Pet Mod Crossover Chaos Expanded - Part II


Sugar, Spice and One for All
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Ninetales Dragon's Storm
The Good G-Luke's Red Riot
Gojiratar's Rodan
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Sugar, Spice and One for All
is a Forum Moderatoris a Community Contributoris a CAP Contributor
man someone really tried to step in

Edit: bruh why did that dude make Unbreakable Kirishima FASTER than base Kirishima
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Slate #15
Anything Goes

Congratulations to G-Luke, some other dumbass, and Ninetales Dragons for winning with Red Riot, Darkness, and Storm! No one gained any titles - does anyone actually care about those? Ninetales Dragons does and in fact earned JLA/Avengers i just miscounted oops

No bonus theme this slate.

The slate ends on July 6th. Have fun!​
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Pokémon: Crocodile
Franchise: One Piece

Ability: Sand Stream | Sand Veil | [HA] Sand Rush
Moves: Desert Prison, Earth Power, Scorching Sands, Giga Drain, Night Slash, Knock Off, Air Slash, Psycho Cut, Poison Jab, Cross Poison, U-turn, Drain Punch, Aerial Ace, Hurricane, Sandstorm, Shore Up, Toxic Spikes, Recover, Swords Dance
Stats: 110 HP/96 Atk/82 Def/96 SpA/82 SpD/82 Spe (538 BST)

Desert Prison |
| 75 BP | 16 PP | 100% | Disables the target's Water-type moves, and removes their Water-type.
Crocodile @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Shore Up
- Desert Prison / Scorching Sands
- Toxic Spikes
- Knock Off
Reasoning: Crocodile ate the Suna Suna no Mi, allowing him to create, control, and become sand. He can create entire sandstorms. His powers become even more useful in sandy deserts. He can absorb moisture from human bodies, drying them up. He has a hook hand, with poison hidden in it.
Azuma Kazuma.png

Pokémon: Azuma Kazuma
Franchise: Yakitate!! Japan

Ability: Hands of the Sun (Contact moves have a 30% chance to burn. Grass-type moves have +1 priority.)
Moves: Ja-pan, Heat Wave, Fiery Dance, Fire Punch, Grass Knot, Giga Drain, Seed Bomb, Bullet Seed, Psyshock, Thunder Punch, Thunderbolt, Knock Off, Fake Out, Sunny Day, Leech Seed, Thunder Wave, Decorate
Stats: 120 HP/72 Atk/76 Def/76 SpA/87 SpD/72 Spe (503 BST)

Ja-pan |
| 16 PP | 100% | Heals the user or an ally by 25% of their health, and increases their highest stat by 1 stage.
Azuma @ Red Card
Ability: Hands of the Sun
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Ja-pan
- Leech Seed
- Knock Off
- Thunder Wave
Reasoning: Azuma is a bread baker, who always works with dough, which is made of plants. He was born with the Hands of the Sun, causing his hands to naturally generate high amounts of heat. Using this heat, Azuma can knead his dough faster than any other baker. He calls the bread he bakes "Ja-pan", which is known to be so delicious, it can have ridiculous effects on whoever eats it. He gets some Electric-type moves because of ovens.

Pokémon: Luckyman
Franchise: Tottemo! Luckyman

Ability: Super Luck
Moves: Lucky Punch, Lucky Beam, Power-Up Punch, Secret Sword, Fly, Air Slash, Aerial Ace, Night Slash, Psycho Cut, X-Scissor, U-turn, Draco Meteor, Dazzling Gleam, Flash Cannon, Rapid Spin, Swords Dance, Lucky Chant
Stats: 103 HP/110 Atk/76 Def/90 SpA/76 SpD/100 Spe (555 BST)

Lucky Punch |
| 100 BP | 8 PP | 85% | Has -6 priority. Always results in a critical hit.
Lucky Beam |
| 90 BP | 8 PP | 85% | Has -6 priority. Always results in a critical hit.
Luckyman @ Life Orb
Ability: Super Luck
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Swords Dance
- Aerial Ace
- Night Slash
- Lucky Punch

Luckyman @ Choice Specs
Ability: Super Luck
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Lucky Beam
- Secret Sword
- Dazzling Gleam
- Flash Cannon
Reasoning: Luckyman is a comedic superhero with incredible luck. He uses standard attacks like punches and kicks, but instead of hitting the enemy with them, he accidentally sets off chain reactions that end with something happening to the enemy, like a meteor being brought down on them. Lucky Punch and Lucky Beam are some of his attacks. Lucky Punch is a comedically slow punch that does massive damage if it hits, and Lucky Beam is a liquid beam from Luckyman's cup with similar properties. Luckyman can also fly, and take off his cup and produce a sword from it.

Pokémon: Alfred E Neuman
Franchise: MAD

Ability: What, Me Worry? (Works like Sturdy.)
Moves: Parody
Stats: 56 HP/56 Atk/56 Def/56 SpA/56 SpD/56 Spe (336 BST)

Parody |
| 16 PP | The user transforms into the target. Their Attack, Special Attack, and Speed are doubled, but their Defense and Special Defense are halved.
Alfred E Neuman @ Life Orb
Ability: What, Me Worry?
EVs: 252 HP / 4 Def / 252 SpD
- Parody
Reasoning: Alfred is the mascot of MAD Magazine, which parodies pop culture. He appears on the covers, often as comedic versions of celebrities or characters.

Pokémon: Hi-Five Ghost
Franchise: Regular Show

Ability: Levitate
Moves: Ghost Field, Spectral Arms, Phantom Force, Shadow Punch, Shadow Sneak, Brick Break, Cross Chop, Slap (see Austin), Power-Up Punch, Seismic Toss, Circle Throw, Storm Throw, Knock Off, Rapid Spin, Double Slap, Quick Attack, Fake Out, Will-O-Wisp, Thunder Wave
Stats: 105 HP/110 Atk/85 Def/40 SpA/60 SpD/75 Spe (475 BST)

Ghost Field |
| 16 PP | Raises Defense by 3 stages. This can't be stacked. When the user switches out, the Pokémon that switches in is unaffected by hazards. If this is used in a Double Battle, opponents' moves will all target the user.
Spectral Arms |
| 25 BP | 32 PP | 90% | Hits 3-5 times.

Hi-Five Ghost @ Leftovers
Ability: Levitate
EVs: 252 HP / 24 Def / 232 SpD
Careful Nature
- Ghost Field
- Seismic Toss / Knock Off
- Rapid Spin
- Will-O-Wisp / Thunder Wave
Reasoning: Hi-Five Ghost floats around like a standard ghost. He can create up to five arms, and turn himself into a forcefield. He mostly gets hand/arm moves, with Thunder Wave because he can hotwire cars.
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Something something dragon
(Gyazo embeds are strangely not showing on my PC, so I'm doing attachments this time.)

Overarching Reasoning: The story of Unlimited Fafnir heavily involves dark matter, the essence of dragons. Users thereof—classified as "Type: Dragon" or "D"—can transmute it into anything in the expanse of their imagination, knowledge, and capacity. For that reason, every character below is part Dragon and has an Arceus-caliber movepool. (The first volume of the light novel was published mid-2013, hence Gen V.)
Moves in Common: Arceus' Gen V movepool minus Judgment, Perish Song, Future Sight, and Dream Eater; plus Air Slash, Attract, and Captivate

Firill Crest.png

Pokémon: Firill Crest
Type: Dragon/Flying
Ability: Queenly Majesty
Other Moves: Aeroblast, Flame Burst
Z-Move: Aeroblast Quartet - Flying, Special, 50 BP | Hits 4 times. High critical hit ratio. | Base: Aeroblast | Z-Crystal: Darkmaterium Z
Stats: 90/70/80/125/100/90 | 555 BST
Reasoning: The bookworm of the Brynhildr class. Her signature technique is Aeroblast Quartet, and there's a Pokémon move called Aeroblast; how convenient. She is royalty, as revealed in volume 4 of the light novel, so she gets Queenly Majesty.

Mitsuki Mononobe.png

]Pokémon: Mitsuki Mononobe
Type: Dragon/Ghost
Ability: Long Reach
Other Moves: Spirit Shackle, Arrow Shot (from Orion)
Z-Move: Last Quark - Ghost, Physical, 210 BP | Base: Spirit Shackle | Z-Crystal: Darkmaterium Z
Stats: 80/125/70/100/80/100 | 555 BST
Reasoning: The foster sister of the protagonist, and a known user of antimatter, best described as Ghost if anything. Her fictional armament—which facilitates her control over dark matter—is a bow, hence her similarity to Decidueye in Long Reach and Spirit Shackle (and, obviously, hence Arrow Shot).

Ariella Lu.png

Pokémon: Ariella Lu
Type: Dragon/Normal
Ability: Magic Guard / Friend Guard / Concealed Intent*
*Stance Change variant: Ariella changes form upon using an attacking move and until fainting.
Other Moves: Night Slash, Pursuit, Sucker Punch
Stats: 90/80/125/70/100/90 | 555 BST

Form: Ariella Lu-Murderous
Type: Dragon/Dark
Ability: Concealed Intent
Stats: 90/125/80/100/70/90 | 555 BST

Reasoning: The defensive backbone of the Brynhildr class, with a dark secret that comes to light in volumes 9 and 10 of the light novel: She chose a gauntlet as her fictional armament and to focus on support in order to avoid inadvertent bloodshed. Base form is Normal-type because Protect is.

Pokémon: Kili Surtr Muspelheim
Type: Dragon/Fire
Ability: Illusion / Regenerator / Heat Shield*
*User takes 0.8* damage from non-contact attacks.
Other Moves: Lava Plume, Mystical Fire, Burning Jealousy, Flame Burst, Ember, Fire Spin, Hex, Foul Play, Scald, Nasty Plot, Taunt, Torment
Z-Move: Calamitous Muspelheim - Dragon, Special, 195 BP | The user scatters a slew of infinitesimal explosive particles. | Works like Beak Blast, except contact moves are negated during the charge time. | Base: Dragon Pulse | Z-Crystal: Darkmaterium Z
Stats: 100/80/80/100/140/80 | 580 BST
Reasoning: Not part of the Brynhildr class until Volume 11. A rebellious woman made of dark matter and with two main specialties: heat manipulation and biogenic transmutation. The former justifies her Fire typing, Heat Shield, Z-Move, and arsenal of burn options; the latter gives her the ability to alter her appearance and heal her own wounds, hence Illusion and Regenerator. Unlike her "peers," she prefers wreaking havoc on people over contributing to fights against dragons—resulting in Hex, Foul Play, Nasty Plot, Taunt, and Torment.
Gonna bring back a BLAST from the past.
zeeky bomb.png

"Zeeky Bomb, you have been accused of being the one largely responsible for most of these explosions. What do you have to say in your defense?"

Pokémon: Zeeky H. Bomb
Type: Steel
Ability: Aftermath
Stats: 65/135/85/90/65/80 [BST 520]
Signature Z-Move: The Zeeky Words (Powered up from Explosion. 500 BP. Normal-type and physical. Everything around the user is attacked, terrain is removed, and the user faints. Zeekynium Z required.)
Moves: Skitter Smack, Minimize, Self-Destruct, Explosion. That's all you're getting here.
Reasoning: Skitter Smack and Minimize because he was the head of an "ant" at some part. Self-Destruct, Explosion and The Zeeky Words because the Zeeky Words, once uttered in the source material, causes you to get nuked. Steel because his body, being a cartoon bomb, seems to be made of metal, similar to a cannonball. Aftermath also ties into that.

And have the return of this gilded dorito

Pokémon: Bill Cipher
Type: Ghost/Psychic
Ability: Prankster / Analytic
(His ultimate form only has Bad Dreams.)
Moves: Telekinesis, Psychic, Psyshock, Psychic Fangs, Fire Fang, Thunder Fang, Ice Fang, Crunch, Shadow Claw, Shadow Ball, Dark Pulse, Mind Reader, Foresight, Taunt, Torment, Miracle Eye, Future Sight, Signal Beam, Thunderbolt, Ice Beam, Flamethrower, Thunder, Blizzard, Fire Blast, Sludge Bomb, Dazzling Gleam, Moonblast, Flash Cannon, Energy Ball, Solar Beam, Charge Beam, Thunder Wave, Will-O-Wisp, Toxic, Confuse Ray, Outrage, Protect, Double Team, Stealth Rock, Gravity, Stone Edge, Rock Tomb, Water Pulse, Growth, Minimize, Swagger, Mega Punch, Fire Punch, Ice Punch, Thunder Punch, Hyper Beam, Mean Look, Nasty Plot, Nightmare, Dream Eater, Hypnosis, Wake-Up Slap, Confuse Ray, Double Team, Trick Room, Wonder Room, Magic Room, Foul Play, Trick, Moonlight, Embargo, Iron Defense, Expanding Force, Poltergeist
Stats (Base form): 70/100/70/150/110/80 [BST 580]
Stats (With physical form; Holding the Dimensional Rift turns him into this form upon switch-in.): 80/110/100/190/120/80 [BST 680]

Reasoning: A Dream Demon from whatever Multiverse Gravity Falls lays in. (which may or may not include our own universe... oh dear) The dude's clearly nuts, and is quite the big-time prankster with a VERY dark sense of humor. Ghost/Psychic because he haunts dreams and knows "LOTS OF THINGS", to quote the thing itself. (Also he’s incorporeal pre-Weirdmageddon) He's focused on Special Attack because he's the master of Dreams, and come Weirdmageddon he can VERY CASUALLY rearrange people's faces. Still, while he's nowhere even CLOSE to his full power in the Dream World, he telekinetically yanked out a deer's teeth before returning them to the deer in question. Considering he's extremely powerful in the Dream World, he has all those moves on hand. However, once Weirdmageddon breaks out, Bill's immense power leaks into the Real World, and Weirdmageddon probably would've wrecked Earth if not for that barrier which stopped his progress. He even casually vaporized Time Baby, of all people! And Bad Dreams in his ultimate form because Weirdmageddon was caused via breaking a hole between dream and reality, and that he's still, well, a Dream Demon. Also he can apparently morph his eye into a mouth and at some point in Weirdmageddon became a giant red pyramid thing with two mouths (both across the entire body) in order to pursue Dipper and Mabel.
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Pokémon: Sheev Palpatine aka Darth Sidious
Franchise/Origin: Star Wars
Type: Dark/Electric
Ability: Analytic / Unnerve (Dark Aura)
Notable moves: Nasty Plot, Thunderbolt, Thunder, Dark Pulse, False Surrender, Rising Volyage, Expanding Force, Psychic, Psyshock, Shadow Ball, Acrobatics, Knock Off, Energy Ball
Signature move: Unlimited Power: Focus Energy clone
Execute Order 66: Power: 66 | Accuracy: 90 | Type: Dark | Special | The move's power doubles when used on Psychic Terrain.
Stats: 85/80/60/120/120/80 (540 BST)

Reasoning: The Evil Dark Lord. Dark-typing because he's pure evil and Electric typing because he has and abuses Force Lightning. He gets Psychic-type moves because of the Force, and these moves can be used as coverage against Fighting types.
Let's try this a third time...

Pokémon: Jeanne D'Arc
Franchise/Origin: Fate/Apocrypha
Type: Steel
Ability: Frisk/Sturdy/Maiden of Orleans (HA)
Signature Ability: Maiden of Orleans- While the user is active, all active allies take half damage from Ghost- and Dark-type moves, and gain +1 stage in Defense and Special Defense when hit with a move of either of these types. The user's Fire-type moves deal 1.5 times damage.
Notable moves: La Pucelle, Protect, Helping Hand, Slash, Sacred Sword, Smart Strike, Slash,
Signature move: La Pucelle- Fire-type, 5 PP, 100 Accuracy, 300 BP, Special. Fails if used by anybody other than Jeanne D'Arc. Jeanne D'Arc faints after use. Damage is calculated from Jeanne D'Arc's attack. Firium Z turns it into a 200 BP Inferno Overdrive.
Signature Z-Move: Luminosité Eternelle- Fairy-type, Status. Upgrades from Jeanne D'Arc's Protect with JeanneDArcium Z. The user protects all active allies for the turn. Can block Z-Moves and Max Moves. Also heals all active allies for 33% of their max HP and cures all their status ailments.
Stats: 120 HP/90 Atk/100 Def/40 SpA/160 SpD/100 Spe (BST: 610)

Reasoning: Bet you didn't expect to see a Fate character here, did you? Here is Jeanne D'Arc, one of the main protagonists of Fate/Apocrypha. Fate/Apocrypha first originated as a Light Novel, so that's why Jeanne has been put here and not in the main Crossover Chaos section- she's a Light Novel character first. In Fate/Apocrypha's Holy Grail War, Jeanne is summoned under a special class, that being the Ruler Class, who serves as an impartial overseer to the Holy Grail War. As a Servant, Jeanne naturally has exceedingly high characteristics, though her skill with magic is low, hence her generally high stats save for her rather poor Special Attack. Her most notable aspect however is her Magic Resistance EX, which renders her borderline immune to magical assaults, hence her astronomically high Base 160 Special Defense. Her abilities, save for Sturdy, are based on factors about Jeanne in the series: Frisk is based on the True Name Discernment skill, which allows Jeanne to see the true name of any Servant and thus also determine their Noble Phantasms. Maiden of Orleans is named after one of her titles, and fits two purposes. One is to show her purpose as a holy maiden (and thus, a vanguard against all things dark and evil), which grants herself and all allies (The latter of which, as well as Helping Hand, is based on her Charisma Skill) resistance against the evil forces of Dark- and Ghost-type moves. The second purpose is to synergize with her signature move. More on that later.

Jeanne's not much of a fighter, summoned to be an impartial overseer, so her movepool is very limited, mostly limited to basic stabbing and slashing attacks, as well as Protect and Helping Hand, and her signature move, La Pucelle, which is based on one of her two Noble Phantasms. Her typing is a basic Steel-typing because nothing else would really fit. There's not really any dedicated 'holy' typing.

Speaking of La Pucelle, this is the move that is meant to synergize with Maiden of Orleans. This Noble Phantasm of Jeanne symbolises one of the most important moments of her life: her death, being burned at the stake. Using that sword she carries around with her but never swings (she actually uses the flag she carries around with her, more on that later) as a medium, she summons forth the very flames which ended her life and uses them to annihilate whatever's in front of her. However, as this Noble Phantasm symbolises Jeanne's death, it also comes with a cost: after using La Pucelle, Jeanne will die. Inferno Overdrive will NOT carry over La Pucelle's effect of scaling from Jeanne's attack, so don't think you can use it for two Fire-type nukes.

Jeanne's other Noble Phantasm manifests as a Z-Move, that being Luminosité Eternelle, the battle standard she carries around with her. It's the weapon she uses for most of her attacks (To quote Jeanne herself: “There’s a spear-point at the tip, so it’s a divine sign that this flag should be used to strike the enemy”), but it also has another effect. Through an angelic blessing, Jeanne, by planting the flag into the ground, can activate it as a Noble Phantasm to create a protective field that shields all allies from harm. This is where the 'protects all allies' effect comes from. The other two effects are ported from Jeanne's appearance in the mobile gacha game Fate/Grand Order. After being upgraded, Luminosité Eternelle also removes all debuffs from allies (the status curing effect) and it also heals all teammates when the NP Gauge is overcharged (hence the healing effect). It blocks everything, just like how it can even completely nullify damage from Noble Phantasms in Fate/Grand Order.


Sugar, Spice and One for All
is a Forum Moderatoris a Community Contributoris a CAP Contributor
The mission is not over folks. We still need 2 more winning My Hero Academia subs and we will finally defeated JoJo. That being said it got boring real quick so I decided to spam another WSJ series i enjoyed before the series ended - Demon Slayer!


Pokémon: Giyu Tomioka
Franchise: Demon Slayer

Stats: 80 / 130 / 75 / 77 / 80 / 103 | BST: 545
Abilities: Hyper Cutter / Own Tempo | HA: Red Nichirin Blade
Red Nichirin Blade - Cutting / Blade moves apply the Heal Block effect
Movepool: Swords Dance, Slash, Psycho Cut, Waterfall, Liquidation, Whirlpool, Muddy Water, Surf, Close Combat, Aqua Jet, Smart Strike, Razor Wind, Air Slash, Sacred Sword, Aerial Ace, Endure, False Swipe, X-Scissor, Quick Attack, Flip Turn, Rain Dance, Soak, Scald, Focus Blast, Aura Sphere, Vacuum Wave
Signature Moves: Constant Flux |
| Physical | 75 BP | 10 PP | 100% Acc | The move's base power increases by 5 after every consecutive hit. Base Power caps after 10 turns.
Dead Calm |
| Status | - | 5 PP | - Accuracy | Protects user from all damage dealing moves. if opponent makes contact while move is active, Giyu's speed is raised by 1 stage.
Flavour/Design: Giyu Tomioka is the Water Hashira and is a master swordsman in Demon Slayer. He is a calm and collected warrior and is known as a man of few words. His personality seems to be that of being reserved. Its typing reflects him being a swordsman who specializes in the water breathing technique, his abilities reference his personality and him having a big ol sword, with Intrepid Sword in particular being a nod to him having a red nichirin sword. His movepool not only reference general swordsmanship, but also the several breathing techniques he has mastered. Constant Flux is the the most powerful water breathing style, and Dead Calm is a water breathing style that he himself invented.
Competitive Analysis: Giyu is a very powerful wallbreaker, with Intrepid Sword giving him an immediate boost to break past tough to crack walls, and even makes Choice Scarf sets very viable. SD + Constant Flux has a decent chance of being able to break past even the toughest of walls once he gets going.


Pokémon: Zenitsu Agatsuma
Franchise: Demon Slayer

Stats: 70 / 113 / 71 / 77 / 60 / 149 | BST: 540
Abilities: Wimp Out / Lightning Rod | HA: Comatose
Movepool: Swords Dance, Slash, Psycho Cut, Thunder, Thunderbolt, Discharge, Boomburst, Close Combat, Thunder Wave, Smart Strike, Razor Wind, Air Slash, Sacred Sword, Aerial Ace, Endure, False Swipe, X-Scissor, Quick Attack, Volt Switch, Ion Deluge, Magnet Rise, Hypnosis, Electric Terrain, Rising Voltage, Focus Blast, Snore, Vacuum Wave
Signature Moves: Thunderclap |
| Physical | 15 BP | 5 PP | 5% chance to raise speed. Hits 6 times.
God Speed |
| Status | - | 5 PP | Dramatically raises speed and applies Charge to the user. Only can be used once per switch-in. The boosts from the move disappears after 4 turns, then user loses its Electric type.
Signature Z-Move: God of Fire and Lightning |
| Physical | 180 BP | Base Move: Thunderclap | 20% chance to burn. 30% chance to paralyze. Hits Dragon types supereffectively. Requires the crystal Zenitsium Z.
Flavour/Design: Zenitsu is one of the companions (and future brother in law) of the main protag Tanjirou in Demon Slayer. He practices the Thunder Breathing style (hence his typing) and its comically known to be a womanizing coward. He usually is too afraid to confront demons throughout most of the series (Wimp Out) and would rather scream about how he doesn't want to die a virgin. When his fear overwhelms him though, he is put into a state of unconsciousness where his reflexes and instincts take over (Comatose), turning him into a potent and wickedly fast fighter. His signature moves comes from his use of the first technique of the the Thunder Breathing style and refining it until he can use it six times in a row. God Speed is a technique he mastered to boost his sole breathing attack Thunderclap. His signature Z-Move is a callback to the seventh form of Thunder Breathing he invented to defeat his training rival turned Demon Lord.
Competitive Analysis: Zenitsu is a very very fast Pokemon, and is best suited for revengekilling or cleaning up weakened teams. he is all about speed, and with both of his signature moves boosting his speed, it shouldn't be hard to realise. It can even you its powerful Z-Move to break past checks like Latios, which it otherwise has means of significantly damaging.


Pokémon: Shinobu Kocho
Franchise: Demon Slayer

Stats: 85 / 103 / 65 / 96 / 70 / 126 | BST: 545
Abilities: Poison Touch / Technician | HA: Anger Point
Movepool: Swords Dance, Psycho Cut, Bug Buzz, Fell Stinger, Pin Missile, Venoshock, Toxic, Close Combat, Stun Spore, Smart Strike, Sludge Bomb, Air Slash, Sacred Sword, Aerial Ace, Endure, False Swipe, X-Scissor, Quick Attack, First Impression, Quiver Dance, Agility, Poison Powder, Poison Jab, Refresh, Heal Bell, Recover, Focus Blast, Skitter Smack, Taunt, Struggle Bug, Vacuum Wave
Signature Move: True Flutter |
| Physical | 45 BP | 15 PP | 95% Accuracy | 30% chance to poison. 100% chance to badly poison if it crits. +1 priority.
Signature Z-Move: Hundred-Legged Zigzag |
| Physical | 110 BP | Base Move: True Flutter | Badly poisons foe. Does 50% more damage if user moves first. Requires the crystal Shinobium Z.
Flavour/Design: Shinobu is one of the 12 Hashira, the top ranked Demon Slayers, and is the current practitioner of the Insect Breathing style. She is noted for being the weakest in terms of physicality amongst the Hashira, but is commonly referred to as the fastest. To compensate for her lack of strength and general fraility, she instead dedicated herself into concocting a poison lethal to demons and uses her modified sword which resembles a stinger to inject it into them. She even saturated her body with a more potent version of poison down to the cellular level, making her touch deadly to demons, and her combined weight in poison contains 700 times the lethal dosage. (Poison Touch). She also uses more technique in her fighing (Technician) so she can cleverly hit demons with poison where it matters most. She is known for carry extreme anger for all demons, but uses a cute smile and bubbly personality to cover this up.
Competitive Analysis: Shinobu, like Zenitsu, is best served as a revenge killer, utiizing her array of priority attacks and decently high speed to get the job done. A SD set featuring Shinobium Z can also be a great stallbreaker if needed thanks to its effect. A special Quiver Dance set can be attempted, thanks to her superior coverage, but it is notably weaker than physical ones.

Broken. Basic. Best Boy.

Pokémon: Tanjirou Kamado
Franchise: Demon Slayer

Stats: 90 / 122 / 81 / 86 / 70 / 91 | BST: 540
Abilities: Justified / Red Nichirin Blade | HA: Hinokami*
Hinokami: Turns user's Water type moves into Fire type and Doubles their power
Red Nichirin Blade - Cutting / Blade moves apply the Heal Block effect
Movepool: Swords Dance, Slash, Psycho Cut, Waterfall, Liquidation, Whirlpool, Muddy Water, Surf, Close Combat, Aqua Jet, Smart Strike, Razor Wind, Air Slash, Sacred Sword, Aerial Ace, Endure, False Swipe, X-Scissor, Quick Attack, Rain Dance, Soak, Scald, Focus Blast, Aura Sphere, Vacuum Wave, Dragon Dance, Will O Wisp, Mystical Fire, Morning Sun, Fiery Dance, Odor Sleuth, Heal Bell, Headbutt, Head Smash, Helping Hand
Signature Move: Constant Flux |
| Physical | 75 BP | 10 PP | 100% Acc | The move's base power increases by 5 after every consecutive hit. Base Power caps after 10 turns.
See-Through World |
| Status | - BP | 5 PP | - Acc | User sacrifices 33% of its health and raises all of its stats by 1 stage, applies Odor Sleuth effect on foe.
Signature Z-Move: Dance of the Fire God |
| Physical | 220 BP | Base Move: Constant Flux | Ignores abilities while doing damage. Requires the crystal Tanjium Z.
Flavour/Design: Tanjirou is the main protag of Demon Slayer, and is a practitioner of the Water Breathing Style. He is a kind hearted individual who always looks at the bright side of things and always shows compassion for humans and demons alike. He has a very strong sense of smell, and a strong sense of Justice, which drives him to become a Demon Slayer to avenge the murder of his family and the transformation of his sister into a demon (Justified). Like Giyu, he gained the ability to transform his sword to be a Red Nichirin blade, that neuters high tier demon regen (Intrepid Sword). In a fight versus a lower moon demon, he recalled a dance passed down from his father called the Hinokami Kagura, which was later revealed to be the previously thought to be lost Sun breathing technique, and used it to defeat said demon. (Hinokami). He is also one of the few demon slayers to be able to access the see-through world, which allows users to eliminat their intent and become untracable to their foes, while also greatly boosting their power.
Competitive Analysis: Tanjirou is certainly the most colourful Demon Slayer i subbed, as his abilities provide him with a vast list of different sets which all have very different counters. From Choice Band Intrepid Sword sets, to SD Hinokami sets on Sun teams.
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"I am the smartest criminal parrot in the world! You think I wouldn't have a backup plan!? Hahahahaha!"
Pokémon: Professor Pericles
Origin: Scooby-Doo: Mystery Incorporated
Type: Dark/Flying
Ability: Disguise / Analytic
Stats: 79/97/61/71/101/113 (522)
Notable Moves: Dual Wingbeat, Knock Off, Thief, Foul Play, Poltergeist, Thunder Wave, Discharge, Roost, Attack Order, Machine Gun (see Austin in CCv2), Nasty Plot, Venoshock, Parting Shot
Reasoning: A parrot who was a member of the Mystery Inc. that came before the one we all know and love, who later became a criminal mastermind. Since he was a part of the old Mystery Incorporated, he gets stats similar to Shaggy, who is part of the new one - they're also prime due to him, and other animals who were part of mystery-solving groups in the show's lore (Scooby included) being descended from extradimensional beings. Dark/Flying because criminal bird (see Honchkrow). Disguise because... well, he is a Scooby-Doo villain at the end of the day. Analytic because he's very smart and used to solve mysteries. Dual Wingbeat and Roost because wings. Knock Off and Thief because he does that. Foul Play, Poltergeist, and Electric moves from him managing to get a guard to shock himself with his own tase while still inside his cage, Poltergeist also because he has disguised himself as a ghost. Attack Order and Machine Gun from his Kriegstaffebots. Nasty Plot and Parting Shot because he does those things. Venoshock from the mutated cobra venom he implanted in Mr. E's spine.

"We might be starting in a park, but from these humble beginnings... I, Honoka Kosaka, shall one day hold the world in my hands!"
Pokémon: Honoka Kosaka
Origin: Love Live! School idol project
Type: Normal
Ability: Unaware / Dancer / Huge Power
Stats: 100/45/70/100/70/100 (485)
Notable Moves: Boomburst, Sing, Snow halation (see SiIvaGunner), Feather Dance, Teeter Dance, Swords Dance, Slash, Sacred Sword, Night Slash, Leaf Blade, Solar Blade, Close Combat, Dazzling Gleam, Work Up, Rapid Spin, Slack Off, Curse, Stockpile, Swallow, Spit Up, Wood Hammer, Sunny Day, Weather Ball, Defog
Reasoning: Some idol dumbass who likes bread. Normal-type because what else would she be. Unaware because she's a dumb stupid idiot, Dancer and dancing moves because she does in fact dance, Huge Power and Wood Hammer because she lives in a Japanese sweets shop and is shown making mochi at one point (Huge Power is "Chikaramochi" in Japanese, and it appears its distribution is a pun - its most prominent users are rabbits, and rabbits pound mochi on the moon.) Decent HP because she's a fatty (assuming you trust Umi Sonoda's word more than your own eyes), decent Speed because her official stats have her reflexes rated with 4 stars. Boomburst because she made a noise that was mistaken for an explosion. Sing because she does that, Snow Halation because she sings that. Sword moves because she's really good at kendo in the manga. Dazzling Gleam because the µ's Second-Years collectively are Light-elemental and use a light attack in their crossover appearance in Granblue Fantasy. Work Up is "Cheer Up" in Japan so that fits. Rapid Spin because she does do that at one point. Slack Off and Curse because zzz sleepy. Stockpile gang because she consumes the food. Sunny Day, Weather Ball, and Defog are from that one time she got a bunch of rainclouds to go away by shouting at them.

"Nazis... I hate these guys!"
Pokemon: Indiana Jones
Indiana Jones

Ability: Defiant, Long Reach, Emergency Exit
Notable Moves: Bullwhip, Vine Whip, Power Whip, Stealth Rocks, Spikes, Taunt, Sucker Punch, Knock Off, Rock Tomb, Rock Climb, Acrobatics Play Rough, Fire Lash, Parting Shot
Bullwhip: 90 BP | 100% Accuracy |
| 10(16) PP | disables opponent from using a move that causes a switch such as U-Turn

Stats: 81 / 118 / 93 / 53 / 82 / 107 (534 BST)

Reasoning: Indiana Jones has a nice hat. And a nice whip. Sometimes he's really good at running away from things. He also has shown to be a capable fighter in hand-to-hand combat and perform various acrobatic feats throughout his adventures. While Indiana Jones is not raiding lost arks or dooming temples, he is a world renowned archeologist. This gives him his typing and access to a variety of rock- and ground-type moves including artefacts and debris entry hazards. Just like in that other movie where George Lucas type casted Harrison Ford to be a rogue-ish, devilishly handsome renegade, Indiana Jones has his fair share of comeback, one liners and cheap shots. But most importantly he didn't leave his hat behind.

Pokémon: Echoes Act 1
Franchise/Origin: jjba
: Psychic / Dragon
Ability: Levitate
Notable moves: Gravity , Psychic , Psyshock, Dragon Breath , Dragon Pulse, Flash Cannon, Boomburst, Hyper Voice, Snarl
Signature move:
Form Switch (switches between each echoes form) , Amplification (combination of the move Toxic and Whirlpool)
Signature Z-Move / G-Max Move: Unoechonium Z (Requires the move Amplification to use) (Move: Sound Rift: 150 BP Psychic Move)
: 50 / 70 / 40 / 100 / 90 / 150

Reasoning: Echoes act 1 is Psychic and Dragon because it looks like a dragon and Psychic type just makes sense for a Stand.
It has levitate because in the anime, it is seen flying around. Form Switch changes the Echoes Form, and next, Amplification. Amplification is a combinatikn of the move Toxic and Whirlpool, similsr to the Anime. Echoes uses its sound ability, creating a sound on the enemy, which gets louder the longer it is on the enemy, similar to Toxic. The Z-Move is something that Echoes Act 2 would do, as seen below.

Pokémon: Echoes act 2
Franchise/Origin: JJBA
: Psychic / Dragon
Ability: Levitate
Notable moves: Whirlwind, Vaccum Wave, Flamethrower, Air Slash (plus all of act 1's moves
Signature move:
Sound Rush (Special Psychic type version of Comet Punch)
Signature Z-Move / G-Max Move: Duoechonium Z (requires Sound Rush to use) (Move : Punching Sounds , 150 BP Dragon move)
: 50/40/40/130/70/120

Reasoning: Echoes Act 2 is slower than act 1, so I recreared thst in its stats. Still fast doe. Sound Rush is a recreation of its improved sound ability. When the enemy touches it , the written effect happens, in this case, DORARRARARA. Punching Sounds is a full on DORARARARA barrage. I also gave it all the moves related to the applicatikns of this ability in the anime.

Pokémon: Echoes Act 3
Franchise/Origin: JJBA
: Psychic / Steel
Ability: Serene Grace
Notable moves: Mach Punch, Agility, Calm Mind, Withdraw, Bullet Punch, Flip Turn, All moves of the peevious forms
Signature move:
Three Freeze: 80 BP psychic move that lowers the opponents speed by 1 stage 100% of the time.
Signature Z-Move / G-Max Move: Triechonium Z (requires Three Freeze) (Move Name: Flattening Beatdown : 150 Bp Steel Move)
: 70/110/50/110/50/110
Reasoning: Echoes Act 3 does not look like a dragon and looks more metallic, so it is Psychic and Steel type. It looks Humanoid, so Physical Moves make sense for it, and it also has calm mind. Three Freeze is like whst it is because it is whst it does. Flattening Beatdown will always go first because Gravity will push the opponent down so hard they cant move.

(Im on mobile so sorry for bad grammar rn) (theyre all one chsrscter, i justprovided sruffmfor each of them)
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Kirbyrider's ZEEKY BOOGEY DOOG *explodes* (Zeeky H. Bomb)
Neosonic97's Jeanne D'Arc
ToadBrigade's Submission that belongs in a museum (Indiana Jones)

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