Pet Mod Crossover Chaos Expanded - Part II


Pokémon: Mare Bello Fiore
Type: Ground/Grass
Ability: Cloud Nine / Bulletproof / Grassy Surge
Moves: Earth Power, Earthquake, Land's Wrath, Energy Ball, Wood Hammer, Grassy Glide, Stone Edge, Rock Slide, Lava Plume, Nature Power, Leech Seed, Worry Seed, Sleep Powder, Stun Spore, Grassy Terrain, Rain Dance, Sunny Day, Sandstorm, Hail, Defog, Stealth Rock, Spikes, Foresight, Calm Mind, Coaching, Acupressure, Helping Hand, Wish, Protect, Wide Guard, Heal Pulse, Life Dew, Purify, Rototiller
Stats: 95/95/105/110/110/85 | 600 BST
Reasoning: One of the two Guardians of the Sixth floor of Nazarick. A cross-dressing dark elf of neutral evil alignment. He has a meek disposition yet insane physical strength and half a mind to break bones with his staff. (Wood Hammer reflects this.)
  • Base Stats
  • Typing: He is capable of terraforming (Ground), and one of his jobs is Forest Mage (Grass).
  • Abilities: He possesses a spell called Control Cloud (Cloud Nine), has projectile immunity (Bulletproof) as a Floor Guardian, and is a neat freak with control over nature (Grassy Surge).
  • Movepool: His combat style involves the use of druidic powers (Ground, Grass, and Rock moves—Grassy Glide specifically corresponding to Woodland Stride—as well as Nature Power and Defog) at a distance for offense (he also has a lava spell, hence Lava Plume), protection (Protect, Wide Guard), and support (Calm Mind, Coaching, Acupressure, Helping Hand, Wish, Heal Pulse, Life Dew, Purify). He can also Detect Life (Foresight) and Control Weather.



Pokémon: Cocytus
Type: Bug/Ice
Ability: Snow Warning / Bulletproof / Slush Rush
Moves: Lunge, First Impression, X-Scissor, Icicle Crash, Triple Axel, Ice Punch, Avalanche, Icicle Spear, Ice Shard, Sheer Cold, Blizzard, Ice Beam, Frost Breath, Icy Wind, Close Combat, Sacred Sword, Body Press, Revenge, Rock Smash, Iron Tail, Smart Strike, Leaf Blade, Night Slash, Brutal Swing, Payback, Aerial Ace, Air Slash, Psycho Cut, Breaking Swipe, Body Slam, Slam, Slash, Retaliate, Chip Away, Double Hit, Vise Grip, Cut, False Swipe, Bind, Block, Detect, Hail, Quash, Swords Dance, Taunt
Z-Move: Immovable Wisdom King Strike - Bug, Physical, 200 BP | Lowers the target's Speed by 1 stage. | Base: Lunge | Z-Crystal: Cocytium Z
Stats: 120/115/100/65/90/80 | 570 BST
Reasoning: Guardian of the Fifth floor of Nazarick. He is a neutrally aligned humanoid insect with the spirit of a warrior.
  • Base Stats
  • Type: Race-wise, he is an Insect Fighter and a Vermin Lord (Bug). Job-wise, he is partly a Knight of Niflheim (Ice).
  • Abilities: He exudes a cold aura that does residual ice damage (Snow Warning), has projectile immunity (Bulletproof) as a Floor Guardian, and can move at supersonic speeds despite his bulky appearance (Slush Rush).
  • Movepool: His combat style mostly revolves around cold manipulation and weapon mastery. (Close Combat comes from his tendency to underestimate opponents.) He also uses his limbs, primarily his tail, if needed. Immovable Wisdom King Strike is not only his strongest technique, but also capable of speed reduction.



Pokémon: Iris Freyja
Type: Dragon/Rock
Ability: Klutz / Competitive
Signature Move: Caduceus Blast - Dragon, Special, 100 BP, 95% Acc, 10 PP | Non-contact Jump Kick variant. Hits Fairy-types through their immunity.
Other Moves: Charm, Captivate, Attract, Rest, Sleep Talk
Z-Move: Basilisk's Catastrophe - Rock, Special, 200 BP | The use of this move clears all field effects. | Base: Caduceus Blast | Z-Crystal: Basilium Z
Stats: 90/80/90/100/125/70 | 555 BST
Reasoning: Dragon-type because she has "control" over dark matter (the essence of dragons)—using the term loosely because her transmutation attempts always result in explosions (hence Caduceus Blast, named after the staff that constitutes her fictional armament). Rock-type because the events of Volume 3 led her to become the successor of "Red" Basilisk, a dragon whose skin is covered in diamonds (and after whom her Z-Move is named). Klutz and Competitive are personality traits of hers, Charm comes from her maidenly charm, and the rest of her movepool is universal.
Her signature incantation is, "O holy silver, explode!" This, in part, justifies the immunity bypassing of Caduceus Blast. Basilisk's Catastrophe is a technique that drastically speeds up the effect of time on whatever it encompasses, which is tough to represent in realmons without making it overpowered.
 
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"What the hell did you just say about my hair?!"
Name: Josuke Higashikata
Franchise: JoJo's Bizarre Adventure
Typing: Fighting/Fairy
Abilities: Iron Fist/Anger Point/Crazy Diamond* (HA)
Crazy Diamond: If the user hits an opponent with a contact move, all positive stat changes of the target are removed. If the target is an ally, contact moves will remove all negative stat changes.
Notable Moves: Breakdown*, Bulk Up, Circle Throw, Close Combat, Coaching, Dynamic Punch, Mach Punch, Reversal, Superpower, Play Rough, Acupressure, Copycat, Follow Me, Helping Hand, Rapid Spin, Ice Punch, Acrobatics, Heal Pulse, Trick, Purify, Bonemerang, Diamond Storm, Rock Blast, Outrage, Bullet Punch, Brutal Swing, Lash Out
Breakdown | Fighting | Physical | 75 BP | 100% | 10 PP (16 max) | BP doubles if the user is afflicted by Taunt or Torment. Boosted by Iron Fist.
Stats: 95/125/100/50/70/110 (BST 550)
Description: The fourth protagonist of the JoJo's franchise, Josuke is modeled as the helpful boy-next-door, his juvenile antics and punkish attitude belying a heart dead set on protecting his community. For typing, Fighting as primary because duh, while Fairy demonstrates his main ability to heal others and fix objects. His HA Crazy Diamond replicates his stand's ability by "reverting" the target to back before the stat change. Iron Fist comes from his ability being Fist-based, while Anger Point shows how mad Josuke gets if one should insult his hair, which is also the inspiration between his signature move's special ability. His other STAB moves were pretty straight forward. Statwise, Crazy Diamond is strong, fast and physically durable, albeit not to the extent of Jotaro Kujo and his Star Platinum. As for the rest of his movepool, I deliberately decided to make Josuke a more Doubles centric mon since the whole point of his stand is healing others; Acupressure, Coaching, Helping Hand and Heal Pulse are all natural fits for the character, Brutal Swing allows him to help his ally while still hurting enemies and Follow Me provides support while also referencing the Highway Star fight.

As for the rest of Josuke's moves; Rapid Spin and Purify are both general references to his ability (reverting the field or the target's poisoning). Ice Punch and Diamond Storm are both a play on the name (diamonds="ice") while also fitting fairly naturally. Outrage and Lash Out are yet more references to Josuke's sudden temper. Bullet Punch references the "metal balls" from the RATT fight, Trick pays homage to Josuke's cheekier side and also the time he tried to scam Rohan, Acrobatics references his scaling of Superfly, Copycat for the time he mimicked a certain villain's voice and Bonemerang and Rock Blast both reference the projectiles he uses in the final fight. However, Crazy Diamond has one crucial weakness, being unable to heal the user; therefore, I deliberately denied Josuke access to all recovery outside of Rest (or Copycat shenanigans); this is also why he lacks Heal Bell/Aromatherapy, since that'd heal him too.


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Name: Phoenix Ikki
Franchise: Saint Seiya
Typing: Fire/Flying
Abilities: Flash Fire/Regenerator/Weak Armor (HA)
Notable Moves: Phoenix Wings Rise*, Illusion Demon Fist*, Fire Blast, Fire Punch, Flame Charge, Flamethrower, Flare Blitz, Heat Wave, Lava Plume, Mystical Fire, Overheat, Will-o-wisp, Aeroblast, Air Slash, Air Cutter, Brave Bird, Defog, Dual Wingbeat, Fly, Roost, Psych Up, Swords Dance, Whirlwind, Aura Sphere, Close Combat, Focus Blast, Revenge, Reversal, Agility, Calm Mind, Psychic, Psycho Cut, Zen Headbutt, Scorching Sands, Outrage, Dark Pulse, Darkest Lariat, Foul Play, Payback, Sucker Punch, Taunt
Phoenix Wings Rise| Flying | Physical | 100 BP | 90% | 10 PP (16 max) | Has a 30% chance to burn the target.
Illusion Demon Fist | Dark | Physical | 75 BP | 100% | 15 PP (24 max) | Has a 20% chance to flinch the target. Fist-move.
Signature Z Move: Ultimate Cosmo | Flying | Physical | 190 BP | Must know Phoenix Wings Rise. Sets sunlight.
Stats: 90/120/60/90/90/120 (BST 570)
Description: Ikki is one of the Bronze Saints, whose goal is to protect the Earth under the guidance of Athena. He first demonstrated this when he volunteered to train on the infamous Death Queen Island in place of his brother- as you can imagine, training in such a place left him a bit screwed up. The other saints were able to bring him back to the side of good (he was a bit brainwashed, but still), but he remains an outsider in the group. His armor, the Phoenix, allows him to control air currents and heat/fire, hence the typing. Flash Fire represents his ability to power himself up with prolonged exposure to fire (ie in an active volcano), with Regenerator subbing in for his second ability- like his constellation, Ikki can regenerate anytime he dies. As for the hidden ability, every saint has the ability to strengthen their Cosmo (aura) by removing their armor. Like all saints, he hits incredibly hard and moves fast enough to react to light-speed attacks.

For the movepool, we start off with his two signature moves; Phoenix Wings Rise blows heated air at the opponent, thus the burn chance. Illusion Demon Fist is Dark type because it kind of has the ability to destroy your target's mind if they're not strong enough (hence the flinch chance), and also because it was originally the technique of one of the series' main antagonists. Finally, his Z-move sees Ikki accessing the sixth sense of his Cosmo, which burns brightly and at full power is strong enough to transcend dimensions. STABs are all self-explanatory, as is Whirlwind (why is Whirlwind not Flying type?). Ikki has access to a bevy of Dark moves to complement his temporary role as a villain and his more merciless nature compared to the other saints. He also has a lot of Fighting moves since he's spent most of his life training; Aura Sphere, Focus Blast and Psychic all show the power of a Cosmo. That connection he has to the mind with his Sixth sense grants some Psychic moves, Scorching Sands for his training ground and Outrage because- remember Ikki's brother? Do not hurt Ikki's brother. You will probably die.


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"Why must every 11 minutes of my life be filled with misery?"
Name: Squidward Tentacles
Franchise: Spongebob Squarepants
Typing: Water/Dark
Abilities: Own Tempo/Technician/Tone Deaf*
Tone Death: The user takes 1/2 damage from Sound-based moves. Their own sound-based moves are boosted x1.3. (Punk Rock clone)
Notable Moves: Bubble Beam, Hydro Pump, Liquidation, Octazooka, Rain Dance, Scald, Surf, Water Pulse, Dark Pulse, Knock Off, Nasty Plot, Parting Shot, Snarl, Taunt, Boomburst, Explosion, Hyper Voice, Perish Song, Sing, Slack Off, Swords Dance, Teeter Dance, Overheat, Rock Smash, Gunk Shot, Sludge Bomb, Sludge Wave, Toxic Spikes, Mud-Slap, Mud Shot
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G-Max Form
G-Max Concerto
| Dark | Base move affects power. Ends weather. Sound move.
Stats: 70/90/70/110/70/110 (BST 520)
Description: Squidward doesn't have the easiest life, having to deal with two annoying neighbors, a thankless job, a public who is utterly unimpressed with his various talents and the middle seasons of Spongebob. He gains the Water type because he is a sea creature, and Dark as a reflection of his cynical attitude and the utter annoyance he feels towards every other resident of Bikini Bottom. Own Tempo reflects how much he separates himself from the horde of idiots, Technician for the technical skill he does possess (he was able to make himself in every artform) and signature ability Tone Deaf for his less than impressive musical ability. STABs are easy enough to explain, and his passion for the arts does give him access to various sound and dance based moves, with Boomburst reflecting the sound he tends to make with his clarinet. His toxicity is also reflected in several Poison moves, as is his proven inability to cook (as in it turns into Sludge or toxic waste (spikes)); Gunk Shot is him utilizing his own trash as a weapon (probably against Spongbob and Patrick). Rock Smash harkens to his experience with sculpture. Overheat represents the pinnacle of his temper/his tendency to explode (also the inspiration for Explosion), and finally Slack Off shows off his intrinsic laziness. Finally, with his G-Max move, Squidward harnesses all his rage into a clarinet solo so explosive that it blows away all weather.


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Name: Destoroyah
Series: Godzilla
Type: Dark/Poison
Abilities: Corrosion/Regenerator/Nullifier*
Signature Ability: Nullifier: The user ignores any abilities which boost the power of attacks or increase an attacking stat, but becomes weak to ICE attacks.
Notable Moves: Micro- Oxygen Beam*, Dark Pulse, Knock Off, Darkest Lariat, Nasty Plot, Taunt, Sludge Bomb, Sludge Wave, Acid Spray, Poison Jab, Gunk Shot, Solar Blade, Surf, Scald, Thunderbolt, Sacred Sword, Fly, Defog, Roost, Leech Life, U-turn, Curse, Dragon Dance
Signature Move: Micro-Oxygen Beam | Dark | Special | 10 PP (16 max) | 90 BP | 100% Accuracy | Has a 30% chance to poison the target.
Stats: 95/115/115/130/85/70 (610 BP)
Reasoning: Quite possibly the most evil monster of the franchise, Destoroyah certainly leaves an impression with its sadistic attitude and highly acidic body, hence its typing; that corrosive blood also grants Destoroyah its first ability. Destoroyah, interestingly enough, is actually a composite being, and can easily split and reform itself to heal itself of any serious injuries (because kaiju), hence Regenerator. I had to get a bit creative for signature ability Nullifier, which adds the kaiju's canonical Ice weakness to the mix in exchange for ignoring attack boosting abilities, similar to how it was able to withstand Godzilla's nuclear meltdown despite its weakness to extreme temperatures. It's signature attack is meant to approximate the horrifying power of Micro-Oxygen, which can potentially disintegrate its target (although in-game has to settle for a poison chance). While its STAB options are easy to understand, its coverage requires some explanation; Solar Blade and Sacred Sword are both references to its "Horn Katana", a blade of energy that comes out of that horn in the center of its face. Surf and Scald callback to its aquatic origins (with Scald being water infused with the power of Micro-Oxygen), Thunderbolts channeled from the formation of its final form, several flying moves to show off those wings, Leech Life mirrors its ability to drain energy through biting its opponent, U-turn from its tendency to retreat so that it can acquire a new form, Curse referencing its creation thanks to the original Oxygen Destroyer that humanity itself deployed, and finally DDance as a reference to its draconic inspirations. Stat spread shows off its durability and powerful attacks, although its more durable physically and has mediocre speed.


And finally, I might as well do one new sub, one that has been newly created for this slate, and is not a submission from a previous slate that I am submitting again!
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"The city of Townsville. I hate you! I do not enjoy the fact that three superhero female children take up residence in you!"
Name: Mojo Jojo
Series: Powerpuff Girls
Type: Psychic/Fighting
Abilities: Mo'Linguish*/Steelworker/Berserk
Signature Ability: Mo'Linguish: the damage of an attacking move increases when used successfully on consecutive turns, maxing out at x2 power after 5 turns. If attack fails, power resets.
Notable Moves: Calm Mind, Expanding Force, Psychic, Psyshock, Zen Headbutt, Bulk Up, Cross Chop, Drain Punch, Focus Blast, Superpower, Vacuum Wave, Fire Blast, Flamethrower, Thunderbolt, Thunder Punch, Thunder Wave, Stomping Tantrum, Rock Slide, Flash Cannon, Iron Defense, Iron Head, Dark Pulse, Darkest Lariat, Knock Off, Nasty Plot, Thief
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G-Max Form
G-Max Chemical X Crush
| Fighting | Base move affects power. Destroys target's item (if item can be removed/tricked).
Stats: 70/110/90/120/80/100 (BST 570)
Description: Once an ordinary (albeit ill-tempered) chimpanzee named Jojo, this ape was set on the path to evil and wickedness after an explosion of a mysterious chemical called Chemical X gifted him incredible intellect and extraordinary physical ability (both of which are demonstrated in his typing, which properly shows off his two greatest assets)! Now calling himself Mojo Jojo, he seeks to take over the world and also make the world his dominion, but usually doesn't get too far thanks to the intervention of the Powerpuff Girls, who love to get in his way! His signature ability is derived from his tendency to talk in a very repetitive manner than uses many similar words and also explains the meaning of those words, which I chose to personify with a similar effect to Metronome, which is an item that gradually increases the power of moves on consecutive turns as long as they hit. Steelworker represents his ability, the ability of Mojo Jojo, to make many advanced weapons, which is an extraordinary feat, and Berserk for his short temper, as he gets annoyed very easily by idiots who bug him, Mojo Jojo.

For an explanation of his movepool, the selection of moves he can use, we must first start with his STAB moves, which share the same typing as Mojo Jojo! All are rather simple and self-explanatory. He also gets a smattering of Dark type moves because he, Mojo Jojo, is a villain, including Nasty Plot to represent his fantastic schemes. Mojo Jojo also receives several Steel and Electric type moves to showcase his affinity for technology, created from his own genius mind. Flamethrower and Fire Blast reference his temporary ability, only seen in the movie, where an extra dose of Chemical X allows him to breath fire, and Stomping Tantrum demonstrates how angry and enraged Mojo Jojo can get when he is annoyed! That extra dose also transformed him into Mo' Mojo, which also serves as the basis for his Gigantimax form, his alternate Dynamax form that is exclusive to Mojo Jojo. With his G-Max move, he uses his increased to crush his foe between his hands, destroying their pathetic items (save for items immune to Knock Off, like Mega stones or Z-Crystals).
 

Pokémon: Lum Invader
Franchise: Urusei Yatsura
Type:


Ability: Cute Charm | Lightning Rod | [HA] Technician
Moves: Slippery Soap of Separation, Thunderbolt, Thunder, Shock Wave, Discharge, Volt Switch, Charge Beam, Rising Voltage, Electro Ball, Thunder Punch, Wild Charge, Thunder Fang, Nuzzle, Fly, Aerial Ace, Sky Drop, Acrobatics, Wood Hammer, Bite, Crunch, Dark Pulse, Pursuit, Lash Out, Signal Beam, U-turn, Dazzling Gleam, Smart Strike, Boomerang (see Sokka), Jump Kick, Brick Break, Ice Shard, Icicle Crash, Icy Wind, Ancient Power, Super Fang, Thunder Wave, Bulk Up, Cosmic Power, Amnesia, Calm Mind, Rain Dance, Sunny Day, Sticky Web, Taunt, Torment, Refresh, Block
Stats: 68 HP/82 Atk/68 Def/120 SpA/97 SpD/100 Spe (535 BST)

Slippery Soap of Separation |
|
| 16 PP | 85% | The target's contact moves are disabled.
Lum Invader @ Red Card
Ability: Lightning Rod
EVs: 252 HP / 4 Atk / 252 Spe or 252 HP / 4 SpA / 252 Spe
Hasty or Jolly Nature
- Nuzzle
- Sticky Web
- Super Fang
- Volt Switch / U-turn

Lum Invader @ Leftovers
Ability: Lightning Rod
EVs: 252 HP / 4 Atk / 252 Spe
Hasty Nature
- Nuzzle
- Block
- Super Fang
- Taunt / Slippery Soap of Separation

Lum Invader @ Assault Vest
Ability: Technician / Lightning Rod
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
- Charge Beam / Icy Wind
- Thunderbolt / Thunder
- Dark Pulse
- Ancient Power / Dazzling Gleam

Lum Invader @ Choice Band
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Aerial Ace
- Wild Charge
- Bite / Alien Disk
- Jump Kick
Reasoning: Lum is an Oni alien who comes to Earth and falls in love with Ataru. Her appearance gets all the boys to fall in love with her. She can fly, and use powerful electric shocks (that get stronger when she's angry). She can also absorb electricity, making her own shocks stronger. Her horns can relieve the symptoms of diseases. Lum has fangs and occasionally bites with them. Lum uses various alien devices, including strength pills (Bulk Up), fossil revivers (Ancient Power), air conditioning ice blocks (Icy Wind, Ice Shard, Icicle Crash), memory erasers (Amnesia), weather controllers (Rain Dance, Sunny Day), boomerang disks (Boomerang), sticky guns (Sticky Web), and soap that prevents contact (Slippery Soap of Separation).

Pokémon: Dawn
Franchise: Total Drama
Type:


Ability: Aura Sight (On switch-in, reveals the opponent's Ability and nature.) | [HA] Levitate
Moves: Psyshock, Extrasensory, Future Sight, Aura Sphere, Moonblast, Grass Knot, Night Shade, Calm Mind, Cosmic Power, Miracle Eye, Moonlight, Confuse Ray, Will-O-Wisp, Defend Order, Heal Order, Nature Power
Stats: 67 HP/54 Atk/72 Def/83 SpA/124 SpD/80 Spe (480 BST)

Dawn @ Leftovers
Ability: Aura Sight
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Heal Order
- Will-O-Wisp
- Night Shade
- Future Sight / Aura Sphere
Reasoning: Dawn has a variety of supernatural abilities, like levitating, reading tea leaves, and sensing positive and negative energy. She reads auras and can learn various things about someone. She loves nature and wants to help it. She talks to animals and can get them to help her, and often does this with insects (Defend Order, Heal Order). Her label is The Moonchild (Moonblast, Moonlight, Night Shade, Cosmic Power). She gets Will-O-Wisp from candles.

Pokémon: Felli Loss
Franchise: Chrome Shelled Regios
Type:


Ability: Psychokinesist (The user's STAB moves can't miss.) | Telepathy
Moves: Petal Swirl, Psychic, Psycho Cut, Zen Headbutt, Extrasensory, Leaf Storm, Leaf Blade, Petal Dance, Petal Blizzard, Bullet Seed, Dazzling Gleam, Pursuit, Sucker Punch, Pin Missile, Calm Mind, Telekinesis, Spikes, Mind Reader, Laser Focus
Stats: 80 HP/108 Atk/60 Def/108 SpA/95 SpD/60 Spe (511 BST)

Petal Swirl |
|
| 75 BP | 8 PP | 85% | Traps the target for 4-5 turns. The target loses 1/8 health at the end of each turn.

Felli Loss @ Life Orb
Ability: Psychokinesist
EVs: 200 HP / 56 SpA / 252 SpD
Calm Nature
- Calm Mind
- Leaf Storm
- Psychic
- Spikes

Felli Loss @ Life Orb
Ability: Psychokinesist
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Petal Swirl
- Zen Headbutt
- Pursuit / Sucker Punch
- Laser Focus
Reasoning: Felli is a skilled Psychokinesist, and psychically manipulates petals. She can use them for offense, or to communicate telepathically from long distances. She can surround others in them and trap them. She can also shape them into spikes.
 
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"I'm a novice. I can't measure up to their standards! Be that as it may... I have to stand up! Never again! Never again will they... or my brother... leave me behind in the dust!" -Tenya Iida(Ingenium)
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Pokemon: Tenya Iida(Ingenium)
Franchise/Origin: My Hero Academia (anime)
Type: Steel/Fighting
Ability: Speed Boost/Strong Leg(Boosts power of kick moves by 1.3)/Calf Engines(Boosts power of kick moves by 1.1, if a kick move is used, boost speed by 1 stage)
Notable Moves: Shift Gear, High Jump Kick, Blaze Kick, Extreme Speed, Bullet Punch, Close Combat, Stomp(this is a kick move), Flame Charge, Wild Charge, Acrobatics, Aerial Ace, Autotomize, Rapid Spin, Bullet Punch, Bulk Up, Circle Throw, Superpower, Double Kick, Feint, Flare Blitz, U-Turn, High Horsepower, Helping Hand, Mach Punch, Last Resort, Mega Kick, Meteor Mash, Overdrive, Rolling Kick, Smart Strike, Triple Kick, Triple Axel
Signature Move: Recipro Burst | Steel | Physical | 60 BP | 5 PP | 100% Accuracy | Contact | Kick | Whether or not this move lands, before it attacks, triggers Recipro Burst state if not already in Recipro Burst, which doubles speed and attack for 3 turns, afterwards, speed and attack is halved for 2 turns.
Signature Z-Move: Recipro Turbo | Steel | Physical | 200 BP | Requires Recipro Burst and Ingenium-Z (Fits perfectly, huh?) | Triggers Recipro Burst state for 6 turns instead of 3 after using the move.
Stats: 90/100/80/60/80/110

Reasoning: Tenya Iida is a superhero whose Quirk, or superpower, is car-like engines in his legs. They work similar to real engines, thus Shift Gear, High Horsepower, Overdrive and Autotomize. The engines in his calves allow him to boost his kicks, thus Blaze Kick, High Jump Kick, Stomp, Double Kick, Triple Axel etc. He is very agile and fast, thus Acrobatics, Aerial Ace, U-Turn, Wild Charge, Flame Charge, Flare Blitz, etc. He is primarily a close range fighter, thus Close Combat and several other moves, and the reasoning behind him having fire moves is his speed and engines producing heat. He is rather frail, but still able to take several hits from more powerful villains and heroes. He is incredibly smart, and can quickly improvise tactically sound plans, and is a skilled leader, thus Helping Hand and Smart Strike. His special move is Recipro Burst, a powerful burst from his engines which initially lasted 10 seconds, but increased to 3 minutes. It increases his speed and striking power dramatically, at the cost of his engines shutting down for a brief period afterwards. He trained to hone this skill to Recipro Turbo, which allows him to increase his speed for 10 minutes to an even greater extent, so much so that he can barely control it. These are represented in his Signature moves. His typing is Steel due to the engines and the lightweight metal his costume is composed of. Fighting is due to his skill with close range combat.

Resubs:
"I am the weapon." -Sonic Man
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Pokémon: Sonic Man
Franchise/Origin: Sonic/Mega Man Crossover 2, Worlds Unite
Type: Steel/Electric
Ability: Hyperspeed(Motor Drive+Cannot be burned, Fire type attacks halved. Weak to Ice, -1 speed, but cannot be frozen, Priority deals double.)
Notable moves: Fire Blast/Flamethrower, Thunderbolt, Ice Beam, Flash Cannon, Sucker Punch, Knock Off, Shift Gear, Zing Zap, U-turn.
Signature moves: Sonic Shot, Spin Slash, Ring Launcher, Homing Bolt, Homing Attack, Spring Shield.
Stats: 75/145/60/145/60/180

Reasoning: Motor Drive's effects for obvious reasons, and resistant to burn and fire because of the heat usually produced by friction at high speeds. Ice slows him down, so -1 speed and he's weak to it and priority for balancing reasons and because Sonic is cocky, and is surprised by anyone being faster than him. This is meant to play like a Genesect made for Ubers/AG. Instead of being a purely physical attacker, he now becomes a potent mixed attacker, due to gaining an arm cannon.

New Moves:

Ring Launcher | Electric | Special | 80 Base Power | 5PP | 80% accuracy | Binds the target for two to five turns, dealing 1/16 of their max health each turn.

Spin Slash | Steel | Physical | 100 Base Power | 10PP | 100% accuracy | Ignores abilities.

Homing Blast | Normal | Special | 40 Base Power | 10PP | Cannot miss. | Hits 2-5 times. (The reason this is so powerful is that it was shown to have knocked out multiple Robot Masters in a single shot.) There is a ~33.3% chance that it will hit 2 times, a ~33.3% chance it will hit 3 times, a ~16.7% chance it will hit 4 times, and a ~16.7% chance it will hit 5 times.

Homing Attack | Steel | Physical | 80 Base Power | 20PP | Cannot miss. | Swaps user out.

Spring Shield | Normal | Status | 10PP | Cannot miss. | +4 Priority. Nullifies all incoming damage, if hit by a contact move, forces opponent out.

"The Apathy. They're not strong or ferocious. They drain your will to go on." -Maria Calavera, the Grimm Reaper
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Pokemon: Apathy
Franchise/Origin: RWBY
Type: Dark/Ghost
Ability: Dark Aura/Truant/Apathetic(Lowers opponent's Speed, Attack and Special Attack 1 stage upon switch in)
Notable moves: Dark Pulse, Entrainment, Dark Void, Screech, Boomburst, Doom Desire, Assurance, Beat Up, Breaking Swipe, Knock Off, Disarming Voice, Drain Punch, Eerie Impulse, Hypnosis, First Impression, Glare, Gravity, Guillotine, Hex, Dream Eater, Infestation, Lash Out, Leech Life, Quash, Night Daze, Nightmare, Perish Song, Spectral Thief, Spirit Shackle, Spite, Strength Sap, Spirit Break.
Signature move: Will Break | Dark | Status | 100% Accuracy | Prevents the target from fleeing or switching out. At the end of each turn, two of the target's stats are lowered by one stage each.
Stats: 100/75/90/65/90/70

Reasoning: These Grimm suck the willpower out of any who come near them, then move in for the kill. They are not particularly fast or strong, but rely on weakening their opponent's will to resist, then it will slowly stagger toward it's target with killing intent. As just being near them saps your will, Dark Aura is appropriate, and Truant because they are apathetic. Dark Void is because their victims just fell asleep and died, having no more will to live. The rest of their moves are more or less self explanatory given their attack strategy. Also, it's Hidden Ability gives it an effective base 135 in each defense stat and 105 in speed, outspeeding many common pokemon.
 
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For Tenya Iida, I’m worried that Double Iron Bash’s 51% flinch rate might make him broken. Also, because quirks are superpowers, he should have Superpower, but that’s just my opinion.
 
I apologize for the lateness, but the submission slate is now closed. Voting has begun, and voting will close next Monday.

Also, in case you're wondering, I'll be handling the slates for now.
 
Slate 24: Powerful Destinies

Congratulations to ToadBrigade, okispokis, and ezlaturbo for winning with LEGO Minifigure, Mojo Jojo, and Tenya Iida, respectively. ezlaturbo shall receive the title of Christmas Comeback Crisis.

This bonus slate gives an extra point to characters who are strongly tied to fate. These can be chosen ones, those who make prophecies (or those within said prophecies), and even those who are able to shape the fates of others with their abilities. The submissions for this slate will be closing late on this upcoming Saturday, November 7th.
 
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Pokémon: Walpurgisnacht
Typing: Flying/Steel
Ability: Pressure
Moves: Hurricane, Flamethrower, Mystical Fire, Fire Blast, Will-O-Wisp, Dazzling Gleam, Flash Cannon, Psychic, Telekinesis, Recover, Defog, Giga Drain, Rapid Spin, Shift Gear, Gear Grind, Gear Up, Shadow Ball, Dark Pulse, Curse
Stats: 140/80/140/130/110/80 [BST 680]

Slate Bonus Reasoning: Her arrival is known in advance and in prior timelines Madoka was always either dead by the time of her defeat or had just witched out and is about to ruin the entire universe, causing Homura to loop time ad nauseum; Fate exists in this verse because Madoka's Magical Girl form got stronger in later timelines.
Reasoning: Walpurgisnacht is Flying/Steel because she flies and has wind powers, and the doll-like form isn't actually the weakspot (In fact that form's nothing more than a construct made of curses, hence the SpD being somewhat high); It's the gears. Her BST is very high because she's strong enough to breach into the world the girls live in, placing her far above Oktavia von Seckendorff. At her weakest, it would still take dozens of minutes worth of Tiro Finale. (For context, that's a very seasoned magical girl summoning many guns to strike the enemy with myriads of gunshots in quick succession) The gear being her main body allows for Rapid Spin and Gear Grind, too. She's been shown to use fire powers and lift buildings off of the ground, and being made of many former magical girls allows for Recover. Fire Blast gets bonus points for sharing its Japanese name with a festival, just like Walpurgis over here to Walpurgis Night.
 
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Welp, time to resub 3/4.


"I'll admit, I don't have a lot of finesse with this kind of power..."





Super Sonic












Ultra Sonic

Pokémon: Sonic-Archie
Franchise/Origin: Archie Comics' Sonic The Hedgehog
Type: Normal (Base, Ultra Sonic)
Normal/Flying (Super Sonic)
Ability:
Base: Speed Boost/Embodiment of Chaos (HA)
Super Sonic: Embodiment of Chaos
Ultra Sonic: Billionth Power Ring
Signature Abilities:
Embodiment of Chaos: Upon scoring a KO, Archie Sonic transforms into his Super Form. Once transformed, Super Sonic's Spin Dash doubles in power, ignores enemy stat boosts and hits Dark-types super-effectively.

Billionth Power Ring: Ultra Sonic's attacks all work off of his higher offensive stat. Ultra Sonic changes to the type of move he's using before attacking. Ultra Sonic has a high critical hit ratio. Ultra Sonic's attacks have a higher chance to proc their additional effects. Ultra Sonic is immune to passive damage. Ultra Sonic cannot be knocked out in one hit (If he's at full HP, he'll endure an otherwise lethal attack with 1 HP). Ultra Sonic is immune to Ground-type moves. Ultra Sonic's Spin Dash doubles in power, ignores enemy stat boosts and hits Dark-types super-effectively. Basically Magic Guard, Serene Grace, Super Luck, Sturdy, Levitate and Protean, condensed into one ability, with a passive Photon Geyser effect on all of his attacks, and the post-transformation effect of Embodiment of Chaos. Yes, Ultra Sonic is meant to be this broken. He is DESIGNED fully knowing he's meant to be banned to Anything Goes.

Notable moves:
Every move this Sonic submission from the base Crossover Chaos has except Sacred Sword and Sonic Boost. Additionally, Spin Dash, Hurricane, Flamethrower, Ice Beam, Grass Knot, Close Combat Ancient Power, Agility, Tailwind, Acid Armor, Spikes.
Signature moves:
Ported over from base:
Spin Dash: 90 BP, 100 Accuracy, Ground-type, Physical. 10 PP. Makes contact. Can hit Flying-types and targets with Levitate. Z-Move: Base 180 BP Tectonic Rage.
Sonic-Archie transforms into Sonic-Archie-Ultra using Billionth Power Ring, akin to a Mega Evolution. He can transform even if he's already transformed into Sonic-Archie-Super.
Stats
: 90 HP/120 Atk/80 Def/50 SpA/80 SpD/240 Spe (Base. BST: 670)
90 HP/150 Atk/100 Def/70 SpA/100 SpD/245 Spe (Super. BST: 755)
90 HP/180 Atk/120 Def/100 SpA/120 SpD/250 Spe (Ultra. BST: 860)

Reasoning: Hey guys, did you know Sonic has had multiple comic book series? Did you know in one of them he was REALLY FREAKING OVERPOWERED?! Meet Archie Sonic, the most powerful incarnation the blue blur has ever had, bar none. The dude's so powerful, he makes his game self's super form look like a joke... in his base form. Hence why his base stats are all based on, but higher than, the original Sonic submission found in base- especially his speed. I mean... this 'hog is so fast, his speed alone literally renders him immune to time stopping abilities, and he once ran all the way across his multiverse and back in about five minutes tops. He also has a Super Form, though unlike Game Sonic, he doesn't actually need all the Chaos Emeralds to turn into Super Sonic. He just needs to absorb enough Chaos Energy, be it from just a few of the Emeralds, The Master Emerald, a bunch of power rings or even, in a pinch, Chaos Energy from enemy attacks. Thus, Archie Sonic's Super Form is a transformation triggered by the Embodiment of Chaos ability, which functions similarly to Battle Bond (It's also stronger!). This also buffs his Spin Dash.

Instead, the Mega Evolution equivalent is a form exclusive to the Archie Comics, Ultra Sonic. Sonic often needed a Super Emerald or MANY power rings to transform into Ultra Sonic. One of Ultra Sonic's abilities is self-adaptation: Ultra Sonic will gain new abilities (often manifesting as sub-forms) in different environments. Three such forms, Eco Sonic, Polar Sonic and Solar Sonic, are the source for Flamethrower, Ice Beam and Grass Knot, respectively, as well as the Protean and adaptive damage portions of Ultra Sonic's ability. Speaking of, let's go over Ultra Sonic's ability, Billionth Power Ring. This ungodly mess of an ability (Yes, it is meant to be broken) is based on the fact that Archie Sonic was once blessed by the Ancient Walkers upon collecting, well, a billionth power ring and completing their trial, granting Sonic a special aura that makes him far tougher to kill than anybody else. This is where the Sturdy and Magic Guard portions of the ability come into play (As well as Ancient Power). Lastly, according to multiple sources, FATE ITSELF is on Sonic's side, and will ensure that he always wins out in the end- yes, Archie Sonic has LITERAL Plot Armor! This is where the Serene Grace and Super Luck portions of Billionth Power Ring come into play. Ultra Sonic is even more powerful than Super Sonic is. (Sonic's BST goes up by about 100 for each stronger form, give or take a few points). Ultra Sonic also has some matter manipulation abilities- this is the source of his self adaptation, and between it and his phasing, there's the reasoning for Acid Armor. There was literally no way to do Ultra Sonic justice without making him AG levels of broken.

As I mentioned earlier, fate bends over backwards to ensure Sonic's victory, without him even knowing. This is where the slate bonus comes from.

The Spin Dash is Sonic's signature maneuver, so obviously it'd be there. On top of that are moves that are fairly self explanatory- Spikes because Hedgehog and Tailwind and Hurricane because he can move fast enough to cause windstorms. He's also a master of close-quarters combat (notably in usage of pressure points), hence Close Combat.


"I won't go back on my word, and I won't run away! That's my nindo- my way of the ninja!"



Gigantamax Naruto-Bijuu

Pokémon: Naruto-Bijuu
Franchise/Origin: Naruto
Type: Fighting/Flying
Ability: Prankster/Moxie/Kyuubi Chakra (HA)
Signature Ability: Kyuubi Chakra- The user heals 5% of their maximum HP at the end of each turn. Additionally, anybody who makes contact with Naruto takes 10% of their maximum hp as recoil damage. In Doubles, this affects the entirety of Naruto's side of the field.
Notable moves: Shadow Clone Barrage, Rasenshuriken, Substitute, Detect, Recover, Extreme Speed, Tail Slap, Iron Tail, Sucker Punch, etc.
Signature moves
Shadow Clone Barrage - Fighting-type, Physical, Base 30 Power, 100 Accuracy, 10 PP. Hits 2 to 5 times.
Rasenshuriken - Flying-Type, Special, Base 120 Power, 90 Accuracy, 5 PP. Has a sort of pledge effect: In a double battle, if an ally uses Amaterasu in the same turn Rasenshuriken is used, the move to go last is buffed, dealing 1.3x more damage and leaving a Black Flames entry hazard on the enemy's side of the field, which inflicts burn on any targets switching in, but is absorbed by Fire-types. The move cannot miss if this pledge effect is triggered.
G-Max Move: G-Max Tailed Beast Bomb: Replaces Max Knuckle. Boosts all allies' Attack and Special Attack after use.
Stats: 105 HP/110 Atk/50 Def/125 SpA/55 SpD/120 Spe (BST: 565)

Reasoning:
Here we have the first of two forms of the titular character from Naruto. The first is based on his Tailed Beast Mode, which he uses late into the War arc. His stat spread is generally geared towards offense, though he's not wholly lacking in bulk either. As an Uzumaki, he possess a natural abundance of life force, hence the massive base HP. His first two abilities, Prankster and Moxie, are based on Naruto's past as a prankster and his generally boisterous personality. It's his third ability, Kyuubi Chakra, though, that this form wants to use. Its three effects are based on the effects that Kurama's Chakra has displayed- it grants Naruto a healing factor, hence the built in 1/20 max hp regeneration, and Kurama's Chakra has shown the ability to burn those who touch it, hence the Iron Barbs effect.

Naruto's moveset is primarily based on techniques he's used in either the anime/manga or the fighting games. Rasenshuriken is directly ported from the manga, though without any innate additional effects (the celluar destruction would be too much to balance). It DOES have a sort of pledge effect, which I'll get into with the character Naruto is meant to be paired with for said combo. Shadow Clone Barrage is based on the various 'Naruto Barrage' type moves seen throughout the anime and manga, involving overwhelming opponents with large numbers of doppelgangers, which has become one of Naruto's staple maneuvers. Substitute is based on the basic Substitution technique (as is Detect), Recover is based on Naruto's healing factor, Tail Slap and Iron Tail are based on the partial transformation technique (Which allows Naruto to spawn Kurama's tails to attack with), and Extreme Speed is based on a Game-exclusive attack, the Tailed Beast Flash Bullet.

Naruto's signature G-Max Move is based on the Tailed Beast Bomb, the ultimate attack of all Tailed Beasts, which he can spawn a gigantic Kurama Avatar for (This is in fact a basis for Naruto's Gigantamax form). The abilities are, again, a reference to his ability to distribute his chakra to others.

Naruto's typing is based on his Taijutsu specialisation and his Elemental Chakra Nature of Wind.

Evolves into Naruto-Rikudo with Six Paths Essence.

...And here's the form that should be banned to Ubers, possibly AG...









Naruto-Rikudo









Gigantamax Naruto-Rikudo

Pokémon: Naruto-Rikudo
Franchise/Origin: Naruto
Type: Flying/Fighting
Ability: Six Paths Yang Power
Signature Ability: Six Paths Yang Power- Naruto-Rikudo's side of the field heals 10% of their Max HP at the end of each turn. Additionally, Naruto-Rikudo deals 50% more damage with Fire, Ground, Water, Poison and Bug-type moves and the damage of Naruto-Rikudo's attacks' is based off of his higher offensive stat- but they retain their classifications.
Notable moves: All of Naruto-Bijuu's moves, plus Steam Eruption, Surf, Bug Buzz, Lava Plume, Flamethrower, Sludge Bomb, Earth Power, Octazooka and Truth-Seeking Balls
Signature move: Truth-Seeking Balls- Base 100 Power, 100 Accuracy, 10 PP, Special. Typing is Naruto-Rikudo's current primary typing (For his base typing, that would be Flying). Hits all types neutrally, ignoring weaknesses, resistances and abilities.
Signature Z-Move: Super Tailed Beast Rasenshuriken- upgraded from Rasenshuriken with RikudoNarutoium Z. Ignores ability-based immunities. Base 20 Power. Hits 9 times, with each hit having different typing and effects.
1- Ground-type. 20% chance to reduces the target's speed by 1 stage.
2- Fire-type. 30% chance to burn.
3- Water-type. 50% chance to raise Naruto's Defense and Special Defense by 1 stage.
4- Fire-type or Ground-type, whichever does more damage.
5- Water-type. 50% chance to raise Naruto's Attack and Special Attack by 1 stage.
6- Poison-type. 30% chance to lower the target's Defense and Special Defense by 1 stage.
7- Bug-type. 20% chance to lower the target's Special Attack by 1 stage.
8- Water-type. 30% chance to poison the target.
9- Flying-type. Guaranteed critical hit.
G-Max Move: G-Max Tailed Beast Bomb: Replaces Max Knuckle. Boosts all allies' Attack and Special Attack after use.
Stats: 130 HP/120 Atk/90 Def/130 SpA/95 SpD/120 Spe (BST: 685)

Reasoning: This form is based off of Naruto's Six Paths Sage Mode, which he gains the ability to access close to the end of the manga. It's a direct upgrade over his Kyuubi Chakra Mode in every way, demonstrated by minor increases to all of his stats (except Defense and Special Defense, which are more sizeable increases). His healing abilities are also strengthened, as a testament to the restorative abilities of the Six Paths Yang Power, with which Naruto saved Might Guy from dying to usage of the Eighth Gate and gave Kakashi Hatake a new eye after his Sharingan was stolen by the legendary copypasta himself Madara Uchiha. While he loses the contact retaliation of his Tailed Beast Mode, he gains access to the chakra of the other 8 Tailed Beasts and mastery of them, so he now gains STAB on Fire, Water, Poison, Bug and Ground-type moves- based on the nine tailed beasts. He also gains adaptive damage so he can actually use his massive Special Attack to some degree of success.

These also explain the new additions to his moveset. The only one that isn't obviously traceable back to a Tailed Beast is Earth Power. While Sand Tomb would've been better to represent Shukaku, it also would've left Naruto without a good Ground-type move, and that's no good. He also gains the Truth-Seeking Balls, which are special orbs comprised of all known elemental releases and nullfies any form of ninjutsu that touches it that is not filled with natural energy. In this case, it comes to a strong move that will always be STAB, and score a neutral hit- but ONLY a neutral hit. Additionally, its PP of all things is a reference- Naruto only ever gets ten Truth-Seeking Balls.

His Z-Move is again, ported straight from his home series. It creates nine Rasenshuriken, each one charged with the power of one of the nine tailed beasts. Hence, it hits nine times, with each having different typing and effects, which attempt to be at least somewhat related to the element infused into them: Sand and Magnet Release, blue flames, Water Release, Lava Release, Boil Release (Steam), Acid, Scale Powder and Ink, with the last being a generic Rasenshuriken.

Naruto-Rikudo that come from a Gigantamax Naruto-Bijuu also have the ability to Gigantamax. The Gigantamax form is based on his Ashura Kurama avatar which he uses in his final fight against Sasuke. Just like the prior state, it allows him to make use of the Tailed Beast Bomb, so both forms of Naruto share a G-Max move.

Naruto gets the slate bonus for two reasons- the first is the infinitely recurring cycle of reincarnation of the sons of the Sage of Six Paths- Indra and Ashura (it's been noted that the reincarnations of Indra and Ashura [of which Naruto is a reincarnation of the latter] are destined to clash), and Naruto himself has been called a child of prophecy, destined to bring peace to the world, multiple times.



"It's not the future I dream of anymore. Only the past."
Pokémon: Sasuke-EMS
Franchise/Origin: Naruto
Type: Fire/Electric
Ability: Eternal Mangekyou Sharingan
Signature Ability: Eternal Mangekyou Sharingan- Upon switching in, Sasuke reveals his opponent's held item, and gains +1 stage in either attack or special attack, corresponding to the foe's lower defense. Additionally, the accuracy of all of Sasuke's moves is increased by a factor of 1.3 times. Basically, the combined effects of Compound Eyes, Frisk and Download in one ability.
Notable moves: Black Flame Shield, Amaterasu, Thunder, Chidori, Flame Control Sword, Close Combat, Slash, Night Slash, Sucker Punch, Will-O-Wisp, Hypnosis, Rain Dance, Night Daze, etc.
Signature moves
Black Flame Shield: Fire-type, Status. 10PP. Sasuke protects himself, nullfying all attacks made against him that turn. If a contact move is blocked in this way, the attacker is burned. Basically, a reskinned Baneful Bunker that Burns instead of Poisons.
Amaterasu: Fire-type, Special. Base 120 Power, 70% accuracy, 5 PP. 50% chance to burn the target. Has a sort of pledge effect: In a double battle, if an ally uses Rasenshuriken on the same turn Amaterasu is used, the move to go last is buffed, dealing 1.3x more damage and leaving a Black Flames entry hazard on the enemy's side of the field, which inflicts burn on any targets switching in, but is absorbed by Fire-types. The move cannot miss if this pledge effect is triggered.
Chidori: Electric-type, Physical. Base 100 Power, 100 accuracy, 10 PP. No additional effects.
Flame Control Sword: Fire-type, Physical. Base 90 power, 100 Accuracy. 10% chance to burn the target. Slash-based. Does not make contact.
Stats: 75 HP/105 Atk/45 Def/130 SpA/50 SpD/125 Spe (BST: 530)

Reasoning: And here we have a very polarizing character. The deuteragonist of the Naruto series, the last surviving member of the Uchiha Clan (at least until his daughter, Sarada, was born) after it was massacred by his older brother Itachi. That's all I'm going into as far as that goes.

Just like Naruto, he has two forms, one being designed around Ubers, so let's speak about the one that isn't first.

For stats, Sasuke's EMS stat spread is similar to Naruto-Bijuu's, though he garners a bit higher special attack and speed at the cost of a bit of attack, defense, special defense and A LOT of HP. His typing is based on his two main elemental chakra natures- Fire and Lightning. Though the real kicker is the ability. Those red eyes of his aren't just for show, they're Eternal Mangekyou Sharingan. The Sharingan grants abilities such as the ability to read the target's movements through muscle memory (to the point where Kakashi, another wielder of the Sharingan, became so prolific with this aspect of it to the point he could copy his opponent's moves, becoming known as the Copy Ninja), while the Mangekyou grants some more direct combat-focused abilities. The ability itself focuses more on the first aspect, granting Sasuke the effects of Compound Eyes, Frisk and Download in one ability.

The moveset is mostly ported from the anime, plus a few generic moves to account for more generic ninja abilities Sasuke is known to use. He's skilled in Taijutsu, having mimicked some portions of the incredibly risky Strong Fist style, so Close Combat was a given. Sucker Punch is an obvious move for Ninja, and Night Daze and Hypnosis have their bases in Genjutsu abilities, which, while not Sasuke's speciality, are something his Sharingan has shown to be capable of. Will-O-Wisp is based on something we'll mention in just a second. Thunder is as a stand-in for the technique known as Kirin.

Where things really heat up (pun totally intended) are his signature moves. Amaterasu is the main one here, as the signature ability of his Mangekyou Sharingan. It creates black flames that can even scorch other flames. Sasuke's other Mangekyou ability is Flame Control, which allows him to further control Amaterasu, such as choosing who the flames burn, or changing its shape, even such that it can be formed into a weapon, which is the basis for the Flame Control Sword, or even be made to coat his Susano'o with them to form a retaliatory defense against close-range attackers, which is where the Black Flame Shield comes from. Amaterasu and Flame Control are also the basis of him having Will-O-Wisp. His Final Signature move is the ever-so-famous Chidori, a deadly thrust empowered by lightning chakra.

Lastly, you may have noticed that I mentioned Naruto's Rasenshuriken had a Pledge effect with Sasuke's Amaterasu, right? That actually has a basis in the form of a move called Halo Hurricane Jet Black Arrow Style Zero (Yes, that is the actual name. Minato, who named the technique, even admits it's a bad name), which, well, combined Sasuke's Amaterasu with Naruto's Rasenshuriken to perform a devastating attack.

Evolves into Sasuke-Rinnegan with Six Paths Essence.










Sasuke-Rinnegan










Gigantamax Sasuke-Rinnegan


Pokémon: Sasuke-Rinnegan
Franchise/Origin: Naruto
Type: Fire/Electric
Ability: Six Paths Yin Power
Signature Ability: Six Paths Yin Power- All effects of Eternal Mangekyou Sharingan. Additionally, Sasuke-Rinnegan's attacks bypass Screens and Substitute. Sasuke-Rinnegan's Fire-type moves are not weakened by Rain and do not fizzle out under Primordial Sea.
Notable moves: All of Sasuke-EMS' moves, as well as Ally Switch, Baton Pass, Teleport, Shinra Tensei, Chibaku Tensei.
Signature move
Shinra Tensei: Psychic-Type, Special. Base 70 Power, 100 Accuracy, 10 PP. -1 Priority. Forces the opponent out. Hits Dark-types for neutral damage.
Chibaku Tensei: Rock-type, Physical. Base 120 Power, 70% Accuracy, 5 PP. 50% chance to reduce the foe's speed by 1 stage.
G-Max Move: G-Max Indra's Arrow- Replaces Max Lightning. Affects Ground-Types. Sets the weather to Rain.
Stats: 85 HP/130 Atk/65 Def/140 SpA/70 SpD/140 Spe (BST: 630)

Reasoning: Here's Sasuke's Uber-worthy form. At around the same time Naruto gains his Six Paths Sage Mode, Sasuke acquired a Rinnegan and Six Paths Chakra, greatly amplifying his abilities. Sasuke's boosts are more offensively focused than Naruto's, and his stats generally don't increase as much. Instead, his ability gets even more bloated, adding on an Infiltrator effect and weather-proofing his Fire-type attacks (in fact, one of Sasuke's most notable strategies is using fire attacks to cause a thunderstorm to set up Kirin). Baton Pass, Teleport, Ally Switch and the Infiltrator effect on his ability all have a basis in Sasuke's unique Rinnegan ability, Amenotejikara, which allows him to swap any two objects within eyesight, himself included. Sasuke's Rinnegan does not lose any abilities his Mangekyou did either, hence why his ability is a straight upgrade over his previous form's.

Sasuke's other two new moves are Shinra Tensei and Chibaku Tensei, also granted by his Rinnegan. They manipulate a telekinetic force, though do so in different ways- Shinra Tensei is a powerful repulsive force, so it obviously phases foes out. Chibaku Tensei creates a gravitational singularity that eventually forms a giant meteorite which Sasuke then sends crashing into the ground. The foe can get caught up in gravitational pull, hence why it has a high chance to reduce the victim's speed.

Sasuke-Rinnegan also has a Gigantamax form, based on his Perfect Susano'o, which he uses in his final fight against Naruto. The G-Max Move is based on Indra's Arrow, the ultimate technique of Sasuke's Susano'o after it has been imbued with the Chakra of all 9 Tailed Beasts. The weather-setting effect is based on the aftermath of the technique's clash with Naruto's Rasenshuriken, which created a massive storm of rain and wind. It also affects Ground-types due to its nature as an attack imbued with Six Paths Chakra.

While he's not called a Child of Prophecy, both Sasuke and Naruto are part of an infinite cycle of reincarnation, with the descendants of Indra and Ashura being destined to clash with each other (In case Indra's Arrow didn't clue you in, Sasuke is Indra's reincarnation). Thus, Sasuke gets the slate bonus alongside Naruto.

And a fourth, though THIS one doesn't get the slate bonus, unless you count the name of his series as going towards it...


"As I'm the one who inherited Siegfried's life, it's my responsibility to be your opponent."


Siegfried

Pokémon: Sieg
Franchise/Origin: Fate/Apocrypha
Typing: Dragon/Electric
Ability: Galvanism
Signature Ability: Galvanism (not to be confused with the canon ability Galvanize)- User takes 12.5% less damage from Special Attacks. If the user is hit by a Special Attack, grants the user the Charge state, powering up the user's next Electric-type move. Cannot be ignored by Mold Breaker.
Moves: Sacred Sword, Recover, Dragon Claw, Outrage, Bolt Strike, Slash, Swords Dance, Slash, Smart Strike.
Sieg can perform a Dead Count Shapeshift when holding Siegfriedium Z, similar to an Ultra Burst. This transforms him into Siegfried, and allows him access to his Z-Move.
Z Move: Balmung- Felling of the Sky Dragon: Upgraded from Siegfried's Dragon Claw with Siegfriedium Z. Base 230 Power, Dragon-type, Physical. Hits Dragon Types for a further two times damage.
Blasted Tree- Lightning Tree of Crucifixion: Upgraded from Sieg's Bolt Strike using Franium Z. Base 180 power, Electric-type, Physical. Heals the user for 50% of the damage dealt.
Stats: 100 HP/ 90 Atk/ 70 Def/ 50 SpA/ 70 SpD/ 90 Spe (Sieg. BST: 470.)
100 HP/130 Atk/ 130 Def/ 70 SpA/ 130 SpD/ 120 Spe (Siegfried. BST: 680)
Reasoning: Here comes another character from Fate/Apocrypha, but this time, it's one of the Masters. Specifically, the homunculus Sieg, who happens to be the main character. Sieg is... pretty weak all things considered, owing to the fact that as a homunculus who doesn't really have a sturdy body and frail magic circuits, at least at first, he's pretty frail all around. He does have some skill with a sword, though. Though one thing I think may trip up a lot of people is the fact that Sieg is Dragon/Electric-type. There's a reason for this. First, the electric-type. It comes from the abilities he inherited from the Berserker of Black, Fran, after being revived by her electricity, including the ability to invoke her Noble Phantasm, Blasted Tree (which comes as Sieg's first Z-Move). This also serves as the basis for Bolt Strike and Recover (The electricity can also rejuvenate his body!). Secondly is the Dragon-type. The Saber of Black, Siegfried, gave Sieg his heart so that the homunculus could live. This granted Sieg a greatly extended lifespan (hence his high base HP), but more importantly, it imparted some unique abilities on Sieg. Notably, through the Dead Count Shapeshifter Command Seals, he can temporarily transform into Siegfried, granting him VASTLY increased stats (Considering at his best, he's powerful enough to put up a good fight against Karna, one of the strongest servants period, when prior he couldn't even hope to match Mordred, it'd have to be a vast increase), and access to his Noble Phantasm, Balmung (Which is Sieg's second Z-Move). Siegfried is where his dragon-type comes from, as well as Dragon Claw and Outrage.
 
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One day, I will become the greatest Jedi ever. I will even learn how to stop people from dying.
Pokemon: Anakin Skywalker
Franchise:
Star Wars
Type:


Ability: Force Mastery, A Dark Path
A Dark Path:
Cannot use status moves, boosts power by 1.3%, take 10% HP recoil after using a move

Notable Moves: Lightsaber Throw, Psychic, Psyshock, Future Sight, Psycho Cut, Secret Sword, Sacred Sword, Focus Blast, Aura Sphere, Vacuum Wave, Nasty Plot, Calm Mind, Recover, Substitute, Rest, Light Screen, Reflect, Meditate, Telekinesis, Aeroblast, Swords Dance
Lightsaber Throw: 60 BP | 100% Accuracy |
|
| 5(8) PP | Does not make contact | Hits target twice | 30% Chance to flinch (Double Iron Bash clone)


Stats: 73 / 144 / 109 / 107 / 76 / 61 (570 BST)


Reasoning: First called The Chosen One by Qui-Gon Jinn, then decided to not be the chosen one, before finally choosing to become the chosen one once again. Anakin Skywalker was a Jedi during the Clone Wars and was known for being brash, a strong leader and most being revered as one of the most powerful generals in the Grand Army of the Republic. Unbeknownst to many however, he was being conditioned and manipulated by old mate Sheev to be turned to the dark side. Being one of the most powerful Jedi gave Anakin great prowess and mastery using the Force and lightsabers in combat including the showy but not very effective lightsaber throw..
Pokemon: Darth Vader
Franchise:
Star Wars
Type:


Ability: Force Mastery, Vader's Armour
Vader's Armour: Reduces damage from supereffective by 25% and prevents critical hits.

Notable Moves: Force Choke, Lightsaber Throw, Psychic, Psyshock, Future Sight, Psycho Cut, Secret Sword, Sacred Sword, Focus Blast, Aura Sphere, Vacuum Wave, Nasty Plot, Calm Mind, Recover, Substitute, Rest, Light Screen, Reflect, Meditate, Telekinesis, Aeroblast, Iron Defence, Swords Dance
Force Choke: 80 BP | 100% Accuracy |
|
| 5(8) PP | Inflicts Heal Block on target | deals 6.25% damage to target for the next 2 to 5 turns (or until either Pokemon switch out)

Stats: 83 / 154 / 119 / 87 / 96 / 31 (570 BST)

Reasoning: After almost perishing on Mustafar Darth Vader is kept alive by his daunting armour. He has similar moves to Anakin because well... he is Anakin (40 years is long enough to not be a spoiler okay?). Anyway he's supposed to be a bigger, stronger and less mobile version of Anakin who still throws his lightaber in an equally flashy yet ineffective manner.
Form differences similar to Basculin (think red/blue stripe/lightsaber)
 
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"Just trying to meet expectations! A smiling... dependable... cool hero... That's what I wanna be! That's why I'm giving it everything! For everyone! Your experiences... your determination... I can't even begin to imagine what all that's like... but... If you become number one without giving it your all... Then I don't think you're serious... about denying him everything! That's why I have to win! I have to surpass you!"

Pokémon: Izuku Midoriya
Franchise/Origin: My Hero Academia
Type: Normal/Fighting
Ability: Justified/Sturdy
Hidden Ability: One for All - The Pokemon's attacks deal 100% more damage, but each attack has 50% recoil.
Moves: Power-Up Punch, Superpower, Close Combat, Counter, Force Palm, Double-Edge, Mach Punch, Thunder Punch, Ice Punch, Moonblast, Fire Punch, Low Kick, High Jump Kick, Jump Kick, Drain Punch, Mega Punch, Dynamic Punch, Sucker Punch, Mega Kick, Heavy Slam, Bullet Punch, Thunderbolt, Play Rough, Air Slash, Power Whip, Protect, Bulk Up, Aura Sphere, Shadow Ball, Fly.
Signature Move: Detroit Smash | Fighting | Physical | 100 Base Power | 30PP | 100% accuracy | 50% chance of lowering defense
Z-Move: St. Louis Smash - Converted from High Jump Kick using Shootstylium Z. | Fighting | Physical | 200 Base Power |
Stats: 120/120/65/95/60/125
Reasoning: Normal because Izuku was just a normal kid with no quirk at first. Fighting because he’s mostly hand-to-hand combat and sheer force with a few ranged attacks. Justified comes from his undying desire to help people, regardless of how stupid it is in retrospect and his record of beating down villains. Sturdy comes from the level of damage he’s willing to take to achieve his goals, willingly breaking his bones multiple times for the sake of the good of others. One for All comes from his quirk. It allowed him to achieve some spectacular feats of strength, but at the cost of broken body parts. Hidden Ability because he saw it as a trump card at first. Most of his moves are punches, because his early battle-style was initially just punches and finger-flicks, as that’s what was mainly how All Might fought. St.Louis Smash is, as of this slate, the latest special move he used. His stats portray his immense speed and strength and his lackluster defenses and his High HP also show his determination, shrugging damage with sheer stubbornness.

“I'll work hard to become a witch who can make everyone smile. Because to me, magic is the most wonderful thing in the entire world!”
Akko final design

Pokémon: Akko
Franchise/Origin: Little Witch Academia
Type: Normal/Fairy
Ability: Competitive/Prankster
Mega Ability: Grand Triskelion - Damaging moves gain 5 BP for every pokemon not fainted on your team.
Notable moves: Dazzling Gleam, Fairy Wind, Charm, Transform, Play Rough, Supersonic, Screech, Hyper Voice, Tearful Look, Grass Knot, Work Up, Chatter, Disarming Voice, Baby-Doll Eyes, Protect, Helping Hand, Assist, Baton Pass, Heal Pulse, Misty Terrain, Taunt, Swagger, Icy Wind, Encore, Giga Drain, Follow Me, Volt Switch, Nasty Plot, Acupressure, Foul Play, Ice Beam, Sing, Cosmic Power, Moonblast, Fake Out, Flamethrower, Explosion, Knock Off, Switcheroo, Strength Sap, Defog, Freeze Dry, Nightmare, Dream Eater, Decorate, Wish, Misty Explosion, Dive, Surf
Signature moves:
Shiny Arc | Fairy | Special | 100 Base Power | 10PP | 100% accuracy |
Shiny Ax | Fairy | Special | 90 Base Power | 10PP | 100% accuracy | Use target’s defense to calculate damage.
Shiny Hook | Fairy | Special | 90 Base Power | 10PP | 100% accuracy | Prevents target from switching.
Shiny Sprinkler | Fairy | Status | - BP | 15PP | User, and allies lose status conditions and negative stat drops.
Shiny Balai | Fairy | Status | - BP | 15PP | User and allies are immune to Ground-type moves for 5 turns.
Lyonne | Fairy | Status | - BP | 15PP | All allies are healed by 50% of the user's health.
Signature Z-Move: Shiny Ballista - Converted from Shiny Arc using Makmurium Z | Fairy | Special | 180 Base Power
Stats: 120/45/95/95/95/90
Stats (Mega): 120/50/120/120/120/110

Reasoning: Atsuko Kagari, more commonly known by her nickname Akko, is the number 1 fangirl of Shiny Chariot and the main protagonist of Little Witch Academia. Normal/Fairy as she’s a witch, albeit due to being from a non-magical family, having a low work ethic at first, and having most of her magic unintentionally drained from her by Chariot herself, she was arguably more muggle than witch for the first half of the show. Competitive due to her relationship with Diana. She very much disliked the Cavendish at first due to her greater skill at magic, attitude, and seeming flawlessness. Not helped by her own insecurities about her own magic. Transform references her skill with the Metamorphosis spell. Encore, Decorate, Charm, Follow Me are her showman tendencies, born from Chariot. Prankster and Nasty Plot represent the chaos her impulsiveness and recklessness cause. Dream Eater and Nightmare are from her adventures in Sucy’s mindscape in “Sleeping Sucy”. Signature Moves are the First to Sixth Words to Arcturus. Her mega form represents the seventh. The Seven Words of Arcturus are seven special words that form a spell with the power to break the seal of Grand Triskelion, World-Changing Magic. Grand Triskelion, the ability, represents how using the World-Changing magic needed the support of everyone across the nation.

“I don’t know how to deal with this.”
Normal
Mega
G-Max
Pokémon: Crona
Franchise/Origin: Soul Eater
Type: Dark
Ability: Unstable / Black Blood - User takes only 66% of damage from contact moves, and 33% of contact moves are reflected back on the attacker.
H. Ability: Moxie
Mega Ability: Black Blood
Notable moves: Night Slash, Knock Off, Taunt, Bug Buzz, Perish Song, Roar, Screech, Lunge, Horn Leech, Nasty Plot, Extreme Speed, Swords Dance, Sacred Sword, Outrage, Counter, Dragon Rush, Psycho Cut, X-Scissor, Stone Edge, Cross Poison, Air Slash, Snarl, Hyper Voice, Boomburst, Dream Eater, Uproar, Leech Life, U-turn, Giga Drain, Vacuum Wave, Stockpile, Swallow, Spit Up, Roost.
Signature moves:
Screech Beta | Dark | Physical | 90 Base Power | 30PP | 80% accuracy | 30% chance of target flinching. Both Sound and Cutting.
Screech Alpha | Dark | Special | 90 Base Power | 30PP | 80% accuracy | 30% chance of target flinching. Both Sound and Cutting.
Signature G-Max Move: G-Max Nidhogg Alpha | 130 BP | -- Accuracy | 100% chance of target flinching. Both Sound and Cutting | Dark
Stats: 120/90/90/80/125/95
Mega Stats: 120/110/120/100/135/115

Reasoning: Crona is Ragnarok's meister of intentionally unclear gender, and initially worked for Medusa due to being an experiment made to be a Kishin. Dark due to being an insane serial killer, which also explains Unstable. Moxie comes from Crona/Ragnarok getting stronger by eating souls. Black Blood is Crona’s main power, which is artificial blood made by Medusa. It can harden, heal wounds, and counter cutting attacks. Movepool, aside from STAB, is mainly sound and cutting attacks. Signature moves and G-Move are the soul resonances that Crona uses in the show. Mega form is when they fuse with the black clown, another of Medusa’s experiments.

"It's only been a brief while since our conversation has commenced and yet already we have been made apodictically cognizant of your personality, redolent as it is of a turd getting steamed in a sewer."
Hero Costume

Pokémon: Denki Kaminari
Franchise/Origin: My Hero Academia
Type: Electric
Ability: Static/Volt Absorb
H. Ability: Indiscriminate - All noncontact moves hit everyone on the field.
Moves: Iron Head, Thunderbolt, Flash Cannon, Volt Switch, Wild Charge, Knock Off, Dark Pulse, Power Trip, Taunt, Flatter, Charge Beam, Zap Cannon, Signal Beam, Energy Ball, Psych Up, Thunder Punch, Nasty Plot, Stored Power, Snarl.
Stats: 75/50/65/150/90/145

Reasoning: Denki Kaminari. Electric because of his quirk Electrification, which allows him to absorb and discharge mass amounts of electricity. For Static, here's a direct quote from the Mha wiki: "With his Quirk activated, Denki gains a defense mechanism that shocks those who touch him, leaving them slightly paralyzed." For Volt Absorb, he can absorb electricity as much as he can discharge it, something that came very in handy recently in the manga. Indiscriminate references his super move and core drawback, he can't aim his attacks with support gear. Most of his movepool is electric type attacks. Dark types are also abundant, referencing him being the fandom's most likely culprit to be the U.A. traitor, said concerns only being relieved recently. Stored Power also represents how his quirk works. Stats are that of a Special Sweeper.

“I’m going to live normally, love normally, and die normally. I wanna be even more like the people I love. I will fall in love more and more!”
Image result for toga himiko

Pokémon: Toga Himiko
Type: Dark
Ability: Competitive/Unstable - All attacks have 1.5 Base Power, but she’s confused all the time.
H. Ability: Transform - Toga can copy the abilities and highest base stat of those she deals damage to. The amount of time the copy is in effect is directly proportional to how much damage she herself dealt with. If she deals damage to a pokemon while copied, she stores the copy of that pokemon to be used when the first run out. If she deals damage to two or more pokemon at once, she can choose who to copy first and who to store the copy. She can only store 1 pokemon at once.
10% damage = 1 turn
20% damage = 2 turns
30% damage = 3 turns
40% damage = 4 turns
50% damage = 5 turns
60% damage = 6 turns
70% damage = 7 turns
80% damage = 8 turns
90% damage = 9 turns
100% damage = 10 turns
Moves: Bite, Crunch, Knock Off, Taunt, Lunge, Nasty Plot, Swords Dance, Foul Play, Sucker Punch, Night Slash, Dark Pulse, Snarl, Air Slash, Earthquake, Shadow Claw, Leaf Blade, Psycho Cut, Play Rough, Attract, Stockpile, Swallow, Fire Fang, Thunder Fang, Ice Fang, Hyper Voice, Giga Drain, Sketch.
Stats: 90/115/80/70/80/120
Reasoning: Dark because she’s an evil violent psychopath due to her quirk and upbringing. Also because she’s the closest thing the series has to a vampire. Competitive because of the twisted love triangle she’s in with Ochaco and Izuku. Unstable as she’s a yandere that drinks the blood of those she falls in love with. Transform, her quirk is easily the most complicated quirk she has. In the canon manga, she has the ability to copy her appearance, and most recently, quirks of those she drinks the blood of. The duration of the transformation is directly proportional to the amount of blood she takes. She can also hide an appearance under another one if her first use of it in the provisional license arc. Movepool is mostly Dark moves, Bite and Crunch adding to the vampire motif. Swords dance and cutting moves represent her love of stabbing things. Play Rough and Attract are from her sexual tones. Fang attacks also fit her vampire motif. Giga Drain is her blood-drinking. Sketch comes from her recent ability to copy quirks. In stats, she’s frail but capable of fighting without her quirk.
 
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resubs

Pokémon: Theresa
Franchise: Class of the Titans
Type:

Ability: Anticipation | [HA] Phantom Rising (When hit with a super effective attack, transforms (see the spoiler).)
Moves: Psychic, Psyshock, Extrasensory, Zen Headbutt, Brick Break, Power-Up Punch, Shadow Ball, Shadow Punch, Shadow Claw, Flamethrower, Fire Blast, Heat Wave, Fire Punch, Surf, Waterfall, Liquidation, Night Slash, Thunderbolt, Thunder, Calm Mind, Amnesia, Telekinesis, Teleport, Reflect, Light Screen, Barrier, Aqua Ring, Rain Dance, Wish
Stats: 70 HP/82 Atk/60 Def/103 SpA/103 SpD/82 Spe (500 BST)

Reasoning: Theresa is one of seven descendants of mythological figures chosen to fight the evil Cronus. She is the descendant of Theseus. She has a sixth sense that lets her sense danger, and she develops telekinesis and telepathy down the line. She is also trained in martial arts.

Pokémon: Phantom Theresa
Type:

Stats: 70 HP/122 Atk/90 Def/143 SpA/143 SpD/82 Spe (650 BST)

Reasoning: Theresa eventually became tired of fighting Cronus, causing her to awaken a phantom inside of her that stole the powers of the gods, giving them to her. These powers included pyrokinesis, hydrokinesis, lightning bolts, portals, and barriers. She then merged with the phantom itself.

Theresa @ Choice Scarf
Ability: Phantom Rising
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Shadow Ball
- Fire Blast
- Thunderbolt

Theresa @ Choice Scarf
Ability: Phantom Rising
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Zen Headbutt
- Shadow Claw
- Liquidation
- Brick Break

Pokémon: Raimundo Pedrosa
Franchise: Xiaolin Showdown
Type:


Ability: Xiaolin Dragon of Wind (Wind-based moves have 1.5x power, and have their secondary effects' chances doubled.)
Moves: Air Slash, Hurricane, Air Cutter, Sacred Sword, Vacuum Wave, Brick Break, Jump Kick, Aerial Ace, Silver Wind, Ominous Wind, Psycho Cut, X-Scissor, Night Slash, Dragon Pulse, Dragon Claw, Twister, Quick Attack, Tailwind, Whirlwind, Defog, Swords Dance
Stats: 76 HP/90 Atk/76 Def/110 SpA/80 SpD/100 Spe (532 BST)

Raimundo @ Choice Scarf
Ability: Sword of the Storm
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hurricane
- Silver Wind
- Ominous Wind
- Vacuum Wave

Raimundo @ Life Orb
Ability: Sword of the Storm
EVs: 252 Atk / 4 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Sacred Sword / Jump Kick
- Aerial Ace
- Night Slash

Raimundo @ Yache Berry
Ability: Sword of the Storm
EVs: 252 HP / 4 SpA / 252 Spe
Hasty Nature
- Whirlwind
- Tailwind
- Defog
- Hurricane
Reasoning: Raimundo is one of four Xiaolin Monks chosen to fight the Heylin, being the Xiaolin Dragon of Wind. He has flown on multiple cases, often when using wind attacks. His signature weapon is the Sword of the Storm, a Shen Gong Wu that lets him create powerful wind.
 
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"The people of the world are builders. But look into their hearts, and you will find they also have the power to destroy. I am that power. I am destruction. And I WILL destroy you."
Pokémon: Makuta Teridax
Type: Dark/Steel
Ability: Dark Aura
Moves: Scary Face, Corrosive Gas, Toxic, Brick Break, Life Leech, Swagger, Rain Dance, Knock Off, Incinerate, Double Team, Teleport, Recover, Laser Focus, Gravity, Thunderbolt, Boomburst, Vacuum Wave, Fusion Flare, Magnet Bomb, Water Sport, Aurora Veil, Mind Reader, Transform, Dark Pulse, Grass Knot, Psyshock, Discharge, Hurricane, Phantom Force, Camouflage, Lock On, Assist, Defend Order, Glare, Protect, Hyper Voice, Minimize, Throat Chop, Reflect Type, Sticky Web, Confusion, Hypnosis
Stats: 80/100/180/100/160/60 BST 680

Reasoning: The main antagonist from the Bionicle Franchise. A master schemer and manipulator, he also has plenty of tricks up his sleeves in a confrontation. As a being of dark energy housed in armor, dark/steel is obvious, and explains the high defense with lower hp. His mask of shadows gives him mastery of the darkness, hence Dark Aura. His main gimmick is his huge movepool. Makuta each have all 42 rahkshi powers, so I gave him 42 moves which correspond to them. Generally, he functions as a utility tank, lacking raw power, but packing tons of coverage and utility options.
As for the theme, one of Bionicle's biggest themes is Destiny. Teridax was always destined to take over the universe, but, unknown to him, it ultimately served the greater good before he was defeated.

Edit: Oops, I meant Camouflage, not Chameleon.
 
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