Encanto's popularity boom made me do something I haven't done before: a Disney submission.
anyways, have another post theme: fighting/dark/psychic matchup trio
"We don't talk about Bruno, no, no, no!"
- Pepa Madrigal
"Be a pal and beat me up!"
(Resub)
"Seeing through such a simple trick is easy for the world's top journalist and kunoichi, you know."
anyways, have another post theme: fighting/dark/psychic matchup trio

"We don't talk about Bruno, no, no, no!"
- Pepa Madrigal
Pokémon: Bruno Madrigal
Franchise/Origin: Encanto
Type:
Abilities: Forewarn/Overcoat (HA: Pressure)
Other Moves:
: Psycho Cut, Assurance, Payback, Endeavor, Feint, Hold Back, Force Palm, Sand Tomb, Shadow Sneak
: Confusion, Dream Eater, Psychic, Future Sight, Mirror Coat, Extrasensory, Psyshock, Stored Power, Dark Pulse, Snarl, Tri Attack, Weather Ball, Terrain Pulse, Focus Blast, Earth Power, Scorching Sands, Ancient Power, Power Gem, Doom Desire, Night Shade, Shadow Ball, Mystical Fire, Energy Ball
: Light Screen, Reflect, Teleport, Calm Mind, Imprison, Magic Coat, Psychic Terrain, Flatter, Memento, Torment, Quash, Substitute, Endure, Mean Look, Safeguard, Detect, Sand Attack, Shore Up, Sandstorm, Confuse Ray, Spite, Rain Dance, Thunder Wave, Hail, Misty Terrain
(Note: cannot learn Bide, Captivate, Frustration, Return, Natural Gift, and Secret Power)
Signature move:
Hourglass Omen -
-
- 120 BP - 100% - 5 PP - Future Sight behaviour when used, meaning it deals damage two turns later. If the move is initially used during a sandstorm, the move's damage is boosted by 50% when it deals damage.
Stats: 60/50/50/130/113/65 (BST: 468)
Reasoning: Primary Psychic-type due to his psychic powers of precognition — seen in Xatu, also said to be from South America like Bruno (he's from Colombia). His secondary Dark-type is also related to the also often mis-blamed Absol. Both Bruno and Absol are darkly coloured characters that foretell ill omens of various people and are often misjudged and ostracized as a result - Bruno eventually gets out of the rut, but Absol does not. One of Absol's abilities is Pressure - Bruno also shares that ability as his Hidden Ability, also a play on words with one of Encanto's songs, Surface Pressure, having the ability's name as its second word in the title. Bruno's non-Hidden Abilities include Forewarn, fitting his unfortunate gift as a seer of the future, and Overcoat, to tie into the cloak- like nature of his green ruana and to prevent him from taking sandstorm damage - sandstorm is the weather that benefits from his signature move, Hourglass Omen, a signature move that gives Bruno STAB Future Sight for both of his types (in a way). His premonition powers often have a sand/ hourglass theming to them, thus various Ground moves like Earth Power, Scorching Sands, Sand Attack, Shore Up, and Sand Tomb — most of which are based on sand. Bruno uses emerald slabs that peer into the future of people by showing mirages/images - emeralds are gems, thus Power Gem. Teleport was given to him to synergize as much as possible with his Future Sight-based gimmick. There are various moves that could have fit Bruno — as also told by superstition from others via the song all about him, We Don't Talk About Bruno — like Nightmare to complement Dream Eater, but he cannot learn them because Encanto was released after Gen VIII (Nightmare is completely absent in Generation VIII). His base HP stat references Encanto being the 60th Disney animated feature film, his base Attack and Defense stats reference his age, and his base Sp. Atk stat mirrors Absol's base Attack stat of 130 (and has the unlucky number 13 in it like Bruno's base Sp. Def of 113).
Franchise/Origin: Encanto
Type:
Abilities: Forewarn/Overcoat (HA: Pressure)
Other Moves:
(Note: cannot learn Bide, Captivate, Frustration, Return, Natural Gift, and Secret Power)
Signature move:
Hourglass Omen -
Stats: 60/50/50/130/113/65 (BST: 468)
Reasoning: Primary Psychic-type due to his psychic powers of precognition — seen in Xatu, also said to be from South America like Bruno (he's from Colombia). His secondary Dark-type is also related to the also often mis-blamed Absol. Both Bruno and Absol are darkly coloured characters that foretell ill omens of various people and are often misjudged and ostracized as a result - Bruno eventually gets out of the rut, but Absol does not. One of Absol's abilities is Pressure - Bruno also shares that ability as his Hidden Ability, also a play on words with one of Encanto's songs, Surface Pressure, having the ability's name as its second word in the title. Bruno's non-Hidden Abilities include Forewarn, fitting his unfortunate gift as a seer of the future, and Overcoat, to tie into the cloak- like nature of his green ruana and to prevent him from taking sandstorm damage - sandstorm is the weather that benefits from his signature move, Hourglass Omen, a signature move that gives Bruno STAB Future Sight for both of his types (in a way). His premonition powers often have a sand/ hourglass theming to them, thus various Ground moves like Earth Power, Scorching Sands, Sand Attack, Shore Up, and Sand Tomb — most of which are based on sand. Bruno uses emerald slabs that peer into the future of people by showing mirages/images - emeralds are gems, thus Power Gem. Teleport was given to him to synergize as much as possible with his Future Sight-based gimmick. There are various moves that could have fit Bruno — as also told by superstition from others via the song all about him, We Don't Talk About Bruno — like Nightmare to complement Dream Eater, but he cannot learn them because Encanto was released after Gen VIII (Nightmare is completely absent in Generation VIII). His base HP stat references Encanto being the 60th Disney animated feature film, his base Attack and Defense stats reference his age, and his base Sp. Atk stat mirrors Absol's base Attack stat of 130 (and has the unlucky number 13 in it like Bruno's base Sp. Def of 113).
Code:
Bruno Madrigal (M) @ Heavy-Duty Boots
Ability: Pressure
EV: 248 HP / 8 Def / 252 SpA
Relaxed / Quiet Nature
- Future Sight
- Hourglass Omen
- Doom Desire / Shore Up
- Teleport
Code:
Bruno Madrigal (M) @ Frozen Turtle Shell / Leftovers
Ability: Pressure / Overcoat
EV: 248 HP / 252 SpA / 8 SpD
Calm Nature
- Psyshock / Future Sight
- Dark Pulse
- Stored Power / Shore Up
- Calm Mind

"Be a pal and beat me up!"
Pokémon: Ranma Saotome
Franchise/Origin: Ranma ½
Type:
Abilities: Maiden's Curse
Signature ability - Maiden’s Curse - Hardcoded (almost unchangeable) - User changes forms & gender when: they are hit by any damaging Water-type move, Soak, Life Dew, and Water Sport; every turn when rain or heavy rain is active in battle, or when the user uses a Water-type move themselves. (male to female and vice versa)
Other Moves:
: Power-Up Punch, Karate Chop, Feint, Pound, Pursuit, Knock Off, Payback, Dual Chop, Thunder Punch, Ice Punch, Fire Punch, Counter, Double Kick, Jump Kick, High Jump Kick, Low Kick, Low Sweep, Rolling Kick, Mach Punch, Rock Smash, Reversal, Arm Thrust, Brick Break, Revenge, Sky Uppercut, Close Combat, Drain Punch, Force Palm, Acrobatics, Triple Axel, Comet Punch, Double Slap, Mega Kick, Mega Punch, Rage, Quick Attack, Strength, Rock Throw, Rock Slide, Smack Down, Bullet Punch, Waterfall, Lick, Fake Out
: Snarl, Aura Sphere, Vacuum Wave, Focus Blast, Earth Power, Terrain Pulse, Stored Power
: Meditate, Calm Mind, Bulk Up, Parting Shot, Taunt, Leer, Detect, Torment, Embargo, Quick Guard, Focus Energy, Swords Dance, Mean Look, Mind Reader, Assist, Work Up, Laser Focus, Agility
Stats (♂): 82/105/92/75/62/79 (BST: 495)
Stats (♀): 82/75/72/75/82/109 (BST: 495)
Reasoning: Normal/Fighting hybrid due to being a martial artist without the ability to really use ki manipulation. The massive number of physical moves in his/her movepool is a testament to the fact. Maiden's Curse is the main trait Ranma (stereotypically) possesses. Usually, hot water can only change Ranma from female to male but that restricted play too much and allowing Ranma to be affected by Ice moves was also too broad and assumes Ice = Water which is not strictly the case. His female form is often said to be slightly weaker in strength and endurance yet possesses higher agility. This parametric difference between Ranma's male and female forms is reflected with their base stat distribution, which the BST of both remains largely the same. His/her movepool does have some unique choices though: Assist to reflect his/her regression to a cat-like state of behavior whenever his ailurophobia is triggered in such a way that It causes this, due to being taught the faulty teachings of Nekoken, and Mind Reader to show that the manga does imply of Ranma having some supernatural traits during combat, due to being able to keep up with opponents that may eventually become stronger and/or faster than him/her.
Franchise/Origin: Ranma ½
Type:
Abilities: Maiden's Curse
Signature ability - Maiden’s Curse - Hardcoded (almost unchangeable) - User changes forms & gender when: they are hit by any damaging Water-type move, Soak, Life Dew, and Water Sport; every turn when rain or heavy rain is active in battle, or when the user uses a Water-type move themselves. (male to female and vice versa)
Other Moves:
Stats (♂): 82/105/92/75/62/79 (BST: 495)
Stats (♀): 82/75/72/75/82/109 (BST: 495)
Reasoning: Normal/Fighting hybrid due to being a martial artist without the ability to really use ki manipulation. The massive number of physical moves in his/her movepool is a testament to the fact. Maiden's Curse is the main trait Ranma (stereotypically) possesses. Usually, hot water can only change Ranma from female to male but that restricted play too much and allowing Ranma to be affected by Ice moves was also too broad and assumes Ice = Water which is not strictly the case. His female form is often said to be slightly weaker in strength and endurance yet possesses higher agility. This parametric difference between Ranma's male and female forms is reflected with their base stat distribution, which the BST of both remains largely the same. His/her movepool does have some unique choices though: Assist to reflect his/her regression to a cat-like state of behavior whenever his ailurophobia is triggered in such a way that It causes this, due to being taught the faulty teachings of Nekoken, and Mind Reader to show that the manga does imply of Ranma having some supernatural traits during combat, due to being able to keep up with opponents that may eventually become stronger and/or faster than him/her.
Code:
Ranma Saotome @ Choice Scarf
Ability: Maiden's Curse
EV: 248 HP / 8 Def / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Rock Slide
- Ice Punch
Code:
Ranma Saotome @ Life Orb / Focus Sash
Ability: Maiden's Curse
EV: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Pursuit
- Swords Dance
Code:
Ranma Saotome @ Eject Pack / Protective Pads
Ability: Maiden's Curse
EV: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Waterfall
- Rock Slide
- Parting Shot
(Resub)

"Seeing through such a simple trick is easy for the world's top journalist and kunoichi, you know."
Pokémon: Shinobu Sarutobi
Franchise/Origin: High School Prodigies Have It Easy, Even in Another World! (JP: Choujin Koukousei-tachi wa Isekai demo Yoyuu de Ikinuku you desu!)
Type:
Abilities: Cute Charm / Infiltrator (HA: Prankster)
Other Moves:
: Play Rough, Beat Up, Feint Attack, Pursuit, Thief, Knock Off, Assurance, Night Slash, Punishment, Sucker Punch, Foul Play, Power Trip, Throat Chop, Fury Cutter, U-turn, X-Scissor, First Impression, Lunge, Counter, Double Kick, High Jump Kick, Jump Kick, Low Kick, Reversal, Low Sweep, Aerial Ace, Bounce, Acrobatics, Astonish, Shadow Sneak, Triple Axel, Cut, Double Slap, Quick Attack, Slash, False Swipe, Covet, Fake Out, Cross Poison, Poison Jab
: Dazzling Gleam, Disarming Voice, Draining Kiss, Dark Pulse, Night Daze, Focus Blast, Shadow Ball, Energy Ball, Grass Knot, Swift, Hyper Voice, Water Shuriken
: Charm, Sweet Kiss, Baby-Doll Eyes, Crafty Shield, Misty Terrain, Flatter, Snatch, Taunt, Torment, Nasty Plot, Switcheroo, Quash, Parting Shot, Detect, Mat Block, Sunny Day, Mirror Move, Defog, Spikes, Haze, Double Team, Flash, Focus Energy, Leer, Metronome, Smokescreen, Substitute, Swords Dance, Attract, Baton Pass, Encore, Mind Reader, Psych Up, Swagger, Follow Me, Helping Hand, Nature Power, Captivate, Me First, Work Up, Confide, Agility, Calm Mind, Role Play, Rain Dance
Signature move:
Shuttershot –
–
– N/A – 10 PP – —% – Clears all of the user's stat stages, resets the critical hit ratio of the user to 1/24, removes the user's effects that is used in Baton Pass's behavior and copies the target's stat stages, critical hit ratio, and volatile battle conditions (only the ones affected by Baton Pass).
Stats: 80/90/77/80/69/122 (BST: 518)
Reasoning: Fairy-type as primary type due to her pink/white color scheme, especially of her hair; this also supports her mischievous, fae-like nature like that of Whimsicott, which both carry the Prankster ability. Dark-type due to being a kunoichi, a female ninja; thus, she shares the Dark-type with Greninja, which also fits her pragmatic, sneaky, and spy-like nature of her duties. Besides Prankster to provide herself her mischievous personality, she has Infiltrator as an ability to bypass various things like enemy territory for information without getting caught. As the member of the Seven Prodigies with the supplier of most of the work's suggestive content, she has Cute Charm. To hammer this quirk of hers even further, she isn't afraid to use her attractiveness to her advantage as a kunoichi. She is fitted with Sweet Kiss, Charm, Draining Kiss, Captivate, Attract, and Flatter to serve herself as the "honey trap" of the seven prodigies. As a journalist, she has Shuttershot as a signature move, a more powerful version of Psych Up due to the lack of camera-using submissions in CC (both regular and EX), even though Viola exists in Pokémon. Journalists like her often do take pictures for their job along with gathering text and audio for their scoops. Her Defense stat of 77 references the 7 members that make up the "High School Prodigies". Three of her other base stats are from ninja realmons: Greninja's base 122 Speed, Ninjask's base 90 Attack, and Accelgor's base 80 HP.
Franchise/Origin: High School Prodigies Have It Easy, Even in Another World! (JP: Choujin Koukousei-tachi wa Isekai demo Yoyuu de Ikinuku you desu!)
Type:
Abilities: Cute Charm / Infiltrator (HA: Prankster)
Other Moves:
Signature move:
Shuttershot –
Stats: 80/90/77/80/69/122 (BST: 518)
Reasoning: Fairy-type as primary type due to her pink/white color scheme, especially of her hair; this also supports her mischievous, fae-like nature like that of Whimsicott, which both carry the Prankster ability. Dark-type due to being a kunoichi, a female ninja; thus, she shares the Dark-type with Greninja, which also fits her pragmatic, sneaky, and spy-like nature of her duties. Besides Prankster to provide herself her mischievous personality, she has Infiltrator as an ability to bypass various things like enemy territory for information without getting caught. As the member of the Seven Prodigies with the supplier of most of the work's suggestive content, she has Cute Charm. To hammer this quirk of hers even further, she isn't afraid to use her attractiveness to her advantage as a kunoichi. She is fitted with Sweet Kiss, Charm, Draining Kiss, Captivate, Attract, and Flatter to serve herself as the "honey trap" of the seven prodigies. As a journalist, she has Shuttershot as a signature move, a more powerful version of Psych Up due to the lack of camera-using submissions in CC (both regular and EX), even though Viola exists in Pokémon. Journalists like her often do take pictures for their job along with gathering text and audio for their scoops. Her Defense stat of 77 references the 7 members that make up the "High School Prodigies". Three of her other base stats are from ninja realmons: Greninja's base 122 Speed, Ninjask's base 90 Attack, and Accelgor's base 80 HP.
Code:
Shinobu Sarutobi (F) @ Heavy-Duty Boots
Ability: Prankster
EV: 244 HP / 12 SpD / 252 Spe
Calm Nature
- Foul Play / U-turn
- Taunt
- Spikes
- Encore / Defog
Code:
Shinobu Sarutobi (F) @ Blunder Policy / Life Orb
Ability: Infiltrator
EV: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Beat Up / Knock Off / Power Trip
- Play Rough
- Swords Dance
- Poison Jab / High Jump Kick
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