Crossover Chaos: Hiatus

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T.I.A.

formerly Ticktock
Sayori (by me, hopefully I can make all 4 of those girls into here)
Mettaton (by Gravity Monkey)
Waluigi (by KeeganSkymin4444)
 

earl

(EVIOLITE COMPATIBLE)
is a Community Contributor
leonard (from big bang theory)'s The Drifter
Mygavolt's Demigod of Rock
Gravity Monkey's Niko
 

Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist


Pokémon: Mettaton
Type:
— Normal form
— EX form
Ability: Switch On — Upon losing health, changes to EX form.
Notable Moves: Every dance move, Flash Cannon, Dazzling Gleam, Shadow Ball, Shadow Sneak, Rough Play, Explosion, Brick Break

Stats: 75 / 25 / 200 / 20 / 200 / 20 (BST: 540) — Normal form
75 / 120 / 60 / 120 / 60 / 105 (BST: 540) — EX form

Reasoning: Undertale, yaaaay. I like the game — not the community. Whatever, reasoning for each element is in the spoiler box.
- Why Steel type? Mettaton is... a robot. Simple.
- Why Ghost type? Actually, no. Mettaton was a ghost named Hapstablook before that Alphys gave him a physical body. That's why ghost was pretty obvious as a typing.
- Why Fairy type? This is coming from his (Mettaton is a guy) desire to entretain and his flashy powers.
- Why Switch On? In Undertale, Mettaton changes of form when you trick him to turn around and that you press on the switch behind him. That's why I thought that having to take an attack before changing to EX made sense.
- Dance moves? Mettaton likes to dance. He really does. He also knows 200 000 different poses. Now he knows 200 000 different dance moves.
Competitive: Every. Dance. Moves. This pokemon is incredibly unpredicatble because of that. Mettaton can fit perfectly as a physical threat and as a special threat. His first forms allows him to have one free turn to set up before going all out. His weakness resides in his mediocre bulk in EX form and the absence of a strong physical ghost STAB in his movepool. Also, I think that even if he resists Stealth Rock, he hates it more than anyone else.
Mettaton @ Life Orb
Ability : Switch On
EVs : 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Quiver Dance
- Revelation Dance
- Dazzling Gleam
- Fiery Dance / HP Ground

Mettaton @ Life Orb / Fightinium Z
Ability : Switch On
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Dragon Dance / Swords Dance
- Shadow Sneak
- Play Rough
- Brick Break / Knock Off
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Maybe I'll do something else
 

Cookie Butter

formerly the someone

Pokémon: Mr. Shine & Mr. Bright (from Kirby)
Type: Fire / Fairy
Ability: Drought / Celestial Tag-Team*
(* If opponent has a move strong against Fire-type, changes to pure Fairy-type. If opponent has a move strong against Fairy-type, changes to pure Fire-type. If opponent has neither or both, keeps Fire/Fairy type.)
Stats: 120 / 50 / 100 / 50 / 100 / 60 (480)
Mr. Shine & Mr. Bright @ Leftovers
Ability: Celestial Tag-Team
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonlight / Morning Sun
- Moonblast
- Will-o-Wisp
- Cosmic Power / Fire Blast
Clearly not meant to be an offensive mon, you'll want to lose weaknesses but also lose STABs. As a defensive mon, it's pretty solid and won't have weaknesses most of the time.
Reasoning: This stuff should be self-explanatory, because they're sun and moon themed and those themes are well established in Pokemon.
 
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Pokemon: Tingle (Legend of Zelda)
Type: Normal/Fairy
Abilities: Balloon Trip (When this Pokemon holds an Air Balloon, the item cannot be knocked off, destroyed, or removed in any way. The move Present always has 120 Power) / Fairy Aura
Stats: 99 / 103 / 65 / 99 / 103 / 103
Signature Moves:
Rupee Shot | Fairy | Physical | Power: 50 | Accuracy: 100 | 32 PP | Hits 2 times. This move strikes the foe's Special Defense. It also provides a Payday effect.
Reasoning: Tingle is a notable side character from the Legend of Zelda series. He is a 35 year old man obsessed with fairies so much that he wants to be one. Or at least, some of them do. It's complicated. Anyway, this version of Tingle seems to take elements from his solo adventures. Balloon Trip calls to a time when he went around with a magic balloon, which allowed him to travel through even time itself to find the perfect gifts for the women he fancied. Rupee Shot takes inspiration from a time when Tingle's sole purpose was to gather an immense number of Rupees (currency), and in the end used them as a magical weapon powered by fairy magic. His access to Celebrate is reminiscent of the trademark way he accompanies his catchphrase: "Tingle Tingle Kooloo Limpah!"
Sets:
Tingle @ Normalium Z
Ability: Fairy Aura
EVs: 252 Atk / 4 SpD / 252+ Spe
- Return
- Rupee Shot
- Celebrate
- Drain Punch

Tingle @ Air Balloon
Ability: Balloon Trip
EVs: 252 HP / 4 Atk / 252+ Spe
- Wish
- Encore
- Present
- U-Turn

Other Notable Moves: Fairy Lock, Play Rough, Bullet Seed, Foresight, Teeter Dance, other flavor
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Pokemon: Samus (Metroid)
Type: Electric/Fighting
Abilities: Mega Launcher/Tinted Lens
Stats: 105 / 80 / 95 / 145 / 95 / 85
Signature Moves:
Charge Shot | Electric | Special | Power: 100 | Accuracy: 95 | 16 PP | Has no secondary effect. Boosted by Mega Launcher.
Grapple Beam | Electric | Special | Power: 80 | Accuracy: 100 | 24 PP | If the opponent attempts to switch, this move prevents them from doing so. It also deals 1.5x the damage on foes that try to switch.
Reasoning: This bounty hunter has some power behind her. She has access to nearly all moves boosted by Mega Launcher, such as Dark Pulse, Water Pulse, Aura Sphere, Heal Pulse, and the brand new Charge Shot. Additionally, she has access to Ice Beam, Flamethrower, Flash Cannon, Hyper Beam, Sonicboom, and Psywave, all of which relate to various functions of her arm cannon. Also, her abilities relate to her access to strong energy attacks and her use of multiple visors to target enemy weak points. Finally, why Fighting and not Steel, when she has the Power Suit on? Well, the Power Suit is actually made of Samus' energy. So that more closely fits Electric than Steel, and Fighting comes from her heroic nature and experience with combat. Also, quick add on, Samus has access to many power ups that allow her to run very fast, which is why I added Agility.
Sets:
Samus @ Life Orb / Assault Vest
Ability: Mega Launcher
- Charge Shot
- Aura Sphere
- Dark Pulse / Ice Beam
- Water Pulse / Ice Beam / Grapple Beam / Agility

Samus @ Choice Specs
Ability: Tinted Lens
- Charge Shot
- Focus Blast
- Ice Beam / Flamethrower
- Grapple Beam

Other Notable Moves: Lock-On, Zap Cannon, Flash Cannon, Hyper Beam, Heal Pulse (Doubles), Sonicboom, Psywave, Charge Beam

Pokemon: Phoenix Wright (Ace Attorney)
Type: Normal / Fire
Abilities: Cross Examine (The user will identify the foe's item and one move from their movepool. They can also see through the Illusion ability.) / Fiery Voice (All sound based moves are Fire type.)
Signature Item: Magatama (The user is capable of breaking the foe's secrets with their words. Using a sound-based move will do 1.2x the damage and lower the foe's Special Defense by one.
Stats: WIP
Signature Move:
Objection | Normal | Special | Power: 85 | Accuracy: 100 | 24 PP | The user shouts "Objection!" at the top of their lungs. If the foe was about to use a passive or sound based move, it will fail or do halved damage, respectively. If the foe already used a passive or sound based move, this move deals 1.5x the damage.
Reasoning: WIP
 
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Samtendo09

Ability: Light Power
is a Pre-Contributor

Pokémon: Wario
Type:

Ability: Guts / Gluttony | Tough Man*
(Tough Man: Super Effective hits only deals 50% more damage, regardless of a single or double weakness.)
Moves: Circle Throw, Slack Off, Body Slam, Taunt, Parting Shot, Bulk Up, Earthquake, Power-Up Punch, Headbutt, Knock Off, Bite, Crunch, Mega Punch, Mega Kick, Belch, Gunk Shot, Flare Blitz, Bounce Avalanche, Wild Charge, Foul Play, Belly Drum, Strength, Hypnosis, Frustration, Sludge Bomb, Seed Bomb, Sucker Punch, Mach Punch, Torment, Leech Life, Iron Head, Rest, Work Up, Shoulder Rush (Signature)
Signature Move: Shoulder Rush (90 BP, 10 PP (Max: 16), 100% Accuracy, Fighting-type, raise the user's Speed by 1 stage upon a successful hit)
Z-Move: Wild Swing-Ding (175 BP, Fighting-type, Wario requires Shoulder Rush. After a successful hit, the opponent's Speed is decreased by two stages and the user's field is cleaned off from Entry Hazards.)
Stats: 120 HP / 135 Atk / 110 Def / 70 SpA / 100 SpD / 65 Spe (600 BST)

Reasoning:
  • Type: Wario is known to be both hard-working, manly (especially in Wario World) and not afraid to pick up a fight, which fit Fighting type well. The Dark type comes from him using underhanded tactics, which is not surprising considering that he is supposed to be Mario's mean rival.
  • Abilities: Guts represent that Wario can take advantage of being on fire to solve puzzles in Wario Land 2, 3 and 4. Gluttony is because he is a glutton, and Tough Man represent his incredible resilience even against anything that would be fatal to a normal human (as in Super Effective against normal humans), especially in Wario Land 2 and 3, where he cannot die (or only die from Rudy the Clown, which might make the latter very almighty).
  • Moves: Plenty of his Fighting-types and Normal-types is what you can see Wario punching, kicking, performing body slams, headbutt, and picking up things in multiple Mario sport games he's in, and he's not above using underhanded tactics as already mentioned, hence many good Dark-type moves. Bite and Crunch comes from his neutral Special from Super Smash Bros. series by the way. Bulk Up fits his big bad biceps, taunt reflect his habit of taunting (even in Wario World!), Flare Blitz, Avalanche and Wild Charge represent his Flaming Wario, Snowman Wario and Electric Wario respectively, as well as Leech Life to represent Vampire Wario (vampire can suck blood). His Shoulder Rush is his signature move to help him to go faster. Sludge Bomb and Seed Bomb is to reflect his association with explosive weapons in spin-off games. Bounce reflect his higher aerial speed than ground speed in Super Smash Bros. games he's in, especially in Brawl. Hypnosis comes form the commercial of Super Mario Land 2: Six Golden Coins and Wario Land where he tries to hypnotize the audience. Slack Off and Rest is when he occasionally laze around.
  • Z-Move: His Wild Swing-Ding from Wario World is very powerful; he can pick an enemy and swing like crazy, smacking down nearby enemies and throwing the picked up enemy away, which is an excellent crowd control tool. I add the user's field being cleaned off (removing Entry Hazards) as to reflect smacking anything that stand on Wario's swinging radius of rampage.
  • Stats: Generally, Wario is slow but resilient, and his resilience is already showcased even on his debut (Super Mario Land 2) as he takes nine whopping hits, each three hit having a different phase and attack. 135 Attack is to reflect that Wario is strong, but nowhere to the level of the likes of Bowser and Donkey Kong (Wario is still stronger than Mario and Luigi of course). 120 HP / 110 Def / 100 SpD is to reflect is resilience, and his 65 Spe is to show that he is slow in general, but his Shoulder Rush or other methods can help him to catch up. 120 HP also means he have high stamina in sport games that have stamina as a mechanic, and his is higher than even stronger bruisers like Bowser and DK.
Competitive Use: Wario is intended to be high-risk but high-reward; his stats is well made for a tank, but his Fighting/Dark combination make him not an ideal against Fairy-type (although much less risky if going with Tough Man). However, planning him well and you got a powerful late-game sweeper or wallbreaker. Guts + Flame Orb is especially nasty as despite being more vulnerable to Fairy-type, Wario can also chain with a Shoulder Bash to go faster and not to worry about walls trying to poison him, allowing him to set up or heal when one wall comes in. Gluttony works with Belly Drum set, especially in Trick Room, or other Berry-focused sets. He also have Knock Off, Taunt and Parting Shot to annoy his foes, as well as Gunk Shot to pack a bad surprise to Fairy-type who expected to safely switch in.


I might make two other submissions later.

If anything is wrong, please warn me!
 

Pokémon: Sora
Type: Fighting/Flying
Ability: Motor Drive
Stats: 75/120/85/100/85/120 [BST 580]
Sample Moveset:
Sora @ Life Orb
Ability: Motor Drive
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Sacred Sword
- Swords Dance
- X-Scissor
- Air Slash

Other Moves: Hyper Beam, Giga Impact, Swords Dance, Play Nice, Slash, Charge Beam, Zap Cannon, Lock-On, Aerial Ace, Agility, Dive
Reasoning: Sora's stat spread translates from her 100% Orange Juice stats. These stats are 4HP, +1Atk, 0Def, +1Evd. (For reference, the all-rounder has 5HP and 0 in everything else) Atk and Evd translate into Attack and Speed, respectively, with SpA trailing close behind due to proficiency in ranged weaponry.
Now, the moves. Sora flies throughout the various levels of Sora (Though she swims instead during part of Stage 4, that's Dive), Flying-type. She was the former ultimate weapon for her army. Fighting-type. She gets Motor Drive due to being capable of dashing through energy attacks, which builds up her power gauge to charge up a Hyper attack. Sacred Sword and Air Slash are both from her melee attacks, and Charge Beam is from her normal fire. Hyper Beam and Giga Impact are both Hyper attacks, the latter more specifically being the melee Hyper. Play Nice refers to her attempts to resolve tensions with the first boss in the game nonviolently. Zap Cannon is from a Hyper involving an unlockable weapon, and Lock-On refers to how if there's something targetable on screen and Sora doesn't already have something onscreen locked-on, Sora WILL lock-on to it/ (An exception being the Stage 2 Boss in Stealth Mode) Finally, Agility refers to the aforementioned Dash ability.

Pokémon: Hyness
Type: Dark/Psychic
Ability: Officiant of Doom (Below 33% HP, turns into Unhooded form. Above 33% HP, turns back into Hooded form.)
Stats: Hooded: 90/75/85/135/115/100 [BST 600]
Unhooded: 90/100/75/135/85/115 [BST 600]
Sample Moveset:
Hyness @ Life Orb
Ability: Officiant of Doom
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Nasty Plot
- Dark Pulse
- Thunderbolt
- Ice Beam

Other Moves: Thunder, Blizzard, Lava Plume, Assist, Shadow Ball, Psychic
Reasoning: Hyness is proficient in magic in general, and is the one leading the effort to bring back Void Termina. Dark/Psychic. He uses the various powers of his generals throughout his boss fight, explaining Assist, BoltBeam and Lava Plume. He gets Psychic due to how he carries the generals around him during the second phase of his fight. Dark Pulse and Shadow Ball refer to the orbs of energy he attacks with throughout the fight. His attacks suddenly become more crazed once the hood drops, which is why Special Defense drops in exchange for Speed and Attack.
 
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Pokémon: Shadow Kirby (from Kirby)
Type: Flying/Dark
Ability: Gluttony / Protean (Hidden)
Stats: 130/110/90/110/90/70 (600)
OU Moveset: (Nicknames used in place of role descs, give him your own nickname)
Special-biased Bulky Protean Attacker (Kirby) @ Leftovers
Ability: Protean
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Star Shot (Special Flying. 80 BP. 20 PP, 32 max. 1.5x damage if an enemy has already used an attacking move.)
- Boomburst
- High Jump Kick
- Slack Off

he support u... (Kirby) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Star Shot (see above)
- Slack Off
- Rapid Spin
- Thunder Wave / Toxic

Other Goodish Moves: (in no particular order) Swords Dance, Low Kick, Seismic Toss, Defog, Spiky Shield, Aqua Jet, Frost Breath, Rock Slide, Waterfall, Aura Sphere, Poison Jab, Discharge, Iron Head, Psyshock, Drill Run, Dazzling Gleam, Lunge, Flamethrower, Surf, Ice Beam, Thunderbolt, Psychic, Sludge Bomb, Sludge Wave, Leaf Blade, Stone Edge, Hydro Pump, Fire Blast, Hurricane, Megahorn, Flare Blitz, Focus Blast, Brave Bird, Power Whip, Gunk Shot, Wood Hammer, Leaf Storm, Bulk Up, Crunch, Night Daze
Reasoning: Since I can't actually sub for normal Kirby, but REFUSE TO ACCEPT YOUR SHITTY UNDERSTANDING OF TYPES, here's Kirby 2.
Kirby focuses on wind attacks such as Inhale and Air Bullet in base form, and unlike Sonic, he can actually fly, so Flying-type it is! In addition, his title as "Pink Demon"/"Pink Terror", tendency to rip mind-controllers apart with alarming frequency, issues with disposing of insects, and abnormal brutality are pretty Dark-type. Gluttony for a HUNGRY BOI, Intimidate reflects his terrifying reputation, while Protean reflects how he always seems to be fluent in whatever fighting style he tries next. (There are others that could make sense, like Friend Guard and Trace, but this seems to be a good lineup.) Kirby is equally proficient in martial and magical techniques, so his Attack and Special Attack are equal. He also takes a ton of hits, so he has high HP so he can... well... take a ton of hits. Kirby isn't awfully fast compared to his other powers in the Kirby series, and the same applies here. Star Shot is based off of his signature attack in base form. Low Kick is his slide kick, Defog from his inhale, Crunch because, again, HUNGRY BOI, and Night Daze from his association with stars which are pretty "night". His other moves are based on his various Copy Abilities. No way in hell I'll explain all of them, but notably: Boomburst is Mike, HJK from Fighter, Slack Off from Sleep, Rapid Spin from Tornado and Wheel and Thunder Wave from Spark. Less obvious or less well-known include Dazzling Gleam from Light, Drill Run from Animal, and Megahorn from Beetle.



Pokémon: Susie (from Kirby)
Type: Steel
Ability: Steelworker
Stats: 90/130/150/90/90/50 (600)
Shifty Secretary (Susie) @ Leftovers
Ability: Steelworker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Shift Gear
- Drone Ballet (Steel, 40 BP. Hits three times. 10/16 PP.)
- Knock Off / Wild Charge.
- Earthquake
Reasoning: Susie works with technology and uses a mech suit to fight, with no other strongly associated elements, hence Steel-type, Steelworker, her stats, and Shift Gear. Drone Ballet is based on a move she uses as a boss. Earthquake because she shakes the earth a bit with some of her attacks, but more importantly because big 'mons tend to get it. Knock Off is based off of her removing President Haltmann's control helmet before the final battle, and Wild Charge from one of the moves she uses as a boss.

Pokémon: Big Rig (from Big Rigs: Over The Road Racing)
Type: Ghost/Fire
Ability(Reversed): Champion*
*Champion: User has 1.5x Attack and Special Attack, blocks damaging priority towards its team while it is out, and is unaffected by entry hazards, weather, terrain, or rooms. However, upon being hit by a non-priority damaging move, turns into Forwards Forme for the rest of the match. Only works on Big Rig-Reversed.
Ability (Forwards): Heavy Metal
Stats (Reversed): 85/70/70/70/50/255 (600)
Stats (Forwards): 85/70/70/70/50/55 (400)
FTL Crusher (Big Rig-Reversed) @ Life Orb
Ability: Champion
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Phasing Ram (90 BP Physical Ghost. Ignores target's boosted stats. 10/16 BP.)
- Flare Blitz
- Gear Grind
- Overheat

FTL Engine (Big Rig-Reversed) @ Life Orb
Ability: Chamion
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Flamethrower
- Shadow Ball
- Thunderbolt
- Boomburst / Superpower
Reasoning: BIG! MOTHERFUCKING! RIGS! Its speed, the highest possible, reflects that the Big Rig is the fastest character in gaming EVER, its speed having no upper bound but that of the engine... when it's going in reverse. If it goes forwards, not so much. The Big Rig is intangible, hence its Ghost-typing, signature ability and signature move, which phases straight through the target's boosts. Its Fire type and Fire moves come from the fact that it is wreathed in flames on the box art. Its 18 WHEELS OF THUNDER give it the power to wield electric moves and even the mighty Boomburst. Everything else is just it being a big-ass truck.

Pokémon:
Type:
Ability:
Stats: HP/Atk/Def/SpA/SpD/Spe
set @ item
Ability:
EVs:
Nature
-
-
-
-
Reasoning: Explain the reasoning for the character's type, ability and moves. Include description and details of signature move or ability such as BP, secondary effects, form changes, etc. Feel free to be as creative and include as much detail as you want.
 
Redoing these.


Pokémon: Demigod of Rock
Type: Rock/Ghost
Ability: Solid Rock
Moves: Accelerock, Rock Blast, Rock Climb, Rock Polish, Rock Slide, Rock Smash, Rock Throw, Rock Tomb, Rock Wrecker, Stealth Rock, Rock Out*, Metal Sound, Metal Burst, Iron Head, Boomburst, Hyper Voice, Uproar, Roar, Sacred Fire, Parting Shot, Extreme Speed, Magma Storm, Dragon Dance, Shadow Ball, Destiny Bond, Spirit Shackle, Gunk Shot, Taunt, Toxic, Sticky Web, Judgment, Close Combat, Perish Song
*Rock, Special, 100 BP, 100% Acc, 10 PP | Sound-based. Awakens Pokémon that are asleep. | Rockium Z: 180 BP Continental Crush
Z-Move: Scourge Dropkick - Rock, Physical, 185 BP | Demigod of Rock unleashes a fierce dropkick meant for taking out rogue mechanical creatures. Deals super-effective damage to Steel-types. Makes contact. | Move: Rock Slide | Z-Crystal: Guitarium Z
Stats: 100/100/100/100/100/100 | 600 BST

Reasoning: Considering he is a deity of rock, he has "Rock" in his typing, Ability, moves, and signature move. The half-god aspect of him inspired the 100-all-around base stats, and his Ghost typing symbolizes having transcended mortality. His main songs are metal (ironically) and he lives for music, hence the connection with "Metal" moves and sound moves. Iron Head is for the helm that he wears. The rest of the moves relate to the specific songs associated with him, and occasionally the artists thereof.
Setting Fire to Sleeping Giants: Sacred Fire | The Dillinger Escape Plan: Parting Shot
Speeding (Vault Version): Extreme Speed
Fury of the Storm: Magma Storm | DragonForce: Dragon Dance
Nemesis | Arch Enemy: Shadow Ball, Destiny Bond
Deadfall: Spirit Shackle | Snot: Gunk Shot
If You Want Peace... Prepare for War: Taunt
Chemical Warfare: Toxic
Black Widow of La Porte: Sticky Web
Holy Wars... The Punishment Due: Judgment
This Day We Fight: Close Combat
Sudden Death | Megadeth: Perish Song
This time around, I made the song-related movepool less redundant by limiting the number of moves per song/artist to 1, and I gave him a Z-Move based on the final sequence of the game's Quest Mode where he finishes off a mechanical monster while Sudden Death is played.

=====================================================================

The next four characters are from Hyperdimension Neptunia. They are CPUs (Console Patron Units) who transform with HDD (Hyper Drive Divinity), which gives them wings (hence the Levitate effect) and boosts their stats at the expense of mental energy (PP). Stats and moves are translated to rough equivalents from the series of origin, including Z-Moves corresponding to their tier 1 EXE Drive skills. All SP Skills are translated, but some Combo Skills are skipped over.

Human
HDD
Pokémon: Neptune
Type: Fairy/Electric
Ability: Purple Heart - The user can choose to change form on any turn. Changing to HDD costs up to half the maximum PP of the move that it uses, but reverting to Human is cost-free and automatically occurs if the user runs out of PP. The user cannot use a Z-Move while changing form. In HDD, the user is considered levitating but consumes 1 extra PP per turn.
Moves: Cross Combo*, Storm Throw, Future Sight, Gear Grind, Swords Dance, Cosmic Power, Flamethrower, Ice Beam, Air Slash, Thunderbolt, Dazzling Gleam, Blaze Kick, Play Rough, Spark, Thunder
*Fairy, Physical, 10 BP, 100% Acc, 20 PP | Hits 7 times. | Fairium Z: 140 BP Twinkle Tackle
Z-Move: Neptune Break - Fairy, Physical, 18 BP | Hits 12 times. | Move: Cross Combo | Z-Crystal: EXEnium Z
Stats (Human): 87/127/85/67/67/87 | 520 BST
Stats (HDD): 87/137/95/87/87/107 | 600 BST

Reasoning: Neptune is the CPU of Planeptune. Her Fairy typing comes from her whimsical nature. While she doesn't have many elemental attacks compared to the other CPUs, the modal element in her repertoire is Lightning, so her second type is Electric.
SP Skills: Cross Combo, Critical Edge (Storm Throw), 32-bit Mega Blade (Doom Desire), Victory Slash (Gear Grind), Do Your Best! (Swords Dance), Stat Multiplier (Quiver Dance)
Notable Combo Skills: Hot Edge (Flamethrower), Ice Edge (Ice Beam), Blast Edge (Air Slash), Thunder Edge (Thunderbolt), Break Edge (Dazzling Gleam), Blaze Break (Blaze Kick), Dual Edge (Play Rough), Thunder Break (Spark), Thunder Crush (Thunder)


Human
HDD
Pokémon: Noire
Type: Steel/Fire
Ability: Black Heart - The user can choose to change form on any turn. Changing to HDD costs up to half the maximum PP of the move that it uses, but reverting to Human is cost-free and automatically occurs if the user runs out of PP. The user cannot use a Z-Move while changing form. In HDD, the user is considered levitating but consumes 1 extra PP per turn.
Moves: Meteor Mash, Bone Rush, Gear Grind, Flare Blitz, Tornado Chain*, Swords Dance, Gravity, Flamethrower, Thunderbolt, Fire Lash, Zing Zap, Poison Jab, Body Slam, Burn Up
*Steel, Physical, 40 BP, 100% Acc, 5 PP | Hits 3 times. | Steelium Z: 185 BP Corkscrew Crash
Z-Move: Infinite Slash - Steel, Physical, 12 BP | Hits 12 times. After the attack, the target's Defense, Special Defense, and Speed are lowered by 1 stage. | Move: Tornado Chain | Z-Crystal: EXEnium Z
Stats (Human): 90/80/90/90/80/90 | 520 BST
Stats (HDD): 90/95/105/105/95/110 | 600 BST

Reasoning: Noire is the CPU of the industrial Lastation and specializes in Fire attacks. This is the reason for her Steel/Fire typing.
SP Skills: Tornado Sword (Meteor Mash), Lace Ribbons (Bone Rush), Drop Crush (Gear Grind), Volcano Dive (Flare Blitz), Tornado Chain, Muscle Memory (Swords Dance), Tech Training (Gravity)
Notable Combo Skills: Hot Edge (Flamethrower), Thunder Edge (Thunderbolt), Flame Fencer (Fire Lash), Thunder Fencer (Zing Zap), Venom Fencer (Poison Jab), Paralyze Fencer (Body Slam), Vanish Buster (Burn Up)


Human
HDD
Pokémon: Vert
Type: Grass/Flying
Ability: Green Heart - The user can choose to change form on any turn. Changing to HDD costs up to half the maximum PP of the move that it uses, but reverting to Human is cost-free and automatically occurs if the user runs out of PP. The user cannot use a Z-Move while changing form. In Human form, the user is considered grounded. In HDD, the user consumes 1 extra PP per turn.
Moves: Sylhet Spear*, Bullet Seed, Power Whip, Hurricane, Nasty Plot, Agility, Cotton Spore, Leaf Blade, Ice Beam, Sludge Bomb, Body Slam, Focus Blast, Air Slash, Drill Peck
*Grass, Special, 85 BP, 100% Acc, 15 PP | Where applicable, has a 20% chance to disable each target's last used move. Targets all adjacent foes. | Grassium Z: 160 BP Bloom Doom
Z-Move: Spiral Break - Grass-type, Special, 12 BP | Hits 11 times. Targets all adjacent foes. After the attack, all targets have their Speed and Accuracy lowered by 1 stage and, for 5 turns, are partially trapped and cannot hit critically. | Move: Sylhet Spear | Z-Crystal: EXEnium Z
Stats (Human): 70/60/60/110/110/110 | 520 BST
Stats (HDD): 70/70/70/130/130/130 | 600 BST

Reasoning: Vert is the CPU of the nature-loving Leanbox, hence the Grass typing. Flying comes from her affinity with Wind attacks.
SP Skills: Sylhet Spear, Rainy Ratnapura (Bullet Seed), Purpurascens Burst (Power Whip), Kinestra Slash (Hurricane), Brain Steep (Nasty Plot), Assam Link (Agility), Terai Division (Cotton Spore)
Notable Combo Skills: Slash Edge (Leaf Blade), Ice Lancer (Ice Beam), Venom Storm (Sludge Bomb), Mandarin Slap (Body Slam), Tea Photon (Focus Blast), Air Lancer (Air Slash), Dust Strike (Drill Peck)


Human
HDD
Pokémon: Blanc
Type: Ice/Fighting
Ability: White Heart - The user can choose to change form on any turn. Changing to HDD costs up to half the maximum PP of the move that it uses, but reverting to Human is cost-free and automatically occurs if the user runs out of PP. The user cannot use a Z-Move while changing form. In HDD, the user is considered levitating but consumes 1 extra PP per turn.
Moves: Tanzerin Trombe*, Circle Throw, Focus Blast, Ice Hammer, Iron Defense, Amnesia, Bulk Up, Zing Zap, Drill Peck, Poison Jab, Hammer Arm, Icicle Crash, Ice Beam, Blizzard
*Fighting, Physical, 12 BP, 100% Acc, 15 PP | Hits 7 times. | Fightinium Z: 160 BP All-Out Pummeling
Z-Move: Hard Break - Fighting, Physical, 60 BP | Hits 3 times. Hits all adjacent foes and renders them unable to act next turn. | Move: Tanzerin Trombe | Z-Crystal: EXEnium Z
Stats (Human): 125/90/110/70/90/35 | 520 BST
Stats (HDD): 125/110/130/80/110/45 | 600 BST

Reasoning: Blanc is the CPU of Lowee, the land of ice and snow. She also specializes in Ice attacks, hence her primary type. Though laconic, she is frightfully violent when provoked, which is where the Fighting type comes from.
SP Skills: Tanzerin Trombe, Zerstorung (Circle Throw), Gefahrlichtern (Focus Blast), Getter Ravine (Ice Hammer), Defensive Support (Iron Defense), Mental Support (Amnesia), Andis Support (Bulk Up)
Notable Combo Skills: Thunder Hit (Zing Zap), Blast Hit (Drill Peck), Schild Break (Poison Jab), Strike Hit (Hammer Arm), various Ice attacks (Icicle Crash, Ice Beam, Blizzard)
 
Pokemon: Ironclad (Slay the Spire)
Type: Fire
Ability: Burning Blood / Bag of Marbles / Berserk (HA)
Signature Ability:
Burning Blood-> This Pokemon heals 1/16 of it's max HP at the end of every turn (ie: Leftovers), and when it switches out.
Bag of Marbles-> When this pokemon switches in, all opposing pokemon have -1 Defense
Notable Moves: Iron Head, Flare Blitz, Sacred Sword, Swords Dance, Earthquake, Iron Defense, Rest, Heavy Slam, Flamethrower, Explosion, Flame Charge, Thunder Punch, Thunderbolt
Stats: 80/140/100/70/100/80 BST: 570
Reasoning: Ironclad is a sword user who sold his soul to gain fire attacks, hence the Fire Typing. It's ability Burning Blood, is based on Ironclad's starting relic of the same name (relics = abilities), which allows him to heal HP at the end of battle. Bag of Marbles is another relic which allows Ironclad to apply Vulnerable to their opponents at the start of battle (Vulnerable = Less defense). Ironclad's in game HP is 80, so that translates quite well into pokemon.
Iron Head= Headbutt
Flare Blitz= Immolate (fire based attack with recoil)
Sacred Sword= many sword based attacks
Swords Dance= Flex, Inflame (attack boosting moves)
Earthquake= Iron Wave (Slams sword into the ground, creating an earthquake)
Iron Defense= many defense boosting attacks
Rest= There are rest stations in the game that allow Ironclad to sleep and heal HP
Heavy Slam= Body Slam (attack that is based on how much defense Ironclad has)
Flamethrower= Fire Breathing
Explosion= Combust (losing HP to deal damage)
Flame Charge= Searing Blow, Uppercut (Fire based punching attacks)
Thunderbolt/Thunder Punch= Thunderclap (Electricity based attacks)



Pokemon: Silent (Slay the Spire)
Type: Poison
Ability: Snecko Skull / Bronze Scales / Intimidate (HA)
Signature Ability:
Snecko Skull- All moves that Poison the opponent now Toxic the opponent (Toxic Spikes not included)
Bronze Scales- Rough Skin/Iron Barbs Clone
Notable Moves: Toxic Spikes, Spikes, Spiky Shield, Gunk Shot, Cross Poison, Poison Jab, Toxic, High Jump Kick, U-Turn, Iron Defense, Feather Dance, Swords Dance, Sacred Sword
Stats: 70/120/90/70/90/130 BST: 570
Reasoning: Silent is an assassin that kills people and monsters with poison and daggers, hence the Poison typing. Her abilities Snecko Skull and Bronze Scales are based on relics in the game, the former increasing the amount of poison on already poisoned foes, while the latter makes opponents take recoil damage upon attack. Intimidate is based on Neutralize, an attack that weakens the opponent.
Toxic Spikes/Spikes= Shiv
Spiky Shield= Caltrops (deals damage back to the opponent on attack)
Gunk Shot/Poison Jab= standard poison attacks
Cross Poison= Poisoned Stab
Toxic= Deadly Poison
High Jump Kick= Flying Knee
U-Turn= Backflip/Acrobatics/Dodge and Roll
Iron Defense= many defense boosting attacks
Feather Dance= Malaise (heavily weakens the opponent)
Swords Dance= Blade Dance/Cloak and Dagger
Sacred Sword= Sword based attacks


Resubmitting these two, will add
Defect (Slay the Spire) later
 
Time to start voting!

Vote for your favourite three submissions. Get your votes in by the 8th of May (three day voting window this slate).

Pokémon: Mettaton
Type:
— Normal form
— EX form
Ability: Switch On — Upon losing health, changes to EX form.
Notable Moves: Every dance move, Flash Cannon, Dazzling Gleam, Shadow Ball, Shadow Sneak, Rough Play, Explosion, Brick Break
Stats: 75 / 25 / 200 / 20 / 200 / 20 (BST: 540) — Normal form
75 / 120 / 60 / 120 / 60 / 105 (BST: 540) — EX form

Reasoning: Undertale, yaaaay. I like the game — not the community. Whatever, reasoning for each element is in the spoiler box.
Detailed Reasoning
- Why Steel type? Mettaton is... a robot. Simple.
- Why Ghost type? Actually, no. Mettaton was a ghost named Hapstablook before that Alphys gave him a physical body. That's why ghost was pretty obvious as a typing.
- Why Fairy type? This is coming from his (Mettaton is a guy) desire to entretain and his flashy powers.
- Why Switch On? In Undertale, Mettaton changes of form when you trick him to turn around and that you press on the switch behind him. That's why I thought that having to take an attack before changing to EX made sense.
- Dance moves? Mettaton likes to dance. He really does. He also knows 200 000 different poses. Now he knows 200 000 different dance moves.

Competitive: Every. Dance. Moves. This pokemon is incredibly unpredicatble because of that. Mettaton can fit perfectly as a physical threat and as a special threat. His first forms allows him to have one free turn to set up before going all out. His weakness resides in his mediocre bulk in EX form and the absence of a strong physical ghost STAB in his movepool. Also, I think that even if he resists Stealth Rock, he hates it more than anyone else.

Sample Movesets
Mettaton @ Life Orb
Ability : Switch On
EVs : 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Quiver Dance
- Revelation Dance
- Dazzling Gleam
- Fiery Dance / HP Ground

Mettaton @ Life Orb / Fightinium Z
Ability : Switch On
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Dragon Dance / Swords Dance
- Shadow Sneak
- Play Rough
- Brick Break / Knock Off
Pokémon: Mr. Shine & Mr. Bright (from Kirby)
Type: Fire / Fairy
Ability: Drought / Celestial Tag-Team*
(* If opponent has a move strong against Fire-type, changes to pure Fairy-type. If opponent has a move strong against Fairy-type, changes to pure Fire-type. If opponent has neither or both, keeps Fire/Fairy type.)
Stats: 120 / 50 / 100 / 50 / 100 / 60 (480)
Mr. Shine & Mr. Bright @ Leftovers
Ability: Celestial Tag-Team
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonlight / Morning Sun
- Moonblast
- Will-o-Wisp
- Cosmic Power / Fire Blast
Clearly not meant to be an offensive mon, you'll want to lose weaknesses but also lose STABs. As a defensive mon, it's pretty solid and won't have weaknesses most of the time.
Reasoning: This stuff should be self-explanatory, because they're sun and moon themed and those themes are well established in Pokemon.
Pokemon: Tingle (Legend of Zelda)
Type: Normal/Fairy
Abilities: Balloon Trip (When this Pokemon holds an Air Balloon, the item cannot be knocked off, destroyed, or removed in any way. The move Present always has 120 Power) / Fairy Aura
Stats: 99 / 103 / 65 / 99 / 103 / 103
Signature Moves:
Rupee Shot | Fairy | Physical | Power: 50 | Accuracy: 100 | 32 PP | Hits 2 times. This move strikes the foe's Special Defense. It also provides a Payday effect.
Reasoning: Tingle is a notable side character from the Legend of Zelda series. He is a 35 year old man obsessed with fairies so much that he wants to be one. Or at least, some of them do. It's complicated. Anyway, this version of Tingle seems to take elements from his solo adventures. Balloon Trip calls to a time when he went around with a magic balloon, which allowed him to travel through even time itself to find the perfect gifts for the women he fancied. Rupee Shot takes inspiration from a time when Tingle's sole purpose was to gather an immense number of Rupees (currency), and in the end used them as a magical weapon powered by fairy magic. His access to Celebrate is reminiscent of the trademark way he accompanies his catchphrase: "Tingle Tingle Kooloo Limpah!"
Sets:
Tingle @ Normalium Z
Ability: Fairy Aura
EVs: 252 Atk / 4 SpD / 252+ Spe
- Return
- Rupee Shot
- Celebrate
- Drain Punch

Tingle @ Air Balloon
Ability: Balloon Trip
EVs: 252 HP / 4 Atk / 252+ Spe
- Wish
- Encore
- Present
- U-Turn

Other Notable Moves: Fairy Lock, Play Rough, Bullet Seed, Foresight, Teeter Dance, other flavor.
Pokemon: Samus (Metroid)
Type: Electric/Fighting
Abilities: Mega Launcher/Tinted Lens
Stats: 105 / 80 / 95 / 145 / 95 / 85
Signature Moves:
Charge Shot | Electric | Special | Power: 100 | Accuracy: 95 | 16 PP | Has no secondary effect. Boosted by Mega Launcher.
Grapple Beam | Electric | Special | Power: 80 | Accuracy: 100 | 24 PP | If the opponent attempts to switch, this move prevents them from doing so. It also deals 1.5x the damage on foes that try to switch.
Reasoning: This bounty hunter has some power behind her. She has access to nearly all moves boosted by Mega Launcher, such as Dark Pulse, Water Pulse, Aura Sphere, Heal Pulse, and the brand new Charge Shot. Additionally, she has access to Ice Beam, Flamethrower, Flash Cannon, Hyper Beam, Sonicboom, and Psywave, all of which relate to various functions of her arm cannon. Also, her abilities relate to her access to strong energy attacks and her use of multiple visors to target enemy weak points. Finally, why Fighting and not Steel, when she has the Power Suit on? Well, the Power Suit is actually made of Samus' energy. So that more closely fits Electric than Steel, and Fighting comes from her heroic nature and experience with combat. Also, quick add on, Samus has access to many power ups that allow her to run very fast, which is why I added Agility.
Sets:
Samus @ Life Orb / Assault Vest
Ability: Mega Launcher
- Charge Shot
- Aura Sphere
- Dark Pulse / Ice Beam
- Water Pulse / Ice Beam / Grapple Beam / Agility

Samus @ Choice Specs
Ability: Tinted Lens
- Charge Shot
- Focus Blast
- Ice Beam / Flamethrower
- Grapple Beam

Other Notable Moves: Lock-On, Zap Cannon, Flash Cannon, Hyper Beam, Heal Pulse (Doubles), Sonicboom, Psywave, Charge Beam
Pokemon: Phoenix Wright (Ace Attorney)
Type: Normal / Fire
Abilities: Cross Examine (The user will identify the foe's item and one move from their movepool. They can also see through the Illusion ability.) / Fiery Voice (All sound based moves are Fire type.)
Signature Item: Magatama (The user is capable of breaking the foe's secrets with their words. Using a sound-based move will do 1.2x the damage and lower the foe's Special Defense by one.
Stats: WIP
Signature Move:
Objection | Normal | Special | Power: 85 | Accuracy: 100 | 24 PP | The user shouts "Objection!" at the top of their lungs. If the foe was about to use a passive or sound based move, it will fail or do halved damage, respectively. If the foe already used a passive or sound based move, this move deals 1.5x the damage.
Pokémon: Wario
Type:






Ability: Guts / Gluttony | Tough Man*
(Tough Man: Super Effective hits only deals 50% more damage, regardless of a single or double weakness.)
Moves: Circle Throw, Slack Off, Body Slam, Taunt, Parting Shot, Bulk Up, Earthquake, Power-Up Punch, Headbutt, Knock Off, Bite, Crunch, Mega Punch, Mega Kick, Belch, Gunk Shot, Flare Blitz, Bounce Avalanche, Wild Charge, Foul Play, Belly Drum, Strength, Hypnosis, Frustration, Sludge Bomb, Seed Bomb, Sucker Punch, Mach Punch, Torment, Leech Life, Iron Head, Rest, Work Up, Shoulder Rush (Signature)
Signature Move: Shoulder Rush (90 BP, 10 PP (Max: 16), 100% Accuracy, Fighting-type, raise the user's Speed by 1 stage upon a successful hit)
Z-Move: Wild Swing-Ding (175 BP, Fighting-type, Wario requires Shoulder Rush. After a successful hit, the opponent's Speed is decreased by two stages and the user's field is cleaned off from Entry Hazards.)
Stats: 120 HP / 135 Atk / 110 Def / 70 SpA / 100 SpD / 65 Spe (600 BST)

Reasoning:
  • Type: Wario is known to be both hard-working, manly (especially in Wario World) and not afraid to pick up a fight, which fit Fighting type well. The Dark type comes from him using underhanded tactics, which is not surprising considering that he is supposed to be Mario's mean rival.
  • Abilities: Guts represent that Wario can take advantage of being on fire to solve puzzles in Wario Land 2, 3 and 4. Gluttony is because he is a glutton, and Tough Man represent his incredible resilience even against anything that would be fatal to a normal human (as in Super Effective against normal humans), especially in Wario Land 2 and 3, where he cannot die (or only die from Rudy the Clown, which might make the latter very almighty).
  • Moves: Plenty of his Fighting-types and Normal-types is what you can see Wario punching, kicking, performing body slams, headbutt, and picking up things in multiple Mario sport games he's in, and he's not above using underhanded tactics as already mentioned, hence many good Dark-type moves. Bite and Crunch comes from his neutral Special from Super Smash Bros. series by the way. Bulk Up fits his big bad biceps, taunt reflect his habit of taunting (even in Wario World!), Flare Blitz, Avalanche and Wild Charge represent his Flaming Wario, Snowman Wario and Electric Wario respectively, as well as Leech Life to represent Vampire Wario (vampire can suck blood). His Shoulder Rush is his signature move to help him to go faster. Sludge Bomb and Seed Bomb is to reflect his association with explosive weapons in spin-off games. Bounce reflect his higher aerial speed than ground speed in Super Smash Bros. games he's in, especially in Brawl. Hypnosis comes form the commercial of Super Mario Land 2: Six Golden Coins and Wario Land where he tries to hypnotize the audience. Slack Off and Rest is when he occasionally laze around.
  • Z-Move: His Wild Swing-Ding from Wario World is very powerful; he can pick an enemy and swing like crazy, smacking down nearby enemies and throwing the picked up enemy away, which is an excellent crowd control tool. I add the user's field being cleaned off (removing Entry Hazards) as to reflect smacking anything that stand on Wario's swinging radius of rampage.
  • Stats: Generally, Wario is slow but resilient, and his resilience is already showcased even on his debut (Super Mario Land 2) as he takes nine whopping hits, each three hit having a different phase and attack. 135 Attack is to reflect that Wario is strong, but nowhere to the level of the likes of Bowser and Donkey Kong (Wario is still stronger than Mario and Luigi of course). 120 HP / 110 Def / 100 SpD is to reflect is resilience, and his 65 Spe is to show that he is slow in general, but his Shoulder Rush or other methods can help him to catch up. 120 HP also means he have high stamina in sport games that have stamina as a mechanic, and his is higher than even stronger bruisers like Bowser and DK.
Competitive Use: Wario is intended to be high-risk but high-reward; his stats is well made for a tank, but his Fighting/Dark combination make him not an ideal against Fairy-type (although much less risky if going with Tough Man). However, planning him well and you got a powerful late-game sweeper or wallbreaker. Guts + Flame Orb is especially nasty as despite being more vulnerable to Fairy-type, Wario can also chain with a Shoulder Bash to go faster and not to worry about walls trying to poison him, allowing him to set up or heal when one wall comes in. Gluttony works with Belly Drum set, especially in Trick Room, or other Berry-focused sets. He also have Knock Off, Taunt and Parting Shot to annoy his foes, as well as Gunk Shot to pack a bad surprise to Fairy-type who expected to safely switch in.
Pokémon: Sora
Type: Fighting/Flying
Ability: Motor Drive
Stats: 75/120/85/100/85/120 [BST 580]
Sample Moveset:
Sora @ Life Orb
Ability: Motor Drive
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Sacred Sword
- Swords Dance
- X-Scissor
- Air Slash

Other Moves: Hyper Beam, Giga Impact, Swords Dance, Play Nice, Slash, Charge Beam, Zap Cannon, Lock-On, Aerial Ace, Agility, Dive
Reasoning: Sora's stat spread translates from her 100% Orange Juice stats. These stats are 4HP, +1Atk, 0Def, +1Evd. (For reference, the all-rounder has 5HP and 0 in everything else) Atk and Evd translate into Attack and Speed, respectively, with SpA trailing close behind due to proficiency in ranged weaponry.
Now, the moves. Sora flies throughout the various levels of Sora (Though she swims instead during part of Stage 4, that's Dive), Flying-type. She was the former ultimate weapon for her army. Fighting-type. She gets Motor Drive due to being capable of dashing through energy attacks, which builds up her power gauge to charge up a Hyper attack. Sacred Sword and Air Slash are both from her melee attacks, and Charge Beam is from her normal fire. Hyper Beam and Giga Impact are both Hyper attacks, the latter more specifically being the melee Hyper. Play Nice refers to her attempts to resolve tensions with the first boss in the game nonviolently. Zap Cannon is from a Hyper involving an unlockable weapon, and Lock-On refers to how if there's something targetable on screen and Sora doesn't already have something onscreen locked-on, Sora WILL lock-on to it/ (An exception being the Stage 2 Boss in Stealth Mode) Finally, Agility refers to the aforementioned Dash ability.
Pokémon: Hyness
Type: Dark/Psychic
Ability: Officiant of Doom (Below 33% HP, turns into Unhooded form. Above 33% HP, turns back into Hooded form.)
Stats: Hooded: 90/75/85/135/115/100 [BST 600]
Unhooded: 90/100/75/135/85/115 [BST 600]
Sample Moveset:
Hyness @ Life Orb
Ability: Officiant of Doom
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Nasty Plot
- Dark Pulse
- Thunderbolt
- Ice Beam

Other Moves: Thunder, Blizzard, Lava Plume, Assist, Shadow Ball, Psychic
Reasoning: Hyness is proficient in magic in general, and is the one leading the effort to bring back Void Termina. Dark/Psychic. He uses the various powers of his generals throughout his boss fight, explaining Assist, BoltBeam and Lava Plume. He gets Psychic due to how he carries the generals around him during the second phase of his fight. Dark Pulse and Shadow Ball refer to the orbs of energy he attacks with throughout the fight. His attacks suddenly become more crazed once the hood drops, which is why Special Defense drops in exchange for Speed and Attack.
Pokémon: Shadow Kirby (from Kirby)
Type: Flying/Dark
Ability: Gluttony / Protean (Hidden)
Stats: 130/110/90/110/90/70 (600)
OU Moveset: (Nicknames used in place of role descs, give him your own nickname)
Special-biased Bulky Protean Attacker (Kirby) @ Leftovers
Ability: Protean
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Star Shot (Special Flying. 80 BP. 20 PP, 32 max. 1.5x damage if an enemy has already used an attacking move.)
- Boomburst
- High Jump Kick
- Slack Off

he support u... (Kirby) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Star Shot (see above)
- Slack Off
- Rapid Spin
- Thunder Wave / Toxic

Other Goodish Moves: (in no particular order) Swords Dance, Low Kick, Seismic Toss, Defog, Spiky Shield, Aqua Jet, Frost Breath, Rock Slide, Waterfall, Aura Sphere, Poison Jab, Discharge, Iron Head, Psyshock, Drill Run, Dazzling Gleam, Lunge, Flamethrower, Surf, Ice Beam, Thunderbolt, Psychic, Sludge Bomb, Sludge Wave, Leaf Blade, Stone Edge, Hydro Pump, Fire Blast, Hurricane, Megahorn, Flare Blitz, Focus Blast, Brave Bird, Power Whip, Gunk Shot, Wood Hammer, Leaf Storm, Bulk Up, Crunch, Night Daze
Reasoning: Since I can't actually sub for normal Kirby, but REFUSE TO ACCEPT YOUR SHITTY UNDERSTANDING OF TYPES, here's Kirby 2.
the actual reasoning, based on normal Kirby
Kirby focuses on wind attacks such as Inhale and Air Bullet in base form, and unlike Sonic, he can actually fly, so Flying-type it is! In addition, his title as "Pink Demon"/"Pink Terror", tendency to rip mind-controllers apart with alarming frequency, issues with disposing of insects, and abnormal brutality are pretty Dark-type. Gluttony for a HUNGRY BOI, Intimidate reflects his terrifying reputation, while Protean reflects how he always seems to be fluent in whatever fighting style he tries next. (There are others that could make sense, like Friend Guard and Trace, but this seems to be a good lineup.) Kirby is equally proficient in martial and magical techniques, so his Attack and Special Attack are equal. He also takes a ton of hits, so he has high HP so he can... well... take a ton of hits. Kirby isn't awfully fast compared to his other powers in the Kirby series, and the same applies here. Star Shot is based off of his signature attack in base form. Low Kick is his slide kick, Defog from his inhale, Crunch because, again, HUNGRY BOI, and Night Daze from his association with stars which are pretty "night". His other moves are based on his various Copy Abilities. No way in hell I'll explain all of them, but notably: Boomburst is Mike, HJK from Fighter, Slack Off from Sleep, Rapid Spin from Tornado and Wheel and Thunder Wave from Spark. Less obvious or less well-known include Dazzling Gleam from Light, Drill Run from Animal, and Megahorn from Beetle.
Pokémon: Susie (from Kirby)
Type: Steel
Ability: Steelworker
Stats: 90/130/150/90/90/50 (600)
Shifty Secretary (Susie) @ Leftovers
Ability: Steelworker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Shift Gear
- Drone Ballet (Steel, 40 BP. Hits three times. 10/16 PP.)
- Knock Off / Wild Charge.
- Earthquake
Reasoning: Susie works with technology and uses a mech suit to fight, with no other strongly associated elements, hence Steel-type, Steelworker, her stats, and Shift Gear. Drone Ballet is based on a move she uses as a boss. Earthquake because she shakes the earth a bit with some of her attacks, but more importantly because big 'mons tend to get it. Knock Off is based off of her removing President Haltmann's control helmet before the final battle, and Wild Charge from one of the moves she uses as a boss.
Pokémon: Big Rig (from Big Rigs: Over The Road Racing)
Type: Ghost/Fire
Ability(Reversed): Champion*
*Champion: User has 1.5x Attack and Special Attack, blocks damaging priority towards its team while it is out, and is unaffected by entry hazards, weather, terrain, or rooms. However, upon being hit by a non-priority damaging move, turns into Forwards Forme for the rest of the match. Only works on Big Rig-Reversed.
Ability (Forwards): Heavy Metal
Stats (Reversed): 85/70/70/70/50/255 (600)
Stats (Forwards): 85/70/70/70/50/55 (400)
FTL Crusher (Big Rig-Reversed) @ Life Orb
Ability: Champion
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Phasing Ram (90 BP Physical Ghost. Ignores target's boosted stats. 10/16 BP.)
- Flare Blitz
- Gear Grind
- Overheat

FTL Engine (Big Rig-Reversed) @ Life Orb
Ability: Chamion
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Flamethrower
- Shadow Ball
- Thunderbolt
- Boomburst / Superpower
Reasoning: BIG! RIGS! Its speed, the highest possible, reflects that the Big Rig is the fastest character in gaming EVER, its speed having no upper bound but that of the engine... when it's going in reverse. If it goes forwards, not so much. The Big Rig is intangible, hence its Ghost-typing, signature ability and signature move, which phases straight through the target's boosts. Its Fire type and Fire moves come from the fact that it is wreathed in flames on the box art. Its 18 WHEELS OF THUNDER give it the power to wield electric moves and even the mighty Boomburst. Everything else is just it being a big-ass truck.
Pokémon: Demigod of Rock
Type: Rock/Ghost
Ability: Solid Rock
Moves: Accelerock, Rock Blast, Rock Climb, Rock Polish, Rock Slide, Rock Smash, Rock Throw, Rock Tomb, Rock Wrecker, Stealth Rock, Rock Out*, Metal Sound, Metal Burst, Iron Head, Boomburst, Hyper Voice, Uproar, Roar, Sacred Fire, Parting Shot, Extreme Speed, Magma Storm, Dragon Dance, Shadow Ball, Destiny Bond, Spirit Shackle, Gunk Shot, Taunt, Toxic, Sticky Web, Judgment, Close Combat, Perish Song
*Rock, Special, 100 BP, 100% Acc, 10 PP | Sound-based. Awakens Pokémon that are asleep. | Rockium Z: 180 BP Continental Crush
Z-Move: Scourge Dropkick - Rock, Physical, 185 BP | Demigod of Rock unleashes a fierce dropkick meant for taking out rogue mechanical creatures. Deals super-effective damage to Steel-types. Makes contact. | Move: Rock Slide | Z-Crystal: Guitarium Z
Stats: 100/100/100/100/100/100 | 600 BST

Reasoning: Considering he is a deity of rock, he has "Rock" in his typing, Ability, moves, and signature move. The half-god aspect of him inspired the 100-all-around base stats, and his Ghost typing symbolizes having transcended mortality. His main songs are metal (ironically) and he lives for music, hence the connection with "Metal" moves and sound moves. Iron Head is for the helm that he wears. The rest of the moves relate to the specific songs associated with him, and occasionally the artists thereof.
Song-based moves
Setting Fire to Sleeping Giants: Sacred Fire | The Dillinger Escape Plan: Parting Shot
Speeding (Vault Version): Extreme Speed
Fury of the Storm: Magma Storm | DragonForce: Dragon Dance
Nemesis | Arch Enemy: Shadow Ball, Destiny Bond
Deadfall: Spirit Shackle | Snot: Gunk Shot
If You Want Peace... Prepare for War: Taunt
Chemical Warfare: Toxic
Black Widow of La Porte: Sticky Web
Holy Wars... The Punishment Due: Judgment
This Day We Fight: Close Combat
Sudden Death | Megadeth: Perish Song
This time around, I made the song-related movepool less redundant by limiting the number of moves per song/artist to 1, and I gave him a Z-Move based on the final sequence of the game's Quest Mode where he finishes off a mechanical monster while Sudden Death is played.
Pokémon: Neptune
Type: Fairy/Electric
Ability: Purple Heart - The user can choose to change form on any turn. Changing to HDD costs up to half the maximum PP of the move that it uses, but reverting to Human is cost-free and automatically occurs if the user runs out of PP. The user cannot use a Z-Move while changing form. In HDD, the user is considered levitating but consumes 1 extra PP per turn.
Moves: Cross Combo*, Storm Throw, Future Sight, Gear Grind, Swords Dance, Cosmic Power, Flamethrower, Ice Beam, Air Slash, Thunderbolt, Dazzling Gleam, Blaze Kick, Play Rough, Spark, Thunder
*Fairy, Physical, 10 BP, 100% Acc, 20 PP | Hits 7 times. | Fairium Z: 140 BP Twinkle Tackle
Z-Move: Neptune Break - Fairy, Physical, 18 BP | Hits 12 times. | Move: Cross Combo | Z-Crystal: EXEnium Z
Stats (Human): 87/127/85/67/67/87 | 520 BST
Stats (HDD): 87/137/95/87/87/107 | 600 BST

Reasoning: Neptune is the CPU of Planeptune. Her Fairy typing comes from her whimsical nature. While she doesn't have many elemental attacks compared to the other CPUs, the modal element in her repertoire is Lightning, so her second type is Electric.
SP Skills: Cross Combo, Critical Edge (Storm Throw), 32-bit Mega Blade (Doom Desire), Victory Slash (Gear Grind), Do Your Best! (Swords Dance), Stat Multiplier (Quiver Dance)
Notable Combo Skills: Hot Edge (Flamethrower), Ice Edge (Ice Beam), Blast Edge (Air Slash), Thunder Edge (Thunderbolt), Break Edge (Dazzling Gleam), Blaze Break (Blaze Kick), Dual Edge (Play Rough), Thunder Break (Spark), Thunder Crush (Thunder)
Pokémon: Noire
Type: Steel/Fire
Ability: Black Heart - The user can choose to change form on any turn. Changing to HDD costs up to half the maximum PP of the move that it uses, but reverting to Human is cost-free and automatically occurs if the user runs out of PP. The user cannot use a Z-Move while changing form. In HDD, the user is considered levitating but consumes 1 extra PP per turn.
Moves: Meteor Mash, Bone Rush, Gear Grind, Flare Blitz, Tornado Chain*, Swords Dance, Gravity, Flamethrower, Thunderbolt, Fire Lash, Zing Zap, Poison Jab, Body Slam, Burn Up
*Steel, Physical, 40 BP, 100% Acc, 5 PP | Hits 3 times. | Steelium Z: 185 BP Corkscrew Crash
Z-Move: Infinite Slash - Steel, Physical, 12 BP | Hits 12 times. After the attack, the target's Defense, Special Defense, and Speed are lowered by 1 stage. | Move: Tornado Chain | Z-Crystal: EXEnium Z
Stats (Human): 90/80/90/90/80/90 | 520 BST
Stats (HDD): 90/95/105/105/95/110 | 600 BST

Reasoning: Noire is the CPU of the industrial Lastation and specializes in Fire attacks. This is the reason for her Steel/Fire typing.
SP Skills: Tornado Sword (Meteor Mash), Lace Ribbons (Bone Rush), Drop Crush (Gear Grind), Volcano Dive (Flare Blitz), Tornado Chain, Muscle Memory (Swords Dance), Tech Training (Gravity)
Notable Combo Skills: Hot Edge (Flamethrower), Thunder Edge (Thunderbolt), Flame Fencer (Fire Lash), Thunder Fencer (Zing Zap), Venom Fencer (Poison Jab), Paralyze Fencer (Body Slam), Vanish Buster (Burn Up)
Pokémon: Vert
Type: Grass/Flying
Ability: Green Heart - The user can choose to change form on any turn. Changing to HDD costs up to half the maximum PP of the move that it uses, but reverting to Human is cost-free and automatically occurs if the user runs out of PP. The user cannot use a Z-Move while changing form. In Human form, the user is considered grounded. In HDD, the user consumes 1 extra PP per turn.
Moves: Sylhet Spear*, Bullet Seed, Power Whip, Hurricane, Nasty Plot, Agility, Cotton Spore, Leaf Blade, Ice Beam, Sludge Bomb, Body Slam, Focus Blast, Air Slash, Drill Peck
*Grass, Special, 85 BP, 100% Acc, 15 PP | Where applicable, has a 20% chance to disable each target's last used move. Targets all adjacent foes. | Grassium Z: 160 BP Bloom Doom
Z-Move: Spiral Break - Grass-type, Special, 12 BP | Hits 11 times. Targets all adjacent foes. After the attack, all targets have their Speed and Accuracy lowered by 1 stage and, for 5 turns, are partially trapped and cannot hit critically. | Move: Sylhet Spear | Z-Crystal: EXEnium Z
Stats (Human): 70/60/60/110/110/110 | 520 BST
Stats (HDD): 70/70/70/130/130/130 | 600 BST

Reasoning: Vert is the CPU of the nature-loving Leanbox, hence the Grass typing. Flying comes from her affinity with Wind attacks.
SP Skills: Sylhet Spear, Rainy Ratnapura (Bullet Seed), Purpurascens Burst (Power Whip), Kinestra Slash (Hurricane), Brain Steep (Nasty Plot), Assam Link (Agility), Terai Division (Cotton Spore)
Notable Combo Skills: Slash Edge (Leaf Blade), Ice Lancer (Ice Beam), Venom Storm (Sludge Bomb), Mandarin Slap (Body Slam), Tea Photon (Focus Blast), Air Lancer (Air Slash), Dust Strike (Drill Peck)
Pokémon: Blanc
Type: Ice/Fighting
Ability: White Heart - The user can choose to change form on any turn. Changing to HDD costs up to half the maximum PP of the move that it uses, but reverting to Human is cost-free and automatically occurs if the user runs out of PP. The user cannot use a Z-Move while changing form. In HDD, the user is considered levitating but consumes 1 extra PP per turn.
Moves: Tanzerin Trombe*, Circle Throw, Focus Blast, Ice Hammer, Iron Defense, Amnesia, Bulk Up, Zing Zap, Drill Peck, Poison Jab, Hammer Arm, Icicle Crash, Ice Beam, Blizzard
*Fighting, Physical, 12 BP, 100% Acc, 15 PP | Hits 7 times. | Fightinium Z: 160 BP All-Out Pummeling
Z-Move: Hard Break - Fighting, Physical, 60 BP | Hits 3 times. Hits all adjacent foes and renders them unable to act next turn. | Move: Tanzerin Trombe | Z-Crystal: EXEnium Z
Stats (Human): 125/90/110/70/90/35 | 520 BST
Stats (HDD): 125/110/130/80/110/45 | 600 BST

Reasoning: Blanc is the CPU of Lowee, the land of ice and snow. She also specializes in Ice attacks, hence her primary type. Though laconic, she is frightfully violent when provoked, which is where the Fighting type comes from.
SP Skills: Tanzerin Trombe, Zerstorung (Circle Throw), Gefahrlichtern (Focus Blast), Getter Ravine (Ice Hammer), Defensive Support (Iron Defense), Mental Support (Amnesia), Andis Support (Bulk Up)
Notable Combo Skills: Thunder Hit (Zing Zap), Blast Hit (Drill Peck), Schild Break (Poison Jab), Strike Hit (Hammer Arm), various Ice attacks (Icicle Crash, Ice Beam, Blizzard)
Pokemon: Ironclad (Slay the Spire)
Type: Fire
Ability: Burning Blood / Bag of Marbles / Berserk (HA)
Signature Ability:
Burning Blood-> This Pokemon heals 1/16 of it's max HP at the end of every turn (ie: Leftovers), and when it switches out.
Bag of Marbles-> When this pokemon switches in, all opposing pokemon have -1 Defense
Notable Moves: Iron Head, Flare Blitz, Sacred Sword, Swords Dance, Earthquake, Iron Defense, Rest, Heavy Slam, Flamethrower, Explosion, Flame Charge, Thunder Punch, Thunderbolt
Stats: 80/140/100/70/100/80 BST: 570
Reasoning: Ironclad is a sword user who sold his soul to gain fire attacks, hence the Fire Typing. It's ability Burning Blood, is based on Ironclad's starting relic of the same name (relics = abilities), which allows him to heal HP at the end of battle. Bag of Marbles is another relic which allows Ironclad to apply Vulnerable to their opponents at the start of battle (Vulnerable = Less defense). Ironclad's in game HP is 80, so that translates quite well into pokemon.
move reasoning
Iron Head= Headbutt
Flare Blitz= Immolate (fire based attack with recoil)
Sacred Sword= many sword based attacks
Swords Dance= Flex, Inflame (attack boosting moves)
Earthquake= Iron Wave (Slams sword into the ground, creating an earthquake)
Iron Defense= many defense boosting attacks
Rest= There are rest stations in the game that allow Ironclad to sleep and heal HP
Heavy Slam= Body Slam (attack that is based on how much defense Ironclad has)
Flamethrower= Fire Breathing
Explosion= Combust (losing HP to deal damage)
Flame Charge= Searing Blow, Uppercut (Fire based punching attacks)
Thunderbolt/Thunder Punch= Thunderclap (Electricity based attacks)
Pokemon: Silent (Slay the Spire)
Type: Poison
Ability: Snecko Skull / Bronze Scales / Intimidate (HA)
Signature Ability:
Snecko Skull- All moves that Poison the opponent now Toxic the opponent (Toxic Spikes not included)
Bronze Scales- Rough Skin/Iron Barbs Clone
Notable Moves: Toxic Spikes, Spikes, Spiky Shield, Gunk Shot, Cross Poison, Poison Jab, Toxic, High Jump Kick, U-Turn, Iron Defense, Feather Dance, Swords Dance, Sacred Sword
Stats: 70/120/90/70/90/130 BST: 570
Reasoning: Silent is an assassin that kills people and monsters with poison and daggers, hence the Poison typing. Her abilities Snecko Skull and Bronze Scales are based on relics in the game, the former increasing the amount of poison on already poisoned foes, while the latter makes opponents take recoil damage upon attack. Intimidate is based on Neutralize, an attack that weakens the opponent.
Move Reasoning
Toxic Spikes/Spikes= Shiv
Spiky Shield= Caltrops (deals damage back to the opponent on attack)
Gunk Shot/Poison Jab= standard poison attacks
Cross Poison= Poisoned Stab
Toxic= Deadly Poison
High Jump Kick= Flying Knee
U-Turn= Backflip/Acrobatics/Dodge and Roll
Iron Defense= many defense boosting attacks
Feather Dance= Malaise (heavily weakens the opponent)
Swords Dance= Blade Dance/Cloak and Dagger
Sacred Sword= Sword based attacks
Gravity Monkey
Cookie Butter
KeeganSkymin4444
Samtendo09
KirbyRider1337
Pika Xreme (thank you for showing Susie some appreciation)
Mygavolt
Squawkerz
 
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we've seen some pretty iconic characters in this mod so far, but now it is time for the true kings of gaming to join the fight and prove their dominance.


Pokémon: Pepsiman
Originates From: Pepsiman
Type: Water/Steel
Ability: Bulletproof/Speed Boost (HA: Refreshing Pepsi - At the end of each turn, heal all other Pokemon on this Pokemon's team for 1/8 of their maximum health.)
Moves: Waterfall, Soak, Autotomize, Iron Head, Meteor Mash, Bubble Beam, Splash, Bulk Up, Recover, REFRESH, Close Combat, High Jump Kick, Elemental Punches, Heal Bell, Stealth Rock, Spikes, Wish, Rapid Spin, Healing Wish
Z-Move: pepsiman hasn't got time for these gen 7 mechanics
Stats: 110/90/115/80/50/155 (that's a 600 BST)

Reasoning: Everyone should already know this guy, but if you don't here's some educational material. Even if indirectly, you must take part in the Pepsiman experience in order to give him the respect he deserves.
https://en.wikipedia.org/wiki/Pepsiman_(video_game)
www.youtube.com/watch?v=C33Xo1hE9XE
So now, explanations. First we'll start with the typing: Water/Steel. It's a pretty obvious fit: Pepsi is a drink, containing water, contained in a metal can - well, they do bottles too but it's cans in the game. Looking at the stats, we can see Pepsiman is definitely a fit young man who'll be able to take a punch or two, but he is not authorized to use violence while fulfilling his goals, hence the lower attack stat. Pepsiman may display dominance over all aspects of the physical world, but not magic, so lower special stats. Speed is, of course, there because Pepsiman's game is a running game, and of course you have to deliver the drinks as fast as possible or everyone will collapse of thirst before you reach them - in fact, this aspect of Pepsiman is what highlights his role: A fast support, team healer and cleric. You've got Heal Bell, you've got reliable recovery with Recover, and you've got an ability which heals your team a bunch without needing to do anything except survive. You can also lay hazards or remove them with Rapid Spin, or pass wishes or Healing Wish. The possibilities are endless - if you can avoid special attacks.


This is the ideal male body. You may not like it, but this is what peak performance looks like.
Pokémon: Norn
Originates From: Katamari Series
Type: Ice/Fairy
Ability: Refrigerate, Pixilate
Moves: Head Charge, Return/Frustration, Absolutely No Ice or Fairy Attacking Moves At All, Teeter Dance, High Jump Kick, Hail, Rollout
Z-Move: Nornium-Z Crystal required, must have the move Protect.
The Norn Shuffle: Priority +6. Protects the user for the rest of the turn. The items of all other Pokemon on the user's team are replaced by Norn Disguises. Norn Disguises give the holder 1.2x Speed and disguise them as Norn as if they all had Illusion. This effect does not wear off when they're damaged, though, so the item must be knocked off. Fairy-Type move.
Stats: 100/117/56/87/125/115

Reasoning: So for anyone who does not know the backstory of Norn, strap yourselves in; you're in for a wild ride.

Norn always has cold hands for some reason he can't quite fathom. He assumes he's just sensitive to the cold. Also, for some reason he likes to grab a big sticky ball called a Katamari, roll it around shops so that all the items stick to it, and throw the ball into the air so that it turns into a celestial object, often a moon. Theorists have concluded that the action of rolling around sticky balls is the only thing that keeps his hands warm.

Can you see it now? The ability choice represents the crucial decision Norn must make in his life. Does he succumb to the frost and let his hands be cold forevermore, allowing him incredible ice powers, or does he roll the ball in order to make moons, allowing the moonlight to channel through him as fairy magic? In the end, Norn suffers from only being able to choose one of his STABs to use, but whatever he chooses will surely be put to great use.




tfw you're having a Pokemon battle and your opponent throws out a fictional country and crushes your entire team with it
Pokémon: Skyrim
Originates From: Hmm, I wonder. (It's Morrowind in case you didn't know)
Type: Ground/Rock
Ability: Inanimate - This Pokemon can't move. It just skips every single turn. Incredible. Oh, and this can't be suppressed or removed in any way so don't bother.
Moves: Earthquake, Magnitude, Rock Slide, Waterfall, that sort of thing. It doesn't matter much anyway.
Z-Move:
no thanks
Stats: 170/200/255/75/140/1

Reasoning: It's Ground/Rock because it's, uh, made of earth and rock. It's inanimate because you generally don't expect countries to get up and start beating people up. Its stats are massive because, in case you didn't notice, it is rather difficult to punch your way through an entire landmass.
This Pokemon is simple: you set up a way to damage enemies using your other Pokemon, such as by spamming Toxic, and then you throw your Skyrim out and just let it absorb the hits, unless you are made victim of Grass or Water attacks which usually decimate your Skyrim - those are the opponent's way of getting past it besides toxic stalling it to death. Skyrim can either hold Leftovers for its only way of healing itself or Assault Vest for a free Sp.Def boost. No, I will not make it part Ice-type just because its a bit chilly on top.

yes it says golem, but its calced with Skyrim's stats
60+ Atk Tapu Bulu Wood Hammer vs. 252 HP / 4 Def Golem in Grassy Terrain: 492-580 (90.4 - 106.6%) -- 43.8% chance to OHKO after Leftovers recovery and Grassy Terrain recovery
252+ Atk Choice Band Huge Power Azumarill Liquidation vs. 252 HP / 4 Def Golem: 436-520 (80.1 - 95.5%) -- guaranteed 2HKO after hail damage and Leftovers recovery
0 SpA Tangrowth Giga Drain vs. 252 HP / 252+ SpD Golem: 204-240 (37.5 - 44.1%) -- guaranteed 3HKO after Leftovers recovery
just toxic it please
 
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