Crossover Chaos: Hiatus

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I would like to point out that Pepsiman is technically not a videogame character, but rather, he originated in TV commercials.
I believe he also was in a random fighting game a few years before the Pepsiman game too. But as you said, he's most known for the game rather other media appearances.
Just saying, but as a fellow Pet Mod owner, I would end voting sooner rather than later.
It hasn't even been 24 hours yet.
 
I believe he also was in a random fighting game a few years before the Pepsiman game too. But as you said, he's most known for the game rather other media appearances.

It hasn't even been 24 hours yet.
I didn't mean now. :P I mean like when 24 or 36 hours pass, at least for now since this pet mod isn't exactly the most lively one.
 

Cookie Butter

formerly the someone

Pokémon: Primal Dialga (Pokemon Mystery Dungeon: Explorers of Time/Darkness/Sky)
Type: Steel | Dragon
Ability: Pressure | Time Crisis (HA) - Moves used by this Pokémon that either hit after three turns, need a turn to charge, lock the user in the next turn or recharge in the next turn have none of those side-effects.
Signature Move: Temporal Eclipse - Ghost-type variant of Roar of Time.
Signature Z Move: Sky of Time and Darkness - Requires Timegearium Z - Base Move: Temporal Eclipse - 210 BP - Ghost-type - Hits Normal-types for normal effectiveness. Sets Frozen Time weather.
New Weather: Frozen Time
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  • Can only be replaced by Desolate Land, Primordial Sea or Delta Stream.
  • Permanent, unless Primal Dialga switches out or faints, in which case it lasts for 5 turns.
  • Increases the power of Dragon- and Ghost-type moves by 50%.
  • Acts as if turns stop counting.
    • Any items, statuses, terrains and abilities that activate "at the end of every turn" don't activate under Frozen Time. Examples: Speed Boost, Shed Skin, Harvest, Leftovers, Toxic damage, Burn damage, Grassy Terrain, etc.
    • Field effects such as Screens, Gravity, Terrains, or Rooms can't be stalled out of time. Example: Aurora Veil is permanent for all intents and purposes unless Brick Break is used or Frozen Time ends.
    • Moves that hit after three turns never hit. (Future Sight and Doom Desire)
    • Moves that lock the user never "unlock" the user if used, but never confuse either. (Outrage, Thrash, Petal Dance and Uproar)
    • Moves that recharge in the next turn or Truant never recharge, because the next turn never arrives.
    • However, Sleep, Taunt, Torment, Embargo, Disable and Confusion keep their time counters like normal.
    • Frozen Time also doesn't stop its own turn counter.
  • Weather Ball turns into Ghost-type.
Stats: 100 / 150 / 120 / 150 / 100 / 90 (710)
Other Moves: Dialga's entire movepool, Doom Desire, Thrash
Reasoning: I'm a big fan of the Pokemon Mystery Dungeon series, and since we have Shadow Mewtwo from Pokken, I feel like Primal Dialga deserves some love too.
Primal Dialga is a Dialga that lost self-control, and it loses control of its time powers too. In turn-based battle of normal Pokemon, time = turns, so Primal Dialga's signature ability changes turn-based moves in weird ways, such as Outrage, Doom Desire (new) and Roar of Time, and lets it use those indiscriminately. Good thing it doesn't get Geomancy.
The reason it gains a Ghost signature move and a new Ghost weather is because Primal Dialga's lackeys are all Ghost-types, like Dusknoir and Sableye. Primal Dialga also turns the future into a gray, "dead" landscape. Following the idea that turns = time, the weather's main effect is to stop turn counting. Competitively, this means Primal Dialga won't take burn damage, and works great with Misty Terrain or Aurora Veil support.
 
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Yung Dramps

awesome gaming
Screenshot 2018-05-19 at 10.09.29 AM.png

Pokémon: Twilight Thorn (Kingdom Hearts)
Type:

Ability: Weak Armor, Unnerve, Aftermath (HA)
Moves:
: Knock Off, Phantom Force, Shadow Force, Earthquake, Extreme Speed, Explosion, Drain Punch
: Dark Pulse, Focus Blast, Thunderbolt, Wring Out, Hyper Beam
: Memento, Conversion, Mean Look, Fairy Lock, Gravity, Heal Block, Curse
Signature Move: Nullify: 95 BP,
type, hits off of higher attack stat, turns foe into
type
Stats: 122 / 100 / 77 / 100 / 60 / 111 (570)
Reasoning: The Twilight Thorn is a Nobody, therefore justifying the ??? type, which is basically no type. Most of its moves are sort of weird moves you would expect such a dark, bizarre creature to use. Some of its contact moves like Extreme Speed, Knock Off and Drain Punch are inspired by its fighting style, with its freaky movements and fast attacks with its extending arms. Its stats are built based off this influence too, with high HP to account for its massive size and the high HP of KH bosses.
Competitive Analysis: Twilight Thorn aims to fully exploit the ??? type. With its high speed and respectable offenses, it can take full advantage of Nullify's perfect coverage that can also remove STAB from opponents. Once that happens, it can take on the weakened attacks with its decent bulk, courtesy of its high HP.

Screenshot 2018-05-19 at 10.44.23 AM.png

Pokémon: Chin (Hong Kong 97)
Type:

Signature Ability: Killer Machine: When switched in, doubled attack. Every turn, switches between doubled attack and doubled speed. Moves do not make contact.
Moves:
: Close Combat, Sky Uppercut, Superpower, Revenge, Drain Punch, Meteor Mash, Bullet Punch, Mach Punch, Ice Punch, Thunder Punch, Fire Punch, Focus Punch
: none
: Bulk Up
Stats: 75/95/70/55/70/95 (450)
Reasoning: Chin is a killer machine, with its ability reflecting the power he needs to wipe out all 1.2 billion of the red communists, as well as how he tosses weird balls in-game at foes instead of directly attacking. Since he's based on Jackie Chan and has insane power, he is the epitome of pure Fighting. His moves are pretty standard Fighting type affair.
Competitive Analysis: Hopefully I'm not too late to the gag crossover gravy train! Much like his in-game appearance, Chin is designed to be hard to use, with his low stats and odd ability. If you can master him, he's probably one of the best attackers in the metagame, with his high-power Fighting STABs and solid coverage and priority. Every other turns, he gets doubled speed in exchange for being heavily weakened.
 
View attachment 116609
Pokémon: Twilight Thorn (Kingdom Hearts)
Type:

Ability: Weak Armor, Unnerve, Aftermath (HA)
Moves:
: Knock Off, Phantom Force, Shadow Force, Earthquake, Extreme Speed, Explosion, Drain Punch
: Dark Pulse, Focus Blast, Thunderbolt, Wring Out, Hyper Beam
: Memento, Conversion, Mean Look, Fairy Lock, Gravity, Heal Block, Curse
Signature Move: Nullify: 95 BP,
type, hits off of higher attack stat, turns foe into
type
Stats: 122 / 100 / 77 / 100 / 60 / 111 (570)
Reasoning: The Twilight Thorn is a Nobody, therefore justifying the ??? type, which is basically no type. Most of its moves are sort of weird moves you would expect such a dark, bizarre creature to use. Some of its contact moves like Extreme Speed, Knock Off and Drain Punch are inspired by its fighting style, with its freaky movements and fast attacks with its extending arms. Its stats are built based off this influence too, with high HP to account for its massive size and the high HP of KH bosses.
Competitive Analysis: Twilight Thorn aims to fully exploit the ??? type. With its high speed and respectable offenses, it can take full advantage of Nullify's perfect coverage that can also remove STAB from opponents. Once that happens, it can take on the weakened attacks with its decent bulk, courtesy of its high HP.

View attachment 116618
Pokémon: Chin (Hong Kong 97)
Type:

Signature Ability: Killer Machine: When switched in, doubled attack. Every turn, switches between doubled attack and doubled speed. Moves do not make contact.
Moves:
: Close Combat, Sky Uppercut, Superpower, Revenge, Drain Punch, Meteor Mash, Bullet Punch, Mach Punch, Ice Punch, Thunder Punch, Fire Punch, Focus Punch
: none
: Bulk Up
Stats: 75/95/70/55/70/95 (450)
Reasoning: Chin is a killer machine, with its ability reflecting the power he needs to wipe out all 1.2 billion of the red communists, as well as how he tosses weird balls in-game at foes instead of directly attacking. Since he's based on Jackie Chan and has insane power, he is the epitome of pure Fighting. His moves are pretty standard Fighting type affair.
Competitive Analysis: Hopefully I'm not too late to the gag crossover gravy train! Much like his in-game appearance, Chin is designed to be hard to use, with his low stats and odd ability. If you can master him, he's probably one of the best attackers in the metagame, with his high-power Fighting STABs and solid coverage and priority. Every other turns, he gets doubled speed in exchange for being heavily weakened.
my only issue here is that the ??? type was only in generations 2, 3 and 4. it was removed in gen 5 and never returned.
 
I’m asking now, but there’s video games from a show I like with characters exclusive to the games (Steven Universe anyone?). Would they be allowed?
 

earl

(EVIOLITE COMPATIBLE)
is a Community Contributor

Pokemon: The Drifter (Hyper Light Drifter)
Type:

Ability: Terminal - The Drifter's attacks deal more damage the less HP the user currently has. (Damage increase = % of HP below 100%/2, maxing out at x1.49 damage at 1% HP)
Signature Move: Hyper Light Gun |
|
| 60 BP | 0 PP (6 Max) | 100 Acc | Each time The Drifter successfully lands a hit on the opponent, this attack regains 1 PP. Hits up to 3 times, each hit consuming 1 PP. Hits landed with this move do not restore its PP. | Z-Move: 150 BP Never-Ending Nightmare
Moves: Agility, Swords Dance, Calm Mind, Substitute, Smart Strike, Sacred Sword, Secret Sword, Wild Charge, Flash Cannon, Phantom Force, Shadow Claw, Extreme Speed, Fury Swipes, Shadow Ball, Shadow Sneak, Memento
Signature Z-Move (Requires Smart Strike): Hyper Light Assault | 30 BP | Hits 6 times. Does not make contact.
Stats: 55 / 120 / 90 / 120 / 90 / 125 (600 BST)
Reasoning: Well I just had to do this guy, being the protagonist of one of my favorite videogames. So, the Ghost typing comes from the fact that the Drifter is slowly dying from a terminal illness (the source of the Ability) and the Steel type comes from their grey-heavy color scheme and their use of weapons such as swords and guns. Their signature move, Hyper Light Gun, derives its function from the in-game properties of The Drifter's various guns- the only way to restore their ammo was to attack enemies or the environment with your sword. Finally, the signature Z-Move, Hyper Light Assault, is based off of The Drifter's signature flurry of slashes they execute when they defeat a boss, and it also fully loads the Hyper Light Gun.


Pokemon: The Bullet (Enter the Gungeon)
Type:

Abilities:
Justified / Unaware / Live Ammo (HA)
New Ability: Live Ammo - This Pokemon's attacks do not make contact with the target. This Pokemon's contact-based moves deal 1.3x more damage. (Long Reach + Tough Claws)
Signature Move: Blasphemy |
|
| 95 BP | 15 PP | 100 Acc | While the user is at full health, this move additionally attacks a second time, the second hit being an Aura Sphere. Does not make contact. | Z-Move: 175 BP Breakneck Blitz
Moves: Sacred Sword, Slash, Return, Swords Dance, Bulk Up, U-Turn, Wild Charge, Night Slash, Return, Double Edge, Superpower, Head Smash, Counter, Foresight, Quick Attack, Slack Off, Toxic, Iron Head
Stats: 80 / 130 / 100 / 75 / 70 / 115 (570 BST)
Reasoning: The Bullet, from Enter The Gungeon, is a unique "melee" character in a game all about guns. The Fighting type comes from the melee focus of the character, and the fact that it's fighting against the Gungeon (weak second point, but w/e lol). Normal Typing comes from the fact that it's a run of the mill normal Bullet Kin, just with a sword. The signature moves, Blasphemy, functions as it does in the game, firing an additional projectile attack at full health, which in this case is represented as an Aura Sphere attack. The signature ability, Live Ammo, functions as it does in the game, negating all contact damage and boosting your dodge roll damage (or in this case, general contact). The stats are typical of a physically focused Swords Dance sweeper while also having enough physical bulk to take advantage of Unaware if it's really something you want to do.
 
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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


Pokemon: Defect (Slay the Spire)
Type: Electric/Ice
Ability: Orb Channeling
Signature Ability: Orb Channeling- The first time an Electric attack is used, the opponent to lose 1/16 of their max HP at the end of every turn. The first time an Ice type attack is used, the user gains +1 Defense at the end of each turn. The first time a Dark type attack is used, the user gains +1 Special Attack at the end of each turn. The first time a Fairy type attack is used, the user gains +1 Speed at the end of each turn. Only 3 of these effects may be active at the same time, the effects do not stack, and the user loses these effects once they switch out, faint, or get this ability nullified or removed.
Stats: 75/80/85/135/95/100 BST: 570
Notable Moves: Echo Form, Thunderbolt, Ice Beam, Dark Pulse, Dazzling Gleam, Power Gem, Recover, Iron Defense, Blizzard, Thunder, Focus Blast
Signature Move: Echo Form- Ghost, Status, - BP, - Acc; -1 Atk and -1 SpA to the user, User's ability is changed to Parental Bond. Z-Move: Removes Negative Stat boosts (before the -1 Atk and -1 SpD)
Reasoning: Defect is a sentient robot that uses the powers of Elemental Orbs to attack. Electric Orbs do damage to opponents, Frost Orbs increase defense, Dark Orbs build up power before being used, and Plasma Orbs increase energy (energy= closest representation of speed in StS). Echo Form allows the user's first move to be used twice (though without a power reduction that Parental Bond has). Too lazy to write out a detailed move reasoning, so just know that most of the Defect's attacks come from attacks in the game.


Will add Time Eater (Slay the Spire) soon
Time-eater-pretty.png

Pokemon: Time Eater (Slay the Spire)
Type: Dark
Ability: Time Warp
Signature Ability: Time Warp- Once this pokemon switches in, a counter is set up, and raises by one every turn. Once the counter reaches 12, the opponent is prevented from using any move (but can still switch out), and the counter resets to zero. When the counter reaches 12, this pokemon gains +2 SpA. The counter ends once this pokemon faints, switches out, or it's ability is removed.
Stats: 126/89/100/110/120/55 BST: 600
Notable Moves: Foolish, Dark Pulse, Hyper Voice, Iron Defense, Sucker Punch, WIP
Signature Move: Foolish- Dark, Status, - BP, - Acc; Heals 50% of Max HP, removes all statuses and negative stats, Can only be used when HP is at 50% or less. Z-Move: +1 SpD
Reasoning: The Time Eater is one of the 3 final bosses you can face in Slay the Spire. Being a final boss, Time Eater is very strong, especially thanks to it's ability Time Warp. The power to create a free turn for setup or attacking is extremely strong, especially since it gets +2 SpA afterwords.
 
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well no, because when a pure fire type uses burn up, it turns to a ??? type, so i suppose burn up's effect is always on the character
but that isn't the ??? type, it's just a lack of type, I believe. apparently the actual ??? type just isn't in the game anywhere
 
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Pokemon: Wither (Minecraft)
Type: Dark / Ghost
Ability: Withering- This Pokemon is immune to fire type attacks and cannot be burned. This Pokemon heals whenever the opponent takes indirect damage.
Stats: 120 / 50 / 150 / 120 / 60 / 70 | BST = 570
Some Moves: Focus Blast, Toxic Spikes, Nasty Plot, Explosion, Fire Blast, Dark Pulse, Hidden Power, Sludge Bomb, Knock off, Toxic, Mind Blown, Mean Look, Shadow Ball, Wither Skull- Dark / Special / 80 BP / 12 pp / Inflicts "Withered"- Opponent loses 1/8 of max HP at the end of every turn.
Reasoning: It's dark / ghost because it's evil, and it's dead. It's Ability is based on its immunity to lava in-game, as well as it's life-draining capabilities. It has lots of HP because its a Boss and has more hp than your average enemy, low attack because it never gets close to you to attack, always lobbying exploding skulls instead. It's defense is high because you will almost never get a melee hit on this thing. It's SpD is low because you use ranged attacks and magic to take it out. It's movepool is based on things it does in Minecraft, with 1 or 2 other moves thrown in for balance. It's signature move is its main attack in game, a skull that deals damage on impact and starts to drain your life after.

Sample Set(s):

Assault Vest (Wither) @ Assault Vest
EVs: 248 HP / 16 Def / 244 SpD
Calm Nature
- Wither Skull
- Fire Blast
- Shadow Ball
- Sludge Bomb

Competitive Analysis: This thing is going to be taking a lot of hits. Great defensive typing, amazing defense, and it gets some pretty sizeable special defense after AV. Wither Skull allows it to restore 1/8 health per turn, which is very good when you can't learn any recovery moves. Other moves just let you hit most things super-effectively.

Physically Bulky (Wither) @ Leftovers
EVs: 248 HP / 252 Def / 8 SpA
Relaxed Nature
- Wither Skull
- Toxic
- Protect
- Toxic Spikes

Competitive Analysis: Ever wanted to restore tons of health every turn while still tanking physical hits? Well, now you can. Set toxic Spikes if you are able, because the enemy will give you free HP every turn they take damage. Wither Skull gives you that sweet, sweet , 1/8 per turn, so you will eventually be gaining high numbers like 50% of your HP after toxic damage builds up.

Setup Attacker (Wither) @ Life Orb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Wither Skull
- Fire Blast
- Sludge Bomb

Competitive Analysis: Setup. Attack.


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Pokemon: Plant Beast (Hyper Light Drifter)
Type: Grass / Dark
Ability: Intimidate / Soil Guard- This pokemon gains Soil Guard on switch-in, and loses it when attacked. When Soil Guard is active, this pokemon takes 1/2 damage from all attacks.
Stats: 120 / 130 / 110 / 10 / 70 / 100 | BST = 540
Moves: Superpower, Crunch, Synthesis, Head Smash, Power Whip, Growth, Bulk Up, Pursuit, Power Trip, Drill Run, Flower Charge- Grass / Physical / 16 pp / 90 bp / 85% acc / 30% chance to flinch, 70% chance to restore Soil Guard. Guaranteed to do one of those effects.
Reasoning: Grass / Dark because it is an evil plant monster that tries to kill you. Intimidate because it is quite intimidating when you first look at it. Soil Guard is because when you first see them, they appear as just a flower in the ground, invulnerable until you get near. This ability compliments it's bad typing by letting it take more hits than normal. It's moves are all contact, because it can only attack you by getting in close. The signature move is based on it's attack in which it charges at you, stopping you for a second if it hits. It is guaranteed to either flinch or restore Soil Guard if it hits. It has pretty good stats, with some nice HP, Atk, and Def. SpA is absolutely terrible, but that's fine because it has no special moves. Low SpD because it is vulnerable at long range, and pretty average speed is based on it's average speed in-game.

Sample Set(s):

Choice Band (Plant Beast) @ Choice Band
Ability: Soil Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Crunch
- Flower Charge
- Head Smash
- Drill Run

Setup Sweeper (Plant Beast) @ Life Orb
Ability: Soil Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flower Charge
- Power Trip
- Growth / Bulk Up
- Synthesis

Use growth if you're using a sun-based team for +4 instantly, otherwise use bulk up.

Pokemon: The Hierophant (Hyper Light Drifter)
Type: Fairy / Dark
Ability: False Prophet- This pokemon is immune to fairy type moves and priority moves. Boosts SpA by 2 stages if hit by a fairy move.
Stats: 115 / 50 / 95 / 145 / 115 / 100 | BST = 620
Moves: Dark Pulse, Flash Cannon, Thunderbolt, Earth Power, Air slash, Focus Blast, Dazzling gleam, Vacuum Wave, Sludge Wave, Vortex Square*, Cross Vortex**
*Vortex Square: Fairy, Special, 8 pp, 140 BP. Hits after 2 turns, 100% chance to lower target's SpD by one stage.
**Cross Vortex: Fairy, Special, 16 pp, 85 bp. Hits adjacent targets, user recovers 50% of damage dealt. 30% chance to lower target's Def by one stage.
Reasoning: This was made for ubers. Fairy / Dark because the Hierophant presents itself as a great leader with good powers, like a fairy, but in actuality is an evil cultist who promotes unnecessary sacrifice. Ability is based on the same as above, because its public image is good, you cannot attack it quickly. The signature moves are both attacks in-game, one being a square that lights up and then explodes a few second later, and the other being a cross made of tiles that damages the player. It has lots of HP in-game, but no physical capabilities. It's defense is ok because it's hard to get close to. It's SpA and SpD are high because if his skill in magic, and pretty decent speed because it can teleport. I personally think this is some of my best work, but I really appreciate feedback.

Teslagrad-Boy-Animation.gif
Pokemon: Teslakid (Teslagrad)
Type: Electric / Normal
Ability: Teslamancer- Opposing steel types have their offensive and defensive type chart inverted. This Pokemon is immune to steel type moves.
Stats: 100 / 110 / 85 / 90 / 120 / 95 | BST = 600
Moves: All Punch moves, bulk up, fake out, return, Speed Spark*
*Speed Spark- Electric, physical, +2 priority, 32 pp, 60 BP, 10% chance to paralyze target.
Reasoning: Electric / Normal because he is a normal kid who becomes a Teslamancer. His ability is because he can invert magnetic fields, which would reverse all of steel's weaknesses. He doesn't do much actual attacking in-game, but he does Punch things a lot, so all of his moves reflect that. His stats are fairly balanced, with higher attack because of his punching. His SpD is higher than Def because he can change magnetic fields, allowing him to redirect certain energy-based projectiles.
 
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Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist
Time to get characters from my favorite random pay-to-win mobile game, hooray


Pokemon: Spike (Brawl Stars)
Type:
/

Abilities: Fertilize / Chlorophyll / (Water Compaction)
Stats: 60 / 70 / 85 / 108 / 85 / 92 (BST: 500)
Fertilize — Ability / Normal moves used by this pokemon become grass type, deal 1.2x damage and restore the user's health by half the damage that was dealt to the foe.
Needle Grenade — Move /
/
/ 100 BP / 100 Acc / 10-16 PP / High critical hit ratio. / Z-Effect: 175 BP
Stick Around — Z-Move /
/
/ 180 BP / Needs Superium-Z and Needle Grenade / Traps the foe and decrease its speed by one stage.
Other notable moves: Giga Drain, Spikes, Earth Power, Rapid Spin, Spiky Shield, Leech Seeds, Synthesis
Reasoning: Grass type becuase it's a plant, Ground because it lives in the desert. The names for the custom things are actually the names for its skills in its game. It has a really low hp, like in its game, but since he never stops healing, who really cares... It has Chlorophyll, because cactus likes sun, and it has water compaction because cactus likes water as well. Outside of that it just gets a ton of cactus moves.


Pokemon: Crow (Brawl Stars)
Type:
/

Abilities: Merciless / Early Bird / (Extra Toxic)
Stats: 60 / 87 / 53 / 117 / 53 / 130 (BST: 500)
Extra Toxic — As long as this pokemon is on the field, pokemons on your side take 1/2x damage from poisoned foes.
Knife Toss —Move /
/
/ 55 BP / 95 Acc / 5 - 8 PP / Hits 2 times. Each hit has a 30 % chance of badly poisoning the opponent. / Z-Effect: 175 BP
Swoosh — Z-Move /
/
/ 110 BP / Needs Superium-Z and Knife Toss / This pokemon switches out. Every opponent pokemon gets badly poisoned, even if they aren't on the field, unless they are immune.
Other notable move: Dark Pulse, Sludge Bomb, Sludge Wave, Parting Shot, U-turn, Toxic, Defog, Roost, Toxic Spikes
Reasoning: WIP
 
Just a few resubmissions passing through.

The first 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 or loses this Ability. (Like Wonder Guard, this Ability can be suppressed or bypassed, but not copied.) The user cannot use a Z-Move while changing to HDD. 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, Quiver Dance, 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 or loses this Ability. (Like Wonder Guard, this Ability can be suppressed or bypassed, but not copied.) The user cannot use a Z-Move while changing to HDD. 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, Lock-On, 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 (Lock-On)
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 or loses this Ability. (Like Wonder Guard, this Ability can be suppressed or bypassed, but not copied.) The user cannot use a Z-Move while changing to HDD. In HDD, the user consumes 1 extra PP per turn. In human form, the user is considered grounded.
Moves: Sylhet Spear*, Bullet Seed, Power Whip, Hurricane, Nasty Plot, Agility, Cotton Spore, Leaf Blade, Ice Beam, Sludge Bomb, Body Slam, Aura Sphere, 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 (Aura Sphere), 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 or loses this Ability. (Like Wonder Guard, this Ability can be suppressed or bypassed, but not copied.) The user cannot use a Z-Move while changing to HDD. 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)

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

And then there's this (Heavy Weapons) guy.

Pokémon: Heavy
Type: Normal
Ability: Thick Fat
Moves: Minigun*, Focus Blast, Fire Blast, Bullet Seed, Rock Blast, Dizzy Punch, Drain Punch, Meteor Mash, Power-Up Punch, Slack Off, Wish
*Normal, Special, ??? BP, 100% Acc, 5 PP | Base Power increases if the user is slower than the target. Blocked by Bulletproof. (Gyro Ball clone) | Normalium Z: 160 BP Breakneck Blitz
Z-Move: Showdown - Normal, Physical, 200 BP | "Pow, haha!" Heavy finger bangs the target. This move bypasses immunities and resistances. | Move: Dizzy Punch | Z-Crystal: Australium Z
Stats: 150/80/99/80/99/77 | 585 BST

Reasoning: HP and Speed are from in-game statistics: half his HP and his speed percentage respectively. Since Heavy is a defensive class, his stat spread is more defensively oriented. Thick Fat comes from his pudgy appearance. His main forms of attacking are his minigun (with an effect that relates to how its damage output is reliant on targets approaching him) and fists, and he has access to weapons dedicated to healing himself—notably the Sandvich, which he can use to heal himself (Slack Off) or allies (Wish).
Z-move is based on Heavy's taunt kill, and Australium Z is named after a gold-like element in the game's lore.
 
Last edited:

Ludicrousity

You humour me greatly with your arrogance and c...
is a Forum Moderator Alumnus
Time for some more characters from one of my favourite games too (Never thought of adding these characters. Thanks GM :3)


Mortis

Stats - 95 / 117 / 65 / 53 / 65 / 105 (BST: 500)
Abilities - Creepy Harvest*
Possible Moves - Swords Dance, Parting Shot, Taunt, Snatch, Memento, Agility, Confuse Ray, Destiny Bond, Grudge, Spite, Slash, Smart Strike, Punishment, Foul Play, Throat Chop, Night Slash, Knock Off, Brutal Swing, Pursuit, Phantom Force, Shadow Sneak, Protect, Fake Out, Psycho Cut, Shovel Swing, Life Blood

Shovel Swing -
|
| 90 BP | 5-8 PP | 100% Acc | +1 Priority | Contact, Mirror, Protect | "Mortis dashes forward with a sharp swing of his shovel, dealing damage to anyone hit by it."

Life Blood -
|
| 180 BP | 1 PP | --- Acc | Heals the user for 100% of the damage dealt, Hits for SpD instead of Def | Distance | "Mortis calls forth a swarm of vampire bats that drain the health of his enemies" | Superium-Z

Creepy Harvest - Upon killing an enemy, Mortis heals 33% of his maximum HP.

Justifications:
Typing: Steel is for his shovel, which is metal. Need I say more? Dark is kind of a weird one. It seems to fit more than Ghost for a Vampire gravedigger, soo... I guess there's that?
Stats: His health comes from a small algorithm which is In Game Health / 40. Mortis uses his shovel to attack, so his physical attack is decently high. His defences are kinda meh. Pretty low actually, but that's mainly to make room for his speed, which is slightly above average.
Abilities: Creepy Harvest comes from his in game star power, which lets him recover health by collecting the dead souls of enemies.
Signature Moves: Shovel Swing is his main attack in brawl stars. It swings forwards and deals damage, whilst propelling Mortis forward a short distance. I figured Priority was the closes I could get to a dash forward. Life Blood is from his Super, in which he shoots a swarm of bats forward which drain life. The same goes for Crossover Chaos.

Code:
"creepyharvest": {
        desc: "Mortis' health is recovered if he attacks and KOes a foe",
        shortDesc: "Mortis' health is recovered by 33% if he attacks and KOes a foe",
        onSourceFaint: function (target, source, effect) {
            if (effect && effect.effectType === 'Move') {
                pokemon.heal(pokemon.maxhp / 3);
            }
        },
        id: "creepyharvest",
        name: "Creepy Harvest",

Code:
    "shovelswing": {
        accuracy: 100,
        basePower: 90,
        category: "Physical",
        shortDesc: "Nearly always goes first.",
        id: "shovelswing",
        name: "Shovel Swing",
        pp: 5,
        priority: 1,
        flags: {contact: 1, protect: 1, mirror: 1},
        secondary: false,
        target: "normal",
        type: "Steel",
        zMovePower: 160,
Code:
    "lifeblood": {
        accuracy: true,
        basePower: 180,
        category: "Physical",
        defensiveCategory: "Special"
        desc: "No additional effect.",
        shortDesc: "No additional effect.",
        id: "lifeblood",
        name: "Life Blood",
        pp: 1,
        priority: 0,
        flags: {distance: 1},
        drain: 1,
        isZ: "superiumz",
        secondary: false,
        target: "normal",
        type: "Normal",
        contestType: "Cool",
 
Pokémon: Reimu Hakurei (from Touhou)
Type: Flying/Psychic
Ability: Super Luck / Sacred Barrier*
*Sacred Barrier: Immune to Dark and Ghost.
Stats: 110/80/110/100/140/60 (600)
Reimu Hakurei @ Leftovers
Ability: Sacred Barrier
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Slack Off
- Rapid Spin
- Fantasy Seal (Special Flying. 90 BP. -% Accuracy. Super-effective against Dark and Ghost.)
- Toxic

Reimu Hakurei @ Leftovers / Groundium Z
Ability: Sacred Barrier
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Slack Off
- Fantasy Seal
- Psyshock
- Earth Power

Reimu Hakurei @ Light Clay
Ability: Sacred Barrier
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Reflect
- Light Screen
- Rapid Spin
- Slack Off
Reasoning: Like most other Touhou characters, Reimu is capable of flight, but she's much more strongly associated with the power than other Touhou characters (it's listed as an ability of hers, but not for anyone else), so she gets Flying-type. Reimu focuses a lot on using barriers, which are associated with the Psychic type, and she can also teleport, also associated with the Psychic type, so despite not actually being psychic, she's Psychic-type by any reasonable definition. She has Super Luck because she's often incredibly lucky. Sacred Barrier is because 25% of her job description is sealing away evil spirits, so it wouldn't make sense for her to be weak to the types associated with them (as shown by Spiritomb, an evil spirit that is Dark/Ghost). Fantasy Seal, her signature move, also reflects this. She gets Slack Off because she's a lazy asshole who slacks off a lot. Psyshock is just STAB, and screens have been gone over above. Rapid Spin and Earth Power are (loosely) based off of some of her attacks in the fighting game spinoffs.

Pokémon: Zero (from Kirby's Dream Land 3) / 0² (from Kirby 64: The Crystal Shards)
Type: Dark/Poison
Ability (Zero): Last-Ditch Effort* / Levitate (Hidden)
Ability (Zero-Iris): Speed Boost
Ability (0²): Tough It Out!** / Levitate (Hidden)
*Last-Ditch Effort: If the user is Zero, changes to Iris form and restores all HP after being KOed.
**Tough It Out!: Shadow Tag clone. Displays the ability name when the opponent tries to switch out.
Stats (Zero): 90/90/130/120/80/110 (620)
Stats (Zero-Iris): 50/90/50/120/40/150 (500)
Stats (0²): 120/90/150/140/110/70 (680)
(Zero and 0² can be used at the start of the battle. Zero-Iris is only available via Last-Ditch Effort.)
Zero @ Life Orb
Ability: Last-Ditch Effort
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Dark Matter Swarm (Special Dark. 20 BP. Hits 5 times. 15/24 PP. 100% Accuracy.)
- Blood Shot (Special Poison. 90 BP. 20% chance to flinch. 15/24 PP. 100% Accuracy.)
- Thunderbolt
- Shadow Ball

0² @ Leftovers
Ability: Tough It Out!
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Dark Matter Swarm
- Blood Shot
- Dazzling Gleam / Flash Cannon
- Roost
Reasoning: Zero commands what are basically space demons, so Dark-type. Zero also infamously attacks with blood, and has poison gas as 0², so also Poison-type. Last-Ditch Effort is based on Zero's second phase, where it rips apart its body to attack as just an iris. Tough It Out! is based on the fact that, unlike the rest of the game, you cannot quit to map while fighting 0². Levitate because they both levitate. Zero is pretty durable and can deal good damage, but is also pretty fast, reflected by its stats. Its iris is somewhat frail, but also very fast, also reflected by its stats. 0², on the other hand, barely moves at all, but is insanely durable. You know the drill. Dark Matter Swarm and Blood Shot are directly based off of moves Zero uses as a boss. Thunderbolt and Shadow Ball aren't used by Zero itself, but they're used by Dark Matter, which Zero can create in combat. 0² attacks with some kind of light attack, hence Dazzling Gleam and Flash Cannon. Because it has large wings, it can use Roost. (Zero is designed for OU, and 0² is designed for Ubers.)
 
Time to start voting!

Vote for your favourite three submissions. Get your votes in by the 29th of May.

Also this Pet Mod will be on hiatus for the next few weeks (except for announcing winners). I've got mid years coming up for my final year of my masters. Most likely a new thread will be started and all non 'anything goes' winners will be able to be resubmitted. In the meantime, please feel free to make suggestions as to what improvements, changes, or new features you would like to see for this Pet Mod.

Pokémon: Primal Dialga (Pokemon Mystery Dungeon: Explorers of Time/Darkness/Sky)
Type: Steel | Dragon
Ability: Pressure | Time Crisis (HA) - Moves used by this Pokémon that either hit after three turns, need a turn to charge, lock the user in the next turn or recharge in the next turn have none of those side-effects.
Signature Move: Temporal Eclipse - Ghost-type variant of Roar of Time.
Signature Z Move: Sky of Time and Darkness - Requires Timegearium Z - Base Move: Temporal Eclipse - 210 BP - Ghost-type - Hits Normal-types for normal effectiveness. Sets Frozen Time weather.
New Weather: Frozen Time
  • Can only be replaced by Desolate Land, Primordial Sea or Delta Stream.
  • Permanent, unless Primal Dialga switches out or faints, in which case it lasts for 5 turns.
  • Increases the power of Dragon- and Ghost-type moves by 50%.
  • Turns stop counting.
    • Any items, statuses, terrains and abilities that activate "at the end of every turn" don't activate under Frozen Time. Examples: Speed Boost, Shed Skin, Harvest, Leftovers, Toxic damage, Burn damage, Grassy Terrain, etc.
    • Field effects such as Screens, Gravity, Terrains, or Rooms can't be stalled out of time. Example: Aurora Veil is permanent for all intents and purposes unless Brick Break is used or Frozen Time ends.
    • Moves that hit after three turns never hit. (Future Sight and Doom Desire)
    • Moves that lock the user never "unlock" the user if used, but never confuse either. (Outrage, Thrash, Petal Dance and Uproar)
    • Moves that recharge in the next turn or Truant never recharge, because the next turn never arrives.
    • However, Sleep, Taunt, Torment, Embargo, Disable and Confusion keep their time counters like normal.
    • Frozen Time also doesn't stop its own turn counter.
  • Weather Ball turns into Ghost-type.
Stats: 100 / 150 / 120 / 150 / 100 / 90 (710)
Other Moves: Dialga's entire movepool, Doom Desire, Thrash
Reasoning: I'm a big fan of the Pokemon Mystery Dungeon series, and since we have Shadow Mewtwo from Pokken, I feel like Primal Dialga deserves some love too.
Primal Dialga is a Dialga that lost self-control, and it loses control of its time powers too. In turn-based battle of normal Pokemon, time = turns, so Primal Dialga's signature ability changes turn-based moves in weird ways, such as Outrage, Doom Desire (new) and Roar of Time, and lets it use those indiscriminately. Good thing it doesn't get Geomancy.
The reason it gains a Ghost signature move and a new Ghost weather is because Primal Dialga's lackeys are all Ghost-types, like Dusknoir and Sableye. Primal Dialga also turns the future into a gray, "dead" landscape. Following the idea that turns = time, the weather's main effect is to stop turn counting. Competitively, this means Primal Dialga won't take burn damage, and works great with Misty Terrain or Aurora Veil support.
Pokémon: Twilight Thorn (Kingdom Hearts)
Type:

Ability: Weak Armor, Unnerve, Aftermath (HA)
Moves:
: Knock Off, Phantom Force, Shadow Force, Earthquake, Extreme Speed, Explosion, Drain Punch
: Dark Pulse, Focus Blast, Thunderbolt, Wring Out, Hyper Beam
: Memento, Conversion, Mean Look, Fairy Lock, Gravity, Heal Block, Curse
Signature Move: Nullify: 95 BP,
type, hits off of higher attack stat, turns foe into
type
Stats: 122 / 100 / 77 / 100 / 60 / 111 (570)
Reasoning: The Twilight Thorn is a Nobody, therefore justifying the ??? type, which is basically no type. Most of its moves are sort of weird moves you would expect such a dark, bizarre creature to use. Some of its contact moves like Extreme Speed, Knock Off and Drain Punch are inspired by its fighting style, with its freaky movements and fast attacks with its extending arms. Its stats are built based off this influence too, with high HP to account for its massive size and the high HP of KH bosses.
Competitive Analysis: Twilight Thorn aims to fully exploit the ??? type. With its high speed and respectable offenses, it can take full advantage of Nullify's perfect coverage that can also remove STAB from opponents. Once that happens, it can take on the weakened attacks with its decent bulk, courtesy of its high HP.
Pokémon: Chin (Hong Kong 97)
Type:

Signature Ability: Killer Machine: When switched in, doubled attack. Every turn, switches between doubled attack and doubled speed. Moves do not make contact.
Moves:
: Close Combat, Sky Uppercut, Superpower, Revenge, Drain Punch, Meteor Mash, Bullet Punch, Mach Punch, Ice Punch, Thunder Punch, Fire Punch, Focus Punch
: none
: Bulk Up
Stats: 75/95/70/55/70/95 (450)
Reasoning: Chin is a killer machine, with its ability reflecting the power he needs to wipe out all 1.2 billion of the red communists, as well as how he tosses weird balls in-game at foes instead of directly attacking. Since he's based on Jackie Chan and has insane power, he is the epitome of pure Fighting. His moves are pretty standard Fighting type affair.
Competitive Analysis: Hopefully I'm not too late to the gag crossover gravy train! Much like his in-game appearance, Chin is designed to be hard to use, with his low stats and odd ability. If you can master him, he's probably one of the best attackers in the metagame, with his high-power Fighting STABs and solid coverage and priority. Every other turns, he gets doubled speed in exchange for being heavily weakened.
Pokemon: The Drifter (Hyper Light Drifter)
Type:

Ability: Terminal - The Drifter's attacks deal more damage the less HP the user currently has. (Damage increase = % of HP below 100%/2, maxing out at x1.49 damage at 1% HP)
Signature Move: Hyper Light Gun |
|
| 60 BP | 0 PP (6 Max) | 100 Acc | Each time The Drifter successfully lands a hit on the opponent, this attack regains 1 PP. Hits up to 3 times, each hit consuming 1 PP. Hits landed with this move do not restore its PP. | Z-Move: 150 BP Never-Ending Nightmare
Moves: Agility, Swords Dance, Calm Mind, Substitute, Smart Strike, Sacred Sword, Secret Sword, Wild Charge, Flash Cannon, Phantom Force, Shadow Claw, Extreme Speed, Fury Swipes, Shadow Ball, Shadow Sneak, Memento
Signature Z-Move (Requires Smart Strike): Hyper Light Assault | 30 BP | Hits 6 times. Does not make contact.
Stats: 55 / 120 / 90 / 120 / 90 / 125 (600 BST)
Reasoning: Well I just had to do this guy, being the protagonist of one of my favorite videogames. So, the Ghost typing comes from the fact that the Drifter is slowly dying from a terminal illness (the source of the Ability) and the Steel type comes from their grey-heavy color scheme and their use of weapons such as swords and guns. Their signature move, Hyper Light Gun, derives its function from the in-game properties of The Drifter's various guns- the only way to restore their ammo was to attack enemies or the environment with your sword. Finally, the signature Z-Move, Hyper Light Assault, is based off of The Drifter's signature flurry of slashes they execute when they defeat a boss, and it also fully loads the Hyper Light Gun.
Pokemon: The Bullet (Enter the Gungeon)
Type:

Abilities:
Justified / Unaware / Live Ammo (HA)
New Ability: Live Ammo - This Pokemon's attacks do not make contact with the target. This Pokemon's contact-based moves deal 1.3x more damage. (Long Reach + Tough Claws)
Signature Move: Blasphemy |
|
| 95 BP | 15 PP | 100 Acc | While the user is at full health, this move additionally attacks a second time, the second hit being an Aura Sphere. Does not make contact. | Z-Move: 175 BP Breakneck Blitz
Moves: Sacred Sword, Slash, Return, Swords Dance, Bulk Up, U-Turn, Wild Charge, Night Slash, Return, Double Edge, Superpower, Head Smash, Counter, Foresight, Quick Attack, Slack Off, Toxic, Iron Head
Stats: 80 / 130 / 100 / 75 / 70 / 115 (570 BST)
Reasoning: The Bullet, from Enter The Gungeon, is a unique "melee" character in a game all about guns. The Fighting type comes from the melee focus of the character, and the fact that it's fighting against the Gungeon (weak second point, but w/e lol). Normal Typing comes from the fact that it's a run of the mill normal Bullet Kin, just with a sword. The signature moves, Blasphemy, functions as it does in the game, firing an additional projectile attack at full health, which in this case is represented as an Aura Sphere attack. The signature ability, Live Ammo, functions as it does in the game, negating all contact damage and boosting your dodge roll damage (or in this case, general contact). The stats are typical of a physically focused Swords Dance sweeper while also having enough physical bulk to take advantage of Unaware if it's really something you want to do.
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
Pokemon: Defect (Slay the Spire)
Type: Electric/Ice
Ability: Orb Channeling
Signature Ability: Orb Channeling- The first time an Electric attack is used, the opponent to lose 1/16 of their max HP at the end of every turn. The first time an Ice type attack is used, the user gains +1 Defense at the end of each turn. The first time a Dark type attack is used, the user gains +1 Special Attack at the end of each turn. The first time a Fairy type attack is used, the user gains +1 Speed at the end of each turn. Only 3 of these effects may be active at the same time, the effects do not stack, and the user loses these effects once they switch out, faint, or get this ability nullified or removed.
Stats: 75/80/85/135/95/100 BST: 570
Notable Moves: Echo Form, Thunderbolt, Ice Beam, Dark Pulse, Dazzling Gleam, Power Gem, Recover, Iron Defense, Blizzard, Thunder, Focus Blast
Signature Move: Echo Form- Ghost, Status, - BP, - Acc; -1 Atk and -1 SpA to the user, User's ability is changed to Parental Bond. Z-Move: Removes Negative Stat boosts (before the -1 Atk and -1 SpD)
Reasoning: Defect is a sentient robot that uses the powers of Elemental Orbs to attack. Electric Orbs do damage to opponents, Frost Orbs increase defense, Dark Orbs build up power before being used, and Plasma Orbs increase energy (energy= closest representation of speed in StS). Echo Form allows the user's first move to be used twice (though without a power reduction that Parental Bond has). Too lazy to write out a detailed move reasoning, so just know that most of the Defect's attacks come from attacks in the game.
Pokemon: Time Eater (Slay the Spire)
Type: Dark
Ability: Time Warp
Signature Ability: Time Warp- Once this pokemon switches in, a counter is set up, and raises by one every turn. Once the counter reaches 12, the opponent is prevented from using any move (but can still switch out), and the counter resets to zero. When the counter reaches 12, this pokemon gains +2 SpA. The counter ends once this pokemon faints, switches out, or it's ability is removed.
Stats: 126/89/100/110/120/55 BST: 600
Notable Moves: Foolish, Dark Pulse, Hyper Voice, Iron Defense, Sucker Punch, WIP
Signature Move: Foolish- Dark, Status, - BP, - Acc; Heals 50% of Max HP, removes all statuses and negative stats, Can only be used when HP is at 50% or less. Z-Move: +1 SpD
Reasoning: The Time Eater is one of the 3 final bosses you can face in Slay the Spire. Being a final boss, Time Eater is very strong, especially thanks to it's ability Time Warp. The power to create a free turn for setup or attacking is extremely strong, especially since it gets +2 SpA afterwords.
Pokemon: Wither (Minecraft)
Type: Dark / Ghost
Ability: Withering- This Pokemon is immune to fire type attacks and cannot be burned. This Pokemon heals whenever the opponent takes indirect damage.
Stats: 120 / 50 / 150 / 120 / 60 / 70 | BST = 570
Some Moves: Focus Blast, Toxic Spikes, Nasty Plot, Explosion, Fire Blast, Dark Pulse, Hidden Power, Sludge Bomb, Knock off, Toxic, Mind Blown, Mean Look, Shadow Ball, Wither Skull- Dark / Special / 80 BP / 12 pp / Inflicts "Withered"- Opponent loses 1/8 of max HP at the end of every turn.
Reasoning: It's dark / ghost because it's evil, and it's dead. It's Ability is based on its immunity to lava in-game, as well as it's life-draining capabilities. It has lots of HP because its a Boss and has more hp than your average enemy, low attack because it never gets close to you to attack, always lobbying exploding skulls instead. It's defense is high because you will almost never get a melee hit on this thing. It's SpD is low because you use ranged attacks and magic to take it out. It's movepool is based on things it does in Minecraft, with 1 or 2 other moves thrown in for balance. It's signature move is its main attack in game, a skull that deals damage on impact and starts to drain your life after.

Sample Set(s):

Assault Vest (Wither) @ Assault Vest
EVs: 248 HP / 16 Def / 244 SpD
Calm Nature
- Wither Skull
- Fire Blast
- Shadow Ball
- Sludge Bomb

Competitive Analysis: This thing is going to be taking a lot of hits. Great defensive typing, amazing defense, and it gets some pretty sizeable special defense after AV. Wither Skull allows it to restore 1/8 health per turn, which is very good when you can't learn any recovery moves. Other moves just let you hit most things super-effectively.

Physically Bulky (Wither) @ Leftovers
EVs: 248 HP / 252 Def / 8 SpA
Relaxed Nature
- Wither Skull
- Toxic
- Protect
- Toxic Spikes

Competitive Analysis: Ever wanted to restore tons of health every turn while still tanking physical hits? Well, now you can. Set toxic Spikes if you are able, because the enemy will give you free HP every turn they take damage. Wither Skull gives you that sweet, sweet , 1/8 per turn, so you will eventually be gaining high numbers like 50% of your HP after toxic damage builds up.

Setup Attacker (Wither) @ Life Orb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Wither Skull
- Fire Blast
- Sludge Bomb

Competitive Analysis: Setup. Attack.
Pokemon: Plant Beast (Hyper Light Drifter)
Type: Grass / Dark
Ability: Intimidate / Soil Guard- This pokemon gains Soil Guard on switch-in, and loses it when attacked. When Soil Guard is active, this pokemon takes 1/2 damage from all attacks.
Stats: 120 / 130 / 110 / 10 / 70 / 100 | BST = 540
Moves: Superpower, Crunch, Synthesis, Head Smash, Power Whip, Growth, Bulk Up, Pursuit, Power Trip, Drill Run, Flower Charge- Grass / Physical / 16 pp / 90 bp / 85% acc / 30% chance to flinch, 70% chance to restore Soil Guard. Guaranteed to do one of those effects.
Reasoning: Grass / Dark because it is an evil plant monster that tries to kill you. Intimidate because it is quite intimidating when you first look at it. Soil Guard is because when you first see them, they appear as just a flower in the ground, invulnerable until you get near. This ability compliments it's bad typing by letting it take more hits than normal. It's moves are all contact, because it can only attack you by getting in close. The signature move is based on it's attack in which it charges at you, stopping you for a second if it hits. It is guaranteed to either flinch or restore Soil Guard if it hits. It has pretty good stats, with some nice HP, Atk, and Def. SpA is absolutely terrible, but that's fine because it has no special moves. Low SpD because it is vulnerable at long range, and pretty average speed is based on it's average speed in-game.

Sample Set(s):

Choice Band (Plant Beast) @ Choice Band
Ability: Soil Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Crunch
- Flower Charge
- Head Smash
- Drill Run

Setup Sweeper (Plant Beast) @ Life Orb
Ability: Soil Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flower Charge
- Power Trip
- Growth / Bulk Up
- Synthesis

Use growth if you're using a sun-based team for +4 instantly, otherwise use bulk up.
Pokemon: The Hierophant (Hyper Light Drifter)
Type: Fairy / Dark
Ability: False Prophet- This pokemon is immune to fairy type moves and priority moves. Boosts SpA by 2 stages if hit by a fairy move.
Stats: 115 / 50 / 95 / 145 / 115 / 100 | BST = 620
Moves: Dark Pulse, Flash Cannon, Thunderbolt, Earth Power, Air slash, Focus Blast, Dazzling gleam, Vacuum Wave, Sludge Wave, Vortex Square*, Cross Vortex**
*Vortex Square: Fairy, Special, 8 pp, 140 BP. Hits after 2 turns, 100% chance to lower target's SpD by one stage.
**Cross Vortex: Fairy, Special, 16 pp, 85 bp. Hits adjacent targets, user recovers 50% of damage dealt. 30% chance to lower target's Def by one stage.
Reasoning: This was made for ubers. Fairy / Dark because the Hierophant presents itself as a great leader with good powers, like a fairy, but in actuality is an evil cultist who promotes unnecessary sacrifice. Ability is based on the same as above, because its public image is good, you cannot attack it quickly. The signature moves are both attacks in-game, one being a square that lights up and then explodes a few second later, and the other being a cross made of tiles that damages the player. It has lots of HP in-game, but no physical capabilities. It's defense is ok because it's hard to get close to. It's SpA and SpD are high because if his skill in magic, and pretty decent speed because it can teleport. I personally think this is some of my best work, but I really appreciate feedback.
Pokemon: Teslakid (Teslagrad)
Type: Electric / Normal
Ability: Teslamancer- Opposing steel types have their offensive and defensive type chart inverted. This Pokemon is immune to steel type moves.
Stats: 100 / 110 / 85 / 90 / 120 / 95 | BST = 600
Moves: All Punch moves, bulk up, fake out, return, Speed Spark*
*Speed Spark- Electric, physical, +2 priority, 32 pp, 60 BP, 10% chance to paralyze target.
Reasoning: Electric / Normal because he is a normal kid who becomes a Teslamancer. His ability is because he can invert magnetic fields, which would reverse all of steel's weaknesses. He doesn't do much actual attacking in-game, but he does Punch things a lot, so all of his moves reflect that. His stats are fairly balanced, with higher attack because of his punching. His SpD is higher than Def because he can change magnetic fields, allowing him to redirect certain energy-based projectiles.
Pokemon: Spike (Brawl Stars)
Type:
/

Abilities: Fertilize / Chlorophyll / (Water Compaction)
Stats: 60 / 70 / 85 / 108 / 85 / 92 (BST: 500)
Fertilize — Ability / Normal moves used by this pokemon become grass type, deal 1.2x damage and restore the user's health by half the damage that was dealt to the foe.
Needle Grenade — Move /
/
/ 100 BP / 100 Acc / 10-16 PP / High critical hit ratio. / Z-Effect: 175 BP
Stick Around — Z-Move /
/
/ 180 BP / Needs Superium-Z and Needle Grenade / Traps the foe and decrease its speed by one stage.
Other notable moves: Giga Drain, Spikes, Earth Power, Rapid Spin, Spiky Shield, Leech Seeds, Synthesis
Reasoning: Grass type becuase it's a plant, Ground because it lives in the desert. The names for the custom things are actually the names for its skills in its game. It has a really low hp, like in its game, but since he never stops healing, who really cares... It has Chlorophyll, because cactus likes sun, and it has water compaction because cactus likes water as well. Outside of that it just gets a ton of cactus moves.
Pokemon: Crow (Brawl Stars)
Type:
/

Abilities: Merciless / Early Bird / (Extra Toxic)
Stats: 60 / 87 / 53 / 117 / 53 / 130 (BST: 500)
Extra Toxic — As long as this pokemon is on the field, pokemons on your side take 1/2x damage from poisoned foes.
Knife Toss —Move /
/
/ 55 BP / 95 Acc / 5 - 8 PP / Hits 2 times. Each hit has a 30 % chance of badly poisoning the opponent. / Z Effect: 175 BP Swoosh — Z-Move /
/
/ 110 BP / Needs Superium-Z and Knife Toss / This pokemon switches out. Every opponent pokemon gets badly poisoned, even if they aren't on the field, unless they are immune.
Other notable move: Dark Pulse, Sludge Bomb, Sludge Wave, Parting Shot, U-turn, Toxic, Defog, Roost, Toxic Spikes
Reasoning: WIP
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 or loses this Ability. (Like Wonder Guard, this Ability can be suppressed or bypassed, but not copied.) The user cannot use a Z-Move while changing to HDD. 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, Quiver Dance, 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 or loses this Ability. (Like Wonder Guard, this Ability can be suppressed or bypassed, but not copied.) The user cannot use a Z-Move while changing to HDD. 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, Lock-On, 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 (Lock-On)
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 or loses this Ability. (Like Wonder Guard, this Ability can be suppressed or bypassed, but not copied.) The user cannot use a Z-Move while changing to HDD. In HDD, the user consumes 1 extra PP per turn. In human form, the user is considered grounded.
Moves: Sylhet Spear*, Bullet Seed, Power Whip, Hurricane, Nasty Plot, Agility, Cotton Spore, Leaf Blade, Ice Beam, Sludge Bomb, Body Slam, Aura Sphere, 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 (Aura Sphere), 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 or loses this Ability. (Like Wonder Guard, this Ability can be suppressed or bypassed, but not copied.) The user cannot use a Z-Move while changing to HDD. 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)
Pokémon: Heavy
Type: Normal
Ability: Thick Fat
Moves: Minigun*, Focus Blast, Fire Blast, Bullet Seed, Rock Blast, Dizzy Punch, Drain Punch, Meteor Mash, Power-Up Punch, Slack Off, Wish
*Normal, Special, ??? BP, 100% Acc, 5 PP | Base Power increases if the user is slower than the target. Blocked by Bulletproof. (Gyro Ball clone) | Normalium Z: 160 BP Breakneck Blitz
Z-Move: Showdown - Normal, Physical, 200 BP | "Pow, haha!" Heavy finger bangs the target. This move bypasses immunities and resistances. | Move: Dizzy Punch | Z-Crystal: Australium Z
Stats: 150/80/99/80/99/77 | 585 BST

Reasoning: HP and Speed are from in-game statistics: half his HP and his speed percentage respectively. Since Heavy is a defensive class, his stat spread is more defensively oriented. Thick Fat comes from his pudgy appearance. His main forms of attacking are his minigun (with an effect that relates to how its damage output is reliant on targets approaching him) and fists, and he has access to weapons dedicated to healing himself—notably the Sandvich, which he can use to heal himself (Slack Off) or allies (Wish).
Z-move is based on Heavy's taunt kill, and Australium Z is named after a gold-like element in the game's lore.
Mortis

Stats - 95 / 117 / 65 / 53 / 65 / 105 (BST: 500)
Abilities - Creepy Harvest*
Possible Moves - Swords Dance, Parting Shot, Taunt, Snatch, Memento, Agility, Confuse Ray, Destiny Bond, Grudge, Spite, Slash, Smart Strike, Punishment, Foul Play, Throat Chop, Night Slash, Knock Off, Brutal Swing, Pursuit, Phantom Force, Shadow Sneak, Protect, Fake Out, Psycho Cut, Shovel Swing, Life Blood

Shovel Swing -
|
| 90 BP | 5-8 PP | 100% Acc | +1 Priority | Contact, Mirror, Protect | "Mortis dashes forward with a sharp swing of his shovel, dealing damage to anyone hit by it."

Life Blood -
|
| 180 BP | 1 PP | --- Acc | Heals the user for 100% of the damage dealt, Hits for SpD instead of Def | Distance | "Mortis calls forth a swarm of vampire bats that drain the health of his enemies" | Superium-Z
Creepy Harvest - Upon killing an enemy, Mortis heals 33% of his maximum HP.

Justifications:
Typing: Steel is for his shovel, which is metal. Need I say more? Dark is kind of a weird one. It seems to fit more than Ghost for a Vampire gravedigger, soo... I guess there's that?
Stats: His health comes from a small algorithm which is In Game Health / 40. Mortis uses his shovel to attack, so his physical attack is decently high. His defences are kinda meh. Pretty low actually, but that's mainly to make room for his speed, which is slightly above average.
Abilities: Creepy Harvest comes from his in game star power, which lets him recover health by collecting the dead souls of enemies.
Signature Moves: Shovel Swing is his main attack in brawl stars. It swings forwards and deals damage, whilst propelling Mortis forward a short distance. I figured Priority was the closes I could get to a dash forward. Life Blood is from his Super, in which he shoots a swarm of bats forward which drain life. The same goes for Crossover Chaos.
Pokémon: Reimu Hakurei (from Touhou)
Type: Flying/Psychic
Ability: Super Luck / Sacred Barrier*
*Sacred Barrier: Immune to Dark and Ghost.
Stats: 110/80/110/100/140/60 (600)
Reimu Hakurei @ Leftovers
Ability: Sacred Barrier
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Slack Off
- Rapid Spin
- Fantasy Seal (Special Flying. 90 BP. -% Accuracy. Super-effective against Dark and Ghost.)
- Toxic

Reimu Hakurei @ Leftovers / Groundium Z
Ability: Sacred Barrier
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Slack Off
- Fantasy Seal
- Psyshock
- Earth Power

Reimu Hakurei @ Light Clay
Ability: Sacred Barrier
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Reflect
- Light Screen
- Rapid Spin
- Slack Off
Reasoning: Like most other Touhou characters, Reimu is capable of flight, but she's much more strongly associated with the power than other Touhou characters (it's listed as an ability of hers, but not for anyone else), so she gets Flying-type. Reimu focuses a lot on using barriers, which are associated with the Psychic type, and she can also teleport, also associated with the Psychic type, so despite not actually being psychic, she's Psychic-type by any reasonable definition. She has Super Luck because she's often incredibly lucky. Sacred Barrier is because 25% of her job description is sealing away evil spirits, so it wouldn't make sense for her to be weak to the types associated with them (as shown by Spiritomb, an evil spirit that is Dark/Ghost). Fantasy Seal, her signature move, also reflects this. She gets Slack Off because she's a lazy asshole who slacks off a lot. Psyshock is just STAB, and screens have been gone over above. Rapid Spin and Earth Power are (loosely) based off of some of her attacks in the fighting game spinoffs.
Pokémon: Zero (from Kirby's Dream Land 3) / 0² (from Kirby 64: The Crystal Shards)
Type: Dark/Poison
Ability (Zero): Last-Ditch Effort* / Levitate (Hidden)
Ability (Zero-Iris): Speed Boost
Ability (0²): Tough It Out!** / Levitate (Hidden)
*Last-Ditch Effort: If the user is Zero, changes to Iris form and restores all HP after being KOed.
**Tough It Out!: Shadow Tag clone. Displays the ability name when the opponent tries to switch out.
Stats (Zero): 90/90/130/120/80/110 (620)
Stats (Zero-Iris): 50/90/50/120/40/150 (500)
Stats (0²): 120/90/150/140/110/70 (680)
(Zero and 0² can be used at the start of the battle. Zero-Iris is only available via Last-Ditch Effort.)
Zero @ Life Orb
Ability: Last-Ditch Effort
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Dark Matter Swarm (Special Dark. 20 BP. Hits 5 times. 15/24 PP. 100% Accuracy.)
- Blood Shot (Special Poison. 90 BP. 20% chance to flinch. 15/24 PP. 100% Accuracy.)
- Thunderbolt
- Shadow Ball

0² @ Leftovers
Ability: Tough It Out!
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Dark Matter Swarm
- Blood Shot
- Dazzling Gleam / Flash Cannon
- Roost
Reasoning: Zero commands what are basically space demons, so Dark-type. Zero also infamously attacks with blood, and has poison gas as 0², so also Poison-type. Last-Ditch Effort is based on Zero's second phase, where it rips apart its body to attack as just an iris. Tough It Out! is based on the fact that, unlike the rest of the game, you cannot quit to map while fighting 0². Levitate because they both levitate. Zero is pretty durable and can deal good damage, but is also pretty fast, reflected by its stats. Its iris is somewhat frail, but also very fast, also reflected by its stats. 0², on the other hand, barely moves at all, but is insanely durable. You know the drill. Dark Matter Swarm and Blood Shot are directly based off of moves Zero uses as a boss. Thunderbolt and Shadow Ball aren't used by Zero itself, but they're used by Dark Matter, which Zero can create in combat. 0² attacks with some kind of light attack, hence Dazzling Gleam and Flash Cannon. Because it has large wings, it can use Roost. (Zero is designed for OU, and 0² is designed for Ubers.)
Cookie Butter
Yung Dramps
leonard (from big bang theory)
Squawkerz
Brodaha
Gravity Monkey
Mygavolt
Ludicrousity
Pika Xreme
 
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