Pet Mod [Gen 8] Crossover Chaos


Congratulations to Mygavolt, Pika Xreme and leafsaber47 for winning with Eizen, Khezu and Gladilia.

No theme this slate but there will be an item side slate. Alongside your regular sub, you can sub an item from any video game. As usual, avoid subbing weapons as items in Pokemon are not used as weapons.

Have fun!​
 

"Like I said, kids are cruel, Jack. And I'm very in touch with my inner child."
Name: Sundowner
Type: Fire/Steel
Ability: Solar Power / Aftermath
Stats: 50/95/125/85/105/75 [535]
New Move: Panel Shield (Baneful Bunker but burn)
Other Moves: X-Scissor, Guillotine, Throat Chop, Slash, Flare Blitz, Fire Punch, Quick Attack, Flash Cannon, Iron Head, Sunny Day, U-Turn, Taunt, Metal Claw, Strength, Attack Order, Arm Thrust, Close Combat, Brutal Swing, Iron Defense, Solar Blade
Justification: Sundowner is a cyborg who relies on hot solar panels for defensive tactics, said solar panels exploding should Raiden slice into one and not between them. He also uses two massive blades, one on each arm, in that phase. The first phase relies on Raiden having to cut off the solar panels one by one (typically with two being cut off consecutively), and after that Sundowner equips one of the blades to the other arm, letting them be used like scissors, but his low HP is because he actually has terrible HP in-game and the solar panels he used to offset that are now gone. He also has a helicopter helping him out at the start, providing UV Radiation for the panels whilst also firing at him, as well as some mooks joining in as he tries to swing a giant pole into you if you let that phase last. He also really likes to boast about being "FUCKIN' INVINCIBLE" when protecting himself, and is extremely bloodthirsty and cruel, so there's your Dark-type coverage and Taunt.

In case you're wondering why I call them Solar Panels: There's a solar motif in both his fight theme and the name "Sundowner" and the helicopter shines a massive light on him, under conditions where said helicopter, Sundowner, and Raiden should all be able to see one another easily.
 
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(Resub)

Item: Star Cloak
Franchise/Origin: Terraria
Fling BP: 10
Effects: Whenever the user is hit with any damaging move, the Star Cloak deals damage as if it were a 30 BP typeless special move to the target that hit the user with the item, with behavior similar to that of confusion damage (no critical hits, unaffected by Life Orb, Technician, Wonder Guard, etc.). Light Screen/Aurora Veil still reduces the damage of Star Cloak's damage by half/a third.
Reasoning: Star Cloak's effects trigger every time the user is hit in Terraria while wearing the accessory. The only true star-based move in Pokémon is Swift, which is usually rather weak, but Star Cloak's effects in the notion that it has the same BP as Swift turns the item into a combination of King's Rock and Mega Kangaskhan's overpoweredness. Thus, the 60 BP was halved to make sure it didn't become too powerful. It acts as confusion damage to make sure it doesn't get boosted by Life Orb and similar effects, but still has its damage cut by Light Screen/Aurora Veil to make sure the victim of the star attack has actual means to mitigate its damage.
(Resub)

Item: Samson’s Lock
Franchise/Origin: Binding of Isaac
Fling BP: 10
Effects: User’s moves boost in power by 20% every time the user directly causes another Pokémon to faint (like the Moxie ability), up to a maximum increase of 100%. The power bonus resets to 0% if the user is withdrawn.
Reasoning: Samson's Lock does increase power of the player in Binding of Isaac for every enemy kill like it does here. It's much less powerful than Moxie's effect due to the ability's power being a bit too much for an item. Even King's Rock's effect would have been better as a Pokémon ability.

types that are common as dirt


"Poor child... you should’ve known you can’t beat me."
Pokémon: Air Man
Franchise/Origin: Mega Man (Classic)
Type:
flying.png
steel.png

Abilities: Unbeatable Air
Signature ability - Unbeatable Air - All Flying-type moves double in power; however, the user's defensive type matchup against Grass-type moves is reversed like in an Inverse Battle.
Other Moves:
4-move-physical.png
: Metal Burst, Steel Roller, Retaliate, Counter, Revenge, Superpower, Rock Slide, Rock Tomb, Pursuit, Payback, Power Trip, Spirit Break
4-move-special.png
: Air Cutter, Air Slash, Hurricane, Flash Cannon, Steel Beam, Razor Wind, Sonic Boom, Weather Ball, Final Gambit, Shadow Ball, Ominous Wind, Icy Wind, Twister, Dark Pulse
4-move-status.png
: Defog, Tailwind, Metal Sound, Shift Gear, Leer, Whirlwind, Mean Look, Scary Face, Swagger, Block, Me First, Work Up, Laser Focus, Spite, Sunny Day, Rain Dance, Hail, Taunt, Torment
Signature moves:
Air Shooter -
flying.png
-
4-move-special.png
- 60 BP - 10 PP - 90% - Forces target to switch out. -6 priority.
Stats: 90/71/110/121/98/80 (BST: 570)

Reasoning: Primary Flying-type due to his control over wind, which has been partially represented in such the type. His secondary type is Steel because he's a Robot Master and was still made with the same Ceratanium most Robot Masters were created with, except for Wood Man who wasn't and was made with cypress logs - who shares the same base HP stat and BST as Air Man. Air Man's Defense stat references his Robot Master number of DWN-010. The other half of his base stats subtly references the Japanese release date of Mega Man 2, in which he debuted, December 1988. His (only) signature Ability is a very powerful ability with similar move type-boosting effects to Water Bubble, but to balance out the massive power of it, the type matchups are conditionally inverted whenever Air Man is hit with Grass-type moves ala Gen VI Inverse Battles. With Air Man's Flying/Steel dual typing, this means he will have a massive x4 weakness to Grass-type moves – this pays homage to his hatred of leaves clogging up his fan – and the reason why he is weak to Wood Man's Leaf Shield. Such a balancing attempt philosophy with Air Man’s Unbeatable Air ability is like how Hustle, Fluffy, and Dry Skin worked around with a similar approach. Even then, his movepool is bereft of priority moves, which could easily circumvent his middling base Speed stat; and strong Sp. Atk boosting Status moves to make his STAB Flying moves even stronger like Nasty Plot, forcing him to rely on the less-than-ideal Work Up for Sp. Atk boosts. The only damaging Special Flying-type move he can learn that has over 80 BP by default is Hurricane, which is saddled by a shaky 70% accuracy, making it not as spammable as it seems. His signature move is obviously his Special Weapon, Air Shooter, which phazes opponents similar how he can push away Mega Man during his boss battle from one end of his boss room to the other when using his Air Shooter. (Whirlwind is basically Air Shooter but non-damaging so he learns that too) Also notable of a move, yet not a signature one, is Shift Gear, used here as homage to Mega Man 11's Double Gear mechanics, in which his surrogate father, Dr. Wily, finalised from its former state as a college project. Shift Gear does circumvent his lack of damaging priority moves, by virtue of its +2 to Speed, but he cannot make good use of its Attack boost because his base Attack stat is almost half of that of his strong base Sp. Attack stat of 121, so it just ends up as an Agility/Rock Polish/etc. with a near useless extra step, thus having to sacrifice a turn to set up so he can get to town via outspeeding foes and blowing them away with the tornadoes of his Air Shooter. He boasts that he's undefeatable - but is that really the truth when he is terribly weak to one of the most lacklustre offensive types in the game?

Code:
Air Man (M) @ Rindo Berry / E-Tank
Ability: Unbeatable Air
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Air Slash / Hurricane
- Shadow Ball
- Dark Pulse
- Defog
Code:
Air Man (M) @ Rocky Helmet
Ability: Unbeatable Air
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Air Shooter
- Air Slash / Hurricane
- Defog / Whirlwind
- Taunt


"...you know how pricy is it to hire me, right?"
Pokémon: Aru Rikuhachima
Franchise/Origin: Blue Archive
Type:
dark.png

Abilities: Sniper (HA: Emergency Exit)
Other Moves:
4-move-physical.png
: Beat Up, Thief, Knock Off, Assurance, Payback, Sucker Punch, Power Trip, Lash Out, Stomp, Façade, Counter, Low Kick, Reversal, Revenge, Low Sweep, Acrobatics, Stomping Tantrum, Gunshot (from Hector Barbossa in CCEX), Rock Blast, Smack Down, Shadow Sneak, Phantom Force, Play Rough, Spirit Break
4-move-special.png
: Dark Pulse, Snarl, Focus Blast, Final Gambit, Shadow Ball, Hex, Incinerate, Burning Jealousy, Snipe Shot, Mirror Coat, Extrasensory, Dazzling Gleam
4-move-status.png
: Taunt, Torment, Nasty Plot, Switcheroo, Parting Shot, Leer, Lock-On, Scary Face, Swagger, Work Up, Confide, Laser Focus, Detect, Curse, Destiny Bond, Spite, Grudge, Sunny Day, Rain Dance, Grassy Terrain, Imprison, Hail, Crafty Shield
(Note: cannot learn Bide, Captivate, Frustration, Return, Natural Gift, and Secret Power)
Signature moves:
Hardboiled Shot -
dark.png
-
4-move-physical.png
- 85 BP - 10 PP - 100% - Non-contact move unlike most Physical moves. A ballistic (blocked by Bulletproof) move that increases to 170 BP if used during the first turn it is out in battle. Hits both opponents in a Double Battle.
Stats: 95/139/68/104/68/57 (BST: 531)

Reasoning: Pure Dark-type due to her position in Gehenna Academy’s Problem Solver 68 as its boss, like the villainous teams often seen in the Pokémon core series – along with being a demon according to her student ID. Sniper is her primary ability as obligatory pointer towards her usage of a sniper rifle during battle, complete with the aura of a dangerous assassin. However, her mafioso personality is a façade – as she turns out to be naïve and unusually humble under the surface, essentially quite the coward – like Guzma of Team Skull due to his similar failed attempts to pull off the villain role. Guzma’s signature and favourite Pokémon is Golisopod, which has Emergency Exit as its only ability – and it is Aru’s Hidden Ability. Hardboiled Shot is Aru’s Signature Move, based on her EX Skill in her source material proper, and benefits from Emergency Exit’s double-edged effect due to essentially being the fusion of First Impression and Fishious Rend – the former’s first turn only condition and the latter’s massive base power jump given when a deceptively simple rule is fulfilled. In layman’s terms, her base stats are mostly sourced from the mobile game she’s from – however her base Defense and Sp. Def have been slightly changed to the number 68, which is the number attached to Problem Solver 68, the club she helms – to provide a sense of symbolism not utilised in the real Pokémon game aside from Archeops (who fits Aru’s personality in a way due to its Defeatist ability) and Spiritomb. Her movepool includes various useful assets to pick her suspiciously subpar base stats, despite a decent BST, up – Sucker Punch is STAB priority she desperately needs due to her poor base Speed, and Gunshot due to her use of firearms and a way to punch holes in the Fairy-types she’s weak to. Parting Shot’s affinity with slower Speed stats makes her a potent hit-and-run revenge killer or pivot during battle. She notably lacks various moves that were excised from Gen VIII (ESPECIALLY Pursuit) due to her game of origin, Blue Archive, first debuting (announcement/date of first release location/etc.) after Sword and Shield were already out for a good several months.

Code:
Aru Rikuhachima (F) @ Heavy-Duty Boots / Custap Berry
Ability: Emergency Exit
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Hardboiled Shot
- Sucker Punch
- Gunshot / Play Rough
- Parting Shot
Code:
Aru Rikuhachima (F) @ Choice Scarf
Ability: Sniper
EVs: 68 Atk / 188 SpA / 252 Spe
Naive Nature
- Sucker Punch / Knock Off
- Play Rough
- Snipe Shot
- Switcheroo
Code:
Aru Rikuhachima (F) @ Leftovers / Liechi Berry
Ability: Sniper
EVs: 8 HP / 248 Atk / 252 Def
Impish Nature
- Power Trip / Knock Off
- Play Rough / Sleep Talk
- Rest
- Curse

and types that are rarer than raw meat


"I've been looking for someone who I'm allowed to fight without holding anything back! Tremble in joy! The mountain shall be your grave!"
Pokémon: Momoyo Himemushi
Franchise/Origin: Touhou Project
Type:
bug.png
ground.png

Abilities: Poison Heal / Dragon Eater (HA: Miner)
Signature ability - Dragon Eater – Dragon-type Water Absorb/Volt Absorb clone; when the user is hit by a Dragon-type move the move does nothing and heals the user for 1/4 of its maximum HP instead (if the user is not at full HP).
Other Moves:
4-move-physical.png
: Leech Life, Pin Missile, Bug Bite, X-Scissor, Lunge, Skitter Smack, Dig, Earthquake, Fissure, Bulldoze, Stomping Tantrum, Rock Climb, Counter, Submission, Rock Smash, Brick Break, Superpower, Aerial Ace, Poison Sting, Cross Poison, Poison Jab, Rock Slide, Rock Blast, Rock Tomb, Stone Edge, Smack Down, Shadow Sneak, Steel Roller, Dual Chop, Knock Off, Fling, Night Slash, Power Trip, Throat Chop, Lash Out, Spirit Break
4-move-special.png
: Struggle Bug, Infestation, Earth Power, Terrain Pulse, Air Cutter, Air Slash, Sludge Bomb, Sludge Wave, Venoshock, Ancient Power, Power Gem, Shadow Ball, Dark Pulse, Snarl
4-move-status.png
: Sand Attack, Leer, Swords Dance, Endure, Scary Face, Block, Helping Hand, Laser Focus, Toxic, Coil, Sandstorm, Stealth Rock, Wide Guard, Metal Sound, Agility, Light Screen, Reflect, Taunt, Torment, Quash
Signature moves:
Mine Blast -
ground.png
-
4-move-physical.png
- 100 BP - 5 PP - 100% - Hits both the user’s ally and both opponents in a Double Battle. Has a 30% chance to lower each hit target’s Defense stat by 2 stages. Ballistic move (cannot damage targets with Bulletproof).
Stats: 100/100/89/55/90/112 (BST: 546)

Reasoning: Primary Bug-type as a youkai based on a centipede, close relative to the insect order and are both in the Arthropoda phylum – already represented in realmons Scolipede and Centiskorch. Her secondary type is Ground because of her hobby as a gem miner and wields pickaxes and shovels like Steve from Minecraft does, who is pure Ground-type. Poison Heal is to provide poison insurance without giving her directly the Poison-type due to her venomous centipede background – multiple non-canon Touhou fanworks take note of this yet her source material does not. Dragon Eater is her non-Hidden Signature Ability to reference her oomukade origin as a devourer of dragon – hatchlings or otherwise. Miner is her Hidden Ability for more obligatory Steve comparisons thanks to her Golden Pickaxe and Shovel – yet is also a good benefit to her EdgeQuake coverage combo. Her own base stats are an amalgamation of the base stats of Scolipede and Centiskorch and provides herself physical move bias like Scolipede but unlike Centiskorch. Mine Blast, her signature move, is named after one of her Spell Cards, and is a danmaku pattern filled with explosive projectiles, thus its status as a ballistic move. Having Mine Blast have the stats of Egg Bomb would be terrible and will force her to run Earthquake over her signature move, and besides – Egg Bomb was removed in Generation VIII, which was released before Unconnected Marketeers (TH18) anyway (by about a year or so), so it gains more reasonable stats like that of Searing Shot and Seed Flare. Her pickaxe and shovel technically represent her forcipules in a way, so she can use both of her tools for moves like Cross Poison and X-Scissor, which Scolipede so happens to also learn. Power Gem is mainly for tying her to the dragon gem mining operations that indirectly started the Incident of TH18. Many Poison-type moves are learnable for her, including Special Poison-type moves almost all Poison-types learn like Sludge Bomb although are not very useful competitively.

Code:
Momoyo Himemushi (F) @ Leftovers / Toxic Orb
Ability: Dragon Eater / Poison Heal
EVs: 252 Atk / 252 Def / 8 SpD
Impish Nature
- Leech Life
- Earthquake
- Superpower / Stone Edge
- Coil
Code:
Momoyo Himemushi (F) @ Frozen Turtle Shell
Ability: Miner
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Leech Life / Pin Missile
- Earthquake
- Stone Edge
- Swords Dance

"As a mercenary, I just do my job. As for the purpose of my mission and what consequences it'll leave, I don't have a say in any of that. So, from now on, you're in charge of deciding what I'm responsible for."
Pokémon: Frostleaf
Franchise/Origin: Arknights
Type:
ice.png
rock.png

Abilities: Illuminate / Filter (HA: Long Reach)
Other Moves:
4-move-physical.png
: Avalanche, Ice Shard, Icicle Crash, Triple Axel, Rock Slide, Rock Blast, Rock Tomb, Stone Edge, Smack Down, Cut, Fury Attack, Quick Attack, Rock Climb, Low Kick, Brick Break, Low Sweep, Earthquake, Bulldoze, Twineedle, U-turn, Iron Tail, Smart Strike, Axe Strike (from Camilla (Fire Emblem)), Spirit Break
4-move-special.png
: Blizzard, Ice Beam, Icy Wind, Powder Snow, Sheer Cold, Frost Breath, Freeze-Dry, Power Gem, Hyper Voice, Weather Ball, Earth Power, Shadow Ball, Flash Cannon, Mirror Shot, Water Pulse, Mirror Coat, Synchronoise, Dazzling Gleam, Disarming Voice
4-move-status.png
: Haze, Hail, Sandstorm, Stealth Rock, Focus Energy, Sing, Swords Dance, Endure, Safeguard, Helping Hand, Confuse Ray, Rain Dance, Light Screen, Reflect, Calm Mind, Speed Swap, Torment, Quash, Moonlight
Signature moves:
Ice Tomahawk -
ice.png
-
4-move-physical.png
- 100 BP - 10 PP - 75% - Lowers the target's Speed by 1 stage. Non-contact unlike most Physical moves.
Stats: 95/116/81/81/70/85 (BST: 528)

Reasoning: Primary Ice-type due to her codename and skills showing such ice-based theming. Her secondary Rock-type gives her the fragile Ice/Rock-type fitting of her backstory, but also harkens towards the rock-based appearance of the background of her Elite 2 artwork. Her non-Hidden abilities include the flavour-only Illuminate, which ties to the light-theming she also carries with terminology from beacon, light, etc. to describe her and her dialogue. The battle-usable Filter patches up her terrible defensive typing of Ice/Rock, once the signature ability of the Mr. Mime evolution line, which Frostleaf shares the lack of visible emotion and expressions with, as if to suppress her dark past as a child soldier. Long Reach is her Hidden Ability, fitting of a fox as cold as Decidueye. Long Reach's Japanese/Chinese name Distant is a double meaning referring to her ability to attack at longer ranges than with pure melee options and her personality. Her signature move, Ice Tomahawk, allows her a strong alternative to Icicle Crash with a 100% chance to lower hit target's Speed, useful for a typing that would rather have higher speed tiers than lower one. This signature move shares its name with the first Skill she can learn, though the similarly named Frost Tomahawk is essentially a stronger variant of Ice Tomahawk, with a Stun chance like the propensity for Ice-type to include a chance to freeze opponents. Regardless, the two skills are thematically similar. As an axe user who also stabs foes in battle as it more resembles a halberd, she carries the Axe Strike move first seen on Camilla of Fire Emblem Fates fame. The moves Twineedle and Smart Strike are used to allow Frostleaf to stab her foe with her axe during Pokémon battles. Frostleaf is an audiophile who likes singing and humming, so there are a bunch of sound moves, damaging or otherwise, for her to use (Hyper Voice, Sing, Disarming Voice). To go with Illuminate's thematics are Dazzling Gleam, Flash Cannon, and Power Gem, the latter of which provides a serviceable Rock STAB move for her to use her mediocre yet usable Sp. Atk base stat with.

Code:
Frostleaf (F) @ Focus Sash / Custap Berry
Ability: Filter
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Ice Shard
- U-turn
- Haze
Code:
Frostleaf (F) @ Choice Specs
Ability: Filter
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Power Gem
- Ice Beam
- Earth Power
- Freeze-Dry / U-turn
Code:
Frostleaf (F) @ Blunder Policy
Ability: Filter / Long Reach
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge / Earthquake
- Ice Tomahawk / Icicle Crash / Triple Axel
- Earthquake / Axe Strike
- Swords Dance
 

Item: Burnt Meat
Origin: Monster Hunter
Effect: Consumed at 33% HP (50% with Gluttony). Causes user to flinch and take exactly 5 damage.
Fling Effect: 30 BP. Causes target to flinch.
Reasoning: Meat that's been cooked for too long. Now it's burnt and no good to anyone. In Monster Hunter, it causes you to take minor damage and cough for a bit when consumed.
Maybe use it as a Trick item?

[Price of Freedom]
Item: Espadrilles
Origin: Standstill Girl
Effect: Reduces Speed to 0.8x. Removes recoil damage.
Fling Effect: 30 BP.
Reasoning: In-game, this Accessory only halves consumption of LP (HP), but I went for full Recoil removal due to its side-effect.

[Price of Soul]
Item: Dream Circuit Breaker
Origin: Standstill Girl
Effect: Reduces damage dealt and received to 0.8x.
Fling Effect: 10 BP.
Reasoning: In-game, the defensive boost is larger, but because Stall is a thing I weakened it a little.


Item: Milk Bucket
Origin: Minecraft
Effect: Removes volatile status effects, consuming itself in the process. Does not count as a berry.
Fling Effect: 100 BP
Reasoning: It's milk. It clears potion effects, for whatever reason. Are potions spicy?

Item: Big Cake
Origin: Kirby Air Ride
Effect: Comsumed on entry. For 3 turns, have 1.5x HP (as Dynamax), 2x height, and 8x weight. Effect clears on switch-out.
Fling Effect: 60 BP
Reasoning: A cake that makes you big, allowing you to flatten other racers. That's it.

Here's a new sub.


Pokémon: False Assassin
Origin: Fate/stay night
Type: Fighting
Ability: Multi-Dimension Refraction (makes Aerial Ace hit 3 times)
Stats: 70/80/20/20/100/140 (430)
Notable Moves: Aerial Ace, Sacred Sword, Slash, Swords Dance, Rototiller, thats it
Reasoning: False Assassin is a humble farmer who *really* wanted to hit a bird with his sword. He wanted it so bad, that he managed to recreate the Multi-Dimension Refraction Phenomenon and become capable of slashing three times simultaneously. Yes, really. His stats are based off of his canonical Parameters (subbing a reduced Luck stat for SpD as his Class lacks Magic Resistance and Luck also defends against esoteric attacks), with decent HP because he can survive having his ripcage ripped open. He gets sword moves because he's a swordsman and Rototiller because he's a farmer. That's it. Multi-Dimenson Refraction affects Aerial Ace in particular because its Japanese name is "Tsubame Gaeshi", the same as False Assassin's signature technique.


And another evo line!


Pokémon: Zamite
Origin: Monster Hunter 4
Type: Ice
Ability: Strong Jaw / Rough Skin
Stats: 70/85/70/60/60/70 (415)
Notable Moves: Ice Fang, Leech Life, Waterfall, Surf, Bite, Crunch, Megahorn, Smart Strike, Icicle Spear, Dive
Reasoning: Shark-like Amphibians that like to burrow into their prey and devour them from the inside... thankfully, hunters are too small for that. As Two-Star monsters, they're quite a bit weaker than even Three-Stars, hence their NFE-level stats. It also fits because they *are* NFEs, specifically the juvenile form of Zamtrios.

Mostly they bite onto things and suck their blood. THey also get bonus Waterfall and Surf because they're semi-aquatic and evolve into a clear-cut Water-type. Oh, and they have a big fat horn, hence Megahorn and Smart Strike.


Pokémon: Zamtrios
Origin: Monster Hunter 4
Type: Ice/Water
Type (Inflated): Water
Ability: Armor Change
*Armor Change: Changes to Inflated form when using Puff Up. Changes to Frozen form when using any Ice move. Form persists when switching or outside of battle.
Stats (Frozen): 100/120/90/80/70/70 (530)
Stats (Inflated): 100/90/120/70/100/50 (530)
Notable Moves: As Zamite plus: Puff Up*, Icicle Crash, Liquidation, Skitter Smack, Dig, Body Slam, Heavy Slam, Thunder Wave
*Puff Up: King's Shield clone
Reasoning: The adult form of Zamite, a fuckhuge shark-like amphibian. They have a special fluid in their bodies that they can use to form armor or to inflate themselves, or simply blast out.. Ironically, in-game their inflated form has better defenses but worse overall abilities than its armored form, so its stats reflect that. It's noted in its entries to use sneak attacks, hence Skitter Smack, it can burrow through ice, and it also likes to slam into people. It has a Subspecies that can spread Paralysis, hence Thunder Wave.


And now, revenge of the B-Sides! (New subs probably coming later)


"So... tired..."
Pokémon: Ruined Dragon / Lord of Lightning
Origin: Super Mario Odyssey
Type: Electric/Dragon
Ability: Galvanize / Battle Armor / Electric Surge
Stats: 80/100/140/115/125/40 (600)
Notable Moves: Dragon Pulse, Thunderbolt, Thunder, Discharge, Dragon Claw, Wild Charge, Headbutt, Iron Head, Head Smash, Ice Fang, Icy Wind, Ice Beam, Blizzard, Waterfall, Surf, Dual Wingbeat, Roost, Thunder Wave
Reasoning: The dragon who lives in, and probably is responsible for the state of, the Ruined Kingdom. Electric/Dragon due to being a dragon who uses electricity in literally all of his attacks. That's also why Galvanize. He gets a defensive spread due to being EXTREMELY resistant to damage, ignoring every hit that isn't to one single weak spot - which he covers with a kabuto helmet that has to be taken off, hence Battle Armor. Electric Surge because he's prooobably the reason why the Ruined Kingdom is full of lightning all the time. He gets Dragon Pulse from being a dragon with a breath weapon, and Dragon Clawe because he has claws that can cut through stone. He also gets the common Electric moves. One of his attacks involves slamming his head into the ground, hence the head moves. The floor in the rematch is slippery, hence some Ice and Water coverage. Also Roost and Dual Wingbeat becuse wings.





Pokémon: Yian Kut-Ku
Origin: Monster Hunter
Type: Fire/Flying
Ability: Strong Jaw / Run Away / Rattled
Stats: 70/85/60/105/70/105 (495)
Notable Moves: Fire Fang, Flame Charge, Flamethrower, Fire Blast, Dual Wingbeat, Drill Peck, Air Slash, Roost, Crunch, Psychic Fangs, Poison Fang, U-Turn, Shell Smash
Reasoning: A Bird Wyvern that eats big bugs and has a fat fucking beak. Fire/Flying because it's Fire-element and is a flying bird. As a 3-star monster its BST is low-ish, and it's focused on speed because of how it's described as fast. Strong Jaw because of its thick, oversized beak, Run Away because it's described as having legs perfect for running away, Rattled becuase it's described as cowardly. It gets basic STABs as well as biting/pecking moves. Poison Fang in particular beecause one of its relatives is poisonous. U-Turn is shared with all Monster Hunter monsters because they like to retreat a lot. Shell Smash because its carves include a lot of "shell" items and it has a rage mode where its offenses and speed are both increased.


...this one was supposed to be an A-Side but got passed up for Kracko.


Doktor: But, you know, they talk about the deterrent effects of this UG... About it striking fear in people's hearts. If there is a UG airstrike, you don't have any time to flee. But if this behemoth was lumbering your way...

Raiden: You'd run. Anyone would... Except trained guerrillas.

Pokémon: Metal Gear EXCELSUS
Origin: Metal Gear Rising: Revengeance
Type: Rock
Ability: Intimidate / Hyper Cutter / Pressure
Stats: 120/150/100/90/80/15 (555)
Notable Moves: Stone Edge, Rock Slide, Dig, Bulldoze, Behemoth Blade, Crabhammer, Sacred Sword, Psycho Cut, X-Scissor, Cross Poison, Fury Cutter, Slash, Stomp, Stomping Tantrum, Blaze Kick, Dragon Rush, Flamethrower, Fire Blast, Overheat, Swords Dance, Roar
Reasoning: While not nuclear-armed like a traditional Metal Gear, EXCELSUS is designed to totally overpower cyborgs and bulldoze urban environments, making it a weapon of mass destruction in its own right. One that looks like an 80-foot-tall crab with swords. Senator Armstrong pilots one as the penultimate boss of Metal Gear Rising (for the actual final boss, that's Armstrong himself).

Rock-type because, by the time of MGR, carbon nanotubes are the standard building material for war machines, and EXCELSUS is no exception. Thus, it presumably has a similar level of carbon content to Diancie and Carkol.

Intimidate, Pressure, Dragon Rush and Roar as it is designed to have an immediately obvious presence that forces civilians to flee. Technically EXCELSUS itself doesn't roar, but several other Metal Gears and UGs in the Metal Gear franchise do, so close enough. Hyper Cutter, Crabhammer, and a fuckton of slashing moves because big ol high-frequency blades that are where a crab would have claws, loosely speaking.

Stomp, Stomping Tantrum, and Blaze Kick from its usage of its legs to attack. Flamethrower, Fire Blast, and Overheat from its ability to shoot what Armstrong refers to as "the flames of justice". (Even when lying about his motivations he's a ham.)

Stone Edge, Rock Slide, and Dig from how it introduces itslef in-game - by tunneling up from underground and causing a whole rock to fall in an airfield.
 
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EDIT: Included some extra stuff for my Lamech sub regarding NG+ content

Been playing Rogue Legacy 2 Lately, so thought I may as well sub some relics from the game that seemed to translate decently into Pokemon, as well as one of the bosses.

1652727358014.png

Item: Achilles’ Shield
Franchise: Rogue Legacy 2
Effect: The holder’s attacks deal 20% more damage while the holder is at 50% of their maximum health or higher.
Fling: 70 BP, drops target’s defense by 1 stage
Reasoning: In Rogue Legacy 2, the Achilles Shield only boosts attacks 10% while at 50% health or higher, however this buff also needs to account for the fact that this relic costs very little resolve to equip. If literally translated to Pokemon, this would just make it a Muscle Band/Wise Glasses downgrade. So, I thought making the buff on par with the expert belt would be more appropriate, as the condition to the item isn't as harmful as the life orb's, but isn't free like the Muscle Band/Wise Glasses either.

1652727380921.png

Item: Catalyst
Franchise: Rogue Legacy 2
Effect: The holder’s attacks deal 20% more damage if their target is afflicted with a non-volatile status condition.
Fling: 40 BP
Reasoning: Quite literally the item's in-game description is "Deal 20% bonus damage to enemies with a Status Effect." Not much altering needed to be done to translate this.

1652727400711.png

Item: Icarus’ Wings
Franchise: Rogue Legacy 2
Effect: The holder becomes ungrounded, but takes 15% more damage from attacks.
Fling: 40 BP
Reasoning: Full name is The Icarus' Wings Bargain, but that's too long for an item name so I cut it down to just be Icarus' Wings. Anyways, in Rogue Legacy 2 this Relic allows you to fly, at the cost of you taking extra damage from attacks. So, it kinda acts as an Air Balloon Side-grade, where it can't get popped, but has an alternate defensive downside.

1652728581478.png

I am an Estuary!
One of only a select few hand-picked by our King.
We are the best of the best, and by the King’s decree, all others stand below us.

Yet here I sit, rotting in the halls after my fellow Estuaries banished me from the table!

Pokémon: Lamech
Franchise/Origin: Rogue Legacy 2
Type:

Abilities: Berserk / Blaze [HA]
Moves: Secret Sword, Focus Blast, Final Gambit, Meteor Assault, Flying Press, Sacred Sword, Body Press, Revenge, Gravity Beam, Synchronoise, Future Sight, Psybeam, Psycho Cut, Gravity, Imprison, Instruct, Miracle Eye, Trick Room, Wonder Room, Eruption, Flamethrower, Fire Blast, Fire Ball, Fire Pledge, Spectral Blades, Draco Meteor, Outrage, Discharge, Shock Wave, Electro Ball, Spikes, Barrier, Reflect, Light Screen, Double Edge
Signature Moves:
Gravity Beam -
-
- 120 BP - 10 PP [16 Max] - 85% Acc - Targets all adjacent Pokémon
Spectral Blades -
-
- 20 BP - 10 PP [16 Max] - 90% Acc - +1 priority, Hits 1-3 times, each hit does it's own accuracy check. (Note: Unlike Triple Axel & Triple Kick, this move does not boost in power per successful hit)
Stats: 120 / 90 / 105 / 125 / 80 / 60 [580 BST]
Shiny: I don't normally include anything about shiny, but Lamech actually has one in a sense. Instead of the standard bronze armor his armor would instead be Gold, referencing his NG+ armor as seen in the spoiler below.
1652981515029.png
Reasoning: Estuary Lamech, the First Spellsword, is a boss located within the first major location of the game, Citadel Agartha. As depicted through the game's lore, the 6 Estuaries are the strongest people in the entire Kingdom, hand-picked by the King himself. This status warrants Lamech to have Legendary-level BST, which I settled at 580. Lamech himself is very much oriented to the military, responsible for training the soldiers of Kingdom to wield both physical prowess as well as magical prowess. As such I felt it fitting for Lamech's typing to be Fighting/Psychic, Fighting representing his militaristic background, and Psychic representing his magical talents.
As for Lamech's abilities, I felt Berserk and Merciless were most appropriate. All bosses have a point where they go "berserk" per se, however Lamech specifically is depicted to be incredibly bitter and hotheaded through his memory fragments that you can encounter. Blaze is more of a reference to Lamech's most common form of magic, fire magic, not to mention when he does get low on health, his outburst shoots out a bunch of homing fireballs towards the player.
As for moves, while some are based purely on his given flavor, others are based on the 7 different attacks he can perform:
1. Lamech's lunging spear attack is reflected by Meteor Assault and Double Edge, NG+ version of attack also summons balls of electricity hence electro ball.
2. Lamech's spiral fireball attack is reflected with Fire Ball.
3. Lamech's throwing of spectral knives is reflected with Spectral Blades & Psycho Cut.
4. Lamech's main sword attack is reflected via Secret Sword, Sacred Sword, and Psycho Cut (again), while the second half of that attack summoning pillars of fire are reflected via Flamethrower & Fire Pledge.
5. Lamech's leaping axe attack is reflected via flying press, while the second half of the move, showering magma balls upon the arena, is reflected by Eruption and Draco Meteor. NG+ variant of attack also summons Void Walls, thus him also getting Barrier, Reflect, and Light Screen.
6. Lamech's Gravity Beam is reflected by, well, Gravity Beam, as well as Focus Blast & Psybeam.
7. Lamech's enraged attack has him release a shock wave, hence Shock Wave and Discharge, that also summons the homing fireballs, hence Fire Ball again.
Onto Lamech's stats, Lamech's emphasis is on Health and Special Attack, due to these bosses naturally having a lot of health and Lamech also being focused towards Magical Attacks. Has higher defense over Special Defense, as his design suggests he can take a lot of physical blows, living and putting up a challenging fight despite the many swords and arrows in his back. Lastly, he has lower speed than everything else, as Lamech's movement is overall slow in the battle, aside from a few bursts of movement such as with his spear lunge and leaping axe attacks.


Also a resub:

1652719783956.png
Pokémon: Hodan
Franchise/Origin: Rivals of Aether
Type:

Abilities: Full Steam
Signature Ability: Full Steam - Upon switching in, gets a steam modifier that is consumed by its signature moves. Upon using steam, Hodan will recover steam at the end of next turn.
Moves: Rising Geyser, Boiling Rush, Steam Flip, Mud Bath, Dive, Muddy Water, Scald, Soak, Water Sport, Waterfall, Fire Punch, Flame Charge, Heat Crash, Heat Wave, Overheat, Acrobatics, Bounce, Bulldoze, Earth Power, Mud Bomb, Mud Shot, Mud Sport, Mud Slap, Brutal Swing, Darkest Lariat, Bind, Body Slam, Double Hit, Double Slap, Double-Edge, Endure, Headbutt, Mega Punch, Rapid Spin, Slam, Splash, Strength, Tackle, Take Down, Thrash, Work Up, Power Whip, Bulk Up, Low Sweep, Zen Headbutt
Doesn’t Learn Protect
Signature Moves:
Rising Geyser -
-
- 90 BP - 10 PP [16 Max] - 100% Acc - If used while Hodan has steam, removes steam modifier and is super-effective against flying types.
Boiling Rush -
-
- 110 BP - 10 PP [16 Max] - 85% Acc - If used while Hodan has steam, removes steam modifier and has perfect accuracy.
Steam Flip -
-
- 65 BP - 10 PP [16 Max] - 100% Acc - If used while Hodan has steam, removes steam modifier and doubles in power.
Mud Bath -
-
- 95 BP - 10 PP [16 Max] - 100% Acc - If used while Hodan has steam, removes steam modifier and traps the opponent.
Stats: 90 / 115 / 90 / 70 / 80 / 90 [535 BST]
Reasoning: Hodan, the Hot Spring Sage, primarily utilizes the element of Steam, the result of mixing Water and Fire elements. However, do not be mistaken, for Hodan has studied and practiced Elementalism, where all elements come together peacefully. As such, Hodan is able to utilize moves of Water, Fire, Air, and Earth.
Hodan’s Signature Ability and 4 signature moves reflects these ideas, as well as Hodan’s central mechanic in-game: steam. There are two different ways Steam can boost his moves: holding down builds up Hodan’s steam, which can be unleashed into performing more powerful versions of attacks, however other moves have specific interactions when passing by Hodan’s Sweat Spirits, which are steam versions of himself that he can throw around the map. His ability, Full Steam, merges these two mechanics into a singular, central ability. Each Signature move reflects an attack that gets powered up by steam in one way or another:
Rising Geyser reflect’s Hodan’s up-tilt. Without steam the move is a stationary Headbutt that launches opponents upwards. However, when charged with steam, it becomes a rising kick that causes Hodan to jump into the air. As such, the charged version gives much more vertical range, making it easier to hit airborne opponents, hence its charged effect making it SE to flying types.
Boiling Rush references Hodan’s dash attack, which has a great deal of power behind it, but is hard to hit because it lacks much range. However, with steam charged, the attack covers much more distance, making it much easier to land, or in this case, gain perfect accuracy.
Steam Flip references Hodan’s up-special, where Hodan jumps up and flips, hurting anyone in his path. When charged by steam, this move launches Hodan higher, and also deals greater damage and knockback to anyone it hits, hence the doubled power effect given to this move.
Mud Bath is Hodan’s down-special, where he leaps forward and smashes his opponent into the ground. In Hodan were to pass by a Sweat Spirit in this move, this action would also summon a wave of mud that goes across the entire surface he landed on, making anyone hit by the wave stuck in place for a little bit. This effect felt like it was closest to the Spirit Shackle/Anchor Shot effect of making the opponent unable to leave.
There is so much more I could go over regarding my choices for sub, however I fear this justification section would go on for far too long describing which moves act as a parallel to which attacks Hodan has within RoA, so I think I’ll just leave this here lmao.
 
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Ya know what, let's give this one a try.

"Oh, it's almost dawn. I have to return home and sleep..."



Pokémon: Yukari Yakumo (Touhou Youyoumu: Perfect Cherry Blossom)
Type: Psychic/Dark
Ability: Comatose (Casual)/Manipulation of Boundaries (Serious)
Signature Ability: Manipulation of Boundaries- Cannot be copied, removed or disabled or ignored by any means. User ignores the opponents' ability and positive stat changes. The user is immune to indirect damage. If an Allied Pokemon in a Double or Triple Battle is Ran or Chen, that Pokemon has its stats boosted by 50%. If an opposing Pokemon is Ran or Chen, that Pokemon has its stats reduced by 50%.
Notable moves: Hyperspace Hole, Protect, Psyshock, Stored Power, Calm Mind, Nasty Plot, Cosmic Power, Barrier, Light Screen, Sunny Day, Moonlight, Reflect, Rest, Sleep Talk, Snore, Magic Coat, Spacial Rend, Flash Cannon, Focus Blast, Court Change, Gap Warp, Boundary of Wave and Particle.
Signature moves
Gap Warp: Dark-type, Status. -1 Priority. 10 PP. Fails unless used by Yukari. Upon use, the user switches out.
Boundary of Wave and Particle: 80 BP, 100 Accuracy, Dark-type, Special. 10 PP. Fails unless used by Yukari's serious form. Super Effective against Normal-types.
Z-Move: Profound Danmaku Barrier - Phantasm, Foam and Shadow: Upgrades from Yukari-Serious' Boundary of Wave and Particle with LastWordium Z. Dark-type. Base 220 Power, Special. Super Effective against Normal-types.
Stats: 110 HP/60 Atk/90 Def/100 SpA/110 SpD/50 Spe (BST: 520 [Casual]), 130 HP/80 Atk/130 Def/130 SpA/130 SpD/100 Spe (BST: 700 [Serious])

Reasoning: What can I say about Yukari Yakumo, the Youkai of Boundaries? Perhaps one of the most famous characters in the series, mostly because she's fond of fooling around.


(Disclaimer: This doujin is not canon and was just used for the sake of a joke.)

Yukari is notorious for many things, most notably her laziness. To properly capture this, Yukari has two forms- a casual state, for when she's just woken up or is just fooling around as usual, and a serious state for when she actually personally wants to take action against a serious threat. They have differing stats, abilities, and Yukari cannot use her signature attack or Z-Move in her casual form.

Her typing is analogous to Hoopa, whom Yukari shares many similarities with. More specifically, it's shared with Hoopa's Unbound Form rather than its Confined Form. This also works more with Yukari's theming.

In her casual form, her ability is Comatose. This ability represents Yukari hibernating for entire seasons at a time, and even during the seasons she's not hibernating, she still sleeps most of the time. She's sleeping so often it puts even the average Snorlax to shame.

In her serious form, her ability is one unique to her, Manipulation of Boundaries, which packs a number of very useful abilities into one, notably giving Yukari a combination of Magic Guard, Mold Breaker and Unaware, which cannot be ignored. This basically means the only viable way to beat Yukari is to brawl with her, which might be risky considering her rather high stats. Additionally, she also strengthens Ran and Chen, her Shikigami and Ran's Shikigami, respectively, if she's fighting alongside them, or weakens them if they're fighting against her.

As far as moves are concerned, most of them are based on general abilities she has or bullet patterns she uses in the actual Touhou games, like her signature Boundary of Wave and Particle, named for a move she uses in Shoot the Bullet, and her Z-Move, named for her Last Word from Imperishable Night. She also has her own unique take on Teleport, fluffed as her using her signature gaps, which is also the source for Hyperspace Hole. As her signature moves are intrinsic to her boundary manipulation, they fail unless used by her. Moonlight and Sunny Day come from her manipulating the Boundary between Day and Night, which she uses in Imperishable Night.

Her Stat Spread in Casual Form makes her rather slow, but bulky with an okay Special Attack stat, generally reflecting Yukari's lazy nature.

In her serious state, her stats are all around high amongst legendary standards, being on par with the Kyurem forms, showcasing the true potential of the Boundary Youkai- it's essentially her casual form on steroids.

And now, the girl, the meme, the legend herself...

"What's this? So it's still fine if I rampage for a bit longer?"

Disclaimer: This submission is not totally serious.



Pokémon: Mima (Touhou Reiiden: Highly Responsive to Prayers)
Type: Ghost
Ability: Magician/Mold Breaker/Sheer Force
Notable moves: Hyper Beam, Shadow Ball, Dark Pulse, Meteor Beam.
Z-Move: Twilight Spark- Normal-Type, Base 500 Power. Upgrades from Mima's Hyper Beam with Mimaium Z. Deals neutral damage to Ghost-types.
Stats: 80 HP/110 Atk/70 Def/145 SpA/100 SpD/115 Spe (BST: 620)
Reasoning: That one character who everybody wants to come back but never does, it's Mima, perhaps the most famous PC-98 character in Touhou. Ghost-type because, well, she's a ghost. Her moves are based on the types of attacks she uses in Touhou canon, with the exception of her Z-Move, which is the entire joke behind this submission. Twilight Spark may seem completely over the top stat-wise with no way to wall it and that's because, well...


It's meant to be over the top. Twilight Spark is a meme amongst the Touhou fandom that a lot of people mistake for being canon, simply due to how iconic it is, such that people know the Touhou fangame this comes from, Touhou Soccer Moshuuden, simply because of Twilight Spark. I mean, geez! It's a game of Soccer! You don't have to freaking blow up the sun every time you want to make a shot, Mima! ...And how do Gensokyo and the ball even survive that, anyway?!

Needless to say, anything that takes Twilight Spark is gonna be massively damaged if not outright blown to smithereens. As a side note, Twilight Spark actually has a guts cost of 500 in Touhou Soccer Moshuuden, which is where its obscene base power comes from.

Stat spread is Marisa but better because in PC-98 canon she's the one who taught Marisa all about magic.

...Yeah, this submission isn't very serious and is solely here for making a Twilight Spark joke.
 
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ToA accessory.png

Item: Zephyr's Ring
Franchise: Tales of Arise
Effect: Grants 1.2* Def and SpD, and makes status moves 20% less likely to hit (à la Wonder Skin).
Fling: 10 BP
Reasoning: Increases Defense, Elemental Defense, and Resistance by 20%.


Item: Boomerang
Franchise: Mario
Effect: No effect when held.
Fling: 30 BP | Returns to the holder and adds 30 BP until capping out at 120.
Reasoning: Works like any other boomerang, except it has a power-scaling mechanic as implemented in Super Smash Bros. 4.


Item: Beehive
Franchise: Animal Crossing
Effect: No effect when held. If this item is removed by Knock Off or similar, then the offender suffers from the primary effect of Infestation.
Fling: 20 BP | Has combined efficacy with Bug. If it misses (notwithstanding Protect variants or immunity), then the user is infested; otherwise, the target is.
Reasoning: Based on its appearance in Super Smash Bros., if this beehive breaks, then the bees inside get all up in the business whatever has broken it. This is best represented in the effect of Infestation.


Item: Beastball
Franchise: Super Smash Bros. (Ultimate)
Effect: No effect when held.
Fling: 130 BP | Works like Future Sight but with half the duration, and has combined efficacy with Fire. Until it activates, the user cannot regain this item such as through Recycle.
Reasoning: "Throw it, and it will disappear in the air then reappear near an opponent, covered in flames."


Item: Garbage Reflector
Franchise: Puyo Puyo Tetris
Effect: If the holder switches in or regains this item using Recycle, then this item is instantly consumed to reflect hazards from the holder's side for three turns or until the holder is switched out by any means other than Baton Pass. (If this effect is already active when the item is used, then the turn counter resets.)
Fling: Cannot be flung
Reasoning: Similar to the Garbage Cleanup item from the same game, except it essentially has a "Return to sender" effect with a limited duration. (In-game, it only affects the user.)


"Argh, what a piece of junk!" - Dr. Eggman
Pokémon: Egg Golem
Type: Steel/Rock
Ability: Iron Fist / Solid Rock / Sand Force
Moves: Meteor Mash, Iron Head, Heavy Slam, Head Smash, Stone Edge, Rock Slide, Rock Tomb, Ancient Power, Hammer Arm, Brick Break, Earthquake, Bulldoze, Sand Tomb, Zen Headbutt, Thrash, Mega Punch, Rapid Spin, Brutal Swing, Wild Charge, Discharge, Stealth Rock, Thunder Wave, Whirlwind, Sandstorm
Stats: 150/135/100/100/70/5 | 560 BST
Reasoning: It's a robot with a stony exterior that sometimes slams the terrain with its fists and other times spins around. (Whirlwind represents the shock waves generated by the fist smashes.) In a pinch, it bashes its head on the terrain while its restraining mechanism emits electricity. Its lower body is buried in sand during the fights against it, hence Sand Force and sand-related moves.



"We're playing Beat Saber!" - Frank Bentley in Unlimited Power
Pokémon: Beat Saber Avatar
Type: Normal/Psychic
Ability: Adaptability / One-Saber* / Zen Mode
*The user's two-hit moves hit exactly once with triple BP.
Signature Move: Beat Saber - Psychic, Special, 40 BP, 90% Acc, 10 PP | Hits 2 times, with each hit having its own accuracy check. Drains 50% of damage dealt. Physical if Atk > SpA.
Other Moves: Rhythm Strike (from Screwbots), Slash, Double Hit, Rapid Spin, Pay Day, Psycho Cut, Sacred Sword, Fury Cutter, Dual Chop, God Blow (from Aqua), Molotov (from Austin Carter), Gear Grind, Crabhammer, Fly, Poltergeist, Relic Song, Swift, Secret Sword, Hurricane, Air Slash, Surf, Thunderbolt, Charge Beam, Scorching Sands, Power Gem, Dark Pulse, Dazzling Gleam, Flamethrower, Mystical Fire, Hidden Power, Swords Dance, Tailwind, Teleport, Haze, Taunt, Sunny Day, Rain Dance, Recover, Wish, Charge, Rest, Sleep Talk, Detect, Attract, Will-O-Wisp, Magic Coat, Magic Room, Magic Powder, Trick-or-Treat, Lucky Chant, Spotlight, Assist
Stats: 100/115/55/115/55/115 | 555 BST
Stats (Zen Mode): 100/75/115/80/115/115 | 600 BST
Reasoning: It's an existence similar to Porygon, namely just programmed data, therefore Normal-type. Psychic typing matches the Jedi in Expanded (i.e. Yoda and Anakin/Vader), as well as Anakin's signature Lightsaber Throw. Beat Saber is all about adapting to the flying blocks, hence Adaptability. One-Saber is a self-explanatory mode, usually more challenging than its standard counterparts but limited to Volumes 1-2, two Volume 3 songs, and five Extras. Zen Mode is based on the eponymous Solo play modifier that removes all notes, allowing the player to just listen to the songs, which translates to trading power for bulk. (Incidentally, the base 115s are derived from the maximum possible score per note, while the 90% accuracy of the signature move is equal to the threshold of the highest rank in the game: SS.) Rhythm Strike, Double Hit, Dual Chop, and slashing/sword moves are influenced by the core gameplay, while the rest of the movepool is based on songs that are freely available as of Version 1.20.
Volume 1
$100 Bills: Pay Day
Breezer: Flying-type moves
Escape (ft. Summer Haze): Teleport, Haze
Legend (ft. Backchat): God Blow (lyric in the first verse), Taunt

Volume 2
Be There For You: Sunny Day, Rain Dance ("the sun will rise" + "the rain will fall")
Elixia: Recover, Wish (resembles "elixir")
Rum n' Bass: Surf, Thunderbolt, Molotov (inspired by pirates/alcohol; contains a thunderclap)

Volume 3
Give a Little Love: Attract
Full Charge: Charge (Beam)
Burning Sands: Scorching Sands

Volume 4
Into the Dream: Rest, Sleep Talk, Hypnosis, Dream Eater
It Takes Me: Dark Pulse ("It" is "the darkness")
Spin Eternally: Rapid Spin

Volume 5
Firestarter: Fire-type moves
I Wanna Be a Machine: Gear Grind
Magic: Dazzling Gleam (JP: Magical Shine) and other Magic moves (partly including Mystical Fire (JP: Magical Flame))

Extras
Spooky Beat: Trick-or-Treat
FitBeat: Detect (involves a lot of obstacle evasion)
Crab Rave: Crabhammer
Pop/Stars: Swift (JP: Speed Star)
One Hope: Hidden Power ("Me and you and the unknown")
Angel Voices: Lucky Chant

Camellia
EXiT This Earth's Atomosphere [sic]: Fly
Ghost: Poltergeist (It's a noisy song, and "poltergeist" literally means "noisy ghost")
Light it up: Spotlight
Crystallized: Power Gem
Cycle Hit: Relic Song (allows Meloetta to cycle between forms)
WHAT THE CAT!?: Assist (JP: Cat's Paw)



*bear-like mole noises*
Pokémon: Major Burrows
Type: Normal/Ground
Ability: Tough Claws / Fluffy / Thick Fat
Moves: Return, Frustration, Thrash, Hyper Fang, Crush Claw, Slash, Stomp, Rapid Spin, Scratch, Rage, Drill Run, Dig, Sand Tomb, Rock Slide, Rock Tomb, Smack Down, Iron Head, Darkest Lariat, Crunch, Bite, X-Scissor, Stealth Rock, Spikes, Spiky Shield, Work Up, Agility, Hone Claws, Odor Sleuth, Rototiller
Stats: 100/115/90/70/80/100 | 555 BST
Reasoning: This is a mole thing reminiscent of Excadrill and Diggersby. It's not armored enough to be Steel-type, so Normal/Ground makes the most sense. Its Abilities relate to its anatomy, while its movepool consists of things that it does as a boss, as well as things that it could do if it were a real creature.



"Let's experiment!"
Pokémon: Risukuma
Type: Normal/Water
Ability: Fluffy / Chemist* / Analytic
*Poison-type Steelworker (added to Rio Futaba in Expanded revisions)
Moves: Puyo Pop (from Ringo Ando), Return, Frustration, Thrash, Hyper Voice, Potion Throw (from Plague Knight), Sludge Wave, Sludge Bomb, Clear Smog, Venoshock, Mystical Fire, Overheat, Scald, Psychic, Fling, Haze, Roar, Toxic, Will-O-Wisp, Gastro Acid, Work Up, Trick Room, Magic Room, Stealth Rock, Spikes, Stuff Cheeks, Assist, Purify
Z-Move: Ai Shiteru - Poison, Special, 190 BP | Super-effective against Rock. | Requires Potion Throw and Risukumanium Z
Stats: 82/102/82/102/122/62 | 552 BST
Reasoning: Risukuma is a humanoid squirrel-bear (hence his name) and an upperclassman to Ringo Ando. His feral taxonomy gives him Normal typing, Fluffy, Hyper Voice, Roar, Stuff Cheeks, and Assist (JP: Cat's Paw). His closeness to Ringo is reflected in his base stats, Water typing, Analytic, and certain movepool additions (including Ai Shiteru, which is to him as Permutation is to her). He regularly carries around flasks of mysterious liquids and tends to make them explode, so another portion of the movepool is inspired by Rio Futaba (as is Chemist), with Overheat and Toxic added to the mix. (No pun intended.) Return and Frustration come from the love connoisseur aspect of his character, Thrash and Work Up symbolize his habit of getting...well, worked up over his science experiments, and Purify relates to the moment in Puyo Puyo Tetris when his paws dispense juice for Ess.



It was an age when the medical arts were still in their infancy.
With war and disease rampant, the sick and the suffering depended on men and women who brewed remedies with wisdom and compassion.
...Men and women known as apothecaries.

Pokémon: Alfyn
Type: Poison/Ice
Ability: Wonder Skin / Heightened Healing*
*The user, when regaining HP or PP, regains 1.3* the norm. (e.g. Recover heals 65%, Leppa Berry restores 13 PP, and Leftovers restore 13/160 (roughly 8%) HP per turn, but Wish does not heal extra if the recipient does not have Heightened Healing)
Signature Move: Amputation - Poison, Physical, 85 BP, 100% Acc, 15 PP | Non-contact. The doubles and halves in the offensive effectiveness of Steel override the corresponding values of Poison. That is to say:
2x Fairy, Grass, Ice, Rock
0.5x Electric, Fire, Ghost, Ground, Poison, Steel, Water
Other Moves: Ice Shard, Axe Strike (from Camilla), Slash, Reversal, Natural Gift, Fling, Clear Smog, Acid Spray, Ice Beam, Pollen Puff, Toxic, Recover, Refresh, Wish, Heal Pulse, Purify, Safeguard, Life Dew, Aromatherapy, Poison Powder, Sleep Powder, Confuse Ray, Screech, Cotton Spore, Sweet Scent, Protect, Recycle, Aqua Ring, Quash, After You
Stats: 100/100/100/70/100/70 | 540 BST
Reasoning: Representative of the Apothecary Job in Octopath Traveler. Apothecaries have a means of poisoning (Toxic) and an Ice spell (Ice Beam) at their disposal and fight with axes (Axe Strike, Slash). They are also capable healers (Recover, Refresh, Wish, Heal Pulse, Purify, Safeguard) with niche support skills in Resist Ailments (Wonder Skin) and Heightened Healing. Alfyn in particular boasts a Talent called Concoct, a means of aiding allies and harming foes, explaining the rest of his movepool.
 
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Pokemon: Big Daddy
Franchise:
Bioshock
Type:


Ability: Heavy Metal
Notable Moves: Bodyguard, Heavy Slam (360kg), Iron Head, Double Iron Bash, Liquidation, Drill Run, Superpower, Double Edge, Thunderbolt, Flamethrower, Ice Beam.
Bodyguard:
|
| -- BP | --% accuracy | 20 (32) PP | Switches the user out and incoming switch-in is protected from direct damage
Stats: 90 / 125 / 129 / 82 / 121 / 33 (580 BST)

Reasoning: Big Daddy is a protective, part human, part machine juggernaut. They are primarily found protecting Little Sisters around Rapture and will perform their duty with deadly force. Many Big Daddies rely on their physicality to overwhelm their foes, including throwing their immense weight around and slamming into their targets (Heavy Slam, Liquidation, etc.). Their mechanical suits provide them with immense fire power and some even can use plasmids to attack with fire, electricity and ice. In close-quarter combat, they have unrivaled strength and a powerful drill at their disposal. Their signature move, Bodyguard, is derived from their protective nature of the little sisters.

Steel type for their metal suit, water type for their diving suit and living in a submerged city. Being in a cumbersome, metal diving suit, they have carry around a lot of weight, giving them the ability, Heavy Metal.


Item: Noise Cancelers
Franchise: Splatoon
Effect: Holder is unaffected by sound-based moves. Holder will also win a speed tie on first turn after switching in.
Fling: 40 BP
Reasoning: The effect is because Noise Cancelers cancel noise. The (extremely) minor secondary effect is based on the Quick Respawn ability that come with Noise Cancelers.
 
Voting has begun for this slate. You have one week to vote for your top three crossovers and items.
KirbyRider1337's Sundowner
leafsaber47's Air Man
leafsaber47's Aru Rikuhachima
leafsaber47's Momoyo Himemushi
leafsaber47's Frostleaf
Pika Xreme's Assassin
Pika Xreme's Zamite line
Pika Xreme's Ruined Dragon
Pika Xreme's Yian Kut-Ku
Pika Xreme's Metal Gear EXCELUS
Rasdanation's Lamech
Rasdanation's Hodan
Neosonic97's Yukari Yakumo
Nesonic97's Mima
Mygavolt's Egg Golem
Mygavolt's Beat Saber Avatar
Mygavolt's Major Burrows
Mygavolt's Risukuma
Mygavolt's Alfyn
ToadBrigade's Big Daddy
leafsaber47's Star Cloak
leafsaber47's Samson's Lock
Pika Xreme's Burnt Meat
Pika Xreme's Espadrilles
Pika Xreme's Dream Circuit Breaker
Pika Xreme's Milk Bucket
Pika Xreme's Big Cake
Rasdanation's Achilles' Shield
Rasdanation's Catalyst
Rasdanation's Icarus Wings
Mygavolt's Zephyr's Ring
Mygavolt's Boomerang
Mygavolt's Beehive
Mygavolt's Baseball
Mygavolt's Garbage Reflector
ToadBrigade's Noise Cancelers
 
leafsaber47's Momoyo Himemushi
Mygavolt's Major Burrows
Pika Xreme's Zamite line

Items
Rasdanation's Icarus' Wings
Mygavolt's Boomerang
Rasdanation's Achilles' Shield
 

Mygavolt's Alfyn
leafsaber47's Momoyo Himemushi
Pika Xreme's Sakaki Kojirou



Rasdanation's Achilles' Shield
leafsaber47's Star Cloak
Pika Xreme's Dream Circuit Breaker
 

Congratulations to Mygavolt (x2) and leafsaber47 for winning with Major Burrows, Momoyo Himemushi and Alfyn. Mygavolt has earned the title, Capcom vs SNK.

Additional congratulations to Rasdanation (x2) and Mygavolt (again) for their winning submissions of the item mini-slate. The following items have been added to Crossover Chaos: Icarus' Wings
, Achilles' Shield
,
and Boomerang
.


This slate's bonus theme is generic Bad Guys. Any character that has ever been depicted as a recurring bad guy, nameless enemy or generic miniboss are eligible for this theme.

The submission phase for this slate will go for two weeks as usual.

Have fun!
 

Pokémon: Zamite
Origin: Monster Hunter 4
Type: Ice
Ability: Strong Jaw / Rough Skin
Stats: 70/85/70/60/60/70 (415)
Notable Moves: Ice Fang, Leech Life, Waterfall, Surf, Bite, Crunch, Megahorn, Smart Strike, Icicle Spear, Dive
Reasoning: Shark-like Amphibians that like to burrow into their prey and devour them from the inside... thankfully, hunters are too small for that. As Two-Star monsters, they're quite a bit weaker than even Three-Stars, hence their NFE-level stats. It also fits because they *are* NFEs, specifically the juvenile form of Zamtrios.

Mostly they bite onto things and suck their blood. THey also get bonus Waterfall and Surf because they're semi-aquatic and evolve into a clear-cut Water-type. Oh, and they have a big fat horn, hence Megahorn and Smart Strike.


Pokémon: Zamtrios
Origin: Monster Hunter 4
Type: Ice/Water
Type (Inflated): Water
Ability: Armor Change
*Armor Change: Changes to Inflated form when using Puff Up. Changes to Frozen form when using any Ice move. Form persists when switching or outside of battle.
Stats (Frozen): 100/120/90/80/70/70 (530)
Stats (Inflated): 100/90/120/70/100/50 (530)
Notable Moves: As Zamite plus: Puff Up*, Icicle Crash, Liquidation, Skitter Smack, Dig, Body Slam, Heavy Slam, Thunder Wave
*Puff Up: King's Shield clone
Reasoning: The adult form of Zamite, a fuckhuge shark-like amphibian. They have a special fluid in their bodies that they can use to form armor or to inflate themselves, or simply blast out.. Ironically, in-game their inflated form has better defenses but worse overall abilities than its armored form, so its stats reflect that. It's noted in its entries to use sneak attacks, hence Skitter Smack, it can burrow through ice, and it also likes to slam into people. It has a Subspecies that can spread Paralysis, hence Thunder Wave.
 
So in Lobotomy Corporations when Abnormalities breach they do detrimental stuff, typically along the lines of attacking your Agents, which these two do. You also get to battle some of them in Library of Ruina, again which includes...

“People have been committing sins since long ago. "Why do they commit sins, knowing it's wrong?"”
Pokémon: Punishing Bird
Origin: Lobotomy Corporation
Type: Normal/Flying
Ability: They Must Be Punished! (Forme-changes into Punishing forme when struck by an attack, gaining HP a la Power Construct, and is forced to select damaging moves. Reverts if it switches out, only losing HP if it exceeds the maximum of its base forme, in which case it has full HP. From here, the "punishee" refers to the most recent attacker to hit Punishing Bird. Attacks are redirected towards the "punishee" unless the move bypasses redirection; If they hit another target, it deals halved damage. Revert to base forme if the "punishee" faints.)
Notable moves: Sucker Punch, Fury Attack, Peck, Bite, Crunch, Rock Smash, Pluck, Dual Wingbeat, Payback, Fly, Aerial Ace, Roost, U-Turn, Counter, Steel Wing, Agility, Punishment
Stats: 25/50/40/25/40/100 [BST 280]
(Punishing) 75/200/40/75/40/100 [BST 530]

Reasoning: The typing and movepool draw cues from mons such as Pidove and Spearow, as Punishing Bird is seemingly just an annoying small bird that is just about the Abnormality of least concern should it breach (this happens a lot) and be left unchecked. Emphasis on "left unchecked"; Sic an Agent on it, and Punishing Bird will turn red, gaining an HP boost; If the Agent's in striking range, it reveals a huge, serrated maw on its stomach to deal LUDICROUS physical damage, a surefire kill without technically being instadeath, so there's your biting moves and Rock Smash. (For reference this hits more than twice as hard as anything an ALEPH, which is to say one of the deadliest Abnormalities in the whole of the facility, can dish out) Punishing Bird's Punishing forme's bulk is scaled off Big Bird's and the two have the same BST, all due to a shared past. The HP of its Punishing forme in-game is a multiple of that of its base forme, so that's the case too here. Other things such as the name of the ability, Sucker Punch, and Rock Smash are from Library of Ruina.


"Its scale would never neglect the weight of even the smallest sin."
Pokémon: Judgement Bird
Type: Flying
Abilities: Unjust Scale (At the end of each turn, all active participants gain 1 Mark of Sin, which can be transferred via landing a damaging move. If attacking multiple targets with at least two Marks of Sin at once with this ability, the attack will be a guaranteed crit against each of them and remove all Marks of Sin from them. This effect also procs against any target with at least three Marks of Sin, regardless of the targeting for the move used against said target. If Shell Armor, Lucky Chant, etc. stops a crit from this ability, Marks of Sin will stay.) / Overcoat / Justified
Moves: Oblivion Wing, Night Shade, Shadow Ball, Perish Song, Roost, Dual Wingbeat, Punishment, Dazzling Gleam, Torment, Protect, Leer, Agility, Bind, Defog, Pain Split, Tailwind, Acrobatics, Air Slash
Stats: 60/55/100/140/100/75 [BST 530]

Reasoning: Flying because it's a bird (Doduo doesn't fly either so HAH) and would also get STAB on Oblivion Wing, which is there because it uses the most seldom-seen damage type in Lobotomy Corporation, that being Pale, taking the form of Death itself that assaults the soul. Pale Damage against Agents scales with their Max HP, the scaling modifier for that aspect returning 1 if the Max HP is 100 on the dot, so that also works for Night Shade. This also explains Perish Song, as its attack when breaching is accompanied with a chime, plus Dazzling Gleam because along Bird was once a completely radiant bird and said chime is accompanied with a brief shimmer. The move set in general takes cues from Doduo, Archen, and Galarian Zapdos, all of which are (questionably in Archen’s case but close enough) avian flying-types that in lore are unable to fly, as well as Air Slash due to its EGO Weapon being a sword (Zacian and Inteleon get it too, being unable to fly is no excuse) and being STAB. Bind is the end result of dealing fatal damage to a target; A noose shows up to finish them. HP is half that of Big Bird's, just as it is in Lobotomy Corp, and Defenses were calculated the same way, plus it being a WAW too and due to their history, it has the same BST of 530. When it breaches, it moves around at a somewhat average speed, but most Agents should be able to catch up to it easily. Punishment and Justified because of its judging nature. Speaking of which, Torment's JP name goes nicely with its unjust scales as well. Protect happens to be universal coverage and in Library of Ruina, it uses a move called Stare to defend itself from attackers, which also gives it Leer. Its mechanic in said game is that everyone else in the fight gains one Mark of Sin per turn and each combatant needs to transfer it to a Librarian, pronto. If at least three combatants other than Judgement Bird have at least three Marks of Sin each (for reference it starts out a 4v4 with Runaway Birds scared of Long Bird over here attacking the Librarians too), they instantly die at the start of the next turn's combat phase at the hands of Judgement Bird's Mass Attack "Ceaseless Judgement", and if that criteria isn't met but one participant has at least five Marks of Sin, it will try to use its other signature card, "Judgement", against them, which is all but guaranteed to proc the instakill effect unless intercepted by a Librarian with less than five Marks. Naturally, I had to nerf the instakills to guaranteed crits for that ability, which also takes cues from one of its Abnormality cards gained after defeating it that has the same effect, but Librarians can transfer Marks of Sin to enemies in turn and having at least five just hurts the bearer for 10% of their Max HP and clears all Marks. Agility isn't related to something Judgement Bird itself does, but Library of Ruina provides the grounds via the Floor of Philosophy's realization since the phase with its EGO has an attack where it has two hits such that if either lands, it gives the user haste. Same logic goes for Overcoat; the Justitia EGO phase is immune to the Burn, Bleed, and Fairy statuses due to the Tattered Bandages passive, and damage from statuses is nulled by the Abnormality Page obtained after that Realization corresponding to Judgement Bird, plus I imagine those bandages would help shield it from powder moves.
 
1655060308525.png

“You should’ve had your cake and ate it, too!
Now, instead of green, you’ll be black-and-blue!
Smile and pose for the camera crew
While the Hawk lands a RAWKIN’ flyin’ press on you!”

Name: RAWK HAWK
Series/Franchise: Paper Mario
Type: Grass/Fighting (Paper, and also doesn’t actually fly)
Abilities: Moxie, Inner Focus, and Unburden
Stats: 80/110/75/74/74/118 [BST 531]
Moves: Flying Press, Wing Attack, Roost, Endeaver, Bounce, Sky Drop, Sky Attack, High Jump Kick, Bulk up, Taunt, Brick Break, Steel Wing, Acrobatics, Retaliate, Fient, Super Power, Low kick, Elemental Punches+ Drain Punch, Throat Chop, Leaf Blade, Grassy Glide, Trop Kick, Earthquake, and Rock Slide

Reasoning: Most moves are essentially based on Hawlucha, which Rawk Hawk could basically be seen as a stronger variant with Grass type moves and Stab to go with it.
Leaf Blade; because he is essentially a paper being
Trop Kick; He has a Kick attack and felt like he could use a Grass type Kick anyways.
Flying Press; his Diving Smash attack is basically Flying Press
Rock Slide and Earthquake; Rafter Shake. Could be his own signature move. Rock Slide due to how it is while Earthquake simulates it’s visual effects, even though that isn’t how the actual in game attack works.

1655061114070.png
“Mankind’s hubris led them all to doom!
Now the world’s animal’s rightful heirloom!
Those who came from the sky shall join or die, soon
You can’t escape for this is your fate too!” (Boss Battle with Lyrics KaTFL(Juno Songs)
Name: Sillydillo
Series: Kirby
Type: Ground/Steel
Ability: Unaware, Battle Armor, and Crafty Artist New Ability: Crafty Artist. While 50% health or lower (unless asleep) has a 20% chance of creating a Subsitute every 2 turns. Stats: 120/110/100/40/90/50 (BST 510)
Moves: Withdraw, Rapid Spin, Steam Roller, Subsitute, Roll Out, Rock Blast, Sketch (does not grant him moves like Smeargle), Mimic, Earthquake, Bulldoze, Rock Throw, Gyro ball, Iron Tail Heavy Slam, Metal Burst, Thrash and Circle Throw Subsitoss (Type: Normal. 80 power. 100 Accuracy. 8pp) Can only be used if Subsitute is up. Hits opponents up to 2 times. User’s Subsitute ends after use.

Capture Shake (Steel type. 100 pow. 90 Acc.) If attack hits, Traps opponents for 2 turns, dealing 1/8th damage every turn. 10% self confusion chance when misses.
Reasoning:

1655061535132.png

"Forward Steady! All hands ready! Here's one voyage you won't be forgetting!"
Name: Minamitsu Murasa
Series: Touhou (Appears in Touhou12 and is both an opponent and playable character in Touhou 17.5)
Type: Water/Ghost
Ability: Steelworker
Stats: HP 75/105/90/105/95/80 [BST: 550]
Moves: Anchor Shot, Soak, Liquidation, Aqua Ring, Brine, Muddy Water, Water Pledge, Whirlpool, Meteor Mash, Heavy Slam, Poltergeist, Phantom Force, Fake out, Strength, Work up, and Protect

Zmove: (from Anchor Shot) Harbor Sign: Eternally Anchored Ghost Ship (Type: Steel Pow:180 Acc:-) Omni debuff. The opponent cannot switch out unless either pokemon faint. Z move Item: Harbor Sign
Reasonings: Water/Ghost due to death by drowning and uses water based magic and attacks as seen in 17.5.
having Steelworker is the same as why Dhelmise has it; Giant Anchor to fight with.
Whirlpool, Water pledge, Soak, and Brine come from her ability to both sink boats as well as being able to make people drown no matter how small the water unless it's barely anything.
Poltergiest, Phantom Force and fake out due to ghost stuff.
Strength Work up and protect are other moves I can see her use
Steel type moves because giant anchor Z move is one of her spellcards
 
Last edited:
Cardbird.png
Cardbird.png
King Boxbird.png

Cardbird.png

Pokémon: Cardbird
Type: Flying/Grass
Ability: Early Bird / Sturdy / Big Pecks
Moves: Brave Bird, Dual Wingbeat, Wing Attack, Peck, Hurricane, Air Slash, Air Cutter, Gust, Leaf Blade, Seed Bomb, Bullet Seed, Leafage, Energy Ball, Iron Head, Stomping Tantrum, Return, Frustration, Body Slam, Chip Away, Hyper Voice, Flame Charge, Ice Shard, Spark, Ember, Powder Snow, Thunder Shock, Roost, Defog, Tailwind, Whirlwind
Stats: 36/49/64/36/36/36 | 257 BST
Reasoning: This is a bird with a cardboard box for a torso, plain and simple. Cardboard is made of plant matter, which calls for Grass typing alongside the obligatory Flying. It's also a rather Sturdy material, so the Ability accompanies two that fit the avian aspect of Cardbird. (Early Bird works especially well because Cardbird is a Bird that debuts Early in the series.) The movepool is fairly standard for a creature of this anatomy and demeanor (with Iron Head based on the crown it wears), except the colorful parts of its coverage (Fire, Ice, Electric), which stem from the aspect of Hyperdevotion Noire where any unit (monsters included) can be affiliated with none or any of four elements: fire, ice, lightning, and wind. This coverage is weak on Cardbird in particular because affinity in Hyperdevotion Noire is accompanied by a numerical representation of magnitude, which tends to be lower in the earlier stages of the game.

Cardbird.png

Evolution 1: Boxbird
Criterion: Level 27
Type: Flying/Grass
Ability: Early Bird / Sturdy / Big Pecks
Moves: Cardbird moves + Blaze Kick, Icicle Crash, Wild Charge, Heat Wave, Ice Beam, Thunderbolt
Stats: 49/64/81/49/49/64 | 356 BST
Reasoning: It looks identical to Cardbird, but it’s stronger. What more to say?

King Boxbird.png

Evolution 2: King Boxbird
Criterion: Trade with King’s Rock held
Type: Flying/Grass
Ability: Early Bird / Sturdy / Big Pecks
Moves: Boxbird moves + Flare Blitz, Triple Axel, Bolt Beak, Fire Blast, Blizzard, Thunder
Stats: 64/125/125/64/64/27 | 469 BST
Reasoning: The strongest of the cubic avians, with a crown to match. Again, what more to say?

This is all I have for the slate bonus, so how about a little off-slate action?


"Argh, what a piece of junk!" - Dr. Eggman
Pokémon: Egg Golem
Type: Steel/Rock
Ability: Iron Fist / Solid Rock / Sand Force
Moves: Meteor Mash, Iron Head, Heavy Slam, Head Smash, Stone Edge, Rock Slide, Rock Tomb, Ancient Power, Hammer Arm, Brick Break, Earthquake, Bulldoze, Sand Tomb, Zen Headbutt, Thrash, Mega Punch, Rapid Spin, Brutal Swing, Wild Charge, Discharge, Stealth Rock, Thunder Wave, Whirlwind, Sandstorm
Stats: 150/135/100/100/70/5 | 560 BST
Reasoning: It's a robot with a stony exterior that sometimes slams the terrain with its fists and other times spins around. (Whirlwind represents the shock waves generated by the fist smashes.) In a pinch, it bashes its head on the terrain while its restraining mechanism emits electricity. Its lower body is buried in sand during the fights against it, hence Sand Force and sand-related moves.


She has a warrior spirit tempered with focus and discipline and is always eager for a good fight.
Pokémon: Olympia
Type: Fighting/Rock
Ability: Inner Focus / Guts / Crystallize (Galvanize but Rock-type)
Moves: Close Combat, High Jump Kick, Superpower, Low Kick, Sky Uppercut, Force Palm, Mach Punch, Rock Smash, Double Kick, Reversal, Counter, Diamond Storm, Stone Edge, Rock Slide, Accelerock, Earthquake, Bulldoze, Mega Kick, Mega Punch, Tail Slap, Quick Attack, Play Rough, Bullet Punch, U-turn, Knock Off, Sucker Punch, Stealth Rock, Bulk Up, Sharpen, Focus Energy, Detect, Taunt
Stats: 85/120/99/55/76/100 | 535 BST
Reasoning: What you see is what you get: a karate mouse with control over gemstones. The gemstones bring Carbink and Diancie to mind, which in turn inspire her Rock typing/moves and Sharpen. As a karate mouse, she also gets Fighting typing, Inner Focus, Guts, and plenty of moves related to her fighting style. (Well, Bulk Up is a mix of the two.) In particular, Emerald Focus and Zircon Straight are special moves that influence Counter + Force Palm and priority moves respectively.
 
fuck the steel type, all my homies hate the steel type


"Poor child... you should’ve known you can’t beat me."
Pokémon: Air Man
Franchise/Origin: Mega Man (Classic)
Type:
flying.png
steel.png

Abilities:
Unbeatable Air
Signature ability - Unbeatable Air - All Flying-type moves double in power; however, the user's defensive type matchup against Grass-type moves is reversed like in an Inverse Battle.
Other Moves:
4-move-physical.png
: Metal Burst, Steel Roller, Retaliate, Counter, Revenge, Superpower, Rock Slide, Rock Tomb, Pursuit, Payback, Power Trip, Spirit Break
4-move-special.png
: Air Cutter, Air Slash, Hurricane, Flash Cannon, Steel Beam, Razor Wind, Sonic Boom, Weather Ball, Final Gambit, Shadow Ball, Ominous Wind, Icy Wind, Twister, Dark Pulse
4-move-status.png
: Defog, Tailwind, Metal Sound, Shift Gear, Leer, Whirlwind, Mean Look, Scary Face, Swagger, Block, Me First, Work Up, Laser Focus, Spite, Sunny Day, Rain Dance, Hail, Taunt, Torment
Signature moves:
Air Shooter -
flying.png
-
4-move-special.png
- 60 BP - 10 PP - 90% - Forces target to switch out. -6 priority.
Stats: 90/71/110/121/98/80 (BST: 570)

Reasoning: Primary Flying-type due to his control over wind, which has been partially represented in such the type. His secondary type is Steel because he's a Robot Master and was still made with the same Ceratanium most Robot Masters were created with, except for Wood Man who wasn't and was made with cypress logs - who shares the same base HP stat and BST as Air Man. Air Man's Defense stat references his Robot Master number of DWN-010. The other half of his base stats subtly references the Japanese release date of Mega Man 2, in which he debuted, December 1988. His (only) signature Ability is a very powerful ability with similar move type-boosting effects to Water Bubble, but to balance out the massive power of it, the type matchups are conditionally inverted whenever Air Man is hit with Grass-type moves ala Gen VI Inverse Battles. With Air Man's Flying/Steel dual typing, this means he will have a massive x4 weakness to Grass-type moves – this pays homage to his hatred of leaves clogging up his fan – and the reason why he is weak to Wood Man's Leaf Shield. Such a balancing attempt philosophy with Air Man’s Unbeatable Air ability is like how Hustle, Fluffy, and Dry Skin worked around with a similar approach. Even then, his movepool is bereft of priority moves, which could easily circumvent his middling base Speed stat; and strong Sp. Atk boosting Status moves to make his STAB Flying moves even stronger like Nasty Plot, forcing him to rely on the less-than-ideal Work Up for Sp. Atk boosts. The only damaging Special Flying-type move he can learn that has over 80 BP by default is Hurricane, which is saddled by a shaky 70% accuracy, making it not as spammable as it seems. His signature move is obviously his Special Weapon, Air Shooter, which phazes opponents similar how he can push away Mega Man during his boss battle from one end of his boss room to the other when using his Air Shooter. (Whirlwind is basically Air Shooter but non-damaging so he learns that too) Also notable of a move, yet not a signature one, is Shift Gear, used here as homage to Mega Man 11's Double Gear mechanics, in which his surrogate father, Dr. Wily, finalised from its former state as a college project. Shift Gear does circumvent his lack of damaging priority moves, by virtue of its +2 to Speed, but he cannot make good use of its Attack boost because his base Attack stat is almost half of that of his strong base Sp. Attack stat of 121, so it just ends up as an Agility/Rock Polish/etc. with a near useless extra step, thus having to sacrifice a turn to set up so he can get to town via outspeeding foes and blowing them away with the tornadoes of his Air Shooter. He boasts that he's undefeatable - but is that really the truth when he is terribly weak to one of the most lacklustre offensive types in the game?

Code:
Air Man (M) @ Rindo Berry / E-Tank
Ability: Unbeatable Air
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Air Slash / Hurricane
- Shadow Ball
- Dark Pulse
- Defog
Code:
Air Man (M) @ Rocky Helmet
Ability: Unbeatable Air
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Air Shooter
- Air Slash / Hurricane
- Defog / Whirlwind
- Taunt

Slate Bonus Reasoning: One of the most recurring members of the Wily Numbers, which is somewhat to blame for his memetic "you can't defeat me" nature. Besides the platformers the Mega Man franchise mainly subsists of, he's appeared in a fighting game, a sports game, and even as a Bowser Space-esque whammy in a board game. He's starting be seen quite often in collaboration efforts between Capcom and whoever is collaborating with them, with a notable example being one with J-pop idol group Team Shachi, in which he is seen in a promotive browser game (a very short platformer that is mostly autoscrolling) where Air Man is a crippled old geezer who's now stuck with the same tank treads Dark Man 1 had in Mega Man 5.


"Captain Nemo does not ignore those who rough up the seas. Forward! Great Ram - Nautilus!"
Pokémon: Nemo
Franchise/Origin: Fate/Grand Order
Type:
water.png
steel.png

Abilities: Sturdy (HA: Swift Swim)
Other Moves:
4-move-physical.png
: Dive, Aqua Jet, Liquidation, Flip Turn, Magnet Bomb, Metal Burst, Gunshot (from Hector Barbarossa in CCEX), Attack Order, U-turn, Assurance, Lash Out, Spirit Break, Counter, Low Kick, Reversal, Revenge, Superpower, Acrobatics, Icicle Crash, Double-Edge, Endeavor, Last Resort, Retaliate, Rock Slide, Rock Tomb
4-move-special.png
: Hydro Pump, Surf, Water Gun, Whirlpool, Water Pulse, Brine, Scald, Snipe Shot, Flash Cannon, Steel Beam, Dazzling Gleam, Focus Blast, Final Gambit, Shadow Ball, Blizzard, Ice Beam, Icy Wind, Sonic Boom, Hyper Voice, Weather Ball, Boomburst, Stored Power, Power Gem
4-move-status.png
: Aqua Ring, Life Dew, Rain Dance, Soak, Water Sport, Gear Up, Metal Sound, Shift Gear, Heal Order, Memento, Torment, Embargo, Quash, Thunder Wave, Magnet Rise, Crafty Shield, Confuse Ray, Destiny Bond, Spite, Grudge, Mist, Hail, Flash, Metronome, Screech, Supersonic, Swords Dance, Foresight, Safeguard, Follow Me, Helping Hand, Work Up, Calm Mind, Magic Coat, Heal Pulse, Wide Guard
Signature moves:
Z-Move - Requires Dive and Dakkarium Z - Great Ram Nautilus -
water.png
-
4-move-physical.png
- 150 BP - Base power doubled if used on Dynamaxed/Gigantamaxed targets. Gains 50% more base power during rain.
Stats: 60/84/96/96/84/80 (BST: 500)

Reasoning: Captain Nemo is a Water/Steel-type due to his nature of being a captain of a submarine made from metal (thus Steel), and thus has been seen more in the water than in the land. This also suits his origin as a Phantom servant borne of the combination of Triton and Prince Dakkar, the former being a merfolk said to be the son of Poseidon. Captain Nemo has been shown to create clones of himself know collectively as the Nemo Series which consists at least of 12 members, including the Captain himself, thus most of his base stats are multiples of 12. Furthermore, those same base stats are based on his Servant parameters in F/GO itself, but his Speed stat of 80 is the top speed of Nemo's signature submarine, the Nautilus, in km/h, as told of in the original version of 20,000 Leagues Under the Sea by Jules Verne. Triton's father, Poseidon is the member of the Olympians; and in Type-Moon lore, the Olympians are secretly extra-terrestrial metallic constructs often the size of science fiction mechs like the Gundam and various sci-fi spaceships. This also suits his Steel-typing due to being an inheritor of what is to be assume the mechanical heritage of the Greek god of the sea, also handwaving his ability to learn Thunder Wave, Magnet Rise, Gear Up, and Shift Gear without placing reasoning on his knowledge of electricity to run his submarine Nautilus in the original Jules Verne book this servant is based on and/or Nemo Engine's nature as a mechanic of some sort, similar to how the original Nemo in Jules Verne's original novel exerts as the maintainer of such an advance submarine for its time. If the father of Triton (thus servant Nemo himself) Poseidon's fellow Olympians Artemis and Demeter have machine-like forms, it is quite easy to assume Poseidon has a mechanical transformation as well. With the Nemo Series as his disposal as “minions” as shown in his attack animations within Fate/Grand Order itself, he gains Attack Order, Heal Order, Foresight, and Heal Pulse to represent some of the Nemo Series's duties during battle and outside of it as well. Heal Order and Heal Pulse partially represents Nemo Nurse. Foresight may represent the analytical nature of Nemo Professor. His Z-Move, which uses Dive as its base move, is based on his Noble Phantasm of the same name he uses in Fate/GO, which gains similar bonuses in sea, which translate here to a bonus in rain, and to enemies of a giant, kaiju-like size (Super Giant trait) which already has Pokémon representation with the maligned Dynamax/Gigantamax mechanic. Coincidentally, the Gigantamax form of Demeter is more vulnerable to Nemo's Great Ram Nautilus, which technically happens similarly in Fate/Grand Order proper as well. Sturdy is his only non-Hidden Ability as a reference to the Guts mechanic of his second skill, Indomitable, working like a Focus Sash/Focus Band, thus Sturdy's presentation. Swift Swim is mainly a competitive edge to have him benefit more from rain and to circumvent his middle-of-the-road base Speed stat.

Code:
Nemo (M) @ Dakkarium Z
Ability: Sturdy
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Dive
- Aqua Jet
- Rock Slide / Liquidation / Gunshot
- Swords Dance / Heal Order
Code:
Nemo (M) @ E-Tank / Leftovers
Ability: Sturdy
EVs: 248 HP / 8 SpA / 252 SpD
Bold / Calm Nature
- Hydro Pump / Scald
- Ice Beam / Shadow Ball
- Heal Order
- Calm Mind
Code:
Nemo (M) @ Throat Spray
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump / Surf
- Boomburst
- Ice Beam
- Flash Cannon / Destiny Bond


"May my banner protect all those who are innocent before my eyes."
Pokémon: Saileach
Franchise/Origin: Arknights
Type:
dragon.png
steel.png

Abilities: Friend Guard / Justified (HA: Sturdy)
Other Moves:
4-move-physical.png
: Outrage, Dragon Tail, Dual Chop, Iron Tail, Metal Burst, Smart Strike, Cut, Slash, False Swipe, Retaliate, Counter, Low Kick, Reversal, Superpower, Low Sweep, Aerial Ace, Stone Edge, Petal Blizzard, Solar Blade, Psycho Cut, Spirit Break
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: Draco Meteor, Dragon Pulse, Dragon Energy, Flash Cannon, Steel Beam, Tri Attack, Weather Ball, Focus Blast, Final Gambit, Air Slash, Ancient Power, Petal Dance, Solar Beam, Energy Ball, Psychic, Stored Power, Dazzling Gleam
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: Dragon Dance, Metal Sound, Focus Energy, Swords Dance, Endure, Morning Sun, Safeguard, Follow Me, Helping Hand, Wish, After You, Bestow, Teatime, Wide Guard, Sunny Day, Rain Dance, Life Dew, Aromatherapy, Grassy Terrain, Barrier, Light Screen, Reflect, Calm Mind, Magic Coat, Mist, Hail, Quash, Flower Shield
Signature moves:
Inherited Faith –
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– N/A – 10 PP - -% - Perfect accuracy. Heal Pulse variant which heals the hit target by half of its max HP and raises their Defense by 1 stage.
Stats: 86/89/86/89/40/85 (BST: 475)

Reasoning: Primary Dragon-type due to being of the Vouivre race, a draconic race of Ancients. Her secondary Steel-type is mainly to pay homage to Ruler Jeanne d’Arc from Fate/apocrypha due to their banner-wielding expertise, blonde hair, and blueish eyes who is pure Steel-type. Her Hidden Ability is Sturdy, which is also shared by Jeanne d’Arc as a non-Hidden Ability. Saileach has two non-Hidden Abilities of her own – Friend Guard, to tailor to her support role in Double Battles and showing her will to protect the Infected, of Rhodes Island has many, to prevent the destruction of the lives of many who she sympathises with due to how much the fall of her Victorian homeland, County Hillock, shook her in similar fashion to how Infected struggle with their Oripathy. Justified is the second of those abilities due to showing a sense of justice as her Operator Archives notes word for word. Her signature move is derived from her second skill in her source material – here reworded from its original title – Inheritance of Faith – to comply to in-game character limitation for moves/abilities, which similarly targets allies (but not herself) to heal their HP and give them a gradual Defense boos, albeit gradually, compared to its status as a strictly better Heal Pulse here. She attacks with a lance in battle yet swings it like a sword, thus Smart Strike, Solar Blade, Psycho Cut, and Slash to account for such in her in-game battle animations. Dragon Energy is unique for her in due to her willpower and her hereditary to the ancient Tara civilisation and complements her status as a more defensively orientated battler. Follow Me, Helping Hand, and Wide Guard are moves that, when combined with her Friend Guard ability, makes her a pivotal support partner in Double Battles – the former is even quoted in one of her dialogue lines shortly after the player starts an Operation in Arknights. Her bevy of Grass coverage moves – and Aromatherapy to make her a useful cleric (technically Wish, which Saileach also learns, counts as a cleric move too) – is due to having an alternate costume – Appreciate Fragrance – which is emblazoned with flowers, ornamental plants, and petals in the background of her costume artwork. This also ties into dragon Jeanne’s codename – “Saileach” is Irish for willow, a family of deciduous trees and shrubs known for their tough and tenacious roots – fitting for defensive Grass-types (even though Saileach doesn’t have the Grass-type herself). Obligatory mention of her base stats being derived from her Elite 2 attributes (minus Trust stat bonuses) from Arknights proper.

Code:
Saileach (F) @ Mental Herb
Ability: Friend Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Inherited Faith / Life Dew
- Follow Me
- Dragon Energy
- Wide Guard / Protect
Code:
Saileach (F) @ Dragon Fang / Weakness Policy
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Smart Strike
- Superpower / Stone Edge / Spirit Break
- Swords Dance
Code:
Saileach (F) @ Choice Specs
Ability: Sturdy
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Draco Meteor / Dragon Energy
- Focus Blast
- Flash Cannon
- Dazzling Gleam / Energy Ball
 
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Pokémon: Petey Piranha
Franchise/Origin: Super Mario
Type: Grass/Poison
Abilities:
Chlorophyll / Solar Power / Wretched Goop
Signature ability: Wretched Goop - Successful damaging Poison-type attacks lower the target's Speed by 1 stage. This ability doesn't work if the target is behind a Substitute.
Notable moves: Leaf Blade, Petal Blizzard, Power Whip, Grassy Glide, Gunk Shot, Poison Jab, Body Press, Superpower, Bounce, Earthquake, Knock Off, Crunch, Leaf Storm, Energy Ball, Giga Drain, Sludge Bomb, Sludge Wave, Belch, Acid Spray, Weather Ball, Hurricane, Air Slash, Infestation, Mud Shot, Synthesis, Stun Spore, Growth, Toxic, Slack Off, Bulk Up, Sunny Day, Whirlwind
Stats: 130/112/60/90/83/70 (BST: 545)
Reasoning: Petey Piranha is a recurring boss (and dare I say the coolest one) from the Mario series, most notable for spraying toxic sludge in Super Mario Sunshine. Hence, the Grass/Poison typing. Fitting for his debut, his first two abilities work best in intense sunlight. The third is a reference to the goop mechanic in Sunshine, where Mario's slowed down if he steps in it. The Fighting and Ground moves are par for the course for big guys, and Petey is one of Mario's biggest foes. Petey learns Flying moves and Whirlwind because he's shown to fly through the air on several occasions and summon tornadoes. Finally, he learns Slack Off because he's often encountered while taking a nap.

Bulk Up
Petey Piranha @ Black Sludge
Ability: Wretched Goop
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Bulk Up
- Poison Jab
- Earthquake
- Slack Off

Special Wall
Petey Piranha @ Black Sludge
Ability: Wretched Goop
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Sludge Bomb
- Knock Off
- Slack Off
- Whirlwind

Wallbreaker
Petey Piranha @ Lum Berry
Ability: Wretched Goop
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Gunk Shot
- Earthquake
- Knock Off
- Slack Off

Physical Sun Sweeper
Petey Piranha @ Life Orb
Ability: Chlorophyll
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Growth
- Gunk Shot
- Earthquake
- Leaf Blade / Superpower
 
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Pokémon: Lych
Franchise: Bloons Tower Defense
Type: Ghost/Flying
Ability:
Boost Stealer
Boost Stealer: If a stat is boosted while this Pokémon is on the field, the boost is reverted and this Pokémon is healed by 25% of its max HP (pre-existing boosts are not absorbed)
Stats: 120/110/70/110/70/40 (520)
Notable moves: Poltergeist,Shadow Claw,Shadow Sneak,Brave Bird,Dual Wingbeat,Knock Off,Shadow Ball,Air Slash,Aeroblast,Hurricane,Giga Drain,Toxic,Will-O-Wisp,Roost,Healing Wish
Mega Evolution:
Mega evolves using Lychite
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Type: Ghost/Flying
Ability: Adaptability
Stats: 120/130/80/130/80/80 (620)
Reasoning: We already have Bloons and Monkeys, so why not a Boss Bloon? Lych( full name Gravelord Lych) is a boss Bloon from BTD6. Ghost/Flying because it’s a blimp that does cool stuff with the dead. Its signature ability, Boost Stealer, is a reference to the fact that it can steal boosts from monkeys and heal itself. It’s slow, takes a lot of hits to take down, and just kills you if it gets to the end of the track, so that’s where the stats come from. Movepool is what you expect from a Ghost/Flying type, with Aeroblast because it’s cool and it’s status as a boss Bloon means it’s kinda like a legendary, Giga Drain because of the healing, and Healing Wish because it’s the closest thing I could find to raising the dead. Elite Lych is the stronger form of Lych, and therefore takes the role of Mega
 
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