anything but bump into people.



These cruel foes will ambush you and relentlessly attack with their searing venom. How strange that their descendants are so weak.
Pokémon: Primal Aspid
Type: Bug/Poison
Ability: Levitate / Spread Shot*
*Spread Shot: User's attacks have 1.3x accuracy, and hit both opponents in Double Battles.
Stats: 70/100/70/100/70/111 (521)
Notable Moves: Gunk Shot, Megahorn, Sludge Bomb, Bug Buzz, Flamethrower, Fire Blast, Overheat, Scald, Ancient Power, Sucker Punch, U-Turn
Primal Aspid @ Life Orb
Ability: Spread Shot
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Gunk Shot
- Megahorn
- Fire Blast
- U-Turn

Reasoning: Ancient flying beasts of the Kingdom's Edge, which most of the Hollow Knight fanbase hate for being impossible to dodge. Bug/Poison because they're insects that spit poison. Levitate because they fly, and Spread Shot from the... spread shot that makes them so reviled. Gunk Shot and Sludge Bomb because they spit globs of venom, Fire moves and Scald because their venom is described as "searing" in the Hunter's Journal. Megahorn because they have horns. Bug Buzz because they make sounds. Ancient Power because they're an older form of Aspid that was thought to be extinct. Sucker Punch because they're described as ambushing people in the Hunter's Journal. U-Turn because they like to hover out of reach.
 
Voting starts now. Get your vote in by next weekend.
Pokémon: **Fairies** (Touhou Project)
Type: Fairy/variable
Has Multiple forms, depending on where it was caught, which denotes its secondary typing:
Grasslands/Forests- Grass
Deserts- Ground
Caves/Mountains- Rock
Graveyards- Ghost
Tundra/Snow- Ice
Volcano/Magma- Fire
Distortion World- Dark
Lakes/Oceans- Water
etc.
Ability: Fairy Swarm
Signature Ability: Fairy Swarm - The power of attacks are divided into six hits, each having 5 extra base power (This means that moves have a flat extra 30 base power). As the user's HP drops, more fairies join the swarm, adding more Fairies into the mix. at 50% hp or less, there are instead eight, and at 25% hp or less, there are ten. Fairies are immune to the negative effects of weather.
Moves: Disarming Voice, Powder Snow, Ember, Thunder Shock, Ancient Power, Air Cutter, Astonish, Rock Throw, Sand Tomb, Secret Power, Bubble Beam, Leafage, Silver Wind,
Stats: 60HP/70 Atk/50 Def/70 SpA/50 SpD/100 Spe (BST: 400)

Reasoning: Fairies are the most common recurring mook in the Touhou Project series. They're aspects of nature, hence the typing shift depending on where they caught (as well as immunity to negative weather effects), and Fairies are often faced in large numbers, hence the ability. Their moves are deliberately low-powered, and their stats are low as well to make up for the fact that, with few exceptions, they're often the weakest beings in Gensokyo, though they do have ONE niche... being annoying as hell. Due to their abilities making everything hit 6 times at minimum, even 10% proc chances have a 50% chance of proccing at least once, which makes even moves like Ember and Powder Snow quite likely to inflict their debilitating status ailments, which combined with the one stat they DO have that's decent, that being their speed, can be quite the annoyance. It can also make Ancient Power and Silver Wind potentially game-ending if the fairies manage to proc multiple boosts (And with a focus sash, they can guarantee the maximum of 10 hits, which would give an approximately 70% chance of proccing the omni-boosting moves at least once).

Still, Fairy Swarm is only a meager damage amp, due to the fact Fairies, while often coming in huge numbers, are still weaklings, best exemplified by their poor stats.
Pokémon: Komachi Onozuka (Touhou Kaeizuka ~ Phantasmagoria of Flower View)
Type: Ghost/Water
Abilities: Laziness/Distance Manipulation (HA)
Signature Abilities: Laziness - Cannot use attacking moves every other turn, but can still use status moves.
Distance Manipulation - All damaging moves with a priority of 0 or lower hit 2 turns later, but are 25% more powerful. Unlike Future Sight, any amount can be active at once.
Moves: Shadow Claw, Shadow Ball, Waterfall, Surf, Slack Off, Confuse Ray, Will-O-Wisp, Destiny Bond, Hex, Slash, Night Slash, Knock Off, Shadow Sneak, Pain Split, Spite, Bubble Beam, Icy Wind, Air Slash, Low Sweep, Bulldoze, Earthquake, Rest, Sleep Talk, Ice Punch, Ice Beam, Aqua Jet, Liquidation, Rain Dance, Soak, Haze, Mist, Water Sport, Sacred Sword, False Swipe, Air Cutter, Fury Cutter, X-Scissor, Cross Poison, Rock Slide, Stone Edge, Gunk Shot, Pay Day, Happy Hour, Razor Wind, Petal Blizzard, Psycho Cut, Scythe Slash
Signature Moves:
Scythe Of Final Judgment - Ghost-type, Physical, 100 BP, 100% Accuracy, 10 PP. Can hit airborne opponents.
Short-Life Expectancy - Ghost-type, Physical, 90% Accuracy, 10 PP. Halves the opponent's current HP.
Narrow Confines of Avici - Ghost-type, Physical, 75 BP, 85% Accuracy, 10 PP. Lowers the target's Speed by -2 and hits off of the target's lower defense stat.
Signature Z-Move:
Unpitiable Life, Pitiable Life: Upgraded from Pain Split with Last Word Card. Ghost-type. Physical. Swaps the user and target's current HP.
Stats: 210 HP/145 Atk/80 Def/65 SpA/80 SpD/120 Spe (BST: 700)
Reasoning: The TRULY bustiest of them all, Komachi.
Type: Ghost for being a shinigami, Water for being the ferry on the Sanzu River.
Abilities: Laziness for her less than active lifestyle (was going to be Truant, but I just wanted to let her not be a sitting duck), and Distance Manipulation for her ability. They both have drawbacks, but thats because of her high stats.
Stats: My method of picking the best/combining and doubling/changing the stats from both Labyrinth of Touhou games. She's intentionally given a high BST to counterbalance the abilities.
Pokémon: Slime (Dragon Quest)
Type: Water/Normal
Abilities: Hydration/Rain Dish/Limber (HA)
Moves: Flamethrower, Scald, Water Gun, Rain Dance, Flash, Magic Burst, Typical TMs and Tutors, Body Slam, Fire Blast, Ember, Dazzling Gleam, Aqua Ring, Acid Spray, Muddy Water, Acid Armor, Ice Beam, Surf, Whirlpool
Signature Moves:
Magic Burst - Normal-type, Special, 250 BP, 100% Accuracy, 1 PP. Uses up all PP from every move.
Stats: 75 HP/50 Atk/65 Def/50 SpA/65 SpD/130 Spe (BST: 435)
Reasoning: The most famous slime of all slimes, the Dragon Quest ones!
Type: Water for being a slime,, Normal for being the most common enemy in the early run.
Abilities: Things that a slime could have.
Stats: Basically the strongest slime from 9, but rounded out
Moves: Flamethrower, Flash, and Magic Burst (new move) capture its spells from Monsters. Everything else just to make it not terrible.

(Evolves to this when leveling up with a whole team of Slimes. All the slimes in your party will be consumed).
Pokémon: Slime King (Dragon Quest IV)
Type: Water/Normal
Abilities: Hydration/Rain Dish/Limber (HA)
Moves: Same as Slime + Recover, Barrier, Inferno, Kazing, Haze, Crush Claw, Dragon Claw, Metal Claw, Sacred Sword, Slash, Cut, Leaf Blade, Liquidation, Double-Edge, Crunch, Poison Jab, Poison Sting
Signature Moves:
Magic Burst - Normal-type, Special, 250 BP, 100% Accuracy, 1 PP. Uses up all PP from every move.
Zing - Normal-type, Status, 15 PP. Has a 50% chance to revive a fainted ally at 50% max HP.
Stats: 150 HP/110 Atk/95 Def/65 SpA/95 SpD/100 Spe (BST: 625)
Reasoning: The king of slimes!
Type: Same as Slime
Abilities: Same as Slime
Stats: Like the king slime recruit.
Moves: Same as before, but with more stuff relating to the

(Evolves to this when leveling up with a Metal Coat).
Pokémon: Metal Slime (Dragon Quest)
Type: Steel
Abilities: Orichalcum
Signature Ability: Orichalcum - Immune to special moves and all non-violate status conditions, and reduces the damage taken from physical attacks by 50%.
Moves: Same as King Slime + Flash Cannon, Iron Head, U-Turn, Teleport, Iron Defense, Stealth Rock, Rock Tomb,
Signature Moves:
Magic Burst - Normal-type, Special, 250 BP, 100% Accuracy, 1 PP. Uses up all PP from every move.
Zing - Normal-type, Status, 15 PP. Has a 50% chance to revive a fainted ally at 50% max HP.
Stats: 10 HP/90 Atk/255 Def/90 SpA/255 SpD/255 Spe (BST: 955) (Sorry, but accuracy does have some consequences)
Reasoning: And something that is hard to come and hard to beat.
Type: METAL slime.
Ability: Best suited to this thing sheer defenses and immunity to magic.
Stats: Shuckle on weed, methane, LSD, and crack all at once (I.E. the recruited metal slime in V at level 20 with average offensives). Still can't raise its HP.
Moves: Same as King Slime, but with some escape and STAB.
Pokémon: Waddle Dee (Kirby)
Type: Normal/Spear: Normal
Parasol/Parasol Spear: Normal/Flying
Walker: Normal/Steel
Abilities: Normal/Parasol: Simple/Waddle Assist (See Bandanna Waddle Dee) (HA)
(Parasol) Spear: Skill Link/Waddle Assist (See Bandanna Waddle Dee) (HA)
Walker: Battle Armor/
Moves: Basically the same as Bandanna Waddle Dee, but also with Deploy Missiles, Protect, Fly, and more to be said later.
Stats: Normal: 70 HP/70 Atk/70 Def/70 SpA/70 SpD/70 Spe (BST: 420)
Spear: 70 HP/100 Atk/70 Def/70 SpA/70 SpD/70 Spe (BST: 450)
Parasol: 70 HP/70 Atk/70 Def/70 SpA/70 SpD/100 Spe (BST: 450)
Parasol Spear: 70 HP/100 Atk/70 Def/70 SpA/70 SpD/100 Spe (BST: 480)
Walker: 70 HP/100 Atk/100 Def/70 SpA/70 SpD/70 Spe (BST: 480)
Pokémon: Virus-Fever, Virus-Chill, and Virus-Weird
Type: Virus-Fever: Poison/Fire, Virus-Chill: Poison/Ice, Virus-Weird: Poison/Electric
Ability: Virus Change: When this Pokemon is hit, it will change forms. Red changes into Blue; Blue changes into Yellow; and Yellow changes into Red. (The Red form is also healed by Fire moves by 25%, but weak to electric. The Blue form is also healed by Electric moves by 25%. and the Yellow form is healed by both Fire and Electric moves by 12.5%)
Moves: Toxic, Poison Fang, Fire Fang, Ice Fang, Thunder Fang, Sludge Bomb, Toxic, Confuse Ray, Heal Block, Icy Wind, Flame Charge, Nuzzle, Flame Wheel, Avalanche, Spark, Lava Plume, Freeze-Dry, Discharge, Will-o-wisp, Haze, Thunder Wave, Tri-Attack, Taunt, Encore, and Fake Out
Stats: Virus-Fever: 36/64/40/64/40/60 = 304 BST, Virus-Chill: 36/44/60/44/60/80 = 324 BST, Virus-Weird: 36/54/80/54/80/40 = 344 BST
Height: All: 0.1m
Weight: All: 0.1kg (20 BP)

Reasoning: The viruses are the main enemies found in the Puzzle game, Dr. Mario. This version in particular is based on their appearance on M&L:SS. In this game, the viruses change color when you hit them in the order posted above. Also like in that game, the Red Virus is healed by Fire, but weak to Thunder, the Blue Virus is weak to Fire, but healed by Thunder, and the Yellow Virus is healed by both Fire and Thunder. To balance things out, Yellow is only healed by 12.5%. Their main attacking in SS is typically biting the Mario Bros. or jumping on them, which is why they have basic low power attacking moves. Their typings reflect their original appearances and their color schemes. The Red virus is fever, the Blue virus is Chill, and the Yellow virus is Weird. And like their name suggests, they are viruses, so they love spreading status moves.
Pokémon: Unggoy
Type: Bug/Dark
Ability: 1: Wimp Out 2: Emergency Exit HA: Dry Skin
Moves: Charge, Thunder Shock, Spark, U-turn, Nuzzle, Volt Switch, Explosion, and Seed Bomb
Stats: 65/59/42/57/50/70 = 343 BST

Reasoning: Weak, Unintelligent, and Cowardice, The Unggoy (aka. Grunts) are the lowest ranking members of the covenant empire. Used mostly as slave or cannon fodder, they will immediately flee from a fight once the Sangheili (the Elites) are killed, which is why they have both Wimp Out and Emergency Exit. Some grunts will also just kill themselves with their own grenades in an attempt to kill humans they get close to. However, this are a few brave/docile Unggoy, typically hidden away in missions. The most notable one being the Thirsty Grunt, who keeps his cool while a starship he's in is about to blow up and while confronting Master Chief. Dry Skin being a hidden ability also adds to the fact that this grunt is a hidden easter egg. For the Unggoy's typing, the grunts having an Exoskeleton and "Shell", Bug was pretty obvious. I also find that Unggoy look very similar to Sableye and the new Impidimp, due to its body structure, which is why its part Dark. The Unggoy's move pool is also pretty much what grunts are capable of doing in game. They can shoot with Plasma Pistols, run away, throw a sticky grenade, or just blow themselves up. Also, their BST is 343, for obvious reasons.
Pokémon: Red Bloon
Typing: Normal/Flying
Ability: Regenerator / Camouflaged / Levitate
Moves: Round, Minimize, Bounce, Splash, Gust, Bide, Stockpile, Spit Up, Rapid Spin, Memento, Explosion, Last Resort, U-Turn
Signature Move: Bloon Exit - Physical | Normal | 100% Acc. | 5 PP | Target takes damage equal to the user's HP at the time of use. If this move is successful, the user switches out.
Stats: 1/30/30/30/30/30

Forms:
Blue Bloon - 2/40/40/40/40/40 Regenerator / Camouflaged / Levitate
Green Bloon - 3/50/50/50/50/50 Regenerator / Camouflaged / Levitate
Yellow Bloon - 4/60/60/60/60/100 Regenerator / Camouflaged / Levitate
Pink Bloon - 5/70/70/70/70/110 Regenerator / Camouflaged / Levitate
Black Bloon - 11/75/75/75/75/50 Regenerator / Camouflaged / Black Coat
White Bloon - 11/75/75/75/75/60 Regenerator / Camouflaged / White Coat
Purple Bloon - 11/75/75/75/75/95 Regenerator / Camouflaged / Purple Coat
Lead Bloon - 23/80/80/80/80/30 Regenerator / Camouflaged / Fortified, Steel/Flying
Zebra Bloon - 23/80/80/80/80/50 Regenerator / Camouflaged / Zebra Coat
Rainbow Bloon - 47/85/85/85/85/70 Regenerator / Camouflaged / Fortified
Ceramic Bloon - 104/90/90/90/90/80 Regenerator / Camouflaged / Fortified, Ground/Flying

Camouflaged - Shield Dust clone
Black Coat - Damp and Bulletproof combined
White Coat - Immune to Ice
Purple Coat - Immune to Fire and Electric
Zebra Coat - Black Coat and White Coat combined
Fortified - Multiscale clone

Bloon evolves into MOAB. MOAB and forms are probably all Ubers.

Pokémon: MOAB
Typing: Normal/Flying
Ability: Levitate / Fortified
Moves: All of Bloons' moves + Slam, Body Slam, Heavy Slam, Fly
Signature Move: Bloon Exit - Physical | Normal | 100% Acc. | 5 PP | Target takes damage equal to the user's HP at the time of use. If this move is successful, the user switches out.
Stats: 200/90/90/90/90/30

Forms:
BFB - 220/90/90/90/90/10 Levitate / Fortified
ZOMG - 250/100/100/100/100/5 Levitate / Fortified
DDT - 210/80/80/80/80/90 Camouflaged / Black Coat / Levitate, Steel/Flying

Reasoning: Bloons are the eternal enemies of Monkeys in the Bloons series. You end up popping millions of them, this is no exageration.
Bloons come in all shapes and sizes, I simply had to put them all in the sub.
The abilities are based on different types of Bloons (regular, Heart, Camo and Fortified). Regular has no special effect, so I gave them Levitate. Heart recovers its layers that were popped, this is Regenerator. Camo can only be hit by certain monkeys, so I copied Shield Dust. Fortified has a first layer that's tougher to pop, so I copied Multiscale.
Other "signature" abilities are based on each of the bloons' quirks. Black bloons are immune to explosions, white bloons are immune to ice and freeze, zebra bloon combines those effects, purple bloons are immune to energy (magic bolts, lasers and plasma). Lead bloons are actually made of lead, and ceramic bloons are actually made of ceramic, so they get type changes. DDT has the properties of Black, Lead and Camo bloons combined.
Their HP is based on Red Bloon Equivalent, or RBE for short. A Red Bloon has 1 layer, so it can only take one hit. That's 1 RBE. A Ceramic has 109 RBE, so I gave it 109 HP. Etc. (MOABs break the stat cap so I had to nerf them.)
https://bloons.fandom.com/wiki/Red_Bloon_Equivalent_(RBE)#Index
Their Speed is based on their in-game speed but multiplied by 10.
https://bloons.fandom.com/wiki/Speed
The damage you take in the Bloons games depends directly on the HP of the Bloons that escape, this is represented by their signature move.
Pokémon: Smallfry
Type: Poison/Water
Ability: Rattled / Little Pests
Little Pests - This Pokemon's Attack is halved. The accuracy of attacks aimed at this Pokemon is multiplied by 0.8. (banned by Evasion Clause)
Moves: Splash, Flail, Minimize, Bounce, Inky Terrain, Soak, Surf, Acid Spray, Sludge Wave, Lock-On, Focus Energy, Infestation, Soft-Boiled
Signature Move: Tide Shift - Water-type U-Turn clone.
Stats: 45/35/30/25/30/85 (250)

Reasoning: Smallfry are the weakest of the Salmonids, coming in packs. Their tiny size makes them hard to hit. Soft-Boiled because that move is called Egg Lay, and whenever you defeat Salmonids, they drop their Power Eggs. In fact, the entire Salmon Run mode is about collecting Eggs, Golden Eggs (from bosses) or Power Eggs (from Smallfry, Chums and Cohocks).
Unlike Inklings, Salmonids are actual fish, that... do fish things and live underwater, so they get Water-type.

Pokémon: Chum (Evolves from Smallfry)
Type: Poison/Water
Ability: Restless / Hustle
Restless - When opponent is under the effect of Infestation, changes into Chum-Restless.
Moves: All from Smallfry + Salmonid Pan, Poison Fang, Crunch, Poison Jab, Gunk Shot, Smart Strike, Snatch
Signature Move: Salmonid Pan - Steel-type Dragon Tail clone with 30% chance to Poison
Stats: 80/90/85/50/75/90 (480)
Stats (Restless): 40/90/85/50/75/130 (480)

Reasoning: Snatch because of Snatchers, a variant of Chums that take your precious Golden Eggs. Restless comes from the way Chums act in a Rush, when they see Glowflies.

Pokémon: Cohock (Evolves from Chum)
Type: Poison/Water
Ability: Thick Fat / Sturdy
Moves: All from Chum + Body Slam, Heavy Slam, Liquidation
Stats: 130/110/105/50/85/60 (540)

Reasoning: Cohock is the biggest and fattest of the Lesser Salmonids, hitting harder and being able to take many more hits.
Pokémon: Gargantuar
Franchise: Plants vs. Zombies
Type:


Ability: Imp (When at 50% health or below, throws out an Imp. An Imp blocks moves like a substitute does, but has its own stats (40 HP/50 Atk/20 Def/20 SpA/20 SpD/100 Spe) and typing (pure Ghost), while its EVs are the same as Gargantuar's. Its only move is Bite, and it will use it every turn. Switching out Gargantuar doesn't remove the Imp. This Ability can only activate once per battle.)
Moves: Zombie Club, Wildlife Crossing Sign, Wood Hammer, Superpower, Hammer Arm, Close Combat, Drain Punch, Shadow Punch, Knock Off, Seismic Toss, Earthquake, Crunch, Power-Up Punch, Bulk Up
Stats: 200 HP/150 Atk/105 Def/15 SpA/105 SpD/25 Spe (600 BST)

Zombie Club |
|
| 100 BP | 24 PP | 100%
Wildlife Crossing Sign |
|
| 100 BP | 24 PP | 100%

Sample Sets
Gargantuar @ Assault Vest
Ability: Imp
EVs: 200 HP / 252 Atk / 56 SpD
Adamant Nature
- Zombie Club
- Close Combat / Drain Punch
- Wildlife Crossing Sign
- Knock Off / Earthquake

Reasoning: Gargantuar is easily one of the strongest zombies in the Plants vs. Zombies series. It takes way more hits than other zombies, and can instantly defeat most plants. However, it is still fairly slow, like most zombies. Its main weapon is a wooden telephone pole (Wood Hammer), though it can also use a zombie or a wildlife crossing sign. When half of its health is gone, it throws out the Imp on its back, which moves faster than most zombies, and eats plants in front of Gargantuar.
Pokémon: Ardainian Soldier
Typing: Fighting/Steel
Ability: Justified
Moves: Uproar, Parting Shot, Brick Break, Taunt, Swagger, Torment, Thrash, Shock Wave, Thunder Shock, Thunderbolt, Incinerate, Flamethrower, Ember, Powder Snow, Ice Beam, Gust, Whirlwind, Air Slash, Shadow Ball, Dark Pulse, Water Gun, Bubble Beam, Water Pulse
New Move: Stock Beat (90BP Fighting-type Physical move. 100% Accurate, but no secondaries. 15-24PP.)
Stats: 70/110/100/40/80/90 [BST 490]

Reasoning: Xenoblade Chronicles 2 introduces you to the soldiers of Mor Ardain (and their Special Inquistor, who's in resonance with a very powerful Fire Blade named Brighid, for that matter) two chapters before you visit the place proper, and in the interrim, you find out about tensions between the nation you're in and that place, before your long-awaited arrival there. When the game first dropped, these guys became infamous for just flooding the auditory tracks with the quote above ("THINK YOU CAN TAKE ME!?"), "DON'T FORGET ME" (that's parting shot), and, when auto-attacking, "YER DONE!". Fighting/Steel because they're armored soldiers trained to handle protocol, taking the law dutifully, hence Justified. also considered fighting/normal but it would be strange for them to resist any shadow-based attacks without a blade of that element or something They bring batons into battle, and they get their Special Coverage (and Whirlwind) since some of them are Drivers, but to account for the ones who aren't (which is most of them), the Blades are restricted to Special coverage. Stock Beat is the Art they'll use the most in combat, and Swagger, Uproar, Taunt, and Torment because of their memetastic voice clip frequency in the early days.
Pokémon: Sizzle Guard / Blizzard Guard
Type (Sizzle): Fire
Type (Blizzard): Ice
Ability: Elemental Shield*
*Elemental Shield: If the user is Sizzle Guard, the user is weak to Water, Flying, and Ice, and all other weaknesses are turned into resistances. If the user is Blizzard Guard, the user is weak to Fire and all other weaknesses are turned into resistances.
Stats: 70/70/160/50/150/20 (520)
Notable Moves: Slack Off, Flame Charge, Flare Blitz, Overheat, Will-o-Wisp, Icicle Crash, Blizzard, Haze, Aurora Veil
Sample Sets
Blizzard Guard @ Leftovers
Ability: Elemental Shield
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Slack Off
- Icicle Crash
- Will-O-Wisp
- Haze / Aurora Veil

Reasoning: Large beings bearing elementally-infused shields that get all cute and panicky when their shields are broken. Fire and Ice are the types of shields they can have. Elemental Shield's properties give them the same elemental weaknesses they have in Star Allies - these weaknesses are present for various enemies, but are especially noticable for Sizzle Guard and Blizzard Guard and thus it would feel weird for them to not be there. Slack Off because they just kind of sit there panicking when their shields are broken. They also get four extra moves of their types because they can't really do anything but bump into people.
Pokémon: Primal Aspid
Type: Bug/Poison
Ability: Levitate / Spread Shot*
*Spread Shot: User's attacks have 1.3x accuracy, and hit both opponents in Double Battles.
Stats: 70/100/70/100/70/111 (521)
Notable Moves: Gunk Shot, Megahorn, Sludge Bomb, Bug Buzz, Flamethrower, Fire Blast, Overheat, Scald, Ancient Power, Sucker Punch, U-Turn
Sample Sets
Primal Aspid @ Life Orb
Ability: Spread Shot
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Gunk Shot
- Megahorn
- Fire Blast
- U-Turn

Reasoning: Ancient flying beasts of the Kingdom's Edge, which most of the Hollow Knight fanbase hate for being impossible to dodge. Bug/Poison because they're insects that spit poison. Levitate because they fly, and Spread Shot from the... spread shot that makes them so reviled. Gunk Shot and Sludge Bomb because they spit globs of venom, Fire moves and Scald because their venom is described as "searing" in the Hunter's Journal. Megahorn because they have horns. Bug Buzz because they make sounds. Ancient Power because they're an older form of Aspid that was thought to be extinct. Sucker Punch because they're described as ambushing people in the Hunter's Journal. U-Turn because they like to hover out of reach.
 
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