Crossover Chaos V2: Slate 44 - Halloween

Voting time. You have one week to get your votes in.
Pokémon: Bullet King
Type: Steel
Ability: Levitate / Mega Launcher
New Move: Burning Flask (Fire-type Status move. Basically Yawn but for burns.)
New Move: Round of Bullets (Steel-type Physical move. 130BP, 70% Accuracy, 5-8PP. Blocked by Bulletproof and hits all adjacent mons, but has no other effects.)
Other Moves: Battle Rifle, M6D Pistol (See Master Chief), Bullet Seed, Rock Blast, Magnet Bomb, Roulette (See Komaeda), Flash Cannon, Metal Burst, Aura Sphere, Water Pulse, Dark Pulse, Smack Down, Focus Blast, Sludge Bomb, Fling, Haze, Clear Smog, Rapid Spin
Stats: 110/115/90/115/90/50 [BST 570]
Bio
The Bullet King is one of three possible Stage 1 Bosses, the other two being the Trigger Twins and the Gatling Gull. The Old King is still around in one of the secret levels, however, suggesting SOMETHING happened necessitating the current Bullet King taking his place. He has a chancellor who, if spared, will attack the Gungeoneer later down the line, even in later runs!
Reasoning: Mono Steel due to being a large Bulletkin (Bulletkins seem to be sentient bullets, which happen to be made of metal) seated atop the Lead Throne. Said Lead Throne levitates and protects him from things on the ground, so he gets Levitate. It happens to be made entirely of guns, so Mega Launcher. He has the highest HP among the possible Stage 1 bosses, so I tried to make him somewhat tanky, though a decent offense should also accompany. Burning Flask basically functions as it does in Enter the Gungeon: It covers the ground in red creep, which eventually sets ablaze, and once that happens, deals damage to the Gungeoneer if they stand on it for too long. Once it lights on fire, just simply touching the creep itself isn't enough to damage you if you GTFO right off the gate, which is why switching in prevents the burn in the first place. He doesn't move really fast, so he has lacking Speed. Moves are based off of how his Lead Throne does the attacking for him, and thus he gets moves relating to various guns, Haze and Clear Smog mostly from smoke pouring out of a gun after it fires. Finally Rapid Spin because some of his attacks involve spinning around a lot.

Sample Sets
Bullet King @ Assault Vest
Quiet Nature
Ability: Mega Launcher / Levitate
EVs: 252 HP / 8 Atk / 248 SpA
- M6D Pistol / Dark Pulse
- Round of Bullets
- Aura Sphere
- Clear Smog

Bulky AV that screws over set-up sweepers. Levitate should only be considered if you're doing M6D Pistol, as with Dark Pulse, you're completely unresisted and have two moves boosted by Mega Launcher.

Bullet King @ Icium Z
Sassy Nature
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
- Rapid Spin
- Burning Flask
- Haze
- Metal Burst / Water Pulse

Spinner that can spread burns and heal when things get dicey. Still screws over mons that use boosts to wreck shop. Metal Burst is there so you can screw over wallbreakers that can't KO you, with Water Pulse as an alternative option if you want to punish the enemy for blocking your Burning Flask.
Pokémon: Camilla
Type: Dragon/Flying
Ability: Savage Blow (All adjacent enemies take 12.5% of their Max HP in damage after Camilla's attack, though this effect cannot KO these enemies. Does not affect mons with Magic Guard.) / Rose's Thorns (Adjacent allies deal x1.5 damage and take x0.8 damage. This effect does not extend to Camilla herself.) / Sheer Force
New Move: Axe Strike (Steel-type 110BP 70% accurate Physical move, 5-8PP. 30% chance to flinch the target.)
Moves: Nature Power, Brutal Swing, Flamethrower, Fire Blast, Thunderbolt, Thunder, Shock Wave, Icy Wind, Blizzard, Hurricane, Razor Wind, Draco Meteor, Dark Pulse, Dragon Pulse, Dragon Rush, Aerial Ace, Fly, Lunge, Dual Chop, Assurance, Taunt, Torment, False Swipe, Superpower, Brick Break, Throat Chop
Stats: 60/130/90/80/120/120 [BST 600]
Reasoning: Camilla has the "Dragon" and "Flying" attributes in Fates due to being of the Malig Knight class, a promotion to the Wyvern Rider, and thus she gets her Dragon/Flying typing, mostly from her mount though. (besides she can still activate dragon veins, which requires some concentration of draconic blood, sooo) Stats were calculated exactly the same way as Corrin's, minus the +5 everything from Boons/Banes because she doesn't have those in Fates, but coincidentally enough... 600BST. Special moves are from Tomes (and bolt axe in tbolt's case; one could argue that dark pulse or dragon pulse can translate from odin's grimoire and she needs special stab anyway sooo), Lunge from the Skill of the same name, Nature Power because Dragon Veins. Taunt because she just loooves rubbing it in to Hinoka on Conquest, Dual Chop from Brave Axe (and it's stab anyway sooo), False Swipe because Japanese name refers to striking with the dull edge of a Katana and I imagine getting struck by the axe with the sharp edge facing away would hurt less. Sheer Force because still hits crazy hard in the game proper and secondaries are few and far between for the weapons themselves in FE, even the Tomes, and furthermore that's actually quite accurate of Camilla in standard play.
Sample Set
Camilla @ Life Orb / Choice Band
Hasty Nature
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
- Superpower
- Dragon Rush
- Axe Strike
- Fire Blast

Sheer Force erases Camilla's Life Orb recoil, though Band can put a little more oomph into your strikes. Dragon+Steel+Fire is perfect coverage... excluding Heatran. Superpower blasts that all the way into next slate anyway. Hasty to preserve firepower, speed, and Special survivability (she's only as physically bulky as chandelure anyway sooo) Note, however, that your best move against Specially Defensive Riki (Axe Strike) would only land a 3HKO if Riki's packing Leftovers, but you should have good matchups against most others anyway.
Pokémon: Daisy
Typing: Normal/Grass
Ability: Flower Veil / Competitive / Own Tempo
Moves: Aromatherapy, Petal Dance, Floral Healing, Trop Kick, Flower Shield, Petal Blizzard, Wake-Up Slap, Stone Edge, Play Rough, Solar Beam, Dynamic Punch, Jump Kick, High Jump Kick, Meteor Mash, Endeavor, Facade
Stats: 90/115/80/100/100/105 [BST 590]

Reasoning: Daisy's among the very few humans in Mario alongside Peach, so she gets the Normal typing. She skips out on the Fairy typing because while she's capable of magic, she prefers her physical firepower instead. Of course, while Peach is the more mellow and feminine of the two, Daisy's the more tomboyish and excitable one, hence Competitive. Due to Flower Power, she has the Grass type, but still being a human and all, that's her secondary typing. Her stats have honestly been all over the place in the spinoffs. (In Mario Strikers, she favors firepower and speed, but doesn't really favor those in Mario Sports Mix) Dynamic Punch and Stone Edge from her Mario Strikers Charged Super Ability, where she punches the ground to cause loads of crystals to pop up around her, and her Mega Ability even encases her fist in crystals, which I felt Meteor Mash was the closest to. Other stuffs from things she can do in the Strikers games, floral stuff (Sports Mix shows she has actual powers over flowers), and smacking Bowser all the way into the horizon.
Sample Set
Daisy @ Life Orb
Jolly Nature
Ability: Own Tempo
EVs: 252 Atk / 4 SpD / 252 Spe
- High Jump Kick
- Trop Kick / Petal Blizzard
- Stone Edge
- Facade

HJK / Trop Kick / Petal Blizzard easily handles everything that's neither Fighting/Poison nor Steel/Ghost. Facade's there to help with the former (or in case you get burned) and the latter really just has Star Dream Soul OS and Honedge's evolutionary line to block all four of your moves, and you really should have a teammate that handles the latter.
Pokemon: Robo-Patrick
Typing: Steel/Poison
Abilities: Acidic Poison, Steelworker, Contaminate
Moves: Frost Breath, Hammer Arm, Toxic Upchuck, Rapid Spin, Heavy Slam, Body Slam, Earthquake, Poison Jab, Acid, Acid Spray, Return, Frustration, Work Up, Gunk Shot, Flash Cannon, Superpower, Sludge Wave, Sludge Bomb, Iron Head, Poison Spin, Belch, Belly Drum, Toxic, Hidden Power, Facade, etc.
Custom move details: Toxic Upchuck: 20 BP, 16 PP, 90% accuracy, Special. Hits 6 times. Z-move: 190 BP Acid Downpour
Poison Spin: 120 BP, 24 PP, Physical, 100% accuracy. Makes contact. Poison-type Thrash. At the end of the third turn, it removes all entry hazards and frees the user from Leech Seed and binding moves, but confuses the user. Acid Downpour from this move has 190 BP, but does not have any secondary effect.
Custom ability details: Acidic Poison: Scrappy clone for Poison-type moves + Corrosion
Contaminate: Poison -ate
Stats: 100/115/110/120/90/65 (600)
Rationale: Steel is self-explanatory, but Poison is because the arena you fight him in is in a polluted industrial area and the boss appears to have an ice cream cone that is actually toxic sludge. Moves are based off of the boss battle, plus some flavor as well. As for the abilities, Acidic Poison is when the announcer fish says “That hot goo will melt anything!” and Steelworker refers to the Industrial Park (area where he’s fought) and Contaminate is again, because of the seemingly polluted area and Poison-type. Stats refer to how he’s a fairly durable robot, but also fairly slow.
Pokemon: Ganondorf
Type: Dark/Fighting
Mega Type: Dark
Ability: Sturdy/Sheer Force
Mega Ability: Reckless
Moves:Knock Off, Taunt, Lunge, Nasty Plot, Swords Dance, Foul Play, Sucker Punch, Switcheroo, Dark Pulse, Shadow Punch, Shadow Ball, Destiny Bond, Curse, Power-Up Punch, Superpower, Close Combat, Counter, Force Palm, Double-Edge, Mach Punch, Thunder Punch, Ice Punch, Fire Punch, Low Kick, High Jump Kick, Jump Kick, Drain Punch, Mega Punch, Dynamic Punch, Flamethrower, Shadow Ball, Hyper Voice, U-Turn, Play Rough, Waterfall, Liquidation, Hydro Pump, Thunderbolt, Thunder, Flamethrower, Inferno, Flare Blitz, Head Smash
Sig Move: Warlock Punch | Dark | Physical | 130 Base Power | 30PP | 100% accuracy | ⅓ damage as recoil
Stats: 150/90/120/120/90/90
Mega Stats: 150/150/150/75/135/100

Reasoning: Dark/Fighting as he is a skilled combatant and master of dark magic. Sturdy for his extreme durability, usually requiring to be impaled through the face by the master sword to be killed. Sheer Force coming from the Triforce of Power. Reckless for his mega form as he usually relies on brute force in giant pig mode. The Triforce of Power offers Ganondorf a multitude of powerful and varied attacks. His Signature Move, Warlock Punch, is an incredibly powerful punch from Smash Bros. His normal form relies mostly on his spellcasting, reflected by his stats. His Ganon form however, is mostly brute force and destruction, reflected by his dramatic increase in Attack and equally dramatic decrease in Special Attack.
Pokémon: Alucard
Type: Dark/Fairy
Ability: Intimidate/Pressure
Moves: Swagger, Taunt, Torment, Dark Pulse, Snatch, Snarl, Night Slash, Knock Off, Dazzling Gleam, Draining Kiss, Moonblast, Play Rough, Aromatic Mist, Disarming Voice, Swords Dance, Nasty Plot, Drain Punch, Focus Blast, Thunderbolt, Thunder, Flamethrower, Fire Blast, Ice Beam, Blizzard, Air Slash, Cross Poison, Psycho Cut, Shadow Claw, X-Scissor, Transform, Giga Drain
Stats: 120/100/120/100/120/130

Reasoning: The Dark/Fairy comes from his greatest powers, his dark magic and vampirism. Intimidate and Pressure is his overwhelming presence. His wide movepool comes from his wide array of magic, and his sword skills. Transform comes from his ability to transform into animals. His stats revolve around his vampire toughness and superhuman speed and senses.
Pokémon: **Chrom** (Fire Emblem Awakening. Current Exalt [read: King] of Ylisse.)
Typing: Steel
Abilities: Justified/Defiant/Rightful King (HA)
Signature Ability: Rightful King- User has a high critical hit chance. User's secondary effects have a double chance of proccing (So basically, Serene Grace+Super Luck). Cannot be negated or removed.
Moves: Slash, Sacred Sword, Fury Cutter, Swords Dance, King's Shield, Exalted Slash*, Return, etc.
Signature Move: Exalted Slash- Steel-Type, Physical, 100 BP, 100 Accuracy, 10 PP. Super-Effective against Dark-types and Dragon-types.
Z-Move: Awakening Aether- Steel-Type, Physical, 100 BP. Upgrades from Exalted Slash with Chromium Z. Hits Twice. Super Effective vs. Dark-Types and Dragon-types. The first hit drains 50% of the damage dealt. The second hit is a guaranteed critical hit.
Stats: 100 HP/130 Atk/80 Def/50 SpA/60 SpD/110 Spe (BST: 530)
Reasoning: Chrom is the main character of Fire Emblem Awakening, and the current Exalt of Ylisse, serving as its ruler.

Chrom's typing is Pure Steel, because that's really the only type that makes sense. I only listed a few moves to give him because that's all I was confident in (There could be other slashing moves or such to give him), but his move for the most part is pretty similar to that of Aegislash, including King's Shield. The main difference would be Chrom's signature move, Exalted Slash, which references Chrom's personal weapon, the Falchion. Specifically, it refers to the Exalted Falchion, which he obtains in Chapter 24 of Fire Emblem Awakening (Hence the 'SE on Dark-types' effect on top of its Dragon Slaying properties).

Awakening Aether is Chrom's Final Smash in Super Smash Bros. Ultimate, and is based on Aether's Portrayal in Fire Emblem Awakening, and here, I decided to make a nearly straight translation of that skill: Awakening Aether hits twice (and thus breaks Subs), with the first strike healing Chrom for 50% of the damage dealt, an exact copy of the first half of an Aether Proc. The second half is what has changed: Instead of ignoring half of the enemy's defense (THAT would be way too powerful, flashbacks of Gen 4 Selfdestruct), I decided to simply make it a guaranteed Critical Hit to bypass the enemy's defensive buffs, still sticking to the principle of the second half of an Aether Proc in ignoring the enemy's defenses.

His signature ability is Rightful King, based on the final skill Chrom learns in the Great Lord Class, which increases the chance of proccing in-battle skills like Aether. Here, it manifests similarly: Chrom gains an increase to both his critical hit rate AND his chance to proc secondary effects on moves. Justified and Defiant are two other abilities that make a lot of sense for Chrom.

Chrom's stat spread is based on what it was like in Fire Emblem Awakening: Chrom has high HP, Strength and Speed and Decent Defense, but his Magic and Resistance are poor in Awakening, which translates into High HP, Attack and Speed, and decent Defense, but low special stats.

"Your end has come!" (Sample Chrom set)
Chrom@Chromium Z/Choice Band
Ability: Defiant/Rightful King
Nature: Adamant or Jolly
-Exalted Slash
-Swords Dance/Filler (depending on whether Choice or Z-Move)
-Filler
-Filler
Pokémon: **Lucina**
Type: Fighting/Psychic
Abilities: Foreseer [Aerilate clone for Psychic-type moves, except with a 1.3x multiplier]/Brand of the Exalt [crit ratio sharply increased by 2 stages] (HA: Illusion)
New Move(s):
  • Visionary (Psychic, Status, —, bypasses accuracy checks, 5 PP, does not make contact; Once per battle, the user borrows Naga's power to shift time. One Pokémon on each team is revived. [Priority +5. The new Pokémon are immediately sent to battle. Fails if one of the teams has no fainted Pokémon. Ends the turn immediately when used. Z-Power: Restores Lucina's HP])
Moves: Close Combat, Psycho Cut, Knock Off, Night Slash, Detect, Quick Attack, Sacred Fire, Swords Dance, Smart Strike, Trick Room, Magic Room, Future Sight, U-turn, Sacred Sword, Ancient Power, Role Play, Double-Edge, Extreme Speed
Stats: 85/105/80/55/80/125 (BST: 530)
Reasoning: The secondary Psychic typing, Visionary, Foreseer, and Ancient Power comes from Lucina's ability to (with Naga's help) travel to the past. Visionary, in particular, comes from Lucina's attempt to save the world by doing so. Illusion and Role Play come from the fact that Lucina disguises herself as "Marth" early on. Sacred Fire comes from her C-support with any of her siblings, where the sibling says "Kill it with fire magic or something!" or the like. The stats correspond to Lucina's base growth rates.
Sample Set(s)
Lucina @ Psychium Z/Life Orb
Adamant / Jolly Nature
Ability: Foreseer
EVs: 252 Atk / 4 Def / 252 Spe
- Swords Dance
- Close Combat/Double-Edge
- Extreme Speed/Double-Edge
- Visionary/Double-Edge

Standard setup sweeper set. After a boost, destroy everything that doesn't resist Psychic with Extreme Speed. Close Combat deals with Dark-types, and Z-Visionary heals Lucina and allows another offensive mon to come in.

Lucina @ Choice Band
Adamant / Jolly Nature
Ability: Foreseer
EVs: 252 Atk / 4 Def / 252 Spe
- Extreme Speed
- Close Combat
- Knock Off/U-turn/Double-Edge
- Visionary

Choice Band + 104 BP priority is a broken combo. Double-Edge is used to outspeed and KO standard Lele.
Pokémon: Beowulf (Fate/Grand Order)
Type:


Ability: Sturdy/Super Luck/Dragon Steak
Signature Ability
Dragon Steak: This Pokemon is immune to Dragon-type moves, deals double damage to Dragon-type foes and restores 1/4 of its maximum HP, rounded down, when hit by a Dragon-type move.
Moves:
Close Combat, Hammer Arm, Secret Sword, Sacred Sword, Cross Chop, Dual Chop, Night Slash, Slash, Outrage, Thrash, Mega Punch, Mach Punch, Drain Punch, Fire Punch, Thunder Punch, Sucker Punch, Power-up Punch, Smart Strike, Double Iron Bash
Laser Focus, Focus Energy, Swords Dance
Signature Items:
Hrunting: If held by Beowulf, his critical hit damage is increased by 50%. Allows Beowulf to use its signature Z-move.
Naegling: If held by Beowulf, his Fighting-type moves become strong against Fairy-types. Allows Beowulf to use its signature Z-move.
Signature Z-Move:
Grendel Buster-Primal Conflict: Upgraded from Close Combat with Hrunting or Naegling. 200 BP,
-type,
. Increases Beowulf's Attack by 2, but destroys Beowulf's item.
Stats: 120 HP/130 Atk/70 Def/50 SpA/70 SpD/110 Spe (BST: 570)
Reasoning:
  • Typing: Fighting type because he is a honorable hero of old. He also loves to get into fights, and is most known for defeating monsters BAREHANDED (in the Fate interpretation he punches things really hard after his swords break).
  • Abilities:
    • Sturdy: Beowulf has the "Battle Continuation" Skill which does the same exact thing as Guts.
    • Super Luck: Beowulf has the "Instinct" Skill (which can be upgraded to the "Inspired Hero" Skill) which gives him Critical Stars. In FGO, the game where Beowulf originates from, Critical Stars are needed to perform Critical Hits, the Skill gives Stars so it increases Critical Hit chance... so Super Luck is pretty close.
    • Dragon Steak: In Fate, Beowulf hunted dragons for fun and for food when he was alive. It is said that he killed hundreds of them. He loves to eat dragon steaks and even gives one to the game's protagonist as a gift. The ability effects represent eating (immunity + HP recovery) and represent hunting (increased damage).
  • Items:
    • Hrunting: One of Beowulf's swords. Called the "Hound of the Red Plains." In Fate lore, it can smell the opponent's blood and "launch the most optimal slash with a mere ordinary swing." I'd say the most optimal attack is a pseudo-Sniper boosted critical hit.
    • Naegling: One of Beowulf's swords. Called the "Iron Hammer Snake Smash." It is actually a giant club made of steel, "a sword with a fundamental purpose of smashing targets in close range, and it is equivalent to having no cutting ability." It gives Beowulf's Fighting-type moves the effectiveness of Steel-type moves (Fighting is already super-effective on Rock and Ice, so the item makes it SE against Fairy.)
  • Moves: In order:
    • status moves related to "performing the most advantageous attack," ties into his Instict skill and Hrunting.
    • slashing moves and moves related to swords for obvious reasons.
    • blunt moves using his sword-hammer-club thing.
    • barehanded moves for obvious reasons.
    • moves related to going out of control, due to Beowulf being a Berserker-class Servant and having a low level Mad Enhancement skill, meaning he can get out of control when fighting sometimes.

  • Z-Move: Beowulf's true Noble Phantasm, his strongest attack that he can only use after destroying his own swords. It is based on the legend about him defeating Grendel and his mother, two giant monsters, barehanded after his swords broke. In Fate/Grand Order, it is impossible for this move to miss. Good thing Z-Moves don't miss. In lore, he gains a massive power boost and "this Noble Phantasm temporarily revives the amazing power he had in life" so I decided that it should increase his Attack.
  • Stats: Beowulf has the Battle Continuation skill, meaning he has the ability to survive for a long time, that's why he has high HP. As for Attack, he has Mad Enhancement and Berserk skills that both increase damage. In game, they increase Buster damage, which are usually Physical attacks. He is also part of the Berserker class, which means more increased damage, but he has disadvantage against other classes in-game (but not in lore), so I gave him mediocre defenses.
Pokémon: Romulus (Fate/Grand Order)
Type:

Ability: Imperial Privilege / Clear Body / Sturdy
Imperial Privilege - See Nero
Moves:
Physical - Drill Run, Fury Attack, Horn Attack, Horn Drill, Horn Leech, Megahorn, Needle Arm, Poison Sting, Twineedle, Smart Strike, Guillotine, Leaf Blade, Stone Edge
Status - Recover, Spiky Shield, Stealth Rock, Bulk Up, Attract, Follow Me
Signature Move & Z-Move:
Magna Voluisse Magnum - Grass-type First Impression clone
All Things Lead to My Spear - Upgraded from Magna Voluisse Magnum. 175 BP, Grass-type, Physical. If this move is successful, clears the field of special terrains (currently Aestus Domus Aurea and Unlimited Blade Works), and the terrain becomes Grassy Terrain. Hits all opponents in Double Battle.
Stats: 110/130/120/40/110/100 (BST: 610)
Reasoning: Romulus does things!!!
Pokémon: Grimm
Type: Fire/Bug
Ability: Bad Dreams / Flash Fire (HA)
Stats: 90/115/90/100/90/115 (600)
Stats (Nightmare King): 100/135/100/110/100/135 (680)
(Grimm becomes Nightmare King Grimm by using the Nightmare's Heart on him outside of battle (similar to Hoopa's form change))
Notable Moves: Knock Off, Fireball (see Bowser), Blaze Kick, Flare Blitz, Flamethrower, Fire Blast, Overheat, Eruption, Lunge, Megahorn, Signal Beam, Quiver Dance, High Jump Kick, Outrage, Earth Power, Shadow Claw, Spikes, Hypnosis, Nightmare
Sample Sets
Grimm @ Life Orb
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fireball / Flare Blitz
- Lunge / Megahorn
- High Jump Kick
- Spikes / Shadow Claw

Grimm @ Firium Z
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hypnosis
- Quiver Dance
- Fire Blast
- Signal Beam / Earth Power

Reasoning: The master of the Grimm Troupe, the world's one and only circus master vampire moth nightmare god. Fire because he does a lot of fire stuff and Bug because he's some sort of moth thing. This is also the reason for his Fire and Bug moves. High Jump Kick because he has... pretty much exactly that as an attack. Outrage because he gets REALLY mad if you hit him while he's bowing. Earth Power because he has an attack that shoots up from the ground (resembling Earth Power's animation). Shadow Claw because he has some sort of claw attack. Spikes because he also can produce spikes on the ground. Hypnosis and Nightmare for obvious reasons.
 

Cookie Butter

formerly the someone
Time for some questionable submissions.

Pokémon: Promestein
Typing: Psychic/Grass
Ability: Regenerator / Chlorophyll / Mad Scientist Angel
Mad Scientist Angel
- Increases the power of Special moves by x1.3, can always select and use Special attacks or moves that recover HP.
Moves: Damaging - Psychic, Future Sight, Zen Headbutt, Power Whip, Frenzy Plant, Grass Knot, Petal Dance, Petal Blizzard, Energy Ball, Giga Drain, Leaf Blade, Bind, Wrap, Ancient Power, Blizzard, Fire Blast, Thunder, Tri Attack, Poison Jab, Poison Gas, Dark Pulse, Vacuum Wave, Fly, Revelation Dance, Explosion, Lick, Dark Matter (see Magus)
Status - Attract, Softboiled, Roost, Heal Pulse, Instruct, Nasty Plot, Barrier, Lovely Kiss, Sweet Kiss, Cosmic Power, Stored Power, Healing Wish, Reflect, Light Screen, Leech Seed, Strength Sap, Synthesis, Ingrain, Recycle, Will-o-Wisp, Stockpile, Swallow, Spit Up
Signature Move: Summon Wind Spirit (-- BP | Flying | Status | 20 PP | -- Accuracy | Increases accuracy by 1 and Speed by 2.)
Stats: 130/95/90/100/95/90 (600)

Changes form by using the White Rabbit item (out-of-battle) (meant for Ubers).
Pokémon: Promestein-Ultimate
Typing: Psychic/Grass
Ability: Regenerator / Chlorophyll / Mad Scientist Angel
Moves: All of the above + new Signature Move below
Signature Move: Summon Earth Spirit (-- BP | Rock | Status | 20 PP | -- Accuracy | Increases Attack, Defense and Special Defense by 1.)
Signature Z-Move: Swede Gigantea (-- BP | Grass | Status | Upgraded from Giga Drain | Applies the effects of Bind on the target, and starts a perish counter on the same target.)
Stats: 180/105/90/110/95/100 (680)
Reasoning: Promestein... does things!
Pokémon: Wham Bam Rock
Typing: Rock
Ability: Solid Rock / Sturdy
Moves: Hammer Arm, Mega Punch, Force Palm, Vice Grip, Crush Grip, Recover and every Rock-type move except Diamond Storm, Accelerock, Sandstorm, Rollout and Head Smash
Stats: 90/130/90/60/60/50 (480)
Evolves into Wham Bam Jewel with King's Rock

Pokémon: Wham Bam Jewel
Typing: Rock
Ability: Solid Rock / Clear Body
Moves: Wham Bam Rock's movepool + Diamond Storm, Fire Punch, Seed Bomb, Wood Hammer
Stats: 110/150/110/80/80/50 (580)

Reasoning:

Now for a resub
Pokémon: Shuten-douji (Fate/Grand Order)
Type:
/

Ability: Alcoholic Fruit/Oni Kind Demon
Signature Abilities
Alcoholic Fruit: On switch-in, lowers the target's evasiveness by 2 stages. Can poison foes regardless of type.
Oni Kind Demon: Increases Attack and the power of Fire-type moves by 30%. Stacks.
Moves:
Poison Sake, Draco Meteor, Dragon Pulse, Fire Blast, Petal Dance
Flare Blitz, Dragon Hammer, Dragon Rush, Gunk Shot, Shadow Bone, Bonemerang
Nasty Plot, Dragon Dance, Teeter Dance, Toxic
Signature Move:
Poison Sake:
-type,
, 100 BP, 100% Accuracy, 10 PP. 30% chance to badly poison the target.
Signature Z-Move:
Multitude of Colors - Providential Oni Poison - Upgraded from Poison Sake with Onipoisonium-Z. 200 BP,
-type,
. 100% chance of badly poisoning the opposing Pokémon. 15% chance to inflict Taunt, Torment, confusion, to lower opponent's chance for a critical hit by 1, to lower each of the opponent's stats by 1 (including evasion and accuracy) and to remove opponent's ability. Each effect is calculated separately, including stat drops.
Stats: 120 HP/80 Atk/90 Def/120 SpA/100 SpD/110 Spe (BST: 600)
Reasoning:
  • Typing: Shuten-douji is a one-of-a-kind oni descended from the legendary dragon Yamata-no-Orochi. Both in game and in lore, she has the Dragon trait. She also loves to drink literal poison, and uses said poison to attack. In Fate/Grand Order, she's basicallt THE poison party member and actually the only character that increases damage taken from poison.
  • Abilities:
    • Alcoholic Fruit: One of Shuten-douji's skills. "Target can be made drunk through a tone of voice, a sigh, or even just a gaze, that possesses the fragrance of a fruit's melting tipsiness." Basically can make anyone and everyone drunk with a sweet scent of fruit, so the effects of Corrosion and Sweet Scent were added.
    • Oni Kind Demon: Another one of Shuten-douji's skills. "A Skill that represents the superpower as well as the demonic nature of an Oni. A mixed Skill of Natural Monster, Monstrous Strength, Charisma, Mana Burst, etc. The version of Mana Burst depends on the user, but it is usually 'Heat' " Basically, in lore, it is a combination of skills that increase raw strenght and ability to release fire with magical energy. So, naturally, Attack and Fire moves are increased in power. In game, it also increases attack.
  • Moves:
    • Her signature move is based on the divine oni-poison sake, a poison made by the Japanese gods to kill oni, but Shuten ended up liking it and drinking it as an alcoholic beverage. Because it is divine, I gave it somewhat of a legendary signature move BP.
    • The rest seems pretty self-explanatory for a magical dragon beast to get most of those moves. Petal Dance because she is heavily associated with fruits and sweet scents. Nasty Plot is because she has the Chaotic Evil alignment in Fate/Grand Order, and in her legend plotted to take over a city. Also, Shuten is a bone collector. She even has the ability to magically take away bones from others' bodies, instantly killing them. That's why she gets Bone moves.

  • Z-Move: Shuten-douji's strongest move, her Noble Phantasm. It is the attack with the most amount of debuffs in her game, so naturally I tried to replicate that. She has effects like poisoning foes, but also reducing attack, reducing, defense and even Skill Seal, which is the Pokémon equivalent of preventing abilities and moves alike. In Fate/Grand Order, they're all guaranteed to hit but don't have high multipliers. Since Pokémon stat boosts (and stat downs) have set multipliers, I had to balanced it in a way that it's not guaranteed.
  • Stats: Shuten has the Battle Continuation skill, meaning she has the ability to survive for a long time, that's why she has high HP. She's one of the strongest Servants in lore, so her BST is high. In-game she has one of the highest attacking stats, but the weak Assassin-class multiplies her attack by x0.9 making her above average but not insanely strong, so I gave her just that.
Pokémon: Urumi Ushizaki
Typing: Water | Rock
Ability: Pressure | Weight Surge (On switch-in, this Pokemon summons Gravity).
Signature Item: Heavy Stone Baby (If the holder is Urumi Ushizaki, can use Drowning in the Sanzu. If not, holder is grounded and Speed halved.) Fling power: 130
Z-Move: Drowning in the Sanzu (160 BP | Water | must know Dive | Inflicts Drown condition.)
Drown: A Pokemon inflicted with this condition takes damage equal to N/12 of its max HP every turn, where N starts at 1 and increases by 1 every turn. Prevents the target from switching for five turns. Water-types are immune. The effect ends if either the user or the target leaves the field.
Stats: 95/105/105/40/75/100 (520)
Moves:
Physical: Stone Edge, Dive, Liquidation, Megahorn, Leech Life, Horn Leech, Sucker Punch, Knock Off, Fling
Special: Infestation
Status: Trick, Stealth Rock, Rock Polish, Milk Drink, Protect
For Flavor: Origin Pulse, Whirlpool, Ancient Power, Smack Down, Rollout, Rock Blast, Horn Attack, Shadow Sneak
Reasoning: Urumi Ushizaki is a river-dwelling cow-spider youkai. She gives her stone baby to oblivious passerbies, only to weigh them down with her weight-increasing powers (where the abilities come from). She then emerges out of the river to attack. Her spells are based on the stone baby and drowning, which translates to Rock-type and Water-type. Some Bug-type moves were also given due to her being part spider, and cow-related moves in Milk Drink and Horn Attack as well. In current times, she is forbidden from attacking humans, so she now domesticates giant extinct fish instead, thus Origin Pulse and Ancient Power. Doubt you'll do much with that OP move because of her low SpA though. The Dark-type moves, Trick & Shadow Sneak are because she is a youkai that tricks people, gives them a bad thing to hold, sneaks in and attacks them.
Sample Set:
Urumi Ushizaki (F) @ Heavy Stone Baby
Ability: Pressure
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Milk Drink
- Dive
- Leech Life / Stone Edge
- Trick / Stone Edge

Urumi Ushizaki (F) @ Choice Band
Ability: Weight Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Megahorn
- Liquidation
- Trick / Knock Off
 
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I have a resub.
THE BLOAT IS DEAD! and you guys unlocked the void! #fuckthebloat
Pokémon: The Bloat
Type: Poison/Ghost
Ability: Detached Eyes (Compound Eyes clone) / Thick Fat
New Move: Brimstone Laser (It's Axe Strike but Dark-type and Special.)
Moves: Red Tears (See 0), Gunk Shot, Shadow Ball, Sludge Bomb, Bounce, Sludge Wave, Hyper Beam, Flail, Toxic Spikes, Body Slam, Infestation, Block
Stats: 105/115/75/125/90/40 [BST 580]

Reasoning: Poison/Ghost because The Bloat is a dead Peep, and NONE of the danmaku and creep left behind by Peep is red, which is the color other bosses tend to use for theirs. Bloat has good all-around stats, reflecting the use of those infamous brimstone lasers, the danmaku and creep left behind after landing, and of course, jumping about. (Shadow Ball's mandatory STAB btw) Bulk leans towards Special because Isaac's physical weaponry tends to be a straight upgrade to his tears, meaning Bloat takes more damage. Speed isn't Bloat's strong suit due to not moving outside of jumping. Moves are also based on the Bloat's own moves in combat, with Toxic Spikes and Infestation also originating from the creep left behind after landing from a jump. Block because Boss Arenas can't be left through exiting the door you just entered through. And in case you're wondering about Brimstone Laser's weird typing...
Demons such as playable character Azazel and bosses Satan, The Fallen, and The Dark One/Adversary use them too, not to mention clearly-alive mooks such as the Vis. With all but two demon bosses using this move, plus Isaac's ability to get it for himself being from making a deal with the devil, might as well give Brimstone Laser the type associated with demons in general: Dark.
And something new, too.

A shadow that sometimes flits through the caverns, making strange noises to itself. I've never seen it clearly so I have no idea what type of creature it is.
Pokémon: The Collector
Type: Ghost/Rock
Ability: Sticky Hold / Hoarder (This ability's effects copy the last item this Pokemon has knocked off, each new one overwriting the previous. Single-use items reset this ability once used if copied.) / Pickup
Moves: Shadow Claw, Night Slash, Fling, Thief, Spikes, Knock Off, Brutal Swing, Toxic Spikes, Gunk Shot, Sludge Bomb, Block, Bounce, Stealth Rock, Rock Slide, Stone Edge, Uproar, Infestation
Stats: 75/107/77/63/90/128 [BST 570]
Reasoning: Ghost because it seems to be made of void. (Apparently going off the design, it seems to be a rogue Kingsmould that ditched its armor) Rock because it throws glass jars and would likely get washed out a bit if struck hard enough by a watery attack. Abilities, Thief, and Block because it likes to collect and hoard things. Hazards because of breaking jars. Contact moves because it jumps around, tends to hide in the ceiling (Bounce), and can (make an attempt to) claw you. Poison moves (And the other part of TSpikes) because the jars can contain Aspids, which spit toxins at you. Heck, Infestation because of the mooks summoned by thrown jars in the first place. And speaking of the jars themselves, that gives it the Rock moves.

Now two more resubs on the way. Both are Stage 5 Touhou bosses from recent years. Hint: They aren't the dancers.

"Hey, fairies! Let's crank up the speed! It's lunatic tiiiime! Welcome to a world of madness!"
Pokémon: Clownpiece
Typing: Fairy/Fire
Ability: Fairy Aura / Manipulation of Madness (Non-contact Special moves a 20% chance of inflicting Confusion.)
Moves: Moonblast, Rock Slide, Stone Edge, Smack Down, Moonlight, Night Daze, Rock Tomb, Astonish, Ember, Flamethrower, Fire Blast, Inferno, Shadow Ball, Swagger, Taunt, Hex, Confuse Ray, Will-O-Wisp, Dark Pulse, Endure, Trick, Burn Up, Solar Beam, Morning Sun, Sunny Day, Flash Cannon, Dazzling Gleam, Swift, Signal Beam, Disarming Voice, Aura Sphere, Fire Spin, Night Shade, Uproar, Psybeam, Nasty Plot, Misty Terrain, Worry Seed, Rage Powder, Torment
Stats: 90/70/40/125/110/115 [BST 550]

Reasoning: Fairy because she's, well, a fairy... that got turned into sentient lifeforce. Fire because she's a Hell Fairy armed with a torch and weaponizes it in some of her spellcards. Fairy Aura dials up the volatility of Fairy-type moves, befitting of a Fairy turned into sentient lifeforce. (though it's moreso adaptability for one of her types in practice) Rock moves and Moonblast/Moonlight because some of her spellcards weaponize Moon-shaped danmaku that blocks out both her fire and yours, excluding the star-shaped danmaku of course. Sun moves because of her first spellcard "Hell Sign 'Eclipse of Hell'" implying that the other thing alongside the Moon is supposed to represent the sun, plus contrasting the moon she's invading nicely. Other parts of her attacks tend to either be star-shaped danmaku or laser beams.


"To think that living humans were such strong creatures! This reality is just like a dream!"
Pokémon: Mayumi Joutouguu
Type: Ground/Fighting
Ability: Technician / Justified / Sturdy
New Move: Haniwa Arrows (Basically Thousand Arrows but 65BP. Can't hit Ghost-types.)
New Move: Cavalry Haniwa (85BP Ground-type Shadow Bone but instead of lowering Defense it lowers Speed.)
Moves: Sacred Sword, Swords Dance, Fury Cutter, Smack Down, Bulldoze, Drill Run, Rock Polish, Lunge, Retaliate, X-Scissor, Aerial Ace ("No Holding Back" version gets TArrows)
Stats: 75/120/80/40/110/115 [BST 520]
Reasoning: Being a sentient ceramic doll skilled in various combat techniques (including archery, swordsmanship, and the equestrian), Mayumi naturally gets the Ground/Fighting type and Sturdy and Technician. For all its flavor, TArrows would completely and utterly break Mayumi, so she gets a toned-down variant instead. Justified because she is probably no more evil than even Eika, as Mayumi's just serving a woman who wants to protect human spirits. (even if they have as little freedom as they did even back before keiki took over) Haniwa Arrows is from her Archer Haniwa spellcard and her nonspells, Cavalry Haniwa is from the spellcard of the same name, Fencing Haniwa gives all those sword-based moves and Drill Run and Lunge, being ceramic opens up the possibility of Rock Polish. She's a fast-ish physical attacker with good Special bulk, but mediocre physical bulk, as the one physically-oriented playable character just so happens to be the one who's able to cut clean through the Haniwa in her spellcards like a hot Roukanken through butter. Notably, her Bug coverage, Fighting STAB, and Haniwa Arrows are all resisted by Ghost-types... Alluding to the Animal Spirit's devious, devious scheme in dragging your heroine into its home since the Haniwa seemingly hard-counter them.
 
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Pokemon: Ori
Type: Fairy
Abilities: Pixilate/Soul Link (User heals 1/4th of their maximum health instead of taking damage if hit by physical or special Fairy moves, and they heal 1/16 of their total health at the end of each turn.)
Signature Moves:
Spirit Flame
Type: Fairy
Classification: Special
Power: 30
Accuracy: -
PP: 25 (max 40)
Effect: Does not miss. Hits three times. (Light Move, affected by Dark Crown)

Bash
Type: Fairy
Classification: Special
Power: 30
Accuracy: -
PP: 10 (max 16)
Effect: Announces itself at the start of a turn when used. If a foe tries to attack the user with a contact move, it will fail and the user will retaliate with this attack. If the foe tries to attack the user with a ballistic move, it will fail and the user will retaliate with the ballistic move they used (Defaults to contact effect if it is a contact ballistic move). Otherwise, Ori will take half damage from the foe's attack. Has a higher chance to fail if used consecutively.
Stats: 85/110/60/120/70/125 (Total: 570)
Moves: Play Rough, Flame Burst, Mystical Fire, Overheat, Flash Cannon, Power Gem, Aura Sphere, Energy Ball, Air Slash, Wing Attack, Whirlwind, Stomp, Acrobatics, Extreme Speed, Calm Mind, Rock Climb, Jump Kick, Bounce, Will-O-Wisp, Nature Power, Tri Attack, U-Turn
Overview: Ori, the titular character of Ori and the Blind Forest, was born of the Spirit Tree, and is akin to a fey creature. Accompanied by Sein, the light of the Spirit Tree, Ori platforms their way through the dangerous, decaying world in order to save the harmony of nature. Ori's stats demonstrate Ori's traits in the game. Ori is rather frail, and can die rather easily even when at their strongest, but they have some incredible combat abilities, mostly reliant on Ori's incredible manuverability. Most of Ori's attacks come from being light based, but the other attacks come from Ori's overall traits (Acrobatics, Nature Power, U-Turn, Calm Mind), and the rest come from the abilities Ori acquires throughout the game (Wing Attack comes from Kuro's Feather). Will-O-Wisp, while still appropriate for Ori, is meant to refer to Ori's upcoming adventure. Finally, Ori's signature ability, Soul Link, is meant to parallel Ori's power to recover health via saving, as well as absorbing the life energy of the fallen members of his kind to regain their strength.
 

Pokémon: Austin Carter
Franchise: Nitrome Must Die
Type:


Ability: Mega Launcher
Moves: Banana Bomb, Buzzsaw, Canary, Chisel, Dragon Ball, Fart, Homing Missile, Machine Gun, Mine, Molotov, Penguin, Pixel Gun, Points, Rocket, Slap, Spring, Three Way, Sucker Punch, Flash Cannon, Dark Pulse, Aura Sphere, Water Pulse, Fireball (see Bowser)
Stats: 80 HP/125 Atk/70 Def/125 SpA/70 SpD/95 Spe (565 BST)

Banana Bomb |
|
| 100 BP | 24 PP | 90%
Buzzsaw |
|
| 75 BP | 32 PP | 90% | Super effective on Flying-types.
Canary |
|
| 20 BP | 64 PP | 100% | Hits 3-5 times.
Chisel |
|
| 75 BP | 24 PP | 95%
Dragon Ball |
|
| 110 BP | 24 PP | 90%
Fart |
|
| 80 BP | 16 PP | 100% | 50% chance to poison.
Homing Missile |
|
| 75 BP | 24 PP | 100% | Ignores accuracy and evasion.
Machine Gun |
|
| 10 BP | 64 PP | 100% | Hits 6-10 times.
Mine |
|
| 32 PP | Places a mine on the opponent's field. The next Pokémon on their side to switch in loses 1/8 of their max health. The mine is affected by type effectiveness.
Molotov |
|
| 135 BP | 8 PP | 100% | Has 100% recoil.
Penguin |
|
| 75 BP | 24 PP | 100%
Pixel Gun |
|
| 10 BP | 64 PP | 100% | Hits 6-10 times.
Points |
|
| 10 BP | 64 PP | 100% | Hits 6-10 times.
Rocket |
|
| 100 BP | 16 PP | 100%
Slap |
|
| 95 BP | 16 PP | 100%
Spring |
|
| 16 PP | Places a spring on the user's field. The next attack used by a Pokémon on the user's field deals neutral damage on Flying.
Three Way |
|
| 25 BP | 64 PP | 100% | Hits 3 times.


Austin Carter @ Choice Scarf
Ability: Mega Launcher
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rocket
- Penguin
- Pixel Gun
- Slap

Firefox @ Choice Scarf
Ability: Mega Launcher
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Machine Gun
- Points
- Canary
- Flash Cannon
Reasoning: Austin and his friend invaded Nitrome Towers, making their way from floor to floor while fighting enemies. To do this, they use experimental guns they find that use many different types of ammo.
  • Banana Bomb: A bouncing banana that explodes.
  • Buzzsaw: A sawblade that moves across the ground, and can also move up walls.
  • Canary: A laser originally used by a bird.
  • Chisel: A small robot that drills down.
  • Dragon Ball: A slow, large ball of energy.
  • Fart: A toxic cloud that damages who steps in it.
  • Homing Missile: A small missile that homes into enemies.
  • Machine Gun: A rapid barrage of shots.
  • Mine: An explosive that's set on the ground, hurting whoever walks on it.
  • Molotov: A flaming bottle that explodes and drops down powerful flames, that move in both directions.
  • Penguin: A penguin that toboggans across the ground.
  • Pixel Gun: A rapid barrage of pixels.
  • Points: A rapid barrage of points (taken from your score).
  • Rocket: A powerful and fast missile.
  • Slap: A hand that comes out and slaps once.
  • Spring: A spring that bounces up whoever walks on it.
  • Three Way: Three arrows that fly in different directions.
Each weapon has a different amount of ammo, which is somewhat represented by their PP here. Austin is Fire-type because many of the weapons are fire-based. Even when he's out of ammo, he can still use a weak weapon that involves firey shots.
resub

Pokémon: Maxwell
Franchise: Scribblenauts
Type:


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

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

Reasoning: Maxwell has a magic notebook, and everything he writes in it becomes real. He can use the notebook to create nearly anything, even galaxies. He can also control anything he creates. From Scribblenauts Unlimited onwards, he can also apply adjectives to others by writing the adjectives down. Adding adjectives to something adds properties to it. The whole plot of Scribblenauts Unlimited happened because Maxwell played a prank on somebody, which is why he has Prankster.
 
Pokémon: Fatty Whale
Type: Rock/Water
Ability: Thick Fat
Stats: 170/115/45/90/45/105 (570)
Notable Moves: Rock Slide, Waterfall, Water Spout, Head Smash, Double-Edge, Lunge, Aqua Jet, Earthquake, Rapid Spin, Heavy Slam, Body Slam, Wood Hammer, Haze
Fatty Whale @ Life Orb
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Head Smash
- Waterfall
- Wood Hammer
- Earthquake

Reasoning: A whale boss from Kirby Super Star. Thick Fat should be obvious from its name. Rock and Water because it drops rocks and sprays water as attacks. Normally I'd make Water its primary, but since Kirby can only get the Stone ability from it in Kirby Super Star, I made Rock its primary type so he would copy that when using Copy in this mod. Its stats are basically Wailord (a whale) with more Attack and Speed. You may be wondering about the speed, but you'd be surprised at how fast this thing can get. Rock Slide because that's pretty much its rock attack. Waterfall and Water Spout because it can... release pillars of water from its spout. How shocking. Head Smash, Double-Edge, Lunge, and Aqua Jet because of its high-speed charges it does from the background. Earthquake because these charges kick up a lot of water, so it could probably cause an earthquake if it did them on dry land. Rapid Spin because it can do flips in the air really quickly. Heavy Slam and Body Slam because it can slam into Kirby with its body. Wood Hammer and Haze because it smokes out of a large wooden pipe (the pipe doesn't have a hitbox, but Fatty Whale could probably hit you with it if it tried).



Enter the ice beast! Stamp out this nuisance before he freezes up the Grasslands!
Pokémon: Mr. Frosty
Type: Ice
Type (Mr. Floaty): Water
Ability: Thick Fat / Refrigerate / Dancer (HA)
Ability: Thick Fat / Hydrate* / Dancer (HA)
*Hydrate: Water-type clone of Refrigerate
Stats: 110/130/80/80/80/60 (540)
Notable Moves: Icicle Crash, Ice Shard, Swords Dance, Teeter Dance, Crunch, Head Charge, Body Slam, Acrobatics, Rapid Spin, Gyro Ball, Liquidation, Aqua Jet
Mr. Frosty @ Leftovers
Ability: Refrigerate
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Head Charge
- Swords Dance
- Crunch / Liquidation
- Aqua Jet / Ice Shard

Reasoning: A strange, walrus-like creature whose pants have a butt window. Ice because he controls ice. Mr. Floaty controls liquid water instead, hence the change to Water. Thick Fat because he's thicc. Refrigerate and Hydrate because they have respective ice and water versions of attacks that resemble Rapid Spin and Head Charge. Dancer, Swords Dance, and Teeter Dance, because Mr. Frost and Mr. Floaty are mentioned as dancing in their description as Team Shimmy. Icicle Crash and Ice Shard because he throws ice at people. Crunch because he can munch on Kirby. Body Slam because he uses a duh. Acrobatics because he can do some acrobatic flips. Gyro Ball because spinning. Liquidation because Mr. Floaty can spew water, and Aqua Jet because he has a water-using charging attack.
 

Pokémon: Biolizard
Type: Dragon
Ability: Dry Skin / Filter
Moves: Dragon Hammer, Dragon Tail, Dragon Pulse, Egg Cluster*, Rapid Spin, Recover, Refresh, Roar, Telekinesis
*Dragon, Special, 35 BP, 85% Acc, 15 PP | Traps the target for 4-5 turns (7 if the user is holding a Grip Claw), dealing 1/8 damage per turn (1/6 if the user is holding a Binding Band). Hits Fairy-types through their immunity. | Z-Move: 100 BP Devastating Drake
Stats: 150/50/120/60/100/20 | 500 BST (Eviolite-compatible)
Reasoning: Biolizard is a prototype of Shadow the Hedgehog, a result of experimentation in creating the ultimate life form. As a reptile, it naturally has Dragon typing and Dry Skin. Its skin is also "designed to absorb attacks" (as pointed out by Omochao), hence Filter. A document in the game notes its strong neck and tail (Dragon Hammer/Tail), and its fighting tactics involve spewing energy from its mouth (Dragon Pulse), producing harmful pink eggs out of thin air (Egg Cluster), and rotating fast enough to keep up with Shadow (Rapid Spin). It is capable of regenerating (Recover, Refresh) and using magnetism to push objects around (Roar) or reduce gravity (Telekinesis).

Evolves by leveling up while holding Chaos Emeralds (but does not consume the item)

Evolution: Finalhazard
Type: Dragon/Rock
Ability: Levitate
Moves: Biolizard moves + Colony Lasers*, Draco Meteor, Rock Slide, Double-Edge, Stealth Rock
*Rock, Special, 50 BP, 85% Acc, 10 PP | Hits twice, with each hit having its own accuracy. | Z-Move: 180 BP Continental Crush
Stats: 180/100/140/120/110/30 | 680 BST
Reasoning: Using Chaos Control, Biolizard integrates itself into the Space Colony ARK to become Finalhazard. ARK is made of a giant floating rock, giving Finalhazard part Rock typing and Levitate. The rock is also defragmented (Rock Slide, Stealth Rock) and on a collision course with the earth (Draco Meteor, Double-Edge). As Finalhazard descends, it has to keep Super Sonic and Super Shadow at bay using newly acquired lasers alongside its usual but enhanced tactics.
 
Time to get your votes in. As usual you have until next weekend to vote.
Pokémon: Promestein
Typing: Psychic/Grass
Ability: Regenerator / Chlorophyll / Mad Scientist Angel
Mad Scientist Angel
- Increases the power of Special moves by x1.3, can always select and use Special attacks or moves that recover HP.
Moves: Damaging - Psychic, Future Sight, Zen Headbutt, Power Whip, Frenzy Plant, Grass Knot, Petal Dance, Petal Blizzard, Energy Ball, Giga Drain, Leaf Blade, Bind, Wrap, Ancient Power, Blizzard, Fire Blast, Thunder, Tri Attack, Poison Jab, Poison Gas, Dark Pulse, Vacuum Wave, Fly, Revelation Dance, Explosion, Lick, Dark Matter (see Magus)
Status - Attract, Softboiled, Roost, Heal Pulse, Instruct, Nasty Plot, Barrier, Lovely Kiss, Sweet Kiss, Cosmic Power, Stored Power, Healing Wish, Reflect, Light Screen, Leech Seed, Strength Sap, Synthesis, Ingrain, Recycle, Will-o-Wisp, Stockpile, Swallow, Spit Up
Signature Move: Summon Wind Spirit (-- BP | Flying | Status | 20 PP | -- Accuracy | Increases accuracy by 1 and Speed by 2.)
Stats: 130/95/90/100/95/90 (600)

Changes form by using the White Rabbit item (out-of-battle) (meant for Ubers).
Pokémon: Promestein-Ultimate
Typing: Psychic/Grass
Ability: Regenerator / Chlorophyll / Mad Scientist Angel
Moves: All of the above + new Signature Move below
Signature Move: Summon Earth Spirit (-- BP | Rock | Status | 20 PP | -- Accuracy | Increases Attack, Defense and Special Defense by 1.)
Signature Z-Move: Swede Gigantea (-- BP | Grass | Status | Upgraded from Giga Drain | Applies the effects of Bind on the target, and starts a perish counter on the same target.)
Stats: 180/105/90/110/95/100 (680)
Reasoning: Promestein... does things!
Pokémon: Wham Bam Rock
Typing: Rock
Ability: Solid Rock / Sturdy
Moves: Hammer Arm, Mega Punch, Force Palm, Vice Grip, Crush Grip, Recover and every Rock-type move except Diamond Storm, Accelerock, Sandstorm, Rollout and Head Smash
Stats: 90/130/90/60/60/50 (480)
Evolves into Wham Bam Jewel with King's Rock

Pokémon: Wham Bam Jewel
Typing: Rock
Ability: Solid Rock / Clear Body
Moves: Wham Bam Rock's movepool + Diamond Storm, Fire Punch, Seed Bomb, Wood Hammer
Stats: 110/150/110/80/80/50 (580)

Reasoning:
Pokémon: Shuten-douji (Fate/Grand Order)
Type:
/

Ability: Alcoholic Fruit/Oni Kind Demon
Signature Abilities
Alcoholic Fruit: On switch-in, lowers the target's evasiveness by 2 stages. Can poison foes regardless of type.
Oni Kind Demon: Increases Attack and the power of Fire-type moves by 30%. Stacks.
Moves:

Poison Sake, Draco Meteor, Dragon Pulse, Fire Blast, Petal Dance


Flare Blitz, Dragon Hammer, Dragon Rush, Gunk Shot, Shadow Bone, Bonemerang


Nasty Plot, Dragon Dance, Teeter Dance, Toxic
Signature Move:
Poison Sake:
-type,
, 100 BP, 100% Accuracy, 10 PP. 30% chance to badly poison the target.
Signature Z-Move:
Multitude of Colors - Providential Oni Poison - Upgraded from Poison Sake with Onipoisonium-Z. 200 BP,
-type,
. 100% chance of badly poisoning the opposing Pokémon. 15% chance to inflict Taunt, Torment, confusion, to lower opponent's chance for a critical hit by 1, to lower each of the opponent's stats by 1 (including evasion and accuracy) and to remove opponent's ability. Each effect is calculated separately, including stat drops.
Stats: 120 HP/80 Atk/90 Def/120 SpA/100 SpD/110 Spe (BST: 600)
Reasoning:
  • Typing: Shuten-douji is a one-of-a-kind oni descended from the legendary dragon Yamata-no-Orochi. Both in game and in lore, she has the Dragon trait. She also loves to drink literal poison, and uses said poison to attack. In Fate/Grand Order, she's basicallt THE poison party member and actually the only character that increases damage taken from poison.
  • Abilities:
    • Alcoholic Fruit: One of Shuten-douji's skills. "Target can be made drunk through a tone of voice, a sigh, or even just a gaze, that possesses the fragrance of a fruit's melting tipsiness." Basically can make anyone and everyone drunk with a sweet scent of fruit, so the effects of Corrosion and Sweet Scent were added.
    • Oni Kind Demon: Another one of Shuten-douji's skills. "A Skill that represents the superpower as well as the demonic nature of an Oni. A mixed Skill of Natural Monster, Monstrous Strength, Charisma, Mana Burst, etc. The version of Mana Burst depends on the user, but it is usually 'Heat' " Basically, in lore, it is a combination of skills that increase raw strenght and ability to release fire with magical energy. So, naturally, Attack and Fire moves are increased in power. In game, it also increases attack.
  • Moves:
    • Her signature move is based on the divine oni-poison sake, a poison made by the Japanese gods to kill oni, but Shuten ended up liking it and drinking it as an alcoholic beverage. Because it is divine, I gave it somewhat of a legendary signature move BP.
    • The rest seems pretty self-explanatory for a magical dragon beast to get most of those moves. Petal Dance because she is heavily associated with fruits and sweet scents. Nasty Plot is because she has the Chaotic Evil alignment in Fate/Grand Order, and in her legend plotted to take over a city. Also, Shuten is a bone collector. She even has the ability to magically take away bones from others' bodies, instantly killing them. That's why she gets Bone moves.

  • Z-Move: Shuten-douji's strongest move, her Noble Phantasm. It is the attack with the most amount of debuffs in her game, so naturally I tried to replicate that. She has effects like poisoning foes, but also reducing attack, reducing, defense and even Skill Seal, which is the Pokémon equivalent of preventing abilities and moves alike. In Fate/Grand Order, they're all guaranteed to hit but don't have high multipliers. Since Pokémon stat boosts (and stat downs) have set multipliers, I had to balanced it in a way that it's not guaranteed.
  • Stats: Shuten has the Battle Continuation skill, meaning she has the ability to survive for a long time, that's why she has high HP. She's one of the strongest Servants in lore, so her BST is high. In-game she has one of the highest attacking stats, but the weak Assassin-class multiplies her attack by x0.9 making her above average but not insanely strong, so I gave her just that.
Pokémon: Urumi Ushizaki
Typing: Water | Rock
Ability: Pressure | Weight Surge (On switch-in, this Pokemon summons Gravity).
Signature Item: Heavy Stone Baby (If the holder is Urumi Ushizaki, can use Drowning in the Sanzu. If not, holder is grounded and Speed halved.) Fling power: 130
Z-Move: Drowning in the Sanzu (160 BP | Water | must know Dive | Inflicts Drown condition.)
Drown: A Pokemon inflicted with this condition takes damage equal to N/12 of its max HP every turn, where N starts at 1 and increases by 1 every turn. Prevents the target from switching for five turns. Water-types are immune. The effect ends if either the user or the target leaves the field.
Stats: 95/105/105/40/75/100 (520)
Moves:
Physical: Stone Edge, Dive, Liquidation, Megahorn, Leech Life, Horn Leech, Sucker Punch, Knock Off, Fling
Special: Infestation
Status: Trick, Stealth Rock, Rock Polish, Milk Drink, Protect
For Flavor: Origin Pulse, Whirlpool, Ancient Power, Smack Down, Rollout, Rock Blast, Horn Attack, Shadow Sneak
Reasoning: Urumi Ushizaki is a river-dwelling cow-spider youkai. She gives her stone baby to oblivious passerbies, only to weigh them down with her weight-increasing powers (where the abilities come from). She then emerges out of the river to attack. Her spells are based on the stone baby and drowning, which translates to Rock-type and Water-type. Some Bug-type moves were also given due to her being part spider, and cow-related moves in Milk Drink and Horn Attack as well. In current times, she is forbidden from attacking humans, so she now domesticates giant extinct fish instead, thus Origin Pulse and Ancient Power. Doubt you'll do much with that OP move because of her low SpA though. The Dark-type moves, Trick & Shadow Sneak are because she is a youkai that tricks people, gives them a bad thing to hold, sneaks in and attacks them.
Sample Set:
Urumi Ushizaki (F) @ Heavy Stone Baby
Ability: Pressure
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Milk Drink
- Dive
- Leech Life / Stone Edge
- Trick / Stone Edge

Urumi Ushizaki (F) @ Choice Band
Ability: Weight Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Megahorn
- Liquidation
- Trick / Knock Off
Pokémon: The Bloat
Type: Poison/Ghost
Ability: Detached Eyes (Compound Eyes clone) / Thick Fat
New Move: Brimstone Laser (It's Axe Strike but Dark-type and Special.)
Moves: Red Tears (See 0), Gunk Shot, Shadow Ball, Sludge Bomb, Bounce, Sludge Wave, Hyper Beam, Flail, Toxic Spikes, Body Slam, Infestation, Block
Stats: 105/115/75/125/90/40 [BST 580]

Reasoning: Poison/Ghost because The Bloat is a dead Peep, and NONE of the danmaku and creep left behind by Peep is red, which is the color other bosses tend to use for theirs. Bloat has good all-around stats, reflecting the use of those infamous brimstone lasers, the danmaku and creep left behind after landing, and of course, jumping about. (Shadow Ball's mandatory STAB btw) Bulk leans towards Special because Isaac's physical weaponry tends to be a straight upgrade to his tears, meaning Bloat takes more damage. Speed isn't Bloat's strong suit due to not moving outside of jumping. Moves are also based on the Bloat's own moves in combat, with Toxic Spikes and Infestation also originating from the creep left behind after landing from a jump. Block because Boss Arenas can't be left through exiting the door you just entered through. And in case you're wondering about Brimstone Laser's weird typing...
Spoilers for a post-post-Mom boss, though an unlockable character is described here too
Demons such as playable character Azazel and bosses Satan, The Fallen, and The Dark One/Adversary use them too, not to mention clearly-alive mooks such as the Vis. With all but two demon bosses using this move, plus Isaac's ability to get it for himself being from making a deal with the devil, might as well give Brimstone Laser the type associated with demons in general: Dark.
Pokémon: The Collector
Type: Ghost/Rock
Ability: Sticky Hold / Hoarder (This ability's effects copy the last item this Pokemon has knocked off, each new one overwriting the previous. Single-use items reset this ability once used if copied.) / Pickup
Moves: Shadow Claw, Night Slash, Fling, Thief, Spikes, Knock Off, Brutal Swing, Toxic Spikes, Gunk Shot, Sludge Bomb, Block, Bounce, Stealth Rock, Rock Slide, Stone Edge, Uproar, Infestation
Stats: 75/107/77/63/90/128 [BST 570]
Reasoning: Ghost because it seems to be made of void. (Apparently going off the design, it seems to be a rogue Kingsmould that ditched its armor) Rock because it throws glass jars and would likely get washed out a bit if struck hard enough by a watery attack. Abilities, Thief, and Block because it likes to collect and hoard things. Hazards because of breaking jars. Contact moves because it jumps around, tends to hide in the ceiling (Bounce), and can (make an attempt to) claw you. Poison moves (And the other part of TSpikes) because the jars can contain Aspids, which spit toxins at you. Heck, Infestation because of the mooks summoned by thrown jars in the first place. And speaking of the jars themselves, that gives it the Rock moves.
Pokémon: Clownpiece
Typing: Fairy/Fire
Ability: Fairy Aura / Manipulation of Madness (Non-contact Special moves a 20% chance of inflicting Confusion.)
Moves: Moonblast, Rock Slide, Stone Edge, Smack Down, Moonlight, Night Daze, Rock Tomb, Astonish, Ember, Flamethrower, Fire Blast, Inferno, Shadow Ball, Swagger, Taunt, Hex, Confuse Ray, Will-O-Wisp, Dark Pulse, Endure, Trick, Burn Up, Solar Beam, Morning Sun, Sunny Day, Flash Cannon, Dazzling Gleam, Swift, Signal Beam, Disarming Voice, Aura Sphere, Fire Spin, Night Shade, Uproar, Psybeam, Nasty Plot, Misty Terrain, Worry Seed, Rage Powder, Torment
Stats: 90/70/40/125/110/115 [BST 550]

Reasoning: Fairy because she's, well, a fairy... that got turned into sentient lifeforce. Fire because she's a Hell Fairy armed with a torch and weaponizes it in some of her spellcards. Fairy Aura dials up the volatility of Fairy-type moves, befitting of a Fairy turned into sentient lifeforce. (though it's moreso adaptability for one of her types in practice) Rock moves and Moonblast/Moonlight because some of her spellcards weaponize Moon-shaped danmaku that blocks out both her fire and yours, excluding the star-shaped danmaku of course. Sun moves because of her first spellcard "Hell Sign 'Eclipse of Hell'" implying that the other thing alongside the Moon is supposed to represent the sun, plus contrasting the moon she's invading nicely. Other parts of her attacks tend to either be star-shaped danmaku or laser beams.
Pokémon: Mayumi Joutouguu
Type: Ground/Fighting
Ability: Technician / Justified / Sturdy
New Move: Haniwa Arrows (Basically Thousand Arrows but 65BP. Can't hit Ghost-types.)
New Move: Cavalry Haniwa (85BP Ground-type Shadow Bone but instead of lowering Defense it lowers Speed.)
Moves: Sacred Sword, Swords Dance, Fury Cutter, Smack Down, Bulldoze, Drill Run, Rock Polish, Lunge, Retaliate, X-Scissor, Aerial Ace ("No Holding Back" version gets TArrows)
Stats: 75/120/80/40/110/115 [BST 520]
Reasoning: Being a sentient ceramic doll skilled in various combat techniques (including archery, swordsmanship, and the equestrian), Mayumi naturally gets the Ground/Fighting type and Sturdy and Technician. For all its flavor, TArrows would completely and utterly break Mayumi, so she gets a toned-down variant instead. Justified because she is probably no more evil than even Eika, as Mayumi's just serving a woman who wants to protect human spirits. (even if they have as little freedom as they did even back before keiki took over) Haniwa Arrows is from her Archer Haniwa spellcard and her nonspells, Cavalry Haniwa is from the spellcard of the same name, Fencing Haniwa gives all those sword-based moves and Drill Run and Lunge, being ceramic opens up the possibility of Rock Polish. She's a fast-ish physical attacker with good Special bulk, but mediocre physical bulk, as the one physically-oriented playable character just so happens to be the one who's able to cut clean through the Haniwa in her spellcards like a hot Roukanken through butter. Notably, her Bug coverage, Fighting STAB, and Haniwa Arrows are all resisted by Ghost-types... Alluding to the Animal Spirit's devious, devious scheme in dragging your heroine into its home since the Haniwa seemingly hard-counter them.
Pokemon: Ori
Type: Fairy
Abilities: Pixilate/Soul Link (User heals 1/4th of their maximum health instead of taking damage if hit by physical or special Fairy moves, and they heal 1/16 of their total health at the end of each turn.)
Signature Moves:
Spirit Flame
Type: Fairy
Classification: Special
Power: 30
Accuracy: -
PP: 25 (max 40)
Effect: Does not miss. Hits three times. (Light Move, affected by Dark Crown)

Bash
Type: Fairy
Classification: Special
Power: 30
Accuracy: -
PP: 10 (max 16)
Effect: Announces itself at the start of a turn when used. If a foe tries to attack the user with a contact move, it will fail and the user will retaliate with this attack. If the foe tries to attack the user with a ballistic move, it will fail and the user will retaliate with the ballistic move they used (Defaults to contact effect if it is a contact ballistic move). Otherwise, Ori will take half damage from the foe's attack. Has a higher chance to fail if used consecutively.
Stats: 85/110/60/120/70/125 (Total: 570)
Moves: Play Rough, Flame Burst, Mystical Fire, Overheat, Flash Cannon, Power Gem, Aura Sphere, Energy Ball, Air Slash, Wing Attack, Whirlwind, Stomp, Acrobatics, Extreme Speed, Calm Mind, Rock Climb, Jump Kick, Bounce, Will-O-Wisp, Nature Power, Tri Attack, U-Turn
Overview: Ori, the titular character of Ori and the Blind Forest, was born of the Spirit Tree, and is akin to a fey creature. Accompanied by Sein, the light of the Spirit Tree, Ori platforms their way through the dangerous, decaying world in order to save the harmony of nature. Ori's stats demonstrate Ori's traits in the game. Ori is rather frail, and can die rather easily even when at their strongest, but they have some incredible combat abilities, mostly reliant on Ori's incredible manuverability. Most of Ori's attacks come from being light based, but the other attacks come from Ori's overall traits (Acrobatics, Nature Power, U-Turn, Calm Mind), and the rest come from the abilities Ori acquires throughout the game (Wing Attack comes from Kuro's Feather). Will-O-Wisp, while still appropriate for Ori, is meant to refer to Ori's upcoming adventure. Finally, Ori's signature ability, Soul Link, is meant to parallel Ori's power to recover health via saving, as well as absorbing the life energy of the fallen members of his kind to regain their strength.
Pokémon: Austin Carter
Franchise: Nitrome Must Die
Type:

Ability: Mega Launcher
Moves: Banana Bomb, Buzzsaw, Canary, Chisel, Dragon Ball, Fart, Homing Missile, Machine Gun, Mine, Molotov, Penguin, Pixel Gun, Points, Rocket, Slap, Spring, Three Way, Sucker Punch, Flash Cannon, Dark Pulse, Aura Sphere, Water Pulse, Fireball (see Bowser)
Stats: 80 HP/125 Atk/70 Def/125 SpA/70 SpD/95 Spe (565 BST)

Banana Bomb |
|
| 100 BP | 24 PP | 90%
Buzzsaw |
|
| 75 BP | 32 PP | 90% | Super effective on Flying-types.
Canary |
|
| 20 BP | 64 PP | 100% | Hits 3-5 times.
Chisel |
|
| 75 BP | 24 PP | 95%
Dragon Ball |
|
| 110 BP | 24 PP | 90%
Fart |
|
| 80 BP | 16 PP | 100% | 50% chance to poison.
Homing Missile |
|
| 75 BP | 24 PP | 100% | Ignores accuracy and evasion.
Machine Gun |
|
| 10 BP | 64 PP | 100% | Hits 6-10 times.
Mine |
|
| 32 PP | Places a mine on the opponent's field. The next Pokémon on their side to switch in loses 1/8 of their max health. The mine is affected by type effectiveness.
Molotov |
|
| 135 BP | 8 PP | 100% | Has 100% recoil.
Penguin |
|
| 75 BP | 24 PP | 100%
Pixel Gun |
|
| 10 BP | 64 PP | 100% | Hits 6-10 times.
Points |
|
| 10 BP | 64 PP | 100% | Hits 6-10 times.
Rocket |
|
| 100 BP | 16 PP | 100%
Slap |
|
| 95 BP | 16 PP | 100%
Spring |
|
| 16 PP | Places a spring on the user's field. The next attack used by a Pokémon on the user's field deals neutral damage on Flying.
Three Way |
|
| 25 BP | 64 PP | 100% | Hits 3 times.

Sample Sets
Austin Carter @ Choice Scarf
Ability: Mega Launcher
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rocket
- Penguin
- Pixel Gun
- Slap

Firefox @ Choice Scarf
Ability: Mega Launcher
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Machine Gun
- Points
- Canary
- Flash Cannon
Reasoning: Austin and his friend invaded Nitrome Towers, making their way from floor to floor while fighting enemies. To do this, they use experimental guns they find that use many different types of ammo.
  • Banana Bomb: A bouncing banana that explodes.
  • Buzzsaw: A sawblade that moves across the ground, and can also move up walls.
  • Canary: A laser originally used by a bird.
  • Chisel: A small robot that drills down.
  • Dragon Ball: A slow, large ball of energy.
  • Fart: A toxic cloud that damages who steps in it.
  • Homing Missile: A small missile that homes into enemies.
  • Machine Gun: A rapid barrage of shots.
  • Mine: An explosive that's set on the ground, hurting whoever walks on it.
  • Molotov: A flaming bottle that explodes and drops down powerful flames, that move in both directions.
  • Penguin: A penguin that toboggans across the ground.
  • Pixel Gun: A rapid barrage of pixels.
  • Points: A rapid barrage of points (taken from your score).
  • Rocket: A powerful and fast missile.
  • Slap: A hand that comes out and slaps once.
  • Spring: A spring that bounces up whoever walks on it.
  • Three Way: Three arrows that fly in different directions.
Each weapon has a different amount of ammo, which is somewhat represented by their PP here. Austin is Fire-type because many of the weapons are fire-based. Even when he's out of ammo, he can still use a weak weapon that involves firey shots.
Pokémon: Maxwell
Franchise: Scribblenauts
Type:


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

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

Reasoning: Maxwell has a magic notebook, and everything he writes in it becomes real. He can use the notebook to create nearly anything, even galaxies. He can also control anything he creates. From Scribblenauts Unlimited onwards, he can also apply adjectives to others by writing the adjectives down. Adding adjectives to something adds properties to it. The whole plot of Scribblenauts Unlimited happened because Maxwell played a prank on somebody, which is why he has Prankster.
Pokémon: Fatty Whale
Type: Rock/Water
Ability: Thick Fat
Stats: 170/115/45/90/45/105 (570)
Notable Moves: Rock Slide, Waterfall, Water Spout, Head Smash, Double-Edge, Lunge, Aqua Jet, Earthquake, Rapid Spin, Heavy Slam, Body Slam, Wood Hammer, Haze
Sample Sets
Fatty Whale @ Life Orb
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Head Smash
- Waterfall
- Wood Hammer
- Earthquake

Reasoning: A whale boss from Kirby Super Star. Thick Fat should be obvious from its name. Rock and Water because it drops rocks and sprays water as attacks. Normally I'd make Water its primary, but since Kirby can only get the Stone ability from it in Kirby Super Star, I made Rock its primary type so he would copy that when using Copy in this mod. Its stats are basically Wailord (a whale) with more Attack and Speed. You may be wondering about the speed, but you'd be surprised at how fast this thing can get. Rock Slide because that's pretty much its rock attack. Waterfall and Water Spout because it can... release pillars of water from its spout. How shocking. Head Smash, Double-Edge, Lunge, and Aqua Jet because of its high-speed charges it does from the background. Earthquake because these charges kick up a lot of water, so it could probably cause an earthquake if it did them on dry land. Rapid Spin because it can do flips in the air really quickly. Heavy Slam and Body Slam because it can slam into Kirby with its body. Wood Hammer and Haze because it smokes out of a large wooden pipe (the pipe doesn't have a hitbox, but Fatty Whale could probably hit you with it if it tried).
Pokémon: Mr. Frosty
Type: Ice
Type (Mr. Floaty): Water
Ability: Thick Fat / Refrigerate / Dancer (HA)
Ability: Thick Fat / Hydrate* / Dancer (HA)
*Hydrate: Water-type clone of Refrigerate
Stats: 110/130/80/80/80/60 (540)
Notable Moves: Icicle Crash, Ice Shard, Swords Dance, Teeter Dance, Crunch, Head Charge, Body Slam, Acrobatics, Rapid Spin, Gyro Ball, Liquidation, Aqua Jet
Sample Sets
Mr. Frosty @ Leftovers
Ability: Refrigerate
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Head Charge
- Swords Dance
- Crunch / Liquidation
- Aqua Jet / Ice Shard

Reasoning: A strange, walrus-like creature whose pants have a butt window. Ice because he controls ice. Mr. Floaty controls liquid water instead, hence the change to Water. Thick Fat because he's thicc. Refrigerate and Hydrate because they have respective ice and water versions of attacks that resemble Rapid Spin and Head Charge. Dancer, Swords Dance, and Teeter Dance, because Mr. Frost and Mr. Floaty are mentioned as dancing in their description as Team Shimmy. Icicle Crash and Ice Shard because he throws ice at people. Crunch because he can munch on Kirby. Body Slam because he uses a duh. Acrobatics because he can do some acrobatic flips. Gyro Ball because spinning. Liquidation because Mr. Floaty can spew water, and Aqua Jet because he has a water-using charging attack.
Pokémon: Biolizard
Type: Dragon
Ability: Dry Skin / Filter
Moves: Dragon Hammer, Dragon Tail, Dragon Pulse, Egg Cluster*, Rapid Spin, Recover, Refresh, Roar, Telekinesis
*Dragon, Special, 35 BP, 85% Acc, 15 PP | Traps the target for 4-5 turns (7 if the user is holding a Grip Claw), dealing 1/8 damage per turn (1/6 if the user is holding a Binding Band). Hits Fairy-types through their immunity. | Z-Move: 100 BP Devastating Drake
Stats: 150/50/120/60/100/20 | 500 BST (Eviolite-compatible)
Reasoning: Biolizard is a prototype of Shadow the Hedgehog, a result of experimentation in creating the ultimate life form. As a reptile, it naturally has Dragon typing and Dry Skin. Its skin is also "designed to absorb attacks" (as pointed out by Omochao), hence Filter. A document in the game notes its strong neck and tail (Dragon Hammer/Tail), and its fighting tactics involve spewing energy from its mouth (Dragon Pulse), producing harmful pink eggs out of thin air (Egg Cluster), and rotating fast enough to keep up with Shadow (Rapid Spin). It is capable of regenerating (Recover, Refresh) and using magnetism to push objects around (Roar) or reduce gravity (Telekinesis).

Evolves by leveling up while holding Chaos Emeralds (but does not consume the item)



Evolution: Finalhazard
Type: Dragon/Rock
Ability: Levitate
Moves: Biolizard moves + Colony Lasers*, Draco Meteor, Rock Slide, Double-Edge, Stealth Rock
*Rock, Special, 50 BP, 85% Acc, 10 PP | Hits twice, with each hit having its own accuracy. | Z-Move: 180 BP Continental Crush
Stats: 180/100/140/120/110/30 | 680 BST
Reasoning: Using Chaos Control, Biolizard integrates itself into the Space Colony ARK to become Finalhazard. ARK is made of a giant floating rock, giving Finalhazard part Rock typing and Levitate. The rock is also defragmented (Rock Slide, Stealth Rock) and on a collision course with the earth (Draco Meteor, Double-Edge). As Finalhazard descends, it has to keep Super Sonic and Super Shadow at bay using newly acquired lasers alongside its usual but enhanced tactics.
 
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Congratulations to Ninetales Dragons, Cookie Butter and Mygavolt for winning with Austin, Wham Bam and Biolizard. Ninetales Dragons has earned the title, Mario + Rabbids Kingdom Battle.

It's that time of year again and this time I actually know when Halloween is so the Halloween slate is actually on Halloween. Characters can fit this theme by being related to Halloween (such as ghosts, skeletons, etc) or from horror games.

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

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