Pet Mod Crossover Chaos Expanded - Part II

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Pokémon: Vritra-Draconic (Uber form)
Type: Dragon/Flying
Ability: Illusion / Regenerator / Wind Barrier (renamed Delta Stream)
Moves: Mew's Gen V movepool + Draco Meteor, Recover, Heal Pulse
Stats: 100/120/130/120/130/90 | 690 BST

Using a key item called the Dark Matter Compressor (similar to the Prison Bottle), Vritra can change form between Draconic and Humanoid.
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Form: Vritra-Humanoid
Type: Dragon/Normal
Ability: Illusion / Regenerator / Synchronize
Stats: 100/80/70/120/130/100 | 600 BST

Reasoning: "Black" Vritra is the originator of dark matter—the essence of dragons, a mysterious material capable of being transmuted into just about anything. She is the asexual mother of Kili Surtr Muspelheim, who uses dark matter to create counterfeit DNA (hence Vritra's relation to Mew, as well as Illusion) and heal wounds (thus Regenerator, Recover, and Heal Pulse) through biogenic transmutation. (Volume 1 of the light novel was published mid 2013, i.e. during the fifth generation.)
At first, she wrought havoc in a gargantuan draconic form capable of flight (i.e. part Flying), but in Volume 7 of the light novel, she appeared to the Brynhildr class as a human (Normal) girl ironically resembling a smaller Kili (after creating a wind barrier, hence her signature Ability in Draconic form) in order to negotiate with Tia Lightning, the successor of "Green" Yggdrasil.
Vritra fits the slate theme as a "mirror image," because her humanoid appearance is a reflection of what Kili looked like in the past, as Yuu Mononobe (the protagonist) can confirm.
 
When one has a problem with monsters, one needs only to build monsters of their own.

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Pokemon: Mechagodzilla
Franchise: Godzilla
Typing: Steel/Fire
Abilities: Disguise/No Guard/Download
Moves: Missile Barrage, Space Beam, Flash Cannon, Iron Defense, Iron Head, King's Shield, Metal Claw, Metal Sound, Meteor Mash, Smart Strike, Steel Beam, Fire Blast, Fire Punch, Flamethrower, Will-o-wisp, Rapid Spin, Solar Beam, Charge Beam, Thunderbolt, Thunder Wave, Fly, Calm Mind, Scorching Sands, Meteor Beam, Dark Pulse, Darkest Lariat, Hone Claws, Throat Chop
Signature Move: Missile Barrage| Steel | Physical | 30 PP | 25 BP | 100% | Hits 2-5 times. [Non-contact]
Signature Move: Space Beam | Fire | Special | 10 PP | 80 BP | 100% | BP doubles in Rain.
Stats: 75/95/95/130/95/110 (BST 600)
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Mechagodzilla as "Fake Godzilla"
Description: Seeking world domination, the Black Hole Planet 3 Aliens (they weren't the most imaginative) decided to design their weapon by studying the strongest kaiju on Earth: Godzilla. Their research led to the creation of the first iteration of the Monster King's enduring robot rival: Mechagodzilla. Steel is obvious since "Mecha", whereas the Fire typing stems from both its laser vision and inbuilt "Destro-Fire" weapon, as well as that this MechaGodzilla first appears by emerging from the volcanic Mount Fuji. However, it initially attacks disguised as the real Godzilla, hence its own variation of the Disguise ability (which still functions like with Mimikyu); No Guard stems from a Super Radar implanted by its architects, which allows it to track opponents even when underground or underwater, and Download stems from its ability to adapt to the weaknesses of its enemies, notably changing strategy mid-battle against King Caesar. In addition to its STAB moves, Mechagodzilla also sports several beam and electric moves, some Dark moves as it is the only truly evil Mechagodzilla, Meteor Beam due to its extraterrestrial origins, Fly because- it can fly, CM to provide set-up and because of its analytical ability, Scorching Sands as another callback to its first appearance at Fuji, and Rapid Spin and King's Shield come from its- odd ability to spin its head around rapidly to generate a shield. Space Beam is a light beam (natural light comes from balls of fire) that is also a death rainbow, hence its signature effect as a Fire move than can be used as Rain (the effect counteracts the halving effect of rain).
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Pokemon: Mechagodzilla2
Franchise: Godzilla
Typing: Steel/Electric
Abilities: Crystal Shield*/Tough Claws/Regenerator
*
Crystal Shield: see SpaceGodzilla
Moves: Missile Barrage, Shock Anchor, Flash Cannon, Heavy Slam, Iron Defense, Iron Head, Metal Claw, Metal Sound, Meteor Mash, Discharge, Electro Ball, Thunder, Thunderbolt, Thunder Punch, Thunder Wave, Volt Switch, Swords Dance, Energy Ball, Overheat, Fly, Mirror Coat, Rock Slide, Stone Edge, Pin Missile, Hone Claws
Signature Move: Missile Barrage- see MechaGodzilla
Signature Move: Shock Anchor | Electric | Physical | 20 PP | 80 BP | 100% | Prevents the target from switching out.
Stats: 110/130/85/110/95/70 (BST 600)
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Mega Mechagodzilla2 (Intended for Ubers)
Ability: Levitate
Stats: 110/150/85/150/105/100 (BST 700)
Description: As for Mechagodzilla2 (the name is really a marketing thing since this is a separate continuity), this Mechagodzilla was designed by humanity as a defense against Godzilla and other kaiju, using the scrapped remains of Mecha-King Ghidorah (a cyborg version of Ghidorah from the future. And they say this series is weird). Steel because duh, while this mecha's Electric typing stems from its prominent use of Electric attacks, notably through its "Shock Anchor", which impales its target and deploys potentially lethal voltages. Its armor is covered in a thin diamond coating which can deflect Godzilla's atomic rays, hence its main ability, while Tough Claws because of the aforementioned impaling thing; finally, Regenerator stems from its ability to somehow auto-repair damage after combining with Garuda. Speaking of, Mechagodzilla2 can actually fuse with the Garuda to form Super Mechagodzilla, which possesses far superior flight capabilities to its base form, allowing it to Levitate over its 4x weakness (which also makes it obviously too much for non-Ubers play).

As for moves, STABs are once again simple, Rock coverage and Mirror Coat stem from its diamond coating, Fly from its flight capabilities, Energy Ball from its Plasma Grenade (as is Electro Ball), and Overheat because of how its weapons can be prone to overheating. Swords Dance allows for boosting while keeping in line with the "impalement" theme.
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Pokemon: Kiryu
Franchise: Godzilla
Typing: Steel/Ghost
Abilities: Soundproof/Defiant/Berserk
Moves: Missile Barrage, Absolute Zero Cannon, Flash Cannon, Heavy Slam, Iron Defense, Iron Head, Iron Tail, Metal Claw, Meteor Mash, Smart Strike, Steel Beam, Poltergeist, Shadow Ball, Shadow Bone, Shadow Claw, Bind, Roar, Energy Ball, Solar Blade, Dive, Sacred Sword, Seismic Toss, Storm Throw, Aerial Ace, Drill Run, Stomping Tantrum, Dragon Dance, Dragon Tail, Outrage
Signature Move: Missile Barrage- see MechaGodzilla
Signature Move: Absolute Zero Cannon | Ice | Special | 10 PP | 120 BP | 100% | User takes 33% recoil. [Affected by Mega Launcher]
Stats: 85/120/95/120/75/105 (BST 600)
Description: Like in the Heisei continuity, the people of the Millennium series sought an anti-kaiju weapon; since they didn't have access to future cyborg technology, they instead created their mecha using the bones of the original Godzilla, who perished in 1954, as a framework. However, disturbing the remains of the dead is never a good idea in fiction, so for their troubles the Anti-Megalosaurus Force accidentally imbued the robot with the spirit of the original Godzilla (hence the Ghost typing), and needless to say the OG Goji can easily go berserk if awakened, which is triggered by the sound of Godzilla's roar. The designers attempted to block this after the initial incident (Soundproof due to what the trigger is), but the spirit eventually manages to gain more control of itself against both its masters and its instincts, hence Defiant. STABS are once again simple (since Goji's spirit is basically a poltergeist, plus the bones are in the robot), but the rest of the arsenal is a bit more varied. Kiryu sports a drill hand, binding cables, an energy blade that can pierce through kaiju armor (Sacred Sword), the strength to toss Godzilla around like a ragdoll, a functional tail (unlike the previous two Mechagodzillas), and its signature Absolute Zero Cannon for turning kaiju into easily breakable ice, although it does sap a lot of Kiryu's energy. The spirit of Goji also grants Kiryu Dragon Dance, as well as the rampage-related Outrage and Tantrum. Finally, Dive is a reference to the cyborg's final act, as it plunges into the sea to keep Godzilla confined and put itself back to rest.
 
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Pokémon: 627
Franchise: Lilo & Stitch
Type:
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Ability: Lightning Rod | Tough Claws | [HA] Illusion
Moves: Night Slash, Knock Off, Dark Pulse, X-Scissor, Signal Beam, Psychic, Thunderbolt, Thunder, Discharge, Volt Switch, Thunder Punch, Wild Charge, Electroweb, Flamethrower, Frost Breath, Ice Fang, Ice Shard, Diamond Storm, Brick Break, Power-Up Punch, Close Combat, Quick Attack, Hone Claws, Nasty Plot, Taunt, Torment, Telekinesis, Thunder Wave, Sticky Web, Spikes, Bulk Up
Stats: 100 HP/127 Atk/81 Def/81 SpA/81 SpD/100 Spe (570 BST)

Leroy @ Protective Pads
Ability: Tough Claws
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Close Combat
- Diamond Storm
- Ice Fang

Leroy @ Life Orb
Ability: Lightning Rod
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Thunderbolt
- Dark Pulse
- Flamethrower
- Nasty Plot

Leroy @ Eject Button
Ability: Illusion
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Sticky Web
- Spikes
- Thunder Wave
- Knock Off

Reasoning: 627 was created as an improved version of Stitch. He is extremely evil and destructive, and likes to torment others as much as possible. He is skilled in martial arts and has Stitch's powers, giving him enhanced stats. 627 also has the powers of 20 other experiments. He has ice breath (Frost Breath), telekinesis (Psychic, Telekinesis), electrokinesis (Electric-type moves, Lightning Rod), spike shooting (Spikes), Fire Breath (Flamethrower), crystallokinesis (Diamond Storm, Ice Fang, Ice Shard), energy webs (Electroweb, Sticky Web), illusions (Illusion), and claw growth (Tough Claws).
 
Slate 28: no theme
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Congratulations to ToadBrigade, KirbyRider1337, and okispokis for winning with Boba Fett, the FMA antagonist, and Kiryu! KirbyRider1337 has gained the title Cross Epoch.

This slate will end on January 2nd, 2021. See you next year!​
 
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New boi

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Pokémon: Arthur Boyle
Type: Fire/Electric
Ability: Unaware / Competitive / No Wi-Fi (from Chrome Dino)
Signature Move: Plasma Blade - Electric, Physical, 90 BP, 100% Acc, 15 PP | High critical hit ratio. Becomes Fire-type if the target is weaker to Fire than to Electric.
Other Moves: Flamethrower, Thunderbolt, Psycho Cut, Cut, Slash, Solar Blade, Air Slash, Air Cutter, Fury Cutter, Sacred Sword, Secret Sword, Aerial Ace, Feint Attack, Shock Wave, Sucker Punch, Feint, Vacuum Wave, Nuzzle, Swords Dance, Work Up, Will-O-Wisp, Thunder Wave, Detect, Foresight
Stats: 88/111/77/99/66/99 | 540 BST
Reasoning: A novice Fire Soldier who joined Company 8 with Shinra Kusakabe. As a third-generation pyrokinetic, he can generate trails of plasma from anything resembling the hilt of a sword. (Nuzzle / Will-O / T-Wave reasoning: He has used this to weld for Company 7.)
Ability-wise, he gets Unaware for being particularly dense, Competitive for always being at odds with Shinra, and No Wi-Fi because his plasma counteracts Haumea's electrical manipulation of thought patterns.
Feint (Attack) and Sucker Punch stem from the trick he uses to get by the feelers of Dr. Giovanni's insect form (can't have your thoughts read if you're not thinking), while Detect and Foresight are based on Benimaru's teaching to feel life on the battlefield.

resubs

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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. | Requires Lunge and 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.
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Pokémon: Deen
Type: Steel/Fairy
Ability: Forever Functioning - Deen is immune to status conditions. (Hard-coded)
Moves: Regigigas' movepool + Meteor Mash, Spirit Break
G-Max Move: G-Max Core Fuel - Steel | Boosts the Attack, Defense, and Special Defense of the user.
Stats: 200/100/100/50/100/50 | 600 BST

Reasoning: Deen is described as a mobile doll crafted from Rare Sacred Iron by the Colony of Faeries. It stands over 30 feet tall, and each of its hands is the size of two humans. Even if it was infected with a disease it would not fall; the forever functioning magic being will always stand up. (Source: light novel, Volume 2)
Its Gigantamax form is a reference to how Asuka Kudou uses her Gift, Authority, to augment its size and power such as in Volume 4.
Just as Black Rabbit is similar to Lopunny, Deen is similar to Regigigas. However, it's at least 2.5 times as large (and similarly dense, so...safe to say it weighs at least 999.9 kilograms?) yet not as significant, so its base stats are adjusted accordingly.
 
Before reading through this sub, I would recommend watching GLITCH Productions' series Meta Runner, as this sub contains minor spoilers for that series. With that being said...

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Pokemon: Tari
Type: Normal/Steel
Abilities: Soul Heart/Calculate Strategy (The first move used on switchin will always hit, and has a high critical ratio. If the move used is a never miss move, it will always crit.)
Stats: 70/55/61/40/65/89 (Total: 380)
Moves: Tackle, Return, Frustration, Smart Strike, Knock Off, Confide, Lock-On, Miracle Eye, Foresight, Focus Energy, Laser Focus, Helping Hand, Safeguard, Work Up, Protect, Detect, Substitute, other universal moves
Overview: Tari is the protagonist of Meta Runner, and is notably capable at playing video games due to her unique ability to transfer her consciousness into them, thereby controlling herself or her character directly. Her base form is mediocre, but this is due to being relatively unimpressive physically. However, her signature ability, Calculate Strategy, refers to her other unique ability of having information about strategies and their odds of success appear for her. This works even when she isn't inside of a game, and thus it serves as her Hidden Ability here. And, as mentioned, Tari can enter various game worlds, and thus, she has forms akin to the Rotom forms.

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Tari (Ultra Jump Mania)
Type: Normal
Abilities: Memory Glitch (If the user's non-berry item is removed, has a 25% chance to regain it at the end of a turn.)/Calculate Strategy
Stats: 70/120/99/85/91/105 (Total: 570)
Moves: Base Tari's Movepool, Stomp, Body Slam, Mega Kick, High Jump Kick, Wood Hammer, Bounce, Acrobatics, Fling, Recycle
Overview: The first of Tari's game forms, in which she enters a platformer and gains some rather noteworthy jumping capabilities. Her primary ability, Memory Glitch, refers to a method of calling any item in the game that Tari uses in her second time in Ultra Jump Mania. This form is also not Steel, because this version of Tari is purely digital, and thus lacks what makes her Steel type. This form will most likely run some mix of Return/Frustration, HJK, Wood Hammer, Knock Off, and maybe Fling if you're feeling bold.

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Tari (Tempest)
Type: Psychic
Abilities: Magician/Calculate Strategy
Signature Move: Windburst
- Type: Flying
- Classification: Special
- Power: 60
- Accuracy: 100
- PP: 15 (max 24)
- Effect: Raises Speed by one stage.

Signature Z-Move: Game Crash
Requires: Windburst
- Type: Flying
- Classification: Status
- Effect: Ignores abilities. Flinches all targets on the field apart from Tari, and removes all stat changes, volatiles, items, field effects, hazards, and items. Disables all abilities. Tari returns to Base Form. (Note: invalid moves for Tari's Base Form will become different moves depending on which slot they're in, with Slot 1 being Tackle, Slot 2 being Smart Strike, Slot 3 being Lock-On, and Slot 4 being Work Up.)
Stats: 70/85/89/120/101/95 (Total: 570)
Moves: Base Tari's Movepool, Psychic, Psyshock, Hyperspace Hole, Ice Beam, Icicle Spear, Ice Shard, Hurricane, Air Cutter, Air Slash, Whirlwind, Aerial Ace, Aura Sphere, Shadow Claw, Flame Burst, Fire Blast
Overview: In this battle royale game, magic users can utilize spellbooks to take each other on. All of the moves Tari gets references abilities she winds up using in the games she plays, with the most notable being Windburst, which is an ability that allows Tari to crash the game. This is why it's necessary for her signature Z-Move, which is a fantastic disruption tool, but leaves her in a vulnerable position. She'll probably wind up utilizing Hyperspace Hole, Aura Sphere, and some combo of Ice Beam, Hurricane, and Fire Blast. Calculate Strategy means that Hyperspace Hole and Aura Sphere will be guaranteed crits on the switchin, so she'll have a good method to deal a quick bit of damage, even to SpD boosted targets.

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Tari (Hidden Heroes)
Type: Steel/Fighting
Abilities: Justified/Calculate Strategy
Signature Move: Grapple Slash
- Type: Fighting
- Classification: Physical
- Power: 90
- Accuracy: --
- PP: 15 (max 24)
- Effect: Never misses.
Stats: 70/109/101/85/90/115 (Total: 570)
Moves: Base Tari's Movepool, Close Combat, Sacred Sword, Slash, Night Slash, Aerial Ace, Acrobatics, U-Turn, Smokescreen, Fake Out, Quick Attack, Feint, Retaliate, Extreme Speed
Overview: In this game, Tari takes the form of an android swordfighter, capable of slicing foes away with a curved blade and highly speedy attacks. Grapple Slash with Calculate Strategy is stronger than CC on the switchin, but Tari still has access to CC. She'll also probably run Smart Strike, U-Turn, Knock Off, and possibly ESpeed, Fake Out, or Acrobatics, depending on what she wants to cover.

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Tari (Pocket Gakusai)
Type: Normal
Abilities: Cute Charm/Calculate Strategy
Signature Move: Heart to Heart
- Type: Normal
- Classification: Status
- Accuracy: --
- PP: 10 (max 16)
- Effect: The user's stat changes are copied onto the target.
- Z-Effect: Fully heals the target.
Stats: 90/55/81/50/125/89 (Total: 490)
Moves: Base Tari's Movepool, Cheering Support (See Isabelle in CCv2), Charm, Captivate, Play Nice, Fake Tears, Acupressure, Psych Up, Bestow, Hold Hands, Follow Me
Overview: Tari as seen in the anime dating sim Pocket Gakusai. This version of Tari has more of a support role, focused mostly on Doubles. It can also function in Singles to some extent, with Heart to Heart serving as potential stat control and decent support options like Knock Off, Cheering Support, and possibly Safeguard. Her strategy in Doubles will likely revolve around buffing herself with Acupressure and passing those buffs on to her allies via Heart to Heart, possibly while debuffing opponents with Charm, and then using Follow Me to keep her ally safe while they take out threats.
 
New:
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Pokémon: Deathsinger / Ingressus Voltaris
Franchise / Origin: BlackPlasmaStudios' Songs of War
Type: Fighting
Ability: Adaptability / Prism Armor / Ardoni (Gives STAB on all moves)
Notable moves: Flamethrower, Photon Geyser, Prismatic Laser, Substitute, Protect, Cosmic Power, Recover, Sacred Sword, Swords Dance, Nasty Plot, Stone Edge, Earthquake, Zippy Zap, Zing Zap, Extreme Speed, Charge Beam, Steel Beam, Diamond Storm, Agility, Bounce, Grassy Glide, Obstruct, Spiky Shield, Psychic, Telekinesis, Psyshock, Hi Jump Kick, Close Combat, Counter, Mirror Coat, Metal Burst, Rock Blast, Blaze Kick, Stealth Rock, Spikes, Fury Cutter, Pursuit, Facade, Taunt, Meteor Mash, Aerial Ace, U-Turn, Sucker Punch, Night Slash, Mach Punch, Low Sweep, Power Trip, Acrobatics, Trop Kick, Fire Lash.
Signature moves:
Flaming Sword | Fire | 100 BP | Physical | 100% Accuracy | 10 PP | No additional effects
Mobilibounce | Fighting | 40 BP | Physical | 90% Accuracy | 20 PP | Raises speed by one stage. Each time it is used consecutively, raises base power of this move by 20.
Stats: 100/120/120/110/120/100 (BST = 670)

Reasoning: Ardoni are wielders of Songs, and no Songs are more powerful than the Prime Songs. Ingressus, leader of the Voltaris, wielded 3 of the 4 Prime Songs, but the 4th, most powerful Song was hidden from him. Even so, he was extremely powerful, wielding 3 of the 4 Prime Songs. Songs are divided into categories, Aggressium(offense), Protisium(defense), Mobilium(mobility, obviously), and Supporium(support/miscellaneous). Ardoni can carry up to one Song of each category, however, the Prime Songs can use any Song within their category, making their user much more versatile. His Aggressium song is Aggrobeam, a laser-like beam attack, thus the beam type moves. The rest of the moves come from other Songs used by both him and other characters. Oh, and he punches and kicks quite a lot, and Flaming Sword is obvious. Mobilibounce was made for his main opponent, Achillean Nestoris, who I will probably sub later.

Resubs:
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Pokemon: Mimasaka Subaru
Franchise/Origin: Food Wars: Shokugeki No Soma
Type: Dark
Ability: Analytic/Stakeout/Profiling(Copies positive stat changes from opponents upon switching in, then lowers opponent's attack by 1.)
Stats: 110/100/80/100/70/90 (BST = 550)
Moves: Mimic, Role Play, Copycat, Reflect Type, Smokescreen, Knock Off, Sucker Punch, Leer, Counter, Mirror Coat, Toxic, Mirror Move, Dream Eater, Substitute, Thief, Mind Reader, Dynamic Punch, Reversal, Scary Face, Detect, False Swipe, Swagger, Foul Play, Mean Look, Attract, Return, Pursuit, Psych Up, Future Sight, Fake Out, Beat Up, Power Trip, Torment, Flatter, Facade, Smelling Salts, Taunt, Trick, Endeavor, Snatch, Shadow Punch, Sacred Sword, Aerial Ace, Leaf Blade, Brine, Trump Card, Parting Shot, Nasty Plot, Dark Pulse, Shadow Sneak, Psycho Cut, Soak, Freeze Dry, Aromatic Mist, First Impression, Strength Sap, Smart Strike, Flamethrower, Wicked Blow.
Signature Move:
Perfect Trace | Dark | Status | 5 PP | - Accuracy | -1 Priority | Adds positive stat changes of the opponent and copies their moves, gives a 1.1x increase in the BP of the moves.
Reasoning: This chef's style is copying others, studying them before challenging them, and making the exact dish they do, but with a few twists. With this, he won 99 consecutive competitions. He is(was) ruthless, only caring about winning. His status moveset reflects his profiling abilities. Some moves, like Leer, Toxic, Dream Eater, Scary Face, Parting Shot, Taunt, and Flatter/Swagger represent how he agitates his opponents, provoking them into competitions and the crushing their dreams. He always takes the opponent's knives after they lose a competition, thus Thief, Knock Off, and the blade/sword moves to represent his own prowess with a knife. Some things are just in there cuz I would give it to other students, and he can copy them. Some examples are Aromatic Mist, Brine, and Smelling Salts. He can imitate multiple people at once, thus Beat Up, and his skill in profiling and predicting his opponents moves gives him Future Sight and Smart Strike, as well as a few others. Dark type due to his ruthlessness and willingness to "steal" others' recipes. He can't copy his opponents' entirely, which is why his Signature doesn't copy types, stats or STAB. He lacks the specialties others have, but he is very skilled. In terms of balancing, he has no boosting moves except Nasty Plot, where he lacks much a a special movepool. His stats are average overall, with lower SpD, due to trauma being his motivator. Basically Ditto 2.0. Probably will get sent to Ubers, though he only has average attacking stats, so maybe not.
 
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resubs
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Pokémon: Lum Invader
Franchise: Urusei Yatsura
Type:
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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 |
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|
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| 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 / Boomerang
- 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).
183

Pokémon: Alejandro Burromuerto
Franchise: Total Drama
Type:
Dark.png


Ability: Manipulate (When switching in, has a 50% chance to attract the opponent if they're female, or Taunt and Torment them if they're male or genderless.) | [HA] Unburden
Moves: Pineapple Dummy, Tranq Ball, Knock Off, Sucker Punch, Pursuit, Foul Play, Power Trip, Close Combat, Drain Punch, Brick Break, Power-Up Punch, Poison Jab, Bullet Seed, Seed Bomb, Wood Hammer, Acrobatics, Quick Attack, Bulk Up, Taunt, Torment, Switcheroo, Parting Shot, Embargo, Leech Seed, Encore
Stats: 135 HP/110 Atk/75 Def/55 SpA/55 SpD/100 Spe (530 BST)

Pineapple Dummy |
Grass.png
|
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| 8 PP | Loses 25% health to put in a substitute. The substitute's health comes from Alejandro, but the other stats and the typing come from the opponent.
Tranq Ball |
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|
Status.png
| 75% | 8 PP | Ensleeps the target.
Alejandro @ Sitrus Berry
Ability: Unburden
EVs: 220 HP / 36 Def / 252 Spe
Jolly Nature
- Pineapple Dummy
- Bulk Up
- Drain Punch
- Knock Off

Alejandro @ Red Card
Ability: Manipulate
EVs: 100 HP / 156 Atk / 252 Spe
Jolly Nature
- Taunt
- Knock Off
- Parting Shot
- Tranq Ball

Reasoning: Alejandro, along with Heather, was the antagonist of Total Drama World Tour. He made his way to the end of the game using manipulation of other contestants, especially the females, getting them to do things that harmed their own game. He's one of the most athletic contestants in the series, and he uses his strength to his advantage. One challenge in the game had the contestants using balls that tranquilized their targets. The final challenge in the game had him building a replica of his opponent using a pineapple and wood. He also had to haul the replica up a volcano, but he was able to move faster by using a wheelbarrow, which basically mimics the effect of Unburden.
latest

Pokémon: Theresa
Franchise: Class of the Titans
Type:
Psychic.png

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.
latest

Pokémon: Phantom Theresa
Type:
Psychic.png
Ghost.png

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
latest

Pokémon: Vinsmoke Sanji
Franchise: One Piece
Type:
Fighting.png
Fire.png


Ability: Black Leg (Kick and stomp moves have 1.2x power.) | Levitate | [HA] Swift Swim
Moves: Jump Kick, High Jump Kick, Low Kick, Rolling Kick, Low Sweep, Close Combat, Blaze Kick, Flame Charge, Bounce, Acrobatics, Stomping Tantrum, Lash Out, Triple Axel, Rapid Spin, Mega Kick, Stomp, Quick Attack, Agility, Barrier
Stats: 75 HP/120 Atk/75 Def/64 SpA/70 SpD/130 Spe (534 BST)

Sanji can transform into Soba Mask using a Raid Canister, which works like a Mega Stone.
one-piece-sanji-soba-mask-anime-1211278-1280x0.jpeg

Pokémon: Soba Mask
Type:
Fighting.png
Flying.png


Ability: Black Leg
Stats: 75 HP/140 Atk/105 Def/74 SpA/90 SpD/150 Spe (634 BST)
Vinsmoke Sanji @ Choice Band / Raid Canister
Ability: Black Leg
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Blaze Kick
- Close Combat
- Stomping Tantrum
- Triple Axel
Reasoning: Sanji is trained in Black Leg, a fighting style that involves powerful kicks that can be delivered quickly. He displays a lot of mobility in battle, and has even developed Sky Walk, where he kicks off the air in order to fly, and Blue Walk, where he kicks off the water in order to swim. Using Diable Jambe, Sanji can light his legs on fire to enhance his kicks. Sanji can use a Raid Canister to become Soba Mask, with a technological suit that increases his stats, lets him fly, and lets him create barriers.
160

Pokémon: Dawn
Franchise: Total Drama
Type:
Psychic.png


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.
 
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Resubs:
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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
1609350286500.png

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.

New Sub:
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Pokemon: Killer Moth
Franchise: DC Comics
Type: Bug
Abilities: Technician/Compound Eyes/Wimp Out
Notable Moves: Cocoon Shot*, Mothmobile*, Rage Powder, Sticky Web, String Shot, U-turn, Wrap, Thunder Wave, Brick Break, Counter, Drain Punch, Dual Wingbeat, Toxic, Flash Cannon, Iron Head, Dark Pulse, Knock Off, Night Slash, Throat Chop
Signature Move: Cocoon Shot | Bug | Physical | 80 BP | 20 (32) PP | 100% | Prevents the target from switching.
Signature Move: Mothmobile | Steel | Physical | 110 BP | 5 (8) PP | 85% | If user moves after the target, forces target to switch out to a random ally.
Stats: 65/90/70/80/80/100 (BST: 485)
Description: Debuting as Batman's "most bizarre foe", Drury Walker has not had the most conventional journey in comics. Inspired by the protector of Gotham, Walker decided to "spice up" the criminal underworld as Killer Moth, villain for hire, and has actually been a lot more successful at it than pop culture would have you believe. Well, maybe not in terms of "not losing to Batman". Pure Bug typing because- duh. Moth actually packs a fair amount of technical skills, allowing him to make various weapons (many of which deliberately rip off Batman's gear) including compact transceivers inside his helmet, allowing him more accuracy with pinpointing targets. That said, he's still not the bravest criminal, hence Wimp Out. Moth's weapon of choice is his Cocoon Gun, which can shoot a bunch of webbing and a few different chemicals, as well as regular bullets (Flash Cannon). Another notable weapon is the actually real "Mothmobile", which can force a target out since they're getting rammed by a motorized vehicle, although targets that haven't moved yet are prepared and able to stay in (also balance). He also gets several Dark moves for his criminal ways, and a few Fighting moves because he does possess some basic fighting ability.
1609368769527.png

Second Stage: Charaxes
Type:
Bug/Poison
Ability: Strong Jaw/Compound Eyes/Dark Aura
Moves: Killer Moth + Bug Bite, Bug Buzz, Leech Life, Pollen Puff, X-Scissor, Acid Spray, Poison Fang, Poison Jab, Sludge Bomb, Toxic Spikes, Toxic Thread, Egg Bomb, Bulk Up, Rock Smash, Superpower, Fly, Roost, Psychic Fangs, Crunch
Stats: 85/125/90/80/80/110 (BST 570)
Description: In spite of his various accomplishments (including being the first villain to ever figure out Batman's identity. Which he then forgot. Because he got shot in the head), Moth did not necessarily get the reputation he was expecting. Spiraling into paranoia about everyone making fun of him, Moth took advantage of a visiting demon contractor (because comics) to become truly menacing. And so we got Charaxes, a demonic bug monster with acidic saliva (hence Poison) and an appetite for human flesh. For new abilities, we have Strong Jaw for his newfound feeding habits and Dark Aura due to the demonic origins of the form. Alongside many new STABs moves, Charaxes gains Fly and Roost from functional wings, several Fang based moves and Bulk Up, Superpower and Rock Smash for newfound strength. As for Egg Bomb- well, at one point Charaxes laid a brood of Drury Walkers; like, they hatched from eggs and grew into fully adult Killer Moth classics. Yes, really. Comics are wonderful, aren't they?
 
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Might as well resub these

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"Nico nico nii~!"
Pokémon: Nico Yazawa
Origin: Love Live! School idol project
Type: Dark
Ability: Dancer / Disguise
Stats: 82/105/72/105/72/89 (525)
Notable Moves: Sing, Snow halation (see SiIvaGunner), Feather Dance, Parting Shot, Nasty Plot, Taunt, Lash Out, Thief, Dark Pulse, Snarl, First Impression, Burning Jealousy, Coaching, Facade, Outrage
Reasoning: An internet troll and thief of french fries who terrorized µ's until she was eventually forced-imeaninvited to join by Honoka. (in the anime anyway). Dark because she's a lying asshole. Dancer and Sing because idol singer, Disguise because she does in fact put on a disguise several times. Her stats reference her "25" number motif. Snow halation and Feather Dance for the same reason Honoka and Nozomi get them. Parting Shot, Nasty Plot, Taunt, Lash Out and Thief because she does... pretty much all of those in the episode that introduces her properly. Dark Pulse is mostly just based off the µ's members having energy attacks in the Granblue Fantasy x Love live collaboration. Snarl because she does end up ranting a few times if I'm recalling correctly. First Impression is named "head-on collision" in Japan which she does at some point, also it used to be Golisopod's signature move and both Nico and Golisopod are fake as shit. Burning Jealousy because she initially attacked µ's out of jealousy. Coaching due to trying to train µ's in acting. Facade because yes. Outrage because she experiences that several times.
brs_strength_art.jpg

"I can't handle reality...! It's too frightening...!"
Pokémon: Strength / Yuu Koutari
Origin: Black Rock Shooter (2012)
Type: Psychic
Ability: Anger Point / Iron Fist / Wimp Out
Stats: 100/160/90/90/25/105 (570)
Notable Moves: Ally Switch, Strength, Mega Punch, Bullet Punch, Dynamic Punch, Fire Punch, Focus Punch, Hammer Arm, Mach Punch, Shadow Punch, Thrash, Outrage, Lash Out, Court Change, Lava Plume, Eruption, Dragon Pulse, Flail, Machine Gun (see Austin in CCv2)
Reasoning: Some schoolgirl who decided it was easier to fight constantly than actually deal with her problems, and so swapped places with her alternate self from the emotional pain dimension (who had become self-aware because Yuu suffered that much) and started living on a giant Rubik's Cube. Psychic because Yuu and Strength are the characters with the best understanding of the Otherworld and Strength-as-Yuu has a bunch of weird powers and shit. Anger Point, Thrash, Outrage, and Lash Out because she's gotten pretty easy to piss off after not dealing with her feelings for a whole decade. Iron Fist and a bunch of punching moves because of her big metal gauntlets. Wimp Out because, like I mentioned, she fled to another world rather than deal with any more of her genuinely awful life. That's also why she has low Special Defense (according to Disarming Voice's description, "emotional damage" is an acceptable form of special attack). Her high Attack is because she's really fucking strong and also partially to compensate for not having STAB. Court Change because Strength-as-Yuu is a B-Ball player with mysterious powers. Fire moves and Dragon Pulse because of the weird flame dragons that burst out of the ground when she's fighting Insane Black Rock Shooter. Machine Gun because her gauntlets are also guns because why the fuck not I guess. Ally Switch because of the whole "Yuu and Strength swapping places" thing and Strength because duh.
 
"There, that ending… was a little better. The frog at the bottom of the well drifts off into the great ocean. Heh heh… yep… pretty damn honorable… pretty damn honorable… I guess it's time to put down my pen. Right… I need a title for the next book… let's see… Ah, got it… The Tale of Naruto Uzumaki… perfect."
s6lrl_XjGCgvzucbSEGPaE0eCH6tdi23pvpSsGcWJifxvEyK-VC9M6oBMSRlcLSa-3b-EK5xQ-1grzlaVWBdPbzZ84ifIfkxb2pLZxQNNujcJhKWDI7e3YKorAMTK1h0JliEJtkG

Pokémon: Jiraiya
Franchise/Origin: Naruto
Type: Fire/Grass
Ability: Sturdy/Pervert - Pokemon of opposing gender can not switch out, use non-damaging attacks, or dodge Jiraiya's attacks.
Mega Ability: Sage Mode - Jiraiya's attacks are 1.2x Base Power and don't miss.
Moves: Attract, Flamethrower, Fire Blast, Fire Punch, Flare Blitz, Inferno, Flame Charge, Eruption, Fiery Dance, Magma Storm, Heat Wave, Petal Blizzard, Petal Dance, Energy Ball, Frenzy Plant, Ingrain, Grassy Terrain, Sunny Day, Solar Beam, Seed Bomb, Hyper Beam, Earthquake, Stone Edge, Close Combat, Synthesis, Strength, Leech Seed, Poison Jab, Power Gem, Fake Out, Trick Room, High Jump Kick, Extreme Speed, Knock Off, Sucker Punch, Night Slash, Liquidation, Scald, Surf, Aqua Jet, Water Spout, Aqua Ring, Dazzling Gleam, Moonblast.
Sig Move:
Rasengan | Normal | Special | 100 Base Power | 15PP | 100% accuracy | 40% chance of flinching
Z-Move: Massive Rasengan - Converted from Rasengan using Gallantium Z. | Normal | Special | 200 Base Power
Stats (Base): 110/90/115/110/115/60
Stats (Mega): 110/95/135/115/135/110
Reasoning: Fire from his main chakra nature. Grass from his resonance with natural energy. Sturdy from his resilience and how much it took to kill him. Pervert from his perversion, constantly spying on women's baths and getting caught, sometimes on purpose. Sage Mode references the canon ability. The ultimate ability of summons, allowing one to wield mix natural energy with their own chakra, greatly increasing their abilities. Attract for obvious reasons. Movepool is huge, referencing his wisdom and a large array of abilities. Rasengan and Massive Rasengan are one of his signature jutsu, taught by Minato.

"Although I am a descendant of the First Hokage, it's true that I don't know how to use Wood Release. And compared to him, who was able to use medical ninjutsu without even making seals, it's true that my own ninjutsu is nothing to brag about. And it's true that I'm a woman… but I'm definitely not a weak woman… What I inherited from my grandfather isn't just simple 'power'. My true strength comes from that which was passed down from the First to each generation afterwards… Don't underestimate the Will of Fire!"
bPrP3k7XxJ15cZjshdVhnDDstIONdFopPv2ZEJlhCyM7LpvryY41cVpa18CE5ILBaD1sWyd_u86qPO5GmF2X5MAciWmn9XKbaoipdGPlhtE39cUepgZGHI1oDbz-fBTJMqSz3RYl

Pokémon: Tsunade
Franchise/Origin: Naruto
Type: Fighting
Ability: Anger Point/Sturdy
Mega Ability: Rebirth - Regenerator + Natural Cure
Moves: Power-Up Punch, Superpower, Close Combat, Counter, Force Palm, Double-Edge, Mach Punch, Thunder Punch, Ice Punch, Fire Punch, Low Kick, High Jump Kick, Jump Kick, Drain Punch, Mega Punch, Dynamic Punch, Sucker Punch, Flamethrower, Shadow Ball, Hyper Voice, U-Turn, Play Rough, Waterfall, Liquidation, Hydro Pump, Thunderbolt, Thunder, Flamethrower, Inferno, Earthquake, Earth Power, Air Slash, Hurricane, Wish, Recover, Healing Wish, Toxic, Bulk Up, Calm Mind, Attract, Energy Ball, Solar Beam, Power Whip,
Stats:120/135/90/80/90/85
Stats (Mega): 120/165/125/80/125/85
Reasoning: Fighting comes from her mainly physical fighting style. Anger Point comes from her temper, beating Jiraiya within an inch of her life. Sturdy comes from her Senju powered resilience and chakra, taking insane damage and getting back up soon after. Rebirth comes from her ultimate healing jutsu, Creation Rebirth, a healing jutsu so powerful, Tsunade is practically immortal while the jutsu is activated. Movepool is mostly physical punching moves, but a large amount of variety is hiding in there. Tsunade has control of multiple elements, but is not nearly as proficient in them.

"I refuse… to let this happen! I am Orochimaru! I am immortal! I will not die here! Destined to discover the true meaning behind everything! Destined to take control of everything in this world!!"
https://static.tvtropes.org/pmwiki/pub/images/naruto__orochimaru.png
Image result for orochimaru snake

Pokemon: Orochimaru
Franchise/Origin: Naruto
Type: Poison\Dark
Ability: Sturdy/Protean
Mega Ability: White Snake: Contact with this pokemon results in Badly Poison.
Moves: Night Slash, Knock Off, Taunt, Lunge, Nasty Plot, Dark Pulse, Swords Dance, Snatch, Snarl, Acid, Acid Spray, Gastro Acid, Sludge, Sludge Bomb, Toxic, Cross Poison, Gunk Shot, Poison Jab, Thunder Punch, Ice Punch, Fire Punch, Low Kick, High Jump Kick, Jump Kick, Drain Punch, Return, Facade, Quick Attack, Fake Out, Stockpile, Swallow, Spit Up, Knock Off, Substitute, Flamethrower, Shadow Ball, Hyper Voice, U-Turn, Play Rough, Calm Mind, Focus Blast, Thunderbolt, Thunder, Flare Blitz, Flame Charge, Fire Lash, Earthquake, Earth Power, Spikes, Toxic Spikes, Stealth Rock, Moonblast, Dazzling Gleam, Air Slash, Sacred Sword, Secret Sword.
Sig. Move: Curse Mark | Dark | Status | 5PP | 80% Accuracy | 90% of badly poisoning the target. 10% of giving the Curse Mark status.
Curse Mark
  • Afflicted get 1.2x to all stats.
  • Orochimaru drains 10% of the afflicted health each turn.
Stats: 130/70/95/120/105/80
Stats(Mega): 130/80/115/145/130/100
Reasoning: Poison because of his snake motif. Dark for being one of the most straightforwardly evil characters in Naruto. Sturdy for his extreme durability and unwillingness to die. Protean for being one of the only characters to master all 5 basic nature transformations without kekkai genkai, and aims to master all jutsu in the world. His mega's ability references his ability in the white snake form, his blood vaporizes upon contact with the air and becomes poison. His movepool represents the vast quantity of jutsu he has. The Curse Mark is how he has immortality. While I couldn't put that in without making him broken, the other effects work nicely in pokemon. His stats reflect that of a special tank. His taijutsu and speed aren't that extreme, but he can take great damage and deal damage right back.

“Now I've figured it out. The reason for that runaway growth in your power level compared to my own. It's anger, isn't it? Watching us hurt your son made you angry which made you stronger. So that's how Saiyans' strength works. How primal. Turning your fleeting raw emotions into power! Only a pathetic mortal like yourself could thrive on a tactic that unrefined, which explains why it took so long to realize it. But if that's what fuels this body, I shall use my anger! Anger toward the mortals who defile the universe. Anger toward the other gods who have tolerated such behavior. And most importantly, the white-hot rage I now feel toward myself for letting you get the upper hand on me in our battle!”
Dragon Ball - Goku Black / Characters - TV Tropes

Pokémon: Goku Black
Type: Fighting/Dark
Ability: Competitive/Defiant
H. Ability: Anger Point
Moves: Bide, Power-Up Punch, Superpower, Close Combat, Counter, Force Palm, Double-Edge, Mach Punch, Thunder Punch, Ice Punch, Fire Punch, Night Slash, Knock Off, Taunt, Perish Song, Roar, Lunge, Low Kick, High Jump Kick, Jump Kick, Drain Punch, Mega Punch, Dynamic Punch, Sucker Punch, Mega Kick, Heavy Slam, Bullet Punch, Play Rough, Air Slash, Cross Chop, Protect, Bulk Up, Earthquake, Hurricane, Fly, Sacred Sword, Secret Sword, Outrage, Vacuum Wave, Nasty Plot, Psycho Cut, U-turn, Mirror Coat, Metal Burst, Telekinesis, Swords Dance, Agility, Acupressure, Flare Blitz, Force Choke, Exterminate, Ancient Power, Ominous Wind, No Retreat
Signature Move: Sickle of Sorrow | Dark | Special | 105 Base Power | 30PP | 80% accuracy | High Critical Rate
Stats: 80/115/80/115/80/105

Reasoning: Goku Black, usually referred to as Black, is the main antagonist of the "Future" Trunks Saga of Dragon Ball Super. His true identity is the original present Zamasu, a former North Kai and Supreme Kai apprentice serving the Supreme Kai of Universe 10, Gowasu, from the unaltered main timeline, in which he stole the body of the original present Goku with the Super Dragon Balls. Typing is Fighting/Dark, which represents Goku Black being an Evil Goku. Competitive and Defiant are both a reference to Goku’s abilities and Goku Black increased adaptive Saiyan biology. Anger Point from how he finds that he can draw power from anger. Movepool is filled with Fighting but much Dark, as Zamasu is unaware, or ignoring, how evil he actually is. All filled with Stat raising moves, which reference his ever-growing power. Exterminate represents the “Zero Mortal Plan”. Sickle of Sorrow is a scythe made of ki he made after reflecting on the power of anger.

Manga

Mega Pokémon: Goku Black
Mega Type: Fighting/Dark
Mega Ability: Anger Point
Stats: 80/140/90/140/90/135

Reasoning: Super Saiyan Rosé, the Supreme Kai counterpart to Super Saiyan Blue. Like a cross between the normal Super Saiyan and Super Saiyan Blue. As such, it is a cross between those forms here, being balanced, but offensive, which is also in keeping with Black’s fighting style.
 
Pokemon: Giorno Giovanna
Franchise: Jojo's Bizzare Adventure
Type: Fairy
Ability: Steadfast / Regenerator / Gold Experience
Signature Ability: Gold Experience | If the user is holding an item, excluding Requiem Arrow, heals 1/16th HP every turn
Stats: 80 / 105 / 80 / 115 / 95 / 80
Moves: Bullet Punch, Bulk Up, Calm Mind, Close Combat, Doom Desire, Earth Power, Flash Cannon, Giga Drain, Growth, Horn Leech, Iron Head, Leech Seed, Magnet Rise, Moonblast, Power Whip, Recover, Superpower, Synthesis, Trick, Wish
Signature Moves:
Sense Acceleration | Fairy | Physical | BP: 90 | Acc: 100 | PP: 24 | 30% chance to flinch

Mega Evolution (must be holding Requiem Arrow): Giorno Giovanna-Requiem
Type: Fairy ---> Fairy / Steel
Ability: Steadfast / Regenerator / Gold Experience ---> Gold Experience Requiem
Signature Ability: Gold Experience Requiem | This Pokemon cannot take direct damage.
Stats: 80 / 120 / 105 / 140 / 110 / 100
Description: funny hair man
Fairy cuz relation to life/nature (see tapus+comfey)
Steadfast cuz his resolve, Regen cuz healing properties, GE cuz his ability to turn inanimate objects into body parts
Gets the punchy moves, some grass moves cuz his ability to create plants, Trick since he was a former thief
Sense Acceleration works the way it does cuz his ability to imbue life into already-living objects causes one to think theyre moving but theyre not (hard to explain sorry)
Mega is broke because GER is broke; GER resets actions to zero, hence inverse Magic Guard

resub
Pokemon: Doppio Vinegar
Franchise: Jojo's Bizzare Adventure
Type: Psychic / Normal
Ability: King Crimson
Stats: 75 / 70 / 65 / 60 / 80 / 96
Signature Ability: King Crimson | Moves 60 BP and under have +1 priority. Switches to Diavolo form before using affected moves.
Moves: Brick Break, Brutal Swing, Covet, Dark Pulse, Detect, Double Edge, Epitaph, Extrasensory, Future Sight, Force Palm, Knock Off, Last Resort, Mach Punch, Nasty Plot, Parting Shot, Payback, Power Trip, Power-Up Punch, Psychic, Psyshock, Rock Smash, Shadow Ball, Shadow Punch, Shadow Sneak, Spite, Stomping Tantrum, Thief, Throat Chop, Work Up, Zen Headbutt
Signature Moves: Epitaph | Psychic | Status | BP: -- | Acc: -- | PP: 16 | The user is protected from attacks made by other Pokemon during this turn. If a Pokemon tries to attack the user, the user has their Attack raised by 1 stage.

Pokemon: Diavolo
Type: Psychic / Dark
Ability: King Crimson
Stats: 75 / 130 / 95 / 100 / 80 / 96

Description: 21st century schizoid man
Psychic cuz time manipulation, Normal for doppio since he has almost no power in this form, Dark for Diavolo cuz his name means devil and apparently there's a theory that Diavolo is the actual devil? either way he's evil and edgy looking so that should be enough
King Crimson works the way it does cuz it skips time, hence the priority stuff. Doppio can't actually use King Crimson himself, hence the form change
No Close Combat/Superpower or multi-hit moves cuz King Crimson doesn't do the stand rush stuff
Epitaph is the ability to look into the future and predict attacks, hence the protect effect

someone remind me to put pictures
 
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