Crossover Chaos V2: Slate 44 - Halloween

I've been doing this for, to my memory, every last slate, and you casuals need to get on my level
>Has won the most slates at 10 or more
ToadBrigade You should try changing this. Maybe just not be 1st place? and change the wording in the OP to explain what "3-2-1 format" is. Sure, other people come from pet mods, but maybe someone is stupid or this is their first. In other words, I'm petitioning a change in voting.
 
>Has won the most slates at 10 or more
I did a recount of all previous slates but omitted all of Pika Xreme's votes to see how self-voting affected the results. Only one of their many winning submissions, Star Dream from Slate 5, would not have made it. There is no reason to change the voting system because of this.

3-2-1 voting refers to the weighting of each of your votes in order: three points, two points, one point. Submissions with the most points win. I've updated the OP to make this clearer.

I've been doing this for, to my memory, every last slate, and you casuals need to get on my level
Surprisingly you actually missed a slate (but had a winning submission anyway).
 
Only one of their many winning submissions, Star Dream from Slate 5, would not have made it.
Seeing this just makes me retroactively salty because if I'm counting the votes correctly, it would've been my Utsuho that would've taken that third winning slot without it.

God damn it.

Neosonic97's Rage is building!
 
Slate #12
Anything Goes




Congratulations to Melons-N-Soda, Shoopz_Whisper, and Pika Xreme for winning with F.L.U.D.D., Palico, and Gooey. Newcomers, Melons-N-Soda and Shoopz_Whisper, have earned the title Captain Rainbow!

Since the topic of self-voting was bought up in the voting phase and it affected the results of this slate (Luigi would've replaced Gooey), I've opened a poll to see if what members of the community think. Just for transparency: if you could not give your own vote three points this slate (assuming those votes just swapped positions with the second vote), Gooey and Luigi would have tied with Luigi winning the tie on preference voting.

I will consider changing the rule if 60% or more votes are in favour of the change. Poll will be open for the duration of the current submission phase. Poll is here.

Submit your characters for this slate by the 27th of September.
Have fun!​
 
Since the topic of self-voting was bought up in the voting phase and it affected the results of this slate (Luigi would've replaced Gooey), I've opened a poll to see if what members of the community think. Just for transparency: if you could not give your own vote three points this slate (assuming those votes just swapped positions with the second vote), Gooey and Luigi would have tied with Luigi winning the tie on preference voting.

I will consider changing the rule if 60% or more votes are in favour of the change. Poll will be open for the duration of the current submission phase. Poll is here.​
I voted for the wrong option, so I would suggest restarting the poll. You know. Because this whole thing is about fairness in voting.
 
Gonna bring some different submissions back from multiple slates. These ones also fit an 'opposites' theme in a sense...

Pokémon: X (Mega Man X)
Type: Steel
Ability: Protean
Moves: Charge Shot*, Sketch
Signature Move: Charge Shot- Base 90 Power, 15 PP, Steel-type, Special. No Special Effects. Can only be used by Armorless X. Steelium Z turns it into 185 BP Corkscrew Crash.
Stats: 80 HP/70 Atk/70 Def/100 SpA/80 SpD/100 Spe (BST: 500)
Reasoning: Mega Man X (Although he just goes by X) is the titular and main character of the Mega Man X series. As Dr. Light's magnum opus, he was gifted the ability to think and feel, and act upon these, essentially becoming the world's first fully sentient robot. He was sealed away for 30 years to test his morality as Dr. Light would not live long enough to properly ensure that X was ready to be released to the world. He later helped create the Reploid race, and became a Maverick Hunter to stop the Mavericks (basically Reploid criminals) who started cropping up after a while, and continously battling the leader of the Mavericks, Sigma, who just won't stay dead, for whatever reason.

In the games, X in his base form is usually depicted as very weak, but his Variable Weapons System affords him the move Sketch which... yeah. X's movepool is unparalleled. It's a shame, then, that his stats are subpar, with not a single stat reaching above base 100. What he DOES have however is both his incredible movepool and access to Protean, which, as Greninja has previously taught many players, is an amazing ability. It's by this ability that X lives and dies... at first, at least. The Charge Shot is X's signature move, based on his ability to charge his X-Buster in every Mega Man X game.

When I said 'at first' for saying X lives and dies by Protean, there's a reason for that. You see, X, throughout his games, collects various sets of armor which improve his abilities. And of course, that translates perfectly to forme changes! And there are A LOT of form changes I'm covering (To note: SIX of them!), since I'm using every armor set that X has used from X4 to X6! All but two give up the Protean Ability for a new ability and typing, with more specialized stats for a given role to use with X's incredible versatility. So with that out of the way, let's dive right into...

Forme Changes

X's Forme Changes are performed out of battle using the Dr. Light Capsule Key Item.

Form: Fourth Armor X [X-Fourth] (Mega Man X4-X5)
Changes
Base Stats:
100 HP/80 Atk/90 Def/110 SpA/100 SpD/110 Spe (BST: 590)
Ability stays as Protean.
Typing remains unchanged.
New Move: Plasma Charge Shot- Steel-type, Base 95 Power, 100 Accuracy, 15 PP, Special. Traps the target for 1 turn, dealing 1/8 of their maximum HP at the end of the turn. Can only be used by Fourth Armor X and Ultimate Armor X. Steelium Z turns it into 190 BP Corkscrew Crash.
New Z-Move: Giga Attack: Nova Strike 4th- Upgraded from Plasma Charge Shot using 4Xium Z. Steel-type, Base 200 Power, Physical. Calculated from X's higher attacking stat.
Reasoning: Fourth Armor X is a slight stat boost from Armorless X, representing how in X4 and X5, Fourth Armor X is a straight upgrade from Armorless X and the last truly upgrade-based armor rather than armors that specialise in different areas. The Plasma Charge Shot is the more iconic of Fourth Armor X's two charge shots (He can swap between two arm parts at will), and the Nova Strike is Fourth Armor X's Giga Attack, which translates well into a Z-Move, and in that game it is a flying charge forwards which makes X invulnerable for the length of the charge (But this functionality is removed to avoid balance issues). There is, however, a reason why it's called Nova Strike 4th, rather than just Nova Strike, though...

Next we have...

Form: Falcon Armor X [X-Falcon] (Mega Man X5-X6)
Base Stats: 90 HP/70 Atk/80 Def/110 SpA/90 SpD/130 Spe (BST: 560)
New Typing: Steel/Flying
New Ability: Free Move- User is immune to all entry hazards and clears any hazards on your side of the field when switched in.
New Move: Spear Charge Shot- Base 70 Power, 90 Accuracy Steel-type, 15 PP, Special. +1 Priority. Ignores target's Stat Boosts. Can only be used by Falcon Armor X. Steelium Z turns it into 175 BP Corkscrew Crash.
New Z-Move: Giga Attack: Giga Crush- Upgraded from Spear Charge Shot with FalconXium Z Base 210 Power, Steel-Type, Special. Calculated from X's higher attack stat. Hits both enemies in a Double Battle.
Reasoning: The name of the game with Falcon Armor X is revenge killing and hazard clearing. Falcon Armor X enjoys greater speed than any other form of X, and he still gets more bulk and power from donning this armor, albeit not as much bulk as the Fourth Armor. He sacrifices Protean for Free Move, the name of the unique flight function which the Falcon Armor gives. This allows X to clear out Entry Hazards upon switching in and leaves him completely unaffected by Stealth Rock. His Signature Move, Spear Charge Shot, is weaker than any other Charge Shot type (even Armorless X's!), but in turn it's able to pierce through obstacles to get the jump on enemies who X would otherwise struggle with, hence the stat boost ignorance and increased Priority. Giga Crush is the Falcon Armor's Giga Attack, which acts as a screen clear in the original games. Hazards won't be doing much with Falcon Armor X around.

Third is:

Form: Gaea Armor X [X-Gaea] (Mega Man X5)
Base Stats: 110 HP/50 Atk/110 Def/110 SpA/110 SpD/50 Spe (BST: 540)
Typing remains unchanged.
New Ability: Prism Armor
New Move: Gaea Charge Shot- Base 100 Power, 95 Accuracy, 15 PP, Steel-type, Special. Reduces the target's Special Attack by 1 stage. Can only be used by Gaea Armor X. Steelium Z turns it into 195 BP Corkscrew Crash.
New Z-Move: Giga Attack- Gaea Burst- Upgraded from Gaea Charge Shot with GaeaXium Z. Steel-Type, Special, Base 160 power. Traps the target for 3 turns, dealing 1/6 of their max health as damage at the end of each turn.
Reasoning: Gaea Armor X is the second-tankiest armor of X's, even being immune to the dreaded spikes which would otherwise instantly kill X. This shows in the fact that X's Gaea Armor has much better bulk than X's previous two armors plus Prism Armor, but this comes at a cost: X loses A LOT of speed and mobility for this, and while his Gaea Charge Shot IS the strongest Charge Shot of ANY of X's Armors and its Shot-erasing properties manifest as a guaranteed Special Attack Debuff, his Speed drops a massive 50 points, dropping him right into the Dead Zone: He's too fast to use in Trick Room, but too slow to be used out of it. His Z-Move is based on the armor's Giga Attack in Mega Man X5, where he creates a large sphere of energy which traps the enemy within, dealing severe amounts of damage.

Our fourth X Form is...

Form: Blade Armor X [X-Blade]
Base Stats: 100 HP/110 Atk/100 Def/80 SpA/90 SpD/110 Spe (BST: 590)
New Ability: Tough Claws
New Typing: Steel/Fighting
New Move: Charged Saber- Steel-type, Base 95 Power, 100 Accuracy, 15 PP, Physical. High Critical Hit Rate. Makes contact. Can only be used by Blade Armor X. Steelium Z turns it into 190 BP Corkscrew Crash.
New Z-Move: Giga Attack: Dual Saber Wave- Upgraded from Charged Saber with BladeXium Z. Base 100 Power, 100 Accuracy, Physical. Does not make contact. Hits twice. High Critical Hit Rate.
Reasoning: Blade Armor X's stats may look familiar and that's because Blade Armor X is just a physical-oriented version of Fourth Armor X, except with an added Fighting-type to better make usage of Tough Claws. Basically use him as you would Fourth Armor X, except on the physical side. The reason he's got Tough Claws is because this armor focuses on usage of the Z-Saber.

Lastly, there's...

Form: Shadow Armor X [X-Shadow]
Base Stats: 80 HP/90 Atk/80 Def/70 SpA/90 SpD/125 Spe (BST: 535)
New Ability: Prankster
New Typing: Steel/Dark
New Move: Engetsurin- Steel-type, Base 90 Power, 100 Accuracy, 15 PP, Physical. Raises X's Defense and Special Defense by 1 stage. Can only be used by Shadow Armor X. Steelium Z turns it into 185 BP Corkscrew Crash.
New Z-Move: Giga Attack: Enkourin- Upgraded from Engetsurin with ShadowXium Z. Steel-type, Status. X protects himself, avoiding all moves that target him. Any foe who tries to attack X while he is protecting himself will lose 2/3 of their current HP.
Reasoning: Shadow Armor X is Blade Armor X's weaker but trickier cousin, focusing more on beating foes in a war of attrition rather than straight-up overpowering them. Engetsurin is Shadow Armor X's charge shot (and it creates a field around X which damages foes and erases projectiles, which manifests as a defense boost), and Enkourin is the Giga attack, which creates two spinning blades that orbit X, stopping projectiles and severely damaging anybody who is close to X.

Pokémon: Zero (Mega Man X/Mega Man Zero)
Type: Steel/Fighting
Ability: Sougenmu*/Zero Virus (HA)*
Sougenmu: Basically Parental Bond. Works on each individual hit of Z-Saber (but not other Multi-hit moves). Sougenmu hits do not count as making contact regardless of the move used. Does not work on Z-Moves.
Zero Virus: Upon scoring a KO, transforms into Awakened Zero for the rest of the battle. Upon transforming, ability changes to Sougenmu.

Moves: Z-Saber*, Sacred Sword, Night Slash, Fire Lash, Leaf Blade, Psycho Cut, Cross Poison, Icicle Crash, Zing Zap, Earthquake, Waterfall, other physical moves.
Signature Move: Z-Saber. Steel-type, Base 25 power, 100 Accuracy, 20 PP. High Critical Hit Ratio. Makes contact. Hits 3 times. Steelium Z turns it into 190BP Corkscrew Crash.
Signature Z-Move: Genmu Zero. Upgraded from Z-Saber with Zeroium Z. Steel-type Base 240 Power, High Critical Hit Ratio. Hits both enemies in a Double Battle. Super Effective against Steel-Type enemies. Does not make contact.
Stats: 60 HP/120 Atk/60 Def/80 SpA/60 SpD/125 Spe (Zero. BST: 525)
100 HP/150 Atk/100 Def/100 SpA/100 SpD/150 Spe (Zero-Awakened. BST: 700).
Reasoning: Zero is the secondary protagonist of the Mega Man X series and the main character of the sequel, Mega Man Zero, and X's partner when it comes to Maverick Hunting. Whether X or Zero is more important to the story is arguable, but there's no denying the impact these two robots have on the story of Mega Man X is profound and both are significant. Starting in Mega Man X4, Zero and X had very clearly defined playstyles from each other. Compared to X, while Zero starts with a MUCH higher damage output than an Unarmored X and is more mobile than almost all forms of X (save for the Falcon Armor), Zero is also a lot less durable than X is, having less health and taking more damage, which also adds to Zero's high-risk factor in regards to his fighting style: Whereas X is a ranged fighter who doesn't need to get close to his enemies, Zero is a close-range fighter, hence why his stats are specced into physical offense instead of special offense. His ability, Sougenmu (lit. Twin Dream), is taken straight from a technique Zero uses in Mega Man X5, which creates a body double that mimics Zero's every move and, in his appearances in the Marvel vs Capcom games, can be used to hit targets twice with every attack, hence why it is basically Parental Bond with an added Long Reach effect on the second hit of each move. His other ability, Zero Virus, is based on one of the biggest plot points of Mega Man X5, namely a mutated form of the Sigma Virus that has adapted itself to Zero's body. If the Space Colony Eurasia is allowed to crash into the Earth, Zero will transform into a much more powerful form called Awakened Zero, greatly increasing his stats. This was translated to scoring a KO due to Awakened Zero's bloodthirsty and violent nature, owing to his original programming by his creator, one Dr. Albert Wily. His moves are all based on some of his sword techniques or just moves that would work with him in general. Some examples of the former including Fire Lash (Closest fit I could find for Ryuenjin and Shoenzan), Psycho Cut (Hadangeki), Icicle Crash (Hyourouga or Hyouretsuzan), Zing Zap (Raijingeki or Denjin), Waterfall (Hisuishou), and Earthquake (Earth Gaizer). Likewise, his Z-Move is also based on one of his techniques, albeit one that is never available in the player's hands in a main series Mega Man X game. Genmu Zero is a move only used by Awakened Zero (and later a copy of Zero called Zero Nightmare) in the X series, but it is usable as a Super Move in the Marvel vs Capcom games. The reasoning for his typing should be obvious. And of course, his signature move is his signature 3-hit combo with his Z-Saber, used in every game he's appeared in past Mega Man X4.

"It's not X you should worry about -- it's me!!" (Standard Zero)
Zero@Zeroium Z
Ability: Sougenmu
EVs: 252 Atk/252 Spe/4 HP
-Z-Saber
-Sacred Sword
-Filler
-Filler
Filler=Night Slash, Fire Lash, Leaf Blade, Psycho Cut, Cross Poison, Icicle Crash, Zing Zap, Earthquake, Waterfall.

"WHAT AM I FIGHTING FOOOOOOR?!" (Awakened Zero)
Zero@Zeroium Z
Ability: Zero Virus
EVs: 252 Atk/252 Spe/4 HP
-Z-Saber
-Sacred Sword
-Filler
-Filler
Filler's the same as standard Zero.

Pokémon: Cirno (Touhou Koumakyou ~ Embodiment of Scarlet Devil)
Type: Ice/Fairy (obviously)
Abilities: Snow Warning/Competitive/Freeze Atmosphere (HA)
Signature Ability: Freeze Atmosphere - Upon switching in, turns the Terrain into Frozen Terrain until the terrain is changed or removed. Frozen Terrain reduces the speed of all grounded non-Ice Type Pokemon by half and boosts the power of Ice-Type moves by 50%, while weakening the power of Fire-type moves by 50%. Nature Power becomes Ice Beam in Frozen Terrain.
Moves: Icicle Fall*, Ice Beam, Icicle Crash, Play Rough, Dazzling Gleam, Freeze-Dry, Blizzard, Hail, Aurora Veil, Glaciate, pretty much every Ice-Type move, Energy Ball, Nature Power.
Signature Move: Icicle Fall- Base 99 Power, 99 Accuracy, Ice-Type, 29 PP, Special. Calculated from Cirno's higher attack stat and the target's lower defense stat. 9% chance to Freeze the target. Icium Z turns it into 190BP Subzero Slammer.
Z-Move: Perfect Freeze- Base 199 power, Ice-Type, Special. Upgraded from Cirno's/Cirno-Tan's Icicle Fall using Cirnium Z. Calculated using Cirno's higher attack stat and the target's lower defense stat. Sets up permanent Hail. Super Effective against Fire-Types.
Stats: 99 HP/99 Atk/99 Def/99 SpA/99 SpD/99 Spe (BST: 594)

Alternate Form: Tanned Cirno [Cirno-Tan]

Form Change is triggered out of battle by using the item Essence of Four Seasons on Cirno. Using it again will transform Tanned Cirno back into Cirno. She cannot keep moves that can't be learned by the normal form upon reverting.
Ability: Power of Summer (User resists Fire-Type moves, regardless of typing. Sunny Day increases all of Cirno's stats by 1.5x.)
Base Stats and Typing remain unchanged.
New Moves: Solarbeam, Sunny Day, Petal Dance, Air Slash.
Signature Z-Move: Cold Sunflower- Base 199 Power, Special. Upgraded from Cirno-Tan's Icicle Fall using Tancirnium Z. Calculated using Cirno's Higher Attack Stat and the enemy's lower defense stat. Sets up permanent Sunny Day. 10% chance to Freeze or Burn the enemy.

Reasoning: Meet THE STRONGEST fairy, Cirno. She's an Ice Fairy (obvious typing is obvious). Her stats and the base power of her signature moves are a reference to the "Nine-ball" meme. Hence her Base Stats are all nines. Still, she is a lot stronger than her species would suggest and can actually threaten others, so Cirno's stats are decent all around, with Base 99 in all stats. Where Cirno excels however is in battlefield manipulation through her abilities and moves, including a signature terrain, which helps Ice-Types outspeed threats. Cirno can attack fine on both ends of the spectrum, although she's better on the Special end of the Spectrum. Her signature move is Icicle Fall, named after the famous move from EoSD, which is most known for its glaring safe spot on Easy Difficulty. It's tougher on Normal and above, though. It upgrades into Perfect Freeze, her ACTUAL signature move. The reason Perfect Freeze is super effective against Fire-Types is because Cirno can actually freeze flames solid with it in Fairy Wars. Most of her moves are self-explanatory, although Nature Power and Energy Ball are due to the fact that Cirno, being a fairy, is an embodiment of an aspect of nature, thus allowing her to draw upon Nature's power. She functions best in a Hailstorm, however, so you'll need to keep that up. Luckily, timing her Z-Move well will allow her to have a permanent hailstorm going.

Her alternate form, Cirno-Tan, or Tanned Cirno, is based on her appearance in Hidden Star in Four Seasons, where she was empowered with the essence of Summer. Since she uses the Essence of Four Seasons item to transform, she also gains moves akin to the Sub-Seasons in HSiFS in Air Slash and Petal Dance. However, Cirno-Tan's most notable aspect is her ability. It may seem paradoxical for an Ice-Type to be designed around functioning in the sun, where Fire-Types run rampant, but with Cirno-Tan being boosted by Summer's power, she gains a great increase in power under the sun, which makes up for her type not being good in that weather normally, and she can set up permanent Sun through her Z-Move, Cold Sunflower, which is named after her Bomb from Hidden Star in Four Seasons. She CAN still use Perfect Freeze in her tanned form, but she cannot use Cold Sunflower in her Normal Form. She also resists Fire-type moves, having overcome her weakness to heat.

However, Cirno's stats are only average at best regardless of form, given how, while she is strong for her kind, she is not particularly strong by Gensokyo's standards. She NEEDS to get her gimmicks going in order to succeed. When she has her gimmicks up, she is a devastating force that can be very hard to stop. Without it though, she's fairly easy to bring down.

"When it comes to me, I'm the strongest!" (Regular Cirno set)
Cirno@Cirnium Z
Modest/Timid Nature
EVs: 252 Spe/252 SpA/252 Spd
Ability: Freeze Atmosphere
-Icicle Fall
-Dazzling Gleam
-Energy Ball
-Filler
Filler=Aurora Veil/Freeze-Dry/Glaciate/Icy Wind/Nature Power/Hail

"This atmosphere... it smells of war!" (Tanned Cirno set)
Cirno-Tan@TanCirniumZ
Modest/Timid Nature
EVs: 252 Spe/252 SpA/252 SpD
Ability: Power of Summer
-Icicle Fall
-Solar Beam
-Dazzling Gleam
-Filler
Filler=Petal Dance/Energy Ball/Air Slash/Freeze-Dry/Glaciate/Icy Wind

Pokémon: Utsuho Reiuji (Touhou Chireiden ~ Subterranean Animism)
Type: Fire/Flying
Abilities: Sheer Force/Desolate Land/Nuclear Fusion (HA)
Signature Ability: Nuclear Fusion: All attacks gain a 30% chance to burn the opponent on top of pre-existing effects. User resists Water- and Ice-type moves (disregarding normal weaknesses), and is immune to Freeze. User's Fire-Type Moves become super-effective on Water-Type Pokemon, but are resisted by Steel-Type Pokemon. Solar Beam does not require a charge turn, regardless of weather.
Moves: Overheat, Flamethrower, Fire Blast, Blast Burn, Eruption, Fiery Dance, Magma Storm, Inferno, Fusion Flare, Blue Flare, Heat Wave, Tailwind, Roost, Defog, Brave Bird, Aerial Ace, Acrobatics, Beak Blast, Hell's Artificial Sun*, Earth Power, Earthquake, High Jump Kick, Sunsteel Strike, Solar Beam, Sky Attack, Explosion, Sunny Day, U-Turn, Flare Blitz, Focus Blast, Scald, Steam Eruption.
Signature Move: Hell's Artificial Sun- Base 90 Power, Fire-Type, Special, 100 Accuracy, 10 PP. Sets up Sunny Day if it is not already set up. Uses Utsuho's higher stat between Attack and Special Attack for damage calculation.
Signature Z-Move: Subterranean Sun- Converted from Hell's Artificial Sun via Okuunium Z. Fire-type, Base 230 Power, Special. Bypasses Accuracy Check. Sets the weather to Intense Sunlight if it is not already present, which lasts until Utsuho is switched out. Uses Utsuho's higher stat between Attack and Special Attack for damage calculation.
Stats: 90 HP/140 Atk/50 Def/140 SpA/50 Def/110 Spe (BST: 580)

Reasoning: Okuu is a powerful mixed attacker who utilizes both physical and special attacks in her nuclear fusion powered arsenal, and as you might have guessed, LOVES bringing the Sun out. She's a fire-type due to the sun motif and flying-type due to, well, being a bird (a hell crow to be precise), which is also why she has moves like Brave Bird, Beak Blast and Roost. She consumed the corpse of the Yatagarasu, and as such gained the power to manipulate Nuclear Fusion. As a result, she can learn pretty much every Fire, Heat and Sun-based attack there is, even moves that would normally be signature to legendaries, such as Magma Storm, Blue Flare, Sunsteel Strike and Steam Eruption. Her first appearance is as the Final Boss of Subterranean Animism.

Her Signature Ability, Nuclear Fusion, is simple in practice. Her power is known to burn things pretty badly (given how she's hurling SUNS at people), and given how she's a walking embodiment of a sun god, she resists Water and Ice attacks well (I mean, you wouldn't use water and ice to try put out a sun, would you?) but in turn her radioactive powers are kept in check by Steel-Types, who resist her fiery assaults. It also lets her fire off Solar Beam without fear of a charge time (Because come on, she's basically a walking, talking sun generator), but only when using this power. Her other two abilities revolve around either her focus on firepower over gimmicks and her associated weather in Hisoutensoku, the Scorching Sun weather. This also shows up in her Signature move and Signature Z-Move, which both set up a variant of Sunny Day. This also applies to her stats: while Okuu has a lot of HP, her defenses are poor. However, she's also very fast and hits hella hard, as befitting for one who manipulates and is powered by Nuclear Fusion. For Pokemon who appreciate the power of sunlight, you can't really go wrong with pairing them with Okuu. Speaking of suns, her signature move, Hell's Artificial Sun, and her Z-Move, Subterranean Sun, are both based on spell cards in Touhou: Subterranean Animism (In fact they're the same spell card, with Hell's Artificial Sun being used on Easy and Normal and Subterranean Sun being used on Hard and Lunatic).

However, Utsuho, like others sharing her type (see: Charizard, Moltres, Talonflame and Ho-Oh) DOES NOT like dealing with Stealth Rocks. She can clear them away with Defog but doesn't want to switch into them ever.

Example Special Attacker Moveset w/ Okuunium Z

Utsuho@Okuunium Z
Ability: Nuclear Fusion
Nature: Modest/Timid
EVs: 252 SpA, 252 Spe, 4 HP
-Hell's Artificial Sun/Blue Flare/Fiery Dance
-Steam Eruption/Scald
-Solar Beam
-Earth Power/Focus Blast/Tailwind/Roost/Defog

Example Physical Utsuho w/ Okuunium Z

Utsuho@Okuunium Z
Ability: Nuclear Fusion
Nature: Adamant/Jolly
EVs: 252 Atk, 252 Spe, 4 HP
-Hell's Artificial Sun/Flare Blitz
-Brave Bird/Beak Blast
-Earthquake/Sunsteel Strike/High Jump Kick
-Tailwind/U-Turn/Explosion/Roost/Defog
 
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Pokemon: Luigi
Type: Normal/Electric
Ability: Rattled / Wimp Out / (HA) Super Luck
Signature Move:
Flashlight Pulse
- Type: Electric
- Classification: Special
- Power: 90
- Accuracy: 100
- PP: 15 (max 24)
- Effect: Hits Ghost and Dark types for Super Effective damage, even if their secondary type resists it/is immune to it. Has a 10% chance to flinch the foe. Boosted by Mega Launcher.
Stats: 105 / 84 / 101 / 95 / 109 / 101 (Total: 595)
Other Notable Moves: Thunderbolt, Thunder, Tri Attack, Flamethrower, Ice Beam, Scald, Volt Switch, Flash, Hurricane, Focus Energy, Defog, Whirlwind, Haze, Recover, Glare, Taunt, Spotlight, Thunder Punch, Brick Break, High Jump Kick, Stomp, Fly, Splash
Overview: One of the most recognizable sidekicks, being the Player 2 to the red garbed plumber in a majority of his appearances. Of course, as we know, Luigi is highly unique in his own right, and his unique, timid personality is embodied in his abilities. Rattled boosts the Speed of Pokemon hit by Ghost, Dark, and Bug moves, all of which Luigi is afraid of to some extent. Wimp Out represents Luigi's tendency to run when things get scary. His typing comes from the fact that he is highly associated with electricity, to contrast Mario's association with fire. The Normal typing, however, comes from the fact that Luigi has been designed to combat Ghost types (as he does in Luigi's Mansion), and the Normal type makes perfect sense to achieve that end. This is continued in his signature move, Flashlight Pulse, which is based on the high powered flashlight of Luigi's Mansion Dark Moon. The elemental attacks Luigi gets come from the first Poltergust, which could absorb Fire, Water, and Ice to solve puzzles and attack foes. This is also where the air related utility comes from (and Hurricane). Focus Energy comes from Luigi's occasional surges of bravery, Recover from the Mushrooms of the Mario & Luigi series, Taunt from Smash Bros, Spotlight from Mario Golf, and Fly from his role in Mario Odyssey (if Pikachu having balloons means it can fly, Luigi should be able to as well). High Jump Kick represents Luigi's high jumping prowess, Stomp and Brick Break come from the regular Mario series, and Thunder Punch is a natural physical move that Luigi should get. Finally, we reach some of the more unusual choices for moves. Glare comes from the Luigi Death Stare meme (even if Luigi didn't get Glare, Thunder Wave would likely be on the list anyway), and Splash comes from the infamous series of Luigi Wins By Doing Absolutely Nothing. His third ability, Super Luck, is also somewhat based on this. Overall, Luigi can fill a wide variety of roles, including Special, Physical, and support.
Sample Movesets:

Special Crit Luigi
Luigi @ Life Orb
Super Luck
252 SpA / 4 SpD / 252 Spe
Timid Nature
- Focus Energy
- Flashlight Pulse
- Ice Beam
- Flamethrower / Scald

Physical Crit Z Move Luigi
Luigi @ Flyinium Z
Super Luck
252 Atk / 4 SpD / 252 Speed
Jolly Nature
- Focus Energy
- Thunder Punch
- Return / High Jump Kick
- Fly

Anti-Ghost/Anti-Dark Support Luigi
Luigi @ Leftovers
Rattled
252 HP / 60 SpA / 196 SpD
Bold Nature
- Flashlight Pulse
- Defog / Whirlwind
- Glare
- Volt Switch / Recover

Wimp Out Slow Pivot Luigi
Luigi @ Eject Button
Wimp Out
252 HP / 4 Def / 252 SpD
IVs: 0 Spe
Sassy Nature
- Volt Switch
- Glare
- Taunt
- Haze / Recover


Pokemon: Maya Fey
Type: Psychic/Fairy
Ability: Fey Mystic (Ghost moves become Psychic type and receive a 1.3x boost in power. Additionally, the user is immune to Ghost type moves)
Signature Move:
Spirit Channel
- Type: Psychic
- Classification: Status
- PP: 10 (max 16)
- Effect: Calls upon the move in the same slot of the first Ghost type within the party (even if they have fainted), and uses it for this move. For example, if this move is in third slot, and it calls upon a Lunala with Roost in the third slot, Maya will use Roost. (Moves called in this manner are not affected by Fey Mystic)
Stats: 80 / 75 / 75 / 135 / 125 / 95 (Total: 585)
Other Notable Moves: Psychic, Moonblast, Shadow Ball, Calm Mind, Imprison, Aura Sphere, Mystical Fire, Energy Ball, Flail, Uproar, Snatch, Taunt, Trick Room, Reflect, Light Screen, Psych Up, Work Up, Misty Terrain, Stored Power
Overview: The partner to Phoenix Wright, Maya Fey possesses an incredible well of spiritual power (thanks to her status as master of the Fey clan). The Psychic type comes from her status as a mystic, and while the Fairy type is also drawn from this, it also comes from her last name, "Fey", which refers to fairies. Her signature ability and move comes from her spiritual power to channel spirits. She's biased towards the special side, because of her spritual prowess, and that her physical feats aren't as notable. Her moves include basic coverage that someone with mystic powers should get, as well as some tricky moves (as Maya is in general a troublemaker) and screens (which comes from MvC3, in which she puts up a barrier to protect Phoenix).
Sample Movesets:

Burning Spirit (Partner with Blacephalon)
Maya @ Choice Scarf / Life Orb
252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Moonblast
- Aura Sphere / Energy Ball
- Spirit Channel (Flame Charge / Fire Blast)

Danganronpa x Ace Attorney (Partner with Chihiro)
Maya @ Focus Sash
252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Moonblast
- Aura Sphere
- Spirit Channel (Alter Ego / Thunderbolt)
 
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Rise! Oh, Dark Lord of Despair!
Crush the stars! Lay waste to care!

Pokémon: Void Termina
Type (Demon God): Dark
Type (First Core): Dark/Poison
Type (Angel): Dark/Flying
Type (Final Core and Void Soul): Dark/Ghost
Ability: Destroyer of Worlds*
*Destroyer of Worlds: Removes all field conditions (such as weather, terrain, rooms, hazards, screens, etc.) while on the field, even Primal weathers (such as Desolate Land and Delta Stream).
Stats (Demon God): 130/160/100/100/100/90 (680)
Stats (First Core): 120/100/90/130/90/70 (600)
Stats (Angel): 110/160/100/100/100/130 (700)
Stats (Final Core): 120/130/100/160/100/110 (720)
Stats (Void Soul): 120/150/120/200/120/110 (820)
(Demon God, First Core, Angel, and Final Core can be selected out of battle. Final Core turns into Void Soul when holding the Soul Orb, similarly to a Primal Reversion.)
Notable Moves: Punch of Destruction*, Jamba Axe**, Jamba Blade***, Jamba Spear****, Red Tears*****, Shooter Cutter******, Earthquake, Earth Power, Knock Off, Throat Chop, Dark Pulse, Ice Beam, Flamethrower, Fire Blast, Thunderbolt, Waterfall, Surf, Brave Bird, Shadow Ball, Boomburst, Sacred Sword, Focus Blast, Roost
*Punch of Destruction: Physical Dark, 100 BP, 100% Accuracy, 15/24 PP, hits all opponents in Double Battles, punching move. 180 BP Black Hole Eclipse.
**Jamba Axe: Physical Ice, 90 BP, 100% accuracy, 15/24 PP, 10% chance to freeze. 175 BP Subzero Slammer. (Would be shared with Francisca.)
***Jamba Blade: Physical Fire, 90 BP, 100% accuracy, 15/24 PP, 10% chance to burn. Slashing move. 175 BP Inferno Overdrive. (Would be shared with Flamberge.)
****Jamba Spear: Physical Electric, 90 BP, 100% accuracy, 15/24 PP, 10% chance to paralyze. 175 BP Gigavolt Havoc. (Shared with Zan Partizanne.)
*****Red Tears: Special Poison, 95 BP, 100% accuracy, 15/24 PP, independent 20% chances to lower target's Attack by 1 and to flinch. 175 BP Acid Downpour. (Would be shared with Zero/0².)
******Shooter Cutter: Physical Normal-Type, 30 BP, 100% accuracy, 15/24 PP, hits 4 times. 190 BP Breakneck Blitz. (Shared with Marx, among others.)
Void Termina @ Leftovers
Ability: Destroyer of Worlds
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Punch of Destruction
- Jamba Axe
- Jamba Spear / Waterfall
- Jamba Blade / Waterfall / Roost

Void Termina-First Core @ Leftovers
Ability: Destroyer of Worlds
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Red Tears
- Dark Pulse
- Earth Power
- Ice Beam / Roost

Void Termina-Angel @ Choice Band
Ability: Destroyer of Worlds
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Punch of Destruction
- Earthquake
- Jamba Axe

Void Soul @ Soul Orb
Ability: Destroyer of Worlds
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Focus Blast
- Surf
- Boomburst

Reasoning: (First Core is for OU, everything else is for Ubers.) The dark god of chaos and despair behind Dark Matter, the Master Crown, and the Cult of Jamba Heart, Void Termina is a shoe-in for the Dark-type. The First Core attacks using blood (or a similar substance) and gets the Poison-type, the Angel form flies and gets the Flying-type, and finally, the Final Core and Void Soul are pretty much Void Termina's soul and get the Ghost-type. Its ability reflects its nature as the destroyer of worlds, as do its high offenses. Its forms' stats are based on how they act compared to each other in gameplay. Its moves are mostly based, to varying degrees of loseness, on moves it uses in game, though several are just appropriate moves for its type. While in Star Allies, Void Termina's axe, swords and spears are different from those of the mages, I decided to alter them to be more in line. Since it's not entirely intuitive, Boomburst is based on Loud Song, the Final Core's laser attack.
 
Ok, I got a lot of stuff. Too bad there's a limit.

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Pokémon: Rathalos (Male), Rathian (Female)
Shiny Variants: Azure Rathalos (Male), Pink Rathian (Female)
Type:
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/
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Ability: Levitate / Sheer Force / Intimidate (Only available if male) / Poison-Dipped Claws (Steelworker clone for Poison, Only available if female)
Moves: Acrobatics, Flare Blitz, Poison Tail, Sludge Bomb, Fire Blast, Flamethrower, Dragon Pulse, Draco Meteor, False Swipe, Slash, Night Slash, Dark Pulse, Oblivion Wing, Stealth Rock, Defog, Stone Edge, Body Slam, Crunch, Rest, Sleep Talk, Roar, Noble Roar, Flame Charge, Dragon Claw, Shadow Claw, Earthquake, Fly, (Will add more later I guess.)
Toxic Claw |
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| Physical | Contact | 100 BP | 100% Acc |10% to poison | 16 PP
Dragon Pin |
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| Physical | Contact | 100 BP | 100% Acc | 10% to flinch | 16 pp
Stats: 130/100/120/110/80/90
Reasoning: Wow, this is a lot. So the point here is to create a 'mon for both Rathalos and Rathian, by just making one 'mon with two variants. It's supposed to be a Physically defensive, Special attacker. I could see so many sets thrown together for these 'mons. My decision on making an extra ability for Rathian was my want for an ability that could allow it to use a Poison move without a loss of power. This might be kinda of overpowered.

Anyways, sets!

Rathalos @ Leftovers / Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 8 Def / 252 SpDef
Nature: Bold
- Oblivion Wing
- Flamethrower
- Stealth Rock
- Protect

Rathian @ Poison Barb
Ability: Poison-Dipped Claws
EVs: 252 Atk / 4 SpDef / 252 Spd
Nature: Jolly
- Toxic Claw
- Dragon Pin
- Night Slash
- Flare Blitz


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Pokémon: Khezu
Shiny: Red Khezu
Type:
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/
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Ability: Levitate / Adaptibility / Silence (negates all sound-based moves except for one used by Khezu)
Moves: Draco Meteor, Thunder, Thunderbolt, Boomburst, Dragon Pulse, Clanging Scales, Magnet Rise, Charge Beam, Volt Switch, Zap Cannon, Blizzard, Frost Breath, Earth Power (I'll add more later, etc.)
Grounding |
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| 150 BP | 100% Acc | -3 Priority | 16 PP | Ignores Immunities | Attack hits if a Physical move hits Khezu | (p much a shell trap clone)
Stats: 80/60/120/140/80/120

Reasoning: I just wanted everyone to know the beautiful theme of this monster in Monster Hunter. How else better to spread its existence than to include it in this thread. This beautiful creature has 3 weaknesses, 4 if you don't use Levitate. Wonderful BoltBeam coverage without Ice Beam, because I felt like it didn't need to be that powerful. Ice moves on an Electric based monster might seem weird, but his main environment is the cold. Even though it is Dragon/Electric and access to Adaptibility, I think it could very well be bad. That low SpDef means it really survive Lele or whatever missed in this thread. His signature move is based one of the actual attacks he has in Monster Hunter, where he'll just stick the floor and give off large discharges of energy.


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Pokémon: Hunter
Type:
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/
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Ability: Guts / Bomb Boost (Does 1.5 extra damage for ball and bomb moves) / Iron Skin (Reduces Fighting-type damage by 1/2)
Moves: Egg Bomb, Magnet Bomb, Gyro Ball, Barrage, Rock Blast, Bullet Seed, Seed Bomb, Rock Wrecker, Giga Impact, Skull Bash, Double-Edge, Head Charge, Body Slam, Chip Away, Slash, Swift, Anchor Shot, Iron Head, Meteor Mash, Bullet Punch, Close Combat, Earthquake, Dragon hammer, Dual Chop, Recover
Stats: 130/140/130/40/90/70

Reasoning: I like to think everyone was expecting this. Not the typing, nor abilities, nor move set. But a Hunter nonetheless. Here, he's a physical wall or attacker, how ever you want to make him. I made it possible to stall a little with him and still take out opponents. He'll probably die to a Fire Blast though. Low speed puts him in that awkward speed tier, but he can probably AV or Scarf it for a better play. Anyways, onto the next meme.


Are we allowed Custom Items?

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Pokémon: Queen Nai
Type:
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/
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Ability: Regenerator / Huge Power / Dash (Huge Power clone, but for Speed)
Items: Katars - 1.2 Speed boost | Spear - 1.2 boost to both Defenses and heals for 1/16th per turn.
Moves: Recover, Agility, Poison Jab, Slash, Gunk Shot, Poison Tail, Poison Fang, Body Slam, Extreme Speed, Fake Out, Quick Attack, Iron Head, Meteor Mash, Bullet Punch, Close Combat, Mach Punch
Stats: 140/100/120/60/120/80

Reasoning: So out of all the video games introduced in this thread, none of them are from Brawlhalla sadly. So my plan is now to introduce a character to use and abuse. This can either be a wall or fast physical attacker. The niche about this character is her items though. Either run Katars for a faster hit or run Spear for a more defensive stance.


So umm, there was supposed to be a 5th character, but I don't know if you guys wanted it. I think I'll do it next slate.
Also I need confirmation all of these characters are O.K.
 
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Pokémon: Zer0
Type: Fighting/Ghost
Ability: Sniper / Pressure / Serene Grace
Moves: Close Combat, Mach Punch, Shadow Sneak, Sacred Sword, Bullet Punch, Shadow Force, Shadow Ball, Night Slash, Knock Off, Dark Pulse, Fake Out, Nasty Plot, Swords Dance, Agility, Smart Strike, Spectral Thief, Leaf Blade, Psycho Cut, Parting Shot, Focus Energy, Slash, Shadow Claw, Shadow Punch, Substitute, Protect, Detect
Signature Move:
Name: Swift Stab
Type: Steel
Category: Physical
BP: 60
Accuracy: 100
PP: 15
Flavor: Swift Stab will always result in a critical hit, it's basically a Frost Breath clone.
Stats: 83/111/71/90/81/121

Reasoning: Borderlands 2 had a much larger impact than it's predecessor and as such I felt it would be fitting to have a vault hunter from that game be represented. I wasn't sure what typing to make Zer0 but decided on the Fighting/Ghost combo because I felt the Ghost typing more aptly fit his ability to vanish. His movepool is pretty straightforward, Spectral Thief might be a little too overpowered but I feel it fit's with Zer0's character. Shadow Force is a must keep because it's the best move that accurately represents his BL2 ability to vanish and strike. Stats wise Zer0 definitely is more of a fast physical sweeper but he isn't a complete glass cannon.
 
Pokémon: Zer0
Type: Fighting/Ghost
Ability: Sniper / Pressure / Serene Grace
Moves: Close Combat, Mach Punch, Shadow Sneak, Sacred Sword, Bullet Punch, Shadow Force, Shadow Ball, Night Slash, Knock Off, Dark Pulse, Fake Out, Nasty Plot, Swords Dance, Agility, Smart Strike, Spectral Thief, Leaf Blade, Psycho Cut, Parting Shot, Focus Energy, Slash, Shadow Claw, Shadow Punch, Substitute, Protect, Detect
Signature Move:
Name: Swift Stab
Type: Steel
Category: Physical
BP: 60
Accuracy: 100
PP: 15
Flavor: Swift Stab will always result in a critical hit, it's basically a Frost Breath clone.
Stats: 83/111/71/90/81/121

Reasoning: Borderlands 2 had a much larger impact than it's predecessor and as such I felt it would be fitting to have a vault hunter from that game be represented. I wasn't sure what typing to make Zer0 but decided on the Fighting/Ghost combo because I felt the Ghost typing more aptly fit his ability to vanish. His movepool is pretty straightforward, Spectral Thief might be a little too overpowered but I feel it fit's with Zer0's character. Shadow Force is a must keep because it's the best move that accurately represents his BL2 ability to vanish and strike. Stats wise Zer0 definitely is more of a fast physical sweeper but he isn't a complete glass cannon.
i like it but it really does seem to be budget Marshadow
 

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