Crossover Chaos V2: Slate 44 - Halloween

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Piranha Plant (Mario/Super Smash)
Type:

Abilities:
Limber / Long Reach | Strong Jaw
Moves: Power Whip, Crunch, Bite, Elemental Fangs, Psychic Fangs, Toxic, Power Whip, Rototiller, Taunt, Acid Spray, Gyro Ball, Pursuit, Knock Off, Infestation, Flame Burst, Fireball (from Bowser), Fire Lash, Piranha Chomp
Stats: 70 / 130 / 100 / 60 / 65 / 105 (530 BST)
Signature Move: Piranha Chomp |
|
| 90 BP | 15 PP | 100 Acc | Biting move | Z-Move: 160 BP Bloom Doom
Overview: Plant



Zote The Mighty (Hollow Knight)
Type:

Abilities: Knight of Great Renown - Upon successfully dealing damage, transforms into Grey Prince Zote
Moves: Flail, Splash, Struggle Bug, Growl, Taunt, Torment, Bounce, Amnesia, Swagger, Fell Stinger, Sacred Sword, Play Rough, Swords Dance
Stats: 60 / 30 / 70 / 10 / 40 / 90 (300 BST)
Overview: Zote is a little bitch with a huge ego and unresolved daddy issues. Man literally can't deal damage in game so I'm being kind with at least giving him some form of offense. At least he has a great singing voice, as seen here


Invincible, Fearless, Sensual, Mysterious, Enchanting, Vigorous, Diligent, Overwhelming, Gorgeous, Passionate, Terrifying, Beautiful, Powerful, Grey Prince Zote
Type:

Abilities:
Hustle
Moves: Same as above
Stats: 180 / 200 / 70 / 10 / 40 / 90 (600 BST)
Overview: By a combination of Zote's huge self-esteem and a gullible girl is birthed disgustingly powerful Grey Prince Zote, a twisted romantic fantasy Zote that is somehow one of (most likely the hardest at his maximum level) bosses in the game. Best part is, he fights just like base Zote, just his pure bulk manages to make it effective.
 
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Pokemon: Captain Falcon
Type: Fire/Fighting
Abilities: Raptor Boost (If this Pokemon used an attacking move on the previous turn, its speed is multiplied by 1.5 for this turn.) / Reckless
Signature Moves:
Falcon Punch
Type: Fire
Classification: Physical
Power: 130
Accuracy: 100
PP: 5 (max 8)
Effect: Has a charge turn, but forces out the opponent upon a successful hit.

Justice Knee
Type: Electric
Classification: Physical
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a high critical hit ratio on airborne opponents, and has 25% recoil.
Signature Z-Move: Come On, Blue Falcon
Type: Fire
Power: 200
Classification: Physical
Effect: Requires Falcon Punch and Captainfalconium Z. Forces out an opponent if they survive.
Stats: 100/125/75/75/75/120 (Total: 570)
Other Notable Moves: Flare Blitz, Blaze Kick, High Jump Kick, Jump Kick, U-Turn, Sky Drop, Acrobatics, Brave Bird, Fire Punch, Taunt, Quick Attack, Bullet Punch, Flame Charge, Wild Charge, Double Edge, Last Resort, Iron Head
Overview: When making Captain Falcon, Fire/Fighting type was obvious. I essentially hybridized the three Fire/Fighting starters in order to create the ultimate Risk/Reward mon. High Attack, high Speed, solid coverage, and super strong moves. His abilities, Raptor Boost and Reckless, encourage fast offensive play, which is how Falcon plays in his other incarnations. Falcon Punch may be a charge move, but its main purpose is to hard punish switchins by forcing them out, similar to how it's used to launch opponents far away in Smash Bros. Meanwhile, Justice Knee is the better replacement for Wild Charge, and since it's an aerial attack in Smash Bros, it gains a bonus of being more likely to crit airborne foes. His Z-Move is incredibly strong, and it's essentially a one-time "get out of my face" move, great for forcing out something you don't want in that turn. It's based on his Final Smash. His other moves come from things Captain Falcon would likely get, as well as being somewhat based on Blaziken, Infernape, and Emboar's movepools.
Sample Movesets:

Combo Captain
Captain Falcon @ Life Orb/Choice Band
Raptor Boost / Reckless
Jolly Nature
252 Atk / 4 SpD / 252 Spe
- Flare Blitz
- Justice Knee
- High Jump Kick
- Brave Bird / U-Turn

Have some delicious Falcon Punch
Captain Falcon @ Captainfalconium Z
Raptor Boost
Adamant Nature
252 Atk / 4 SpD / 252 Spe
- Falcon Punch
- Justice Knee
- High Jump Kick
- Blaze Kick / Flare Blitz


Now, for some resubs from the old Crossover Chaos.

Pokemon: Waluigi
Type: Dark
Abilities: Prankster / Showoff (Increases the chance that a secondary effect will occur by 1.5x. Upon the activation of a secondary effect on the foe, they will also be subjected to Taunt and Torment.) / Outcheat (HA) (If a foe's secondary effect would activate, the foe's secondary effects are nullified, and immediately applied to the foe. Also, bounces back any Dark type support move.)
Signature Moves:
Liar Shot |
- Type: Dark
- Classification: Physical
- Power: 80
- Accuracy: 100
- PP: 15 (max 24)
- Effect: This move does not make contact. This has a 30% chance to flinch the foe.
- Flavor: A sudden shot is thrown in a random direction, only to veer back at the foe, catching them by surprise.

Thorn Trap
- Type: Grass
- Classification: Physical
- Power: 35
- Accuracy: 95
- PP: 20 (max 32)
- Effect: This move does not make contact. The user whips the foe with a thorny purple vine, which traps them in for 4-5 turns, and it is affected by Grip Claw and Binding Band. Has a 20% chance to flinch the foe.
Stats: 89 / 105 / 85 / 101 / 91 / 122 (Total: 593)
Notable Moveset: Torment, Liquidation, Power Whip, Rapid Spin, Swords Dance, Nasty Plot, Dark Pulse, Surf, Electro Ball, Spotlight, Fake Out, Foul Play, Poison Jab, Trick, Switcheroo, Charm, Teeter Dance
Overview: Waluigi is an interesting character, because we don't really know as much about him other than the way he acts. The main, defining character trait that we have gotten from Nintendo is that he believes that everyone around him is constantly cheating, which results in him also cheating. This was what led me to create Outcheat, which punishes Serene Grace Pokemon and many others in general. His other two abilities, on the other hand, come from his tendency to pull tricks and his overall over-the-top personality. There are two ways Waluigi can be used: Stall-breaker, and fast support. Thanks to his apparent elemental proficiency within the sports spinoffs (he has used plants, wind, water, and energy in various different titles), he receives a plethora of coverage moves and support moves. In particular, Liar Shot and Thorn Trap are referencing Superstar Sluggers and Strikers Charged, respectively.
Sample Movesets:
Waluigi @ Leftovers / Grip Claw
Ability: Showoff
- Thorn Trap
- Liar Shot
- Substitute / Fake Out
- Disable

Waluigi @ Leftovers
Ability: Outcheat
- Spikes
- Toxic Spikes
- Knock Off
- Taunt / Parting Shot


Pokemon: Samus
Type: Electric/Fighting
Abilities: Mega Launcher/Tinted Lens
Signature Moves:
Charge Shot
- Type: Electric
- Classification: Special
- Power: 100
- Accuracy: 95
- PP: 10 (max 16)
- Effect: Boosted by Mega Launcher.

Grapple Beam
- Type: Electric
- Classification: Special
- Power: 80
- Accuracy: 100
- PP: 15 (max 24)
- Effect: If the opponent attempts to switch, this move prevents them from doing so. It also deals 1.5x the damage on foes that try to switch.
Stats: 105 / 80 / 95 / 145 / 95 / 85
Notable Moveset: Aura Sphere, Dark Pulse, Water Pulse, Ice Beam, Flamethrower, Focus Blast, Agility, Lock-On, Zap Cannon, Flash Cannon, Hyper Beam, Heal Pulse (Doubles), Sonicboom, Psywave, Charge Beam
Reasoning: This bounty hunter has some power behind her. She has access to nearly all moves boosted by Mega Launcher, such as Dark Pulse, Water Pulse, Aura Sphere, Heal Pulse, and the brand new Charge Shot. Additionally, she has access to Ice Beam, Flamethrower, Flash Cannon, Hyper Beam, Sonicboom, and Psywave, all of which relate to various functions of her arm cannon. Her abilities relate to her access to strong energy attacks and her use of multiple visors to target enemy weak points. Finally, why Fighting and not Steel, when she has the Power Suit on? Well, the Power Suit is actually made of Samus' energy, so that more closely fits Electric than Steel. Fighting comes from her heroic nature and experience with combat.
Sample Movesets:
Samus @ Life Orb / Assault Vest
Ability: Mega Launcher
- Charge Shot
- Aura Sphere
- Dark Pulse / Ice Beam
- Water Pulse / Ice Beam / Grapple Beam / Agility

Samus @ Choice Specs
Ability: Tinted Lens
- Charge Shot
- Focus Blast
- Ice Beam / Flamethrower
- Grapple Beam
 
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This dude actually crossed my mind the night before voting for last slate... So why not sub it now?
Pokémon: Chaos Kin
Type: Dark/Bug
Ability: Physical Breakdown (Chaos Kin will live any damage on 1HP in its normal form, but if it would have been KO'd, it transforms into Chaos Kin-Ash, which CAN be fainted by an attack.)
Moves: Constrict, Bind, Night Slash, Dark Pulse, Infestation, Bug Buzz, Attack Order, Defend Order, Heal Order, Lunge, X-Scissor, Slash, Phantom Force, Shadow Ball, Mean Look, Nightmare, Double Team, Agility, Fury Cutter, Shadow Claw, Signal Beam, Fell Stinger, Struggle Bug, Foul Play, Beat Up, Assurance, Feint Attack, Pursuit, U-Turn, Sucker Punch, Throat Chop, Torment, Hex, Night Shade, Ominous Wind, Confuse Ray, Slash, Glare, Scary Face, Swords Dance, Dream Eater, Copycat, Spatial Rend, Shadow Sneak
Stats (Normal): 105/140/55/125/55/120 [BST 600]
Stats (Ash): 105/90/5/95/5/50 [BST 350]
Reasoning: An eldritch monstrosity sealed away in the Lunar Sanctum... Until Pit defeats Arlon the Serene, which more or less put the entire world at its mercy. Once it broke out thanks to Pit, all the gods were either A. Too focused on that battle involving all of their champions, or B. Fighting the Aurum. Being a manifestation of evil and chaos, not to mention being extremely efficient, it's Dark-type. With its design being basically a mishmash of several Arthropods, it's part-Bug as well. Its moves: Night Slash comes from having a scorpion-like tail AND some super-sharp claws (How else do you 140 Attack and X-Scissor?), Nightmare, Mean Look, Night Shade, and Glare are all from how it can create visions in the Chaos Vortex. It creates shadowy copies of Pit to attack the latter before Pit shoots it down, so it gets all those Ghost-type moves and Copycat. Dream Eater because of those reasons, plus it yanked out both Palutena's and Pit's souls at some point, the latter being stuffed into a ring for three years until his re-encounter with Magnus. Beat Up... It presumably either copies its teammates or controls them into attacking. Bind and Constrict because the thing will occasionally latch onto Palutena during the latter's boss fight. And heck, its summoning abilities alone give it the Attack/Defend/Heal Order moves. And last, but not least, Ash Form. It's a last-ditch effort by the thing to ensnare Dark Pit, setting into motion the events of the next chapter, hence the garbage defenses and lackluster Speed. (This is where Infestation is from)
 
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Another win for me! Now then, back to your regularly scheduled Touhou Project submissions.

Pokémon: Cirno (Touhou Koumakyou ~ Embodiment of Scarlet Devil)
Type: Ice/Fairy (obviously)
Abilities: Snow Warning/Levitate/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. The new moves are exclusive to Cirno-Tan and will be forgotten upon reverting to Cirno.
Ability: Power of Summer (User resists Fire-Type moves, regardless of typing. In the sun, all of Cirno's stats except for HP get a 1.5x increase.)
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. Snow Warning is because she's associated with Ice and Snowy weather in Hisoutensoku, and Levitate because it's Touhou Project and every notable character in that series can fly.

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 (Autumn) and Petal Dance (Spring), as well as of course Solar Beam. (The Winter Sub-Season's move would be Ice Beam... which Cirno already gets). 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 is always counted as if the weather is Sunny or Intense Sunlight.
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 (But have to watch out for Earth Power and Earthquake). 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

Utsuho@Okuunium Z/Life Orb
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

Utsuho@Okuunium Z/Life Orb
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

Pokémon: Yuyuko Saigyouji (Touhou Youyoumu ~ Perfect Cherry Blossom)
Type: Ghost/Grass
Ability: Grassy Surge/Levitate/Manipulation of Death (HA)
Signature Ability: Manipulation of Death- Every attack that hits has a 2% chance to instantly faint the target. Foes that make contact have a 1% chance of fainting immediately.
Moves: Ghastly Dream*, Shadow Ball, Energy Ball, Petal Blizzard, Shadow Sneak, Destiny Bond, Protect, Swagger, Flatter, Ingrain, Every OHKO move, Synthesis, Phantom Force, Attack Order, Defend Order, Heal Order, Crunch, Stockpile, Swallow, Spit Up, etc.
Signature Move: Ghastly Dream: Ghost-type, Base 90 Power, Special. Deals damage based on Yuyuko's higher attack stat. Has a 2% chance to instantly faint the target.
Signature Z-Move: Saigyouji Flawless Nirvana- Ghost-type, Status. Upgraded from Ghastly Dream via the Yuyukonium Z. Instantly faints the target. Affects Normal-type Pokemon.
Stats: 110 HP/110 Atk/110 Def/120 SpA/110 SpD/30 Spe (590 BST)
Tier Warning: Manipulation of Death, Ghastly Dream and Yuyukonium Z are banned in Overused under the OHKO Clause.
Reasoning: Yuyuko Saigyouji first appears as the Final Boss of Perfect Cherry Blossom. She's a ghost who shares the same power as the Saigyou Ayakashi, a youkai tree, and is mostly associated with Cherry Blossoms (hence the Ghost/Grass-typing and Grassy Surge). And of course since it's Touhou, that means flight and thus Levitate. However, her Hidden Ability and Signature Move/Z-Move are a direct reference to her ability in Touhou canon: The ability to cause things to die. Since OHKO moves are banned in OU, this means that Yuyuko cannot use her Hidden ability in OU, either, as this turns ALL of her attacks into potential OHKO moves, albeit at a very low chance (Ghastly Dream, her signature has the highest non-100% rate which is 4% total). Her Z-Move is based on her Last Word from Imperishable Night, which is said to be the incarnation of her ability. Thus it only seemed fitting to make it a guaranteed OHKO and one of the main reasons to use Yuyuko in Ubers: If she can get a chance to fire her Z-Move off, that is one target immediately gone from the battle. Her other moves are standard ghost- and grass-type fare, save for a few. Yuyuko's projectiles often take the form of spectral butterflies, hence why she also has access to Attack Order, Defend Order and Heal Order. Lastly, Yuyuko is known for her immense appetite, hence Stockpile, Swallow and Spit Up. Also Levitate because... yeah. It's Touhou.

Playing against Yuyuko in Ubers is a risky affair because even if a 'counter' switches in, there's a chance, however small, that her ability might just pop up and ruin whatever your would-be Yuyuko counter would attempt by promptly saying 'WELCOME TO DIE!', before promptly, well, killing them. Remember, people die if they are killed. That and a predicted switch could result in a Saigyouji Flawless Nirvana to the face and... yeah. They still die. In OU you don't have to worry about that, thankfully, since OHKO Clause prohibits the use of Ghastly Dream and Manipulation of Death, but Grassy Surge can be just as annoying, given Yuyuko's great bulk. She can prove to be a very annoying wall that's tough to break. After all, you can't kill something that's already dead.

Her stats are a bit different though. In the games, Yuyuko is often depicted as slow-moving, but has wide range coverage and, in the fighting games, good options for any situation, so her stats save for Speed are all very high and well-rounded.

Pokémon : Sakuya Izayoi (Touhou Koumakyou ~ Embodiment of Scarlet Devil)
Type: Steel/Fighting
Abilities: Levitate / Speed Boost / Sakuya's World (HA)
Signature Ability: Sakuya's World- Always moves first, regardless of speed, against any moves with a Priority below +3. (As in, +3 and above moves will go before her).
Moves: Fake Out, Trick Room, Close Combat, High Jump Kick, Extreme Speed, Knock Off, Sucker Punch, X-Scissor, Acrobatics, First Impression, Throat Chop, Slash, Night Slash, Smart Strike, Silver Edge*, Swords Dance, Detect, Substitute, Memento, Snatch, Torment, Acupressure, U-Turn, Parting Shot, Speed Swap
Signature Move: Silver Edge - Physical, Steel-Type, 90 BP, 100 Acc, 10 PP. High critical hit ratio, Super Effective against Dark- and Ghost- Types.
Signature Z-Move: Deflation World - Converted from Silver Edge using Sakuyanium Z. Steel-type, 200 BP, Physical. Super Effective against Dark- and Ghost- types. +5 Priority (yes, it goes before Protect).
Stats: 90 HP / 130 Atk / 90 Def / 60 SpA / 90 SpD/ 130 Spe (BST: 590)
Reasoning: Sakuya is the maid of Remilia Scarlet and likely a former vampire hunter, though she has either forgotten or simply refuses to divulge her past before meeting the Scarlet Devil. Her typing relates to her primary weapon of choice (her enchanted silver knives) and her close-quarters combat skills, two main facets of her possible former identity. Her normal abilities are Levitate (Because it's Touhou, she can fly obviously) and Speed Boost, but her most notable ability is her hidden ability, Sakuya's World, which is a direct nod to her ability in canon: She can manipulate time. She's a primarily physical combatant with not much variety to her name, but she doesn't really need it. She's got a plethora of priority moves for sets not using her Hidden Ability, and her Hidden Ability allows her to use her high power moves without fear of being outsped. Her signature move, Silver Edge, is a representation of her silver knives, which work well against vampires and other such demonic beings, which affords it a unique super-effectiveness against Dark and Ghost- types. Her other moves are either relative to her time manipulation powers (Trick Room, Fake Out, Speed Swap, Extreme Speed, Sucker Punch, First Impression, Detect), Her general wit and devotion to her mistress (Memento, Snatch, Torment, U-Turn, Parting Shot), her close-quarters combat skills (Close Combat, High Jump Kick, Knock Off, X Scissor, Acrobatics, Throat Chop, Slash, Night Slash, Smart Strike, Swords Dance) or some combination of them (Substitute mainly). Sakuya's stats are generally high across the board save for her special attack due to her mistress' demands to be the perfect maid forcing Sakuya to toughen up A LOT. She's not extremely strong in any one area, but she's not particularly weak in any area either. Her Z-Move is based on her Last Word in Imperishable Night of the same name: Deflation World, and serves as an ultimate demonstration of her time manipulation powers. Not even Protect, Detect, Quick Guard or the like will save the unfortunate target from Sakuya's Z-Move.

Sample Attacker Sakuya Set w/Sakuya's World:

Sakuya@Sakuyanium Z
Ability: Sakuya's World
EVs: 252 Atk, 252 HP, 4 Def
Adamant Nature
- Silver Edge
- Close Combat/High Jump Kick
- Knock Off/Throat Chop/Night Slash
- Filler
Filler=Swords Dance/Detect/Substitute/Memento/Snatch/Torment/Acupressure/U-Turn/Parting Shot/Speed Swap/Acrobatics/X-Scissor/Trick Room

Trick Room Sakuya:

Sakuya@Sakuyanium Z
Ability: Sakuya's World
EVs: 252 Atk, 252 HP, 4 Def/SpD
Adamant Nature
-Trick Room
-Silver Edge
-Close Combat/High Jump Kick
-Coverage

Swords Dance Sakuya
Sakuya@Sakuyanium Z/Leftovers/Life Orb
Ability: Levitate/Speed Boost/Sakuya's World
EVS: 252 Atk. Whether Speed or HP depends on the ability, 4 in the other stat.
Adamant/Jolly Nature
-Silver Edge
-Swords Dance
-Close Combat/High Jump Kick
-Coverage

Offensive Pivot Sakuya
Sakuya@Leftovers/Choice Band/Choice Scarf
Ability: Levitate/Sakuya's World
EVs: Same as the Swords Dance Set: Speed or HP depends on the ability.
-Silver Edge
-U-Turn
-Filler
-Filler

And lastly, since it's able to be submitted now...

"Move and I'll shoot! ...I messed up. I mean, shoot and I'll move. Right away."


Pokémon : Marisa Kirisame (Touhou Fuumaroku ~ Story of Eastern Wonderland).
Type: Normal
Abilities: Levitate / Magician / Speed Boost (HA).
Signature Item: Mini Hakkero- When held by Marisa, boosts the power of Marisa's off-type moves by 50% (So basically everything BUT normal-type moves [and Ice-types for the alternate form] get the boost). Also acts as a unique Z-Crystal for Marisa, and thus cannot be removed from Marisa.
Moves: Master Spark*, Flamethrower, Thunderbolt, Ice Beam, Draco Meteor, Dazzling Gleam, Nasty Plot, Agility, Thief, Dark Pulse, Tri-Attack, Swift, etc.
Signature Move: Master Spark- Normal-Type, Base 100 Power, 100 Accuracy, Special. 10 PP. Can damage Ghost-types.
Master Spark Frozen- Ice-Type, Base 100 Power, 100 Accuracy, Special. 10 PP. 30% chance to freeze the target.
Signature Z-Moves:
Final Spark - Upgraded from Master Spark or Master Spark Frozen with Mini-Hakkero. Inherits the typing of the move it upgrades from (So Normal if Master Spark, Ice if Master Spark Frozen), Special, Base 210 Power. Can damage Ghost-types. Hits both targets in a Double Battle. If upgraded from Master Spark Frozen, 50% chance to freeze the targets.
Blazing Star -Upgraded from Master Spark or Master Spark Frozen with Mini-Hakkero. Inherits the type of the move it upgrades from (Normal if Master Spark, Ice if Master Spark Frozen), Special, Base 190 Power. Came damage Ghost-types. Hits the target's Defense.
Stats: 80 HP/70 Atk/50 Def/130 SpA/70 SpD/130 Spe (BST: 530).
Alternate Form: Marisa-Winter (Toggled by using the Essence of Four Seasons on Marisa out of battle. Can be reverted through using Essence of Four Seasons on Marisa-Winter out of battle. When switching from Marisa to Marisa-Winter, if Marisa knows Master Spark, it will be replaced with Master Spark Frozen, and vice-versa.)
Typing changes to Normal/Ice.
Stats and abilities remain unchanged.
Reasoning: Here we have Marisa Kirisame, the deuteragonist of the Touhou Project series, having been around since the second game in the series. Compared to the original slate, This Marisa leans more from more recent games in the series, like Hidden Star in Four Seasons. Marisa is often associated with magic, and her title is the Ordinary Magician, so it seemed fitting to make Marisa a Normal-type. But to get the most out of her coverage, Marisa has a signature item in the Mini Hakkero, which boosts her non Normal-type attacks by 50%, essentially giving them STAB too. Unlike Protean however, she does not change type. Her signature move is quite obviously her freaking huge magical laser, the Master Spark, which serves as her primary STAB move. It even works on ghosts in the series, so Ghost-types will be in for a big surprise if they think they're safe against Marisa lacking Dark Pulse, as Master Spark will blast them anyway. Only Rock- and Steel-types are safe. Her other main moves are based on attacks she uses through the series. Marisa's Hakkero has shown to have the ability to expel flames and frost as some of her shot-types, and it is a reactor, so she does get the holy trinity of Flamethrower, Thunderbolt and Ice Beam to her name. Draco Meteor is based on her star-based attacks (And one of her moves even has a nearly identical name), are Swift and Dazzling Gleam. Dark Pulse is based on when her Mini Hakkero got possessed in Double-Dealing Character, and the spell card, Bewitched Weapon "Dark Spark" (Which is yet another Master Spark variant).

Marisa's alternate form, Marisa-Winter, takes cues from Hidden Star in Four Seasons, where Marisa is infused with the power of Winter, giving her attacks an icy aftertouch. This affords Marisa a secondary Ice-typing and turns her Master Spark into Master Spark Frozen, which instead has a chance to freeze. Both the regular and Frozen variants of the Master Spark can be upgraded into one of two Z-Moves using the Mini Hakkero in place of a Z-Crystal. Final Spark is based off of her Last Spell in Imperishable Night, and is just a supercharged Master Spark. Blazing Star, on the other hand, is based on her Last Word from the same game, which later becomes a recurring spell card throughout the series, and involves her using a Master Spark as propulsion to ram into the enemy, hence a Psyshock-esque effect. The Z-Moves change type (and possibly effects) depending on which version of Master Spark is upgraded.

Marisa's stats are fairly self-explanatory: She's a fast specially offensive glass cannon, just like in her home series.

Some example sets:

"Danmaku is all about Firepower!" (Standard Marisa set)
Marisa@Mini Hakkero
Modest/Timid Nature
Ability: Levitate/Speed Boost
EVs: 252 SpA/252 Spe/4 HP
-Master Spark
-Coverage
-Coverage
-Coverage
Coverage=Flamethrower, Ice Beam, Thunderbolt, Draco Meteor, Dark Pulse, Dazzling Gleam

"It's so cold over where I live that it's snowing! It's practically winter! Seriously, what's going on?" (Standard Marisa-Winter set)
Marisa-Winter@Mini Hakkero
Modest/Timid Nature
Ability: Levitate/Speed Boost
EVs: 252 SpA/252 Spe/4 HP
Modest/Timid Nature
-Master Spark Frozen
-Coverage
-Coverage
-Coverage
Coverage=Flamethrower, Thunderbolt, Draco Meteor, Dark Pulse, Dazzling Gleam, Tri-Attack.
 
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T.I.A.

formerly Ticktock
You know what, I feel a little bit more happy than usual, so here's a few submissions for now.


Pokemon: Justice
Type: Steel
Abilities: Long Reach / Levitate / Gear Diffusion (Powers up Fire and Electric moves by 50%)
Signature Moves:
Imperial Ray
Type: Fire
Classification: Special
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a 30% chance to flinch the target.

Michael Blade
Type: Steel
Classification: Physical
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a high critical hit ratio and a 10% chance to paralyze.

Gamma Ray
Type: Electric
Classification: Special
Power: 150
Accuracy: 100
PP: 5 (max 8)
Effect: Takes a turn to charge. Does Fire damage as well, and bypasses Ground immunity.

Signature Z-Move: X-Laser
Type: Fire
Power: 210
Classification: Special
Effect: Requires Focus Energy and Justiceium Z. Always results in a critical hit.
Stats: 100/115/100/105/75/70 (Total: 565)
Other Notable Moves: Sacred Sword, Focus Energy, Magnet Bomb, Metal Claw, Dragon Claw, Taunt, Dragon Tail, Iron Tail, Dual Chop, Counter, Flamethrower, Fire Blast, Thunderbolt, Thunder, Fire Punch, Thunder Punch, Hyper Beam, Quick Attack, Double Edge, Fury Cutter, Counter, Shift Gear
Overview: Well, she was the big baddie in the first game, so we got a powerful Steel type here. She got Levitate for...floating, I guess, Long Reach for her long fingers and tail, and her signature ability, Gear Diffusion, referencing her Fire and Electric manipulation. Her movepool also refers several attacks she had in the Guilty Gear XX AC#PR game, in which is the reason she's slower than usual, but somewhat faster than other Steel types. She also has her signature moves for her 3 original overdrives and Instant Kill move (which here is basically a very powerful Z-Move with the chance of the opponent to survive at least. Shift Gear represents Omega Shift here.



Pokemon: Dizzy
Type: Dark/Ice
Abilities: Magic Bounce / Long Reach / Natural Care
Signature Moves:
Imperial Ray
Type: Fire
Classification: Special
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a 30% chance to flinch the target.

Glass Reflector
Type: Ice
Classification: Status
Power: -
Accuracy: -
PP: 10 (max 16)
Effect: Reflects back non-contact moves for 1 turn.

Gamma Ray
Type: Electric
Classification: Special
Power: 25/100
Accuracy: 100
PP: 5 (max 8)
Effect: Hits 3 times, the first 2 hits being 25 power, the last being 100 power. Does both Fire and Ice damage for the 2 hits respectively.

Signature Z-Move: Emotional Gamma Ray
Type: Fire
Power: 190
Classification: Special
Effect: Requires Focus Energy and Dizzium Z. Causes the opponent to flinch for the next turn.
Stats: 80/85/60/125/85/100 (Total: 535)
Other Notable Moves: Hyper Beam, Dragon Claw, Ice Beam, Flamethrower, Crunch, Taunt, Torment, Recover, Tearful Look, Heal Bell, Dragon Tail, Fury Cutter, Icicle Crash, Flame Burst, Lava Plume, Ice Shard, Blizzard, Fire Blast, Dark Pulse, Sacred Sword, Light Screen, Reflect, Fire Punch, Thunder Punch, Ice Punch, Mirror Coat, Counter
Overview: Basically a far less bulky, more Specially powerful version of Justice, with different enough differences to not make her a clone. Her typing is for her wings, though she also has Fire-type moves for Necro. She also has Magic Bounce and her signature move, Glass Reflector, referencing her projectile-reflecting move (here being non-contact moves). Also, Natural Care for her supposed ability to revive Gears.


EDIT: Nerfed their stats and made their Z-Moves more or less normal.
 
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Might as well resub this. Not going to include any alternate forms this time.

"Please do not tread on my roots. It would not be a wise decision."
Pokémon: Whispy Woods
Type: Grass
Ability: Powerful Breath* / Harvest (HA)
*Powerful Breath: Boosts Flying-type moves by 1.5x
Stats: 130/130/100/120/70/50 (600)
Notable Moves: Seed Bomb, Energy Ball, Power Whip, Whispy Inhale*, Air Bullet**, Hurricane, Synthesis, Poison Jab, Gunk Shot, Spikes, Toxic Spikes, Crunch, Dark Pulse, Shadow Ball, Flamethrower, Fire Blast, Overheat, Heavy Slam, Rock Slide, Stone Edge
*Whispy Inhale: Physical Flying-type, 90 BP, 100% Accuracy, 15/24 PP, 20% chance to drop target's Defense by 1, Biting move, 175 BP Supersonic Skystrike
**Air Bullet: Special Flying-type, 30 BP, 100% Accuracy, 15/24 PP, hits 3 times, 175 BP Supersonic Skystrike
Whispy Woods @ Leftovers
Ability: Powerful Breath
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Whispy Inhale
- Seed Bomb
- Stone Edge
- Overheat

Reasoning: Whispy Woods is a tree, hence Grass type. Powerful Breath because Whispy specializes in wind-based attacks using his breath, but obviously cannot fly. Harvest and Seed Bomb are based on Whispy's apple attacks, while the Poison moves are based on the poisonous version of said attack used as Whispy's Revenge. Power Whip, Spikes, and Toxic Spikes are based on his root attacks. Energy and Synthesis are just because Grass-type. Whispy Inhale comes from the attack of the same name, as does Crunch. Air Bullet inspires the signature move of the same name, while its gust variation gives Hurricane and its dark variation gives Dark Pulse and Shadow Ball. His fiery Burst Fruits from Star Allies give him Fire moves. Heavy Slam comes from his jumping moves. Rock Slide and Stone Edge come from the stone-tossing moves he gets as Clanky Woods in Planet Robobot. His stats reflect his being a big ol tree. His speed is 50 because while he's rooted in the ground, he's not completely immobile, and can crawl and jump (!) with surprising speed.
 
Alright. I'm here on behalf of people on the Discord to express some concerns with balancing and logistics. The Pokemon submitted for this Pet Mod should be designed for the OU metagame. While yes, this is merely a guideline and only absolutely broken things will be completely dismissed, it can be far too easy to create something too broken or unreasonable to consider.

Pokémon: Cirno (Touhou Koumakyou ~ Embodiment of Scarlet Devil)
Type: Ice/Fairy (obviously)
Abilities: Snow Warning/Levitate/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. The new moves are exclusive to Cirno-Tan and will be forgotten upon reverting to Cirno.
Ability: Power of Summer (User resists Fire-Type moves, regardless of typing. In the sun, all of Cirno's stats except for HP get a 1.5x increase.)
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. Snow Warning is because she's associated with Ice and Snowy weather in Hisoutensoku, and Levitate because it's Touhou Project and every notable character in that series can fly.

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 (Autumn) and Petal Dance (Spring), as well as of course Solar Beam. (The Winter Sub-Season's move would be Ice Beam... which Cirno already gets). 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 is always counted as if the weather is Sunny or Intense Sunlight.
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 (But have to watch out for Earth Power and Earthquake). 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

Utsuho@Okuunium Z/Life Orb
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

Utsuho@Okuunium Z/Life Orb
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

Pokémon: Yuyuko Saigyouji (Touhou Youyoumu ~ Perfect Cherry Blossom)
Type: Ghost/Grass
Ability: Grassy Surge/Levitate/Manipulation of Death (HA)
Signature Ability: Manipulation of Death- Every attack that hits has a 2% chance to instantly faint the target. Foes that make contact have a 1% chance of fainting immediately.
Moves: Ghastly Dream*, Shadow Ball, Energy Ball, Petal Blizzard, Shadow Sneak, Destiny Bond, Protect, Swagger, Flatter, Ingrain, Every OHKO move, Synthesis, Phantom Force, Attack Order, Defend Order, Heal Order, Crunch, Stockpile, Swallow, Spit Up, etc.
Signature Move: Ghastly Dream: Ghost-type, Base 90 Power, Special. Deals damage based on Yuyuko's higher attack stat. Has a 2% chance to instantly faint the target.
Signature Z-Move: Saigyouji Flawless Nirvana- Ghost-type, Status. Upgraded from Ghastly Dream via the Yuyukonium Z. Instantly faints the target. Affects Normal-type Pokemon.
Stats: 110 HP/110 Atk/110 Def/120 SpA/110 SpD/30 Spe (590 BST)
Tier Warning: Manipulation of Death, Ghastly Dream and Yuyukonium Z are banned in Overused under the OHKO Clause.
Reasoning: Yuyuko Saigyouji first appears as the Final Boss of Perfect Cherry Blossom. She's a ghost who shares the same power as the Saigyou Ayakashi, a youkai tree, and is mostly associated with Cherry Blossoms (hence the Ghost/Grass-typing and Grassy Surge). And of course since it's Touhou, that means flight and thus Levitate. However, her Hidden Ability and Signature Move/Z-Move are a direct reference to her ability in Touhou canon: The ability to cause things to die. Since OHKO moves are banned in OU, this means that Yuyuko cannot use her Hidden ability in OU, either, as this turns ALL of her attacks into potential OHKO moves, albeit at a very low chance (Ghastly Dream, her signature has the highest non-100% rate which is 4% total). Her Z-Move is based on her Last Word from Imperishable Night, which is said to be the incarnation of her ability. Thus it only seemed fitting to make it a guaranteed OHKO and one of the main reasons to use Yuyuko in Ubers: If she can get a chance to fire her Z-Move off, that is one target immediately gone from the battle. Her other moves are standard ghost- and grass-type fare, save for a few. Yuyuko's projectiles often take the form of spectral butterflies, hence why she also has access to Attack Order, Defend Order and Heal Order. Lastly, Yuyuko is known for her immense appetite, hence Stockpile, Swallow and Spit Up. Also Levitate because... yeah. It's Touhou.

Playing against Yuyuko in Ubers is a risky affair because even if a 'counter' switches in, there's a chance, however small, that her ability might just pop up and ruin whatever your would-be Yuyuko counter would attempt by promptly saying 'WELCOME TO DIE!', before promptly, well, killing them. Remember, people die if they are killed. That and a predicted switch could result in a Saigyouji Flawless Nirvana to the face and... yeah. They still die. In OU you don't have to worry about that, thankfully, since OHKO Clause prohibits the use of Ghastly Dream and Manipulation of Death, but Grassy Surge can be just as annoying, given Yuyuko's great bulk. She can prove to be a very annoying wall that's tough to break. After all, you can't kill something that's already dead.

Her stats are a bit different though. In the games, Yuyuko is often depicted as slow-moving, but has wide range coverage and, in the fighting games, good options for any situation, so her stats save for Speed are all very high and well-rounded.

Pokémon : Sakuya Izayoi (Touhou Koumakyou ~ Embodiment of Scarlet Devil)
Type: Steel/Fighting
Abilities: Levitate / Speed Boost / Sakuya's World (HA)
Signature Ability: Sakuya's World- Always moves first, regardless of speed, against any moves with a Priority below +3. (As in, +3 and above moves will go before her).
Moves: Fake Out, Trick Room, Close Combat, High Jump Kick, Extreme Speed, Knock Off, Sucker Punch, X-Scissor, Acrobatics, First Impression, Throat Chop, Slash, Night Slash, Smart Strike, Silver Edge*, Swords Dance, Detect, Substitute, Memento, Snatch, Torment, Acupressure, U-Turn, Parting Shot, Speed Swap
Signature Move: Silver Edge - Physical, Steel-Type, 90 BP, 100 Acc, 10 PP. High critical hit ratio, Super Effective against Dark- and Ghost- Types.
Signature Z-Move: Deflation World - Converted from Silver Edge using Sakuyanium Z. Steel-type, 200 BP, Physical. Super Effective against Dark- and Ghost- types. +5 Priority (yes, it goes before Protect).
Stats: 90 HP / 130 Atk / 90 Def / 60 SpA / 90 SpD/ 130 Spe (BST: 590)
Reasoning: Sakuya is the maid of Remilia Scarlet and likely a former vampire hunter, though she has either forgotten or simply refuses to divulge her past before meeting the Scarlet Devil. Her typing relates to her primary weapon of choice (her enchanted silver knives) and her close-quarters combat skills, two main facets of her possible former identity. Her normal abilities are Levitate (Because it's Touhou, she can fly obviously) and Speed Boost, but her most notable ability is her hidden ability, Sakuya's World, which is a direct nod to her ability in canon: She can manipulate time. She's a primarily physical combatant with not much variety to her name, but she doesn't really need it. She's got a plethora of priority moves for sets not using her Hidden Ability, and her Hidden Ability allows her to use her high power moves without fear of being outsped. Her signature move, Silver Edge, is a representation of her silver knives, which work well against vampires and other such demonic beings, which affords it a unique super-effectiveness against Dark and Ghost- types. Her other moves are either relative to her time manipulation powers (Trick Room, Fake Out, Speed Swap, Extreme Speed, Sucker Punch, First Impression, Detect), Her general wit and devotion to her mistress (Memento, Snatch, Torment, U-Turn, Parting Shot), her close-quarters combat skills (Close Combat, High Jump Kick, Knock Off, X Scissor, Acrobatics, Throat Chop, Slash, Night Slash, Smart Strike, Swords Dance) or some combination of them (Substitute mainly). Sakuya's stats are generally high across the board save for her special attack due to her mistress' demands to be the perfect maid forcing Sakuya to toughen up A LOT. She's not extremely strong in any one area, but she's not particularly weak in any area either. Her Z-Move is based on her Last Word in Imperishable Night of the same name: Deflation World, and serves as an ultimate demonstration of her time manipulation powers. Not even Protect, Detect, Quick Guard or the like will save the unfortunate target from Sakuya's Z-Move.

Sample Attacker Sakuya Set w/Sakuya's World:

Sakuya@Sakuyanium Z
Ability: Sakuya's World
EVs: 252 Atk, 252 HP, 4 Def
Adamant Nature
- Silver Edge
- Close Combat/High Jump Kick
- Knock Off/Throat Chop/Night Slash
- Filler
Filler=Swords Dance/Detect/Substitute/Memento/Snatch/Torment/Acupressure/U-Turn/Parting Shot/Speed Swap/Acrobatics/X-Scissor/Trick Room

Trick Room Sakuya:

Sakuya@Sakuyanium Z
Ability: Sakuya's World
EVs: 252 Atk, 252 HP, 4 Def/SpD
Adamant Nature
-Trick Room
-Silver Edge
-Close Combat/High Jump Kick
-Coverage

Swords Dance Sakuya
Sakuya@Sakuyanium Z/Leftovers/Life Orb
Ability: Levitate/Speed Boost/Sakuya's World
EVS: 252 Atk. Whether Speed or HP depends on the ability, 4 in the other stat.
Adamant/Jolly Nature
-Silver Edge
-Swords Dance
-Close Combat/High Jump Kick
-Coverage

Offensive Pivot Sakuya
Sakuya@Leftovers/Choice Band/Choice Scarf
Ability: Levitate/Sakuya's World
EVs: Same as the Swords Dance Set: Speed or HP depends on the ability.
-Silver Edge
-U-Turn
-Filler
-Filler

Pokémon : Marisa Kirisame (Touhou Fuumaroku ~ Story of Eastern Wonderland).
Type: Normal
Abilities: Levitate / Magician / Speed Boost (HA).
Signature Item: Mini Hakkero- When held by Marisa, boosts the power of Marisa's off-type moves by 50% (So basically everything BUT normal-type moves [and Ice-types for the alternate form] get the boost). Also acts as a unique Z-Crystal for Marisa, and thus cannot be removed from Marisa.
Moves: Master Spark*, Flamethrower, Thunderbolt, Ice Beam, Draco Meteor, Dazzling Gleam, Nasty Plot, Agility, Thief, Dark Pulse, Tri-Attack, Swift, etc.
Signature Move: Master Spark- Normal-Type, Base 100 Power, 100 Accuracy, Special. 10 PP. Can damage Ghost-types.
Master Spark Frozen- Ice-Type, Base 100 Power, 100 Accuracy, Special. 10 PP. 30% chance to freeze the target.
Signature Z-Moves:
Final Spark - Upgraded from Master Spark or Master Spark Frozen with Mini-Hakkero. Inherits the typing of the move it upgrades from (So Normal if Master Spark, Ice if Master Spark Frozen), Special, Base 210 Power. Can damage Ghost-types. Hits both targets in a Double Battle. If upgraded from Master Spark Frozen, 50% chance to freeze the targets.
Blazing Star -Upgraded from Master Spark or Master Spark Frozen with Mini-Hakkero. Inherits the type of the move it upgrades from (Normal if Master Spark, Ice if Master Spark Frozen), Special, Base 190 Power. Came damage Ghost-types. Hits the target's Defense.
Stats: 80 HP/70 Atk/50 Def/130 SpA/70 SpD/130 Spe (BST: 530).
Alternate Form: Marisa-Winter (Toggled by using the Essence of Four Seasons on Marisa out of battle. Can be reverted through using Essence of Four Seasons on Marisa-Winter out of battle. When switching from Marisa to Marisa-Winter, if Marisa knows Master Spark, it will be replaced with Master Spark Frozen, and vice-versa.)
Typing changes to Normal/Ice.
Stats and abilities remain unchanged.
Reasoning: Here we have Marisa Kirisame, the deuteragonist of the Touhou Project series, having been around since the second game in the series. Compared to the original slate, This Marisa leans more from more recent games in the series, like Hidden Star in Four Seasons. Marisa is often associated with magic, and her title is the Ordinary Magician, so it seemed fitting to make Marisa a Normal-type. But to get the most out of her coverage, Marisa has a signature item in the Mini Hakkero, which boosts her non Normal-type attacks by 50%, essentially giving them STAB too. Unlike Protean however, she does not change type. Her signature move is quite obviously her freaking huge magical laser, the Master Spark, which serves as her primary STAB move. It even works on ghosts in the series, so Ghost-types will be in for a big surprise if they think they're safe against Marisa lacking Dark Pulse, as Master Spark will blast them anyway. Only Rock- and Steel-types are safe. Her other main moves are based on attacks she uses through the series. Marisa's Hakkero has shown to have the ability to expel flames and frost as some of her shot-types, and it is a reactor, so she does get the holy trinity of Flamethrower, Thunderbolt and Ice Beam to her name. Draco Meteor is based on her star-based attacks (And one of her moves even has a nearly identical name), are Swift and Dazzling Gleam. Dark Pulse is based on when her Mini Hakkero got possessed in Double-Dealing Character, and the spell card, Bewitched Weapon "Dark Spark" (Which is yet another Master Spark variant).

Marisa's alternate form, Marisa-Winter, takes cues from Hidden Star in Four Seasons, where Marisa is infused with the power of Winter, giving her attacks an icy aftertouch. This affords Marisa a secondary Ice-typing and turns her Master Spark into Master Spark Frozen, which instead has a chance to freeze. Both the regular and Frozen variants of the Master Spark can be upgraded into one of two Z-Moves using the Mini Hakkero in place of a Z-Crystal. Final Spark is based off of her Last Spell in Imperishable Night, and is just a supercharged Master Spark. Blazing Star, on the other hand, is based on her Last Word from the same game, which later becomes a recurring spell card throughout the series, and involves her using a Master Spark as propulsion to ram into the enemy, hence a Psyshock-esque effect. The Z-Moves change type (and possibly effects) depending on which version of Master Spark is upgraded.

Marisa's stats are fairly self-explanatory: She's a fast specially offensive glass cannon, just like in her home series.

Some example sets:

"Danmaku is all about Firepower!" (Standard Marisa set)
Marisa@Mini Hakkero
Modest/Timid Nature
Ability: Levitate/Speed Boost
EVs: 252 SpA/252 Spe/4 HP
-Master Spark
-Coverage
-Coverage
-Coverage
Coverage=Flamethrower, Ice Beam, Thunderbolt, Draco Meteor, Dark Pulse, Dazzling Gleam

"It's so cold over where I live that it's snowing! It's practically winter! Seriously, what's going on?" (Standard Marisa-Winter set)
Marisa-Winter@Mini Hakkero
Modest/Timid Nature
Ability: Levitate/Speed Boost
EVs: 252 SpA/252 Spe/4 HP
Modest/Timid Nature
-Master Spark Frozen
-Coverage
-Coverage
-Coverage
Coverage=Flamethrower, Thunderbolt, Draco Meteor, Dark Pulse, Dazzling Gleam, Tri-Attack.
Let's talk about the potential problems.
First of all, Utsuho possesses three competitively viable abilities. While yes, Utsuho is certainly not broken, it's a good idea to know what counters a Pokemon's ability. Think about this for a second; Clefable is considered a good defensive Pokemon not because of its great typing and movepool, but mostly because of having two fantastic defensive abilities. You can't be sure whether it's best to take it down through setup or passive damage, and by the time you figure it out it could be too late. Okuu has the offensive version of this in Nuclear Fusion and Sheer Force. Desolate Land announces itself, but Sheer Force and Nuclear Fusion don't, meaning you have to guess which type will successfully tank a hit from Okuu, Water or Steel. Sure, she has other means around both, but you already have to make a guess about her being physical or special, so two of these guessing games makes for a mon that can become too artificially good. My recommendation is that you remove Sheer Force, even though it does fit Okuu. This will keep her from getting too much out of hand.


Oh boy, this one is really bothersome. I get it, Sakuya stops time and can move as fast as she needs, but lets look at just what sort of problems her ability creates. Sakuya is far too effective as a revenge killer. Talonflame in Gen 6 possessed a similar role to her. It was OU because of its strong +1 priority moves that it could spam with little to no downside, other than recoil. You could literally bypass Speed on this thing due to how effective its priority was. And the best part? It did this all with an Attack stat lower than that of Amoonguss. Sakuya possesses better defensive stats, a better defensive typing, an arguably better offensive typing, and even more powerful priority moves. On top of this, her attacks aren't +1 priority, but an effective +2.5 priority, and she has 130 Attack. Her signature move beats out the Ghost types that would normally love to switch in to her Fighting STAB, and her Z-Move beating out Protect in terms of priority is just ridiculous. If anything, make it break through Protect. She possesses no downside to her priority, and you even gave her Swords Dance. That's not all. You can run Levitate as a mixup to beat out Tapu Lele, which would ordinarily be the counter. Bottom line? Sakuya needs a nerf. Here's one: Sakuya's World makes all moves with positive priority values turn into regular priority moves. That, or you could provide a Base Power cap on what is given the priority (like 60). After all, Sakuya can't stab people in stopped time, but only after it is stopped, so it would make sense flavor-wise.


Pokemon: Justice
Type: Steel
Abilities: Long Reach / Levitate / Gear Diffusion (Powers up Fire and Electric moves by 50%)
Signature Moves:
Imperial Ray
Type: Fire
Classification: Special
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a 30% chance to flinch the target.

Michael Blade
Type: Steel
Classification: Physical
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a high critical hit ratio and a 10% chance to paralyze.

Gamma Ray
Type: Electric
Classification: Special
Power: 150
Accuracy: 100
PP: 5 (max 8)
Effect: Takes a turn to charge. Does Fire damage as well, and bypasses Ground immunity.

Omega Shift
Type: Normal
Classification: Status
Power: -
Accuracy: -
PP: 5 (max 8)
Effect: Increases Speed by 3 and Attack by 2.
Signature Z-Move: X-Laser
Type: Fire
Power: -
Classification: Special
Effect: Requires Focus Energy and (optional) Justiceium Z. Instantly kills the opponent. Unlike other Z-Moves, if the character originated from Guilty Gear, they can use Focus Energy to use their Z-Move for free. However, it will be treated as a 210 power move with an instant critical hit. (Normal Z-Move variant is banned, but not the alternate, Z-Crystal-less way.)
Stats: 110/105/110/115/85/100 (Total: 725)
Other Notable Moves: Sacred Sword, Focus Energy, Magnet Bomb, Metal Claw, Dragon Claw, Taunt, Dragon Tail, Iron Tail, Dual Chop, Counter, Flamethrower, Fire Blast, Thunderbolt, Thunder, Fire Punch, Thunder Punch, Hyper Beam, Quick Attack, Double Edge, Fury Cutter, Counter
Overview: Yes, I know, she's OP, but she was like that in her game (mostly), so therefore she's Ubers. Anyways, might as well try to make Guilty Gear have a chance, so why not the main villain from the first game, Justice. Here, all of the characters have a unique ability that they can use their Z-Moves after using Focus Energy, though for balancing purposes, it'll not be a full-on OHKO. Her Steel typing is reflected with her armor (and the, uh, penis). The abilities reflecting her neutral stance in her games (Levitate), her extending fingers (Long Reach), and for her signature move, Gear Diffusion, manipulation over gamma, nuclear, fire, and electric properties. All her moves are related to her powers and attacks and the stats reflect her playstyle, a big, bulky, powerful fighter thats also pretty fact. Her signature moves reflect her Overdrives, with 2 of them being great offensive options, a powerful move to force switches, and a beefed up version of Shift Gear. However, her attack power is subpar without a Omega Shift in place.


Pokemon: Dizzy
Type: Dark/Ice
Abilities: Magic Bounce / Long Reach / Natural Care
Signature Moves:
Imperial Ray
Type: Fire
Classification: Special
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a 30% chance to flinch the target.

Glass Reflector
Type: Ice
Classification: Status
Power: -
Accuracy: -
PP: 10 (max 16)
Effect: Reflects back Special moves for 1 turn.

Gamma Ray
Type: Electric
Classification: Special
Power: 25/100
Accuracy: 100
PP: 5 (max 8)
Effect: Hits 3 times, the first 2 hits being 25 power, the last being 100 power. Does both Fire and Ice damage for the 2 hits respectively.

Signature Z-Move: Emotional Gamma Ray
Type: Fire
Power: -
Classification: Special
Effect: Requires Focus Energy and (optional) Dizzium Z. Instantly kills the opponent. Unlike other Z-Moves, if the character originated from Guilty Gear, they can use Focus Energy to use their Z-Move for free. However, it will be treated as a 210 power move with an instant critical hit. (Normal Z-Move variant is banned, but not the alternate, Z-Crystal-less way.)
Stats: 90/95/80/125/95/110 (Total: 595)
Other Notable Moves: Hyper Beam, Dragon Claw, Ice Beam, Flamethrower, Crunch, Taunt, Torment, Recover, Tearful Look, Heal Bell, Dragon Tail, Fury Cutter, Icicle Crash, Flame Burst, Lava Plume, Ice Shard, Blizzard, Fire Blast, Dark Pulse, Sacred Sword, Light Screen, Reflect, Fire Punch, Thunder Punch, Ice Punch, Mirror Coat, Counter
Overview: Well, if you don't Justice and her overpowered ways, here's Dizzy, her daughter. Unlike Justice, Dizzy's more or less a support Pokemon. Her type refers to her 2 wings, Necro and Undine, though she does have Fire attack due to Necro. She does have lower overall stats but better Special stats and Speed. Her moves are also somewhat similar in distribution to Justice, but does a quite a few differences, like more support moves and stuff. She also has a new move that lets her reflect back Special Moves for a turn, as well as a different version of Gamma Ray.
Both of these are good for the most part. However, a couple nerfs would balance these guys out (mostly Justice, Dizzy is more fine). For starters, make the Z-Moves function as normal, without the OHKO part and without the Focus Energy bypassing the need for a crystal part. That will keep things much simpler to process and conceptualize. Second, just remove one of Justice's signature moves, at least. Three signature moves is already quite a bit, and honestly, if you can afford to cut things down to just two for both of them, that would make things much more simple (you could start by replacing Omega Shift with the more reasonable Shift Gear, which is still a fantastic move). Finally, due to this being an OU metagame, tone down some of the Base Power numbers, and after those changes you should be fine. Also, you have the wrong BST for Justice; it's 625, not 725.
 
Time to get voting. Voting ends on the 10th of November
Piranha Plant (Mario/Super Smash)
Type:

Abilities:
Limber / Long Reach | Strong Jaw
Moves: Power Whip, Crunch, Bite, Elemental Fangs, Psychic Fangs, Toxic, Power Whip, Rototiller, Taunt, Acid Spray, Gyro Ball, Pursuit, Knock Off, Infestation, Flame Burst, Fireball (from Bowser), Fire Lash, Piranha Chomp
Stats: 70 / 130 / 100 / 60 / 65 / 105 (530 BST)
Signature Move: Piranha Chomp |
|
| 90 BP | 15 PP | 100 Acc | Biting move | Z-Move: 160 BP Bloom Doom
Overview: Plant
Zote The Mighty (Hollow Knight)
Type:


Abilities: Knight of Great Renown - Upon successfully dealing damage, transforms into Grey Prince Zote
Moves: Flail, Splash, Struggle Bug, Growl, Taunt, Torment, Bounce, Amnesia, Swagger, Fell Stinger, Sacred Sword, Play Rough, Swords Dance
Stats: 60 / 30 / 70 / 10 / 40 / 90 (300 BST)
Overview: Zote is a little bitch with a huge ego and unresolved daddy issues. Man literally can't deal damage in game so I'm being kind with at least giving him some form of offense. At least he has a great singing voice, as seen here

Grey Prince Zote
Invincible, Fearless, Sensual, Mysterious, Enchanting, Vigorous, Diligent, Overwhelming, Gorgeous, Passionate, Terrifying, Beautiful, Powerful, Grey Prince Zote

Type:
Abilities:
Hustle
Moves: Same as above
Stats: 180 / 200 / 70 / 10 / 40 / 90 (600 BST)
Overview: By a combination of Zote's huge self-esteem and a gullible girl is birthed disgustingly powerful Grey Prince Zote, a twisted romantic fantasy Zote that is somehow one of (most likely the hardest at his maximum level) bosses in the game. Best part is, he fights just like base Zote, just his pure bulk manages to make it effective.
Pokemon: Captain Falcon
Type: Fire/Fighting
Abilities: Raptor Boost (If this Pokemon used an attacking move on the previous turn, its speed is multiplied by 1.5 for this turn.) / Reckless
Signature Moves:
Falcon Punch
Type: Fire
Classification: Physical
Power: 130
Accuracy: 100
PP: 5 (max 8)
Effect: Has a charge turn, but forces out the opponent upon a successful hit.

Justice Knee
Type: Electric
Classification: Physical
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a high critical hit ratio on airborne opponents, and has 25% recoil.
Signature Z-Move: Come On, Blue Falcon
Type: Fire
Power: 200
Classification: Physical
Effect: Requires Falcon Punch and Captainfalconium Z. Forces out an opponent if they survive.
Stats: 100/125/75/75/75/120 (Total: 570)
Other Notable Moves: Flare Blitz, Blaze Kick, High Jump Kick, Jump Kick, U-Turn, Sky Drop, Acrobatics, Brave Bird, Fire Punch, Taunt, Quick Attack, Bullet Punch, Flame Charge, Wild Charge, Double Edge, Last Resort, Iron Head
Overview: When making Captain Falcon, Fire/Fighting type was obvious. I essentially hybridized the three Fire/Fighting starters in order to create the ultimate Risk/Reward mon. High Attack, high Speed, solid coverage, and super strong moves. His abilities, Raptor Boost and Reckless, encourage fast offensive play, which is how Falcon plays in his other incarnations. Falcon Punch may be a charge move, but its main purpose is to hard punish switchins by forcing them out, similar to how it's used to launch opponents far away in Smash Bros. Meanwhile, Justice Knee is the better replacement for Wild Charge, and since it's an aerial attack in Smash Bros, it gains a bonus of being more likely to crit airborne foes. His Z-Move is incredibly strong, and it's essentially a one-time "get out of my face" move, great for forcing out something you don't want in that turn. It's based on his Final Smash. His other moves come from things Captain Falcon would likely get, as well as being somewhat based on Blaziken, Infernape, and Emboar's movepools.
Sample Movesets:

Combo Captain
Captain Falcon @ Life Orb/Choice Band
Raptor Boost / Reckless
Jolly Nature
252 Atk / 4 SpD / 252 Spe
- Flare Blitz
- Justice Knee
- High Jump Kick
- Brave Bird / U-Turn

Have some delicious Falcon Punch
Captain Falcon @ Captainfalconium Z
Raptor Boost
Adamant Nature
252 Atk / 4 SpD / 252 Spe
- Falcon Punch
- Justice Knee
- High Jump Kick
- Blaze Kick / Flare Blitz
Pokemon: Waluigi
Type: Dark
Abilities: Prankster / Showoff (Increases the chance that a secondary effect will occur by 1.5x. Upon the activation of a secondary effect on the foe, they will also be subjected to Taunt and Torment.) / Outcheat (HA) (If a foe's secondary effect would activate, the foe's secondary effects are nullified, and immediately applied to the foe. Also, bounces back any Dark type support move.)
Signature Moves:
Liar Shot |
- Type: Dark
- Classification: Physical
- Power: 80
- Accuracy: 100
- PP: 15 (max 24)
- Effect: This move does not make contact. This has a 30% chance to flinch the foe.
- Flavor: A sudden shot is thrown in a random direction, only to veer back at the foe, catching them by surprise.

Thorn Trap
- Type: Grass
- Classification: Physical
- Power: 35
- Accuracy: 95
- PP: 20 (max 32)
- Effect: This move does not make contact. The user whips the foe with a thorny purple vine, which traps them in for 4-5 turns, and it is affected by Grip Claw and Binding Band. Has a 20% chance to flinch the foe.
Stats: 89 / 105 / 85 / 101 / 91 / 122 (Total: 593)
Notable Moveset: Torment, Liquidation, Power Whip, Rapid Spin, Swords Dance, Nasty Plot, Dark Pulse, Surf, Electro Ball, Spotlight, Fake Out, Foul Play, Poison Jab, Trick, Switcheroo, Charm, Teeter Dance
Overview: Waluigi is an interesting character, because we don't really know as much about him other than the way he acts. The main, defining character trait that we have gotten from Nintendo is that he believes that everyone around him is constantly cheating, which results in him also cheating. This was what led me to create Outcheat, which punishes Serene Grace Pokemon and many others in general. His other two abilities, on the other hand, come from his tendency to pull tricks and his overall over-the-top personality. There are two ways Waluigi can be used: Stall-breaker, and fast support. Thanks to his apparent elemental proficiency within the sports spinoffs (he has used plants, wind, water, and energy in various different titles), he receives a plethora of coverage moves and support moves. In particular, Liar Shot and Thorn Trap are referencing Superstar Sluggers and Strikers Charged, respectively.
Sample Movesets:
Waluigi @ Leftovers / Grip Claw
Ability: Showoff
- Thorn Trap
- Liar Shot
- Substitute / Fake Out
- Disable

Waluigi @ Leftovers
Ability: Outcheat
- Spikes
- Toxic Spikes
- Knock Off
- Taunt / Parting Shot
Pokemon: Samus
Type: Electric/Fighting
Abilities: Mega Launcher/Tinted Lens
Signature Moves:
Charge Shot
- Type: Electric
- Classification: Special
- Power: 100
- Accuracy: 95
- PP: 10 (max 16)
- Effect: Boosted by Mega Launcher.

Grapple Beam
- Type: Electric
- Classification: Special
- Power: 80
- Accuracy: 100
- PP: 15 (max 24)
- Effect: If the opponent attempts to switch, this move prevents them from doing so. It also deals 1.5x the damage on foes that try to switch.
Stats: 105 / 80 / 95 / 145 / 95 / 85
Notable Moveset: Aura Sphere, Dark Pulse, Water Pulse, Ice Beam, Flamethrower, Focus Blast, Agility, Lock-On, Zap Cannon, Flash Cannon, Hyper Beam, Heal Pulse (Doubles), Sonicboom, Psywave, Charge Beam
Reasoning: This bounty hunter has some power behind her. She has access to nearly all moves boosted by Mega Launcher, such as Dark Pulse, Water Pulse, Aura Sphere, Heal Pulse, and the brand new Charge Shot. Additionally, she has access to Ice Beam, Flamethrower, Flash Cannon, Hyper Beam, Sonicboom, and Psywave, all of which relate to various functions of her arm cannon. Her abilities relate to her access to strong energy attacks and her use of multiple visors to target enemy weak points. Finally, why Fighting and not Steel, when she has the Power Suit on? Well, the Power Suit is actually made of Samus' energy, so that more closely fits Electric than Steel. Fighting comes from her heroic nature and experience with combat.
Sample Movesets:
Samus @ Life Orb / Assault Vest
Ability: Mega Launcher
- Charge Shot
- Aura Sphere
- Dark Pulse / Ice Beam
- Water Pulse / Ice Beam / Grapple Beam / Agility

Samus @ Choice Specs
Ability: Tinted Lens
- Charge Shot
- Focus Blast
- Ice Beam / Flamethrower
- Grapple Beam
Pokémon: Chaos Kin
Type: Dark/Bug
Ability: Physical Breakdown (Chaos Kin will live any damage on 1HP in its normal form, but if it would have been KO'd, it transforms into Chaos Kin-Ash, which CAN be fainted by an attack.)
Moves: Constrict, Bind, Night Slash, Dark Pulse, Infestation, Bug Buzz, Attack Order, Defend Order, Heal Order, Lunge, X-Scissor, Slash, Phantom Force, Shadow Ball, Mean Look, Nightmare, Double Team, Agility, Fury Cutter, Shadow Claw, Signal Beam, Fell Stinger, Struggle Bug, Foul Play, Beat Up, Assurance, Feint Attack, Pursuit, U-Turn, Sucker Punch, Throat Chop, Torment, Hex, Night Shade, Ominous Wind, Confuse Ray, Slash, Glare, Scary Face, Swords Dance, Dream Eater, Copycat, Spatial Rend, Shadow Sneak
Stats (Normal): 105/140/55/125/55/120 [BST 600]
Stats (Ash): 105/90/5/95/5/50 [BST 350]
Reasoning: An eldritch monstrosity sealed away in the Lunar Sanctum... Until Pit defeats Arlon the Serene, which more or less put the entire world at its mercy. Once it broke out thanks to Pit, all the gods were either A. Too focused on that battle involving all of their champions, or B. Fighting the Aurum. Being a manifestation of evil and chaos, not to mention being extremely efficient, it's Dark-type. With its design being basically a mishmash of several Arthropods, it's part-Bug as well. Its moves: Night Slash comes from having a scorpion-like tail AND some super-sharp claws (How else do you 140 Attack and X-Scissor?), Nightmare, Mean Look, Night Shade, and Glare are all from how it can create visions in the Chaos Vortex. It creates shadowy copies of Pit to attack the latter before Pit shoots it down, so it gets all those Ghost-type moves and Copycat. Dream Eater because of those reasons, plus it yanked out both Palutena's and Pit's souls at some point, the latter being stuffed into a ring for three years until his re-encounter with Magnus. Beat Up... It presumably either copies its teammates or controls them into attacking. Bind and Constrict because the thing will occasionally latch onto Palutena during the latter's boss fight. And heck, its summoning abilities alone give it the Attack/Defend/Heal Order moves. And last, but not least, Ash Form. It's a last-ditch effort by the thing to ensnare Dark Pit, setting into motion the events of the next chapter, hence the garbage defenses and lackluster Speed. (This is where Infestation is from)
Pokémon: Cirno (Touhou Koumakyou ~ Embodiment of Scarlet Devil)
Type: Ice/Fairy (obviously)
Abilities: Snow Warning/Levitate/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. The new moves are exclusive to Cirno-Tan and will be forgotten upon reverting to Cirno.
Ability: Power of Summer (User resists Fire-Type moves, regardless of typing. In the sun, all of Cirno's stats except for HP get a 1.5x increase.)
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. Snow Warning is because she's associated with Ice and Snowy weather in Hisoutensoku, and Levitate because it's Touhou Project and every notable character in that series can fly.

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 (Autumn) and Petal Dance (Spring), as well as of course Solar Beam. (The Winter Sub-Season's move would be Ice Beam... which Cirno already gets). 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 is always counted as if the weather is Sunny or Intense Sunlight.
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 (But have to watch out for Earth Power and Earthquake). 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

Utsuho@Okuunium Z/Life Orb
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

Utsuho@Okuunium Z/Life Orb
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
Pokémon: Yuyuko Saigyouji (Touhou Youyoumu ~ Perfect Cherry Blossom)
Type: Ghost/Grass
Ability: Grassy Surge/Levitate/Manipulation of Death (HA)
Signature Ability: Manipulation of Death- Every attack that hits has a 2% chance to instantly faint the target. Foes that make contact have a 1% chance of fainting immediately.
Moves: Ghastly Dream*, Shadow Ball, Energy Ball, Petal Blizzard, Shadow Sneak, Destiny Bond, Protect, Swagger, Flatter, Ingrain, Every OHKO move, Synthesis, Phantom Force, Attack Order, Defend Order, Heal Order, Crunch, Stockpile, Swallow, Spit Up, etc.
Signature Move: Ghastly Dream: Ghost-type, Base 90 Power, Special. Deals damage based on Yuyuko's higher attack stat. Has a 2% chance to instantly faint the target.
Signature Z-Move: Saigyouji Flawless Nirvana- Ghost-type, Status. Upgraded from Ghastly Dream via the Yuyukonium Z. Instantly faints the target. Affects Normal-type Pokemon.
Stats: 110 HP/110 Atk/110 Def/120 SpA/110 SpD/30 Spe (590 BST)
Tier Warning: Manipulation of Death, Ghastly Dream and Yuyukonium Z are banned in Overused under the OHKO Clause.
Reasoning: Yuyuko Saigyouji first appears as the Final Boss of Perfect Cherry Blossom. She's a ghost who shares the same power as the Saigyou Ayakashi, a youkai tree, and is mostly associated with Cherry Blossoms (hence the Ghost/Grass-typing and Grassy Surge). And of course since it's Touhou, that means flight and thus Levitate. However, her Hidden Ability and Signature Move/Z-Move are a direct reference to her ability in Touhou canon: The ability to cause things to die. Since OHKO moves are banned in OU, this means that Yuyuko cannot use her Hidden ability in OU, either, as this turns ALL of her attacks into potential OHKO moves, albeit at a very low chance (Ghastly Dream, her signature has the highest non-100% rate which is 4% total). Her Z-Move is based on her Last Word from Imperishable Night, which is said to be the incarnation of her ability. Thus it only seemed fitting to make it a guaranteed OHKO and one of the main reasons to use Yuyuko in Ubers: If she can get a chance to fire her Z-Move off, that is one target immediately gone from the battle. Her other moves are standard ghost- and grass-type fare, save for a few. Yuyuko's projectiles often take the form of spectral butterflies, hence why she also has access to Attack Order, Defend Order and Heal Order. Lastly, Yuyuko is known for her immense appetite, hence Stockpile, Swallow and Spit Up. Also Levitate because... yeah. It's Touhou.

Playing against Yuyuko in Ubers is a risky affair because even if a 'counter' switches in, there's a chance, however small, that her ability might just pop up and ruin whatever your would-be Yuyuko counter would attempt by promptly saying 'WELCOME TO DIE!', before promptly, well, killing them. Remember, people die if they are killed. That and a predicted switch could result in a Saigyouji Flawless Nirvana to the face and... yeah. They still die. In OU you don't have to worry about that, thankfully, since OHKO Clause prohibits the use of Ghastly Dream and Manipulation of Death, but Grassy Surge can be just as annoying, given Yuyuko's great bulk. She can prove to be a very annoying wall that's tough to break. After all, you can't kill something that's already dead.

Her stats are a bit different though. In the games, Yuyuko is often depicted as slow-moving, but has wide range coverage and, in the fighting games, good options for any situation, so her stats save for Speed are all very high and well-rounded.
Pokémon : Sakuya Izayoi (Touhou Koumakyou ~ Embodiment of Scarlet Devil)
Type: Steel/Fighting
Abilities: Levitate / Speed Boost / Sakuya's World (HA)
Signature Ability: Sakuya's World- Always moves first, regardless of speed, against any moves with a Priority below +3. (As in, +3 and above moves will go before her).
Moves: Fake Out, Trick Room, Close Combat, High Jump Kick, Extreme Speed, Knock Off, Sucker Punch, X-Scissor, Acrobatics, First Impression, Throat Chop, Slash, Night Slash, Smart Strike, Silver Edge*, Swords Dance, Detect, Substitute, Memento, Snatch, Torment, Acupressure, U-Turn, Parting Shot, Speed Swap
Signature Move: Silver Edge - Physical, Steel-Type, 90 BP, 100 Acc, 10 PP. High critical hit ratio, Super Effective against Dark- and Ghost- Types.
Signature Z-Move: Deflation World - Converted from Silver Edge using Sakuyanium Z. Steel-type, 200 BP, Physical. Super Effective against Dark- and Ghost- types. +5 Priority (yes, it goes before Protect).
Stats: 90 HP / 130 Atk / 90 Def / 60 SpA / 90 SpD/ 130 Spe (BST: 590)
Reasoning: Sakuya is the maid of Remilia Scarlet and likely a former vampire hunter, though she has either forgotten or simply refuses to divulge her past before meeting the Scarlet Devil. Her typing relates to her primary weapon of choice (her enchanted silver knives) and her close-quarters combat skills, two main facets of her possible former identity. Her normal abilities are Levitate (Because it's Touhou, she can fly obviously) and Speed Boost, but her most notable ability is her hidden ability, Sakuya's World, which is a direct nod to her ability in canon: She can manipulate time. She's a primarily physical combatant with not much variety to her name, but she doesn't really need it. She's got a plethora of priority moves for sets not using her Hidden Ability, and her Hidden Ability allows her to use her high power moves without fear of being outsped. Her signature move, Silver Edge, is a representation of her silver knives, which work well against vampires and other such demonic beings, which affords it a unique super-effectiveness against Dark and Ghost- types. Her other moves are either relative to her time manipulation powers (Trick Room, Fake Out, Speed Swap, Extreme Speed, Sucker Punch, First Impression, Detect), Her general wit and devotion to her mistress (Memento, Snatch, Torment, U-Turn, Parting Shot), her close-quarters combat skills (Close Combat, High Jump Kick, Knock Off, X Scissor, Acrobatics, Throat Chop, Slash, Night Slash, Smart Strike, Swords Dance) or some combination of them (Substitute mainly). Sakuya's stats are generally high across the board save for her special attack due to her mistress' demands to be the perfect maid forcing Sakuya to toughen up A LOT. She's not extremely strong in any one area, but she's not particularly weak in any area either. Her Z-Move is based on her Last Word in Imperishable Night of the same name: Deflation World, and serves as an ultimate demonstration of her time manipulation powers. Not even Protect, Detect, Quick Guard or the like will save the unfortunate target from Sakuya's Z-Move.

Sample Attacker Sakuya Set w/Sakuya's World:

Sakuya@Sakuyanium Z
Ability: Sakuya's World
EVs: 252 Atk, 252 HP, 4 Def
Adamant Nature
- Silver Edge
- Close Combat/High Jump Kick
- Knock Off/Throat Chop/Night Slash
- Filler
Filler=Swords Dance/Detect/Substitute/Memento/Snatch/Torment/Acupressure/U-Turn/Parting Shot/Speed Swap/Acrobatics/X-Scissor/Trick Room

Trick Room Sakuya:

Sakuya@Sakuyanium Z
Ability: Sakuya's World
EVs: 252 Atk, 252 HP, 4 Def/SpD
Adamant Nature
-Trick Room
-Silver Edge
-Close Combat/High Jump Kick
-Coverage

Swords Dance Sakuya
Sakuya@Sakuyanium Z/Leftovers/Life Orb
Ability: Levitate/Speed Boost/Sakuya's World
EVS: 252 Atk. Whether Speed or HP depends on the ability, 4 in the other stat.
Adamant/Jolly Nature
-Silver Edge
-Swords Dance
-Close Combat/High Jump Kick
-Coverage

Offensive Pivot Sakuya
Sakuya@Leftovers/Choice Band/Choice Scarf
Ability: Levitate/Sakuya's World
EVs: Same as the Swords Dance Set: Speed or HP depends on the ability.
-Silver Edge
-U-Turn
-Filler
-Filler
Pokémon : Marisa Kirisame (Touhou Fuumaroku ~ Story of Eastern Wonderland).
Type: Normal
Abilities: Levitate / Magician / Speed Boost (HA).
Signature Item: Mini Hakkero- When held by Marisa, boosts the power of Marisa's off-type moves by 50% (So basically everything BUT normal-type moves [and Ice-types for the alternate form] get the boost). Also acts as a unique Z-Crystal for Marisa, and thus cannot be removed from Marisa.
Moves: Master Spark*, Flamethrower, Thunderbolt, Ice Beam, Draco Meteor, Dazzling Gleam, Nasty Plot, Agility, Thief, Dark Pulse, Tri-Attack, Swift, etc.
Signature Move: Master Spark- Normal-Type, Base 100 Power, 100 Accuracy, Special. 10 PP. Can damage Ghost-types.
Master Spark Frozen- Ice-Type, Base 100 Power, 100 Accuracy, Special. 10 PP. 30% chance to freeze the target.
Signature Z-Moves:
Final Spark - Upgraded from Master Spark or Master Spark Frozen with Mini-Hakkero. Inherits the typing of the move it upgrades from (So Normal if Master Spark, Ice if Master Spark Frozen), Special, Base 210 Power. Can damage Ghost-types. Hits both targets in a Double Battle. If upgraded from Master Spark Frozen, 50% chance to freeze the targets.
Blazing Star -Upgraded from Master Spark or Master Spark Frozen with Mini-Hakkero. Inherits the type of the move it upgrades from (Normal if Master Spark, Ice if Master Spark Frozen), Special, Base 190 Power. Came damage Ghost-types. Hits the target's Defense.
Stats: 80 HP/70 Atk/50 Def/130 SpA/70 SpD/130 Spe (BST: 530).
Alternate Form: Marisa-Winter (Toggled by using the Essence of Four Seasons on Marisa out of battle. Can be reverted through using Essence of Four Seasons on Marisa-Winter out of battle. When switching from Marisa to Marisa-Winter, if Marisa knows Master Spark, it will be replaced with Master Spark Frozen, and vice-versa.)
Typing changes to Normal/Ice.
Stats and abilities remain unchanged.
Reasoning: Here we have Marisa Kirisame, the deuteragonist of the Touhou Project series, having been around since the second game in the series. Compared to the original slate, This Marisa leans more from more recent games in the series, like Hidden Star in Four Seasons. Marisa is often associated with magic, and her title is the Ordinary Magician, so it seemed fitting to make Marisa a Normal-type. But to get the most out of her coverage, Marisa has a signature item in the Mini Hakkero, which boosts her non Normal-type attacks by 50%, essentially giving them STAB too. Unlike Protean however, she does not change type. Her signature move is quite obviously her freaking huge magical laser, the Master Spark, which serves as her primary STAB move. It even works on ghosts in the series, so Ghost-types will be in for a big surprise if they think they're safe against Marisa lacking Dark Pulse, as Master Spark will blast them anyway. Only Rock- and Steel-types are safe. Her other main moves are based on attacks she uses through the series. Marisa's Hakkero has shown to have the ability to expel flames and frost as some of her shot-types, and it is a reactor, so she does get the holy trinity of Flamethrower, Thunderbolt and Ice Beam to her name. Draco Meteor is based on her star-based attacks (And one of her moves even has a nearly identical name), are Swift and Dazzling Gleam. Dark Pulse is based on when her Mini Hakkero got possessed in Double-Dealing Character, and the spell card, Bewitched Weapon "Dark Spark" (Which is yet another Master Spark variant).

Marisa's alternate form, Marisa-Winter, takes cues from Hidden Star in Four Seasons, where Marisa is infused with the power of Winter, giving her attacks an icy aftertouch. This affords Marisa a secondary Ice-typing and turns her Master Spark into Master Spark Frozen, which instead has a chance to freeze. Both the regular and Frozen variants of the Master Spark can be upgraded into one of two Z-Moves using the Mini Hakkero in place of a Z-Crystal. Final Spark is based off of her Last Spell in Imperishable Night, and is just a supercharged Master Spark. Blazing Star, on the other hand, is based on her Last Word from the same game, which later becomes a recurring spell card throughout the series, and involves her using a Master Spark as propulsion to ram into the enemy, hence a Psyshock-esque effect. The Z-Moves change type (and possibly effects) depending on which version of Master Spark is upgraded.

Marisa's stats are fairly self-explanatory: She's a fast specially offensive glass cannon, just like in her home series.

Some example sets:

"Danmaku is all about Firepower!" (Standard Marisa set)
Marisa@Mini Hakkero
Modest/Timid Nature
Ability: Levitate/Speed Boost
EVs: 252 SpA/252 Spe/4 HP
-Master Spark
-Coverage
-Coverage
-Coverage
Coverage=Flamethrower, Ice Beam, Thunderbolt, Draco Meteor, Dark Pulse, Dazzling Gleam

"It's so cold over where I live that it's snowing! It's practically winter! Seriously, what's going on?" (Standard Marisa-Winter set)
Marisa-Winter@Mini Hakkero
Modest/Timid Nature
Ability: Levitate/Speed Boost
EVs: 252 SpA/252 Spe/4 HP
Modest/Timid Nature
-Master Spark Frozen
-Coverage
-Coverage
-Coverage
Coverage=Flamethrower, Thunderbolt, Draco Meteor, Dark Pulse, Dazzling Gleam, Tri-Attack.
Pokemon: Justice
Type: Steel
Abilities: Long Reach / Levitate / Gear Diffusion (Powers up Fire and Electric moves by 50%)
Signature Moves:
Imperial Ray
Type: Fire
Classification: Special
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a 30% chance to flinch the target.

Michael Blade
Type: Steel
Classification: Physical
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a high critical hit ratio and a 10% chance to paralyze.

Gamma Ray
Type: Electric
Classification: Special
Power: 150
Accuracy: 100
PP: 5 (max 8)
Effect: Takes a turn to charge. Does Fire damage as well, and bypasses Ground immunity.

Omega Shift
Type: Normal
Classification: Status
Power: -
Accuracy: -
PP: 5 (max 8)
Effect: Increases Speed by 3 and Attack by 2.
Signature Z-Move: X-Laser
Type: Fire
Power: -
Classification: Special
Effect: Requires Focus Energy and (optional) Justiceium Z. Instantly kills the opponent. Unlike other Z-Moves, if the character originated from Guilty Gear, they can use Focus Energy to use their Z-Move for free. However, it will be treated as a 210 power move with an instant critical hit. (Normal Z-Move variant is banned, but not the alternate, Z-Crystal-less way.)
Stats: 110/105/110/115/85/100 (Total: 625)
Other Notable Moves: Sacred Sword, Focus Energy, Magnet Bomb, Metal Claw, Dragon Claw, Taunt, Dragon Tail, Iron Tail, Dual Chop, Counter, Flamethrower, Fire Blast, Thunderbolt, Thunder, Fire Punch, Thunder Punch, Hyper Beam, Quick Attack, Double Edge, Fury Cutter, Counter
Overview: Yes, I know, she's OP, but she was like that in her game (mostly), so therefore she's Ubers. Anyways, might as well try to make Guilty Gear have a chance, so why not the main villain from the first game, Justice. Here, all of the characters have a unique ability that they can use their Z-Moves after using Focus Energy, though for balancing purposes, it'll not be a full-on OHKO. Her Steel typing is reflected with her armor (and the, uh, penis). The abilities reflecting her neutral stance in her games (Levitate), her extending fingers (Long Reach), and for her signature move, Gear Diffusion, manipulation over gamma, nuclear, fire, and electric properties. All her moves are related to her powers and attacks and the stats reflect her playstyle, a big, bulky, powerful fighter thats also pretty fact. Her signature moves reflect her Overdrives, with 2 of them being great offensive options, a powerful move to force switches, and a beefed up version of Shift Gear. However, her attack power is subpar without a Omega Shift in place.
Pokemon: Dizzy
Type: Dark/Ice
Abilities: Magic Bounce / Long Reach / Natural Care
Signature Moves:
Imperial Ray
Type: Fire
Classification: Special
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a 30% chance to flinch the target.

Glass Reflector
Type: Ice
Classification: Status
Power: -
Accuracy: -
PP: 10 (max 16)
Effect: Reflects back Special moves for 1 turn.

Gamma Ray
Type: Electric
Classification: Special
Power: 25/100
Accuracy: 100
PP: 5 (max 8)
Effect: Hits 3 times, the first 2 hits being 25 power, the last being 100 power. Does both Fire and Ice damage for the 2 hits respectively.

Signature Z-Move: Emotional Gamma Ray
Type: Fire
Power: -
Classification: Special
Effect: Requires Focus Energy and (optional) Dizzium Z. Instantly kills the opponent. Unlike other Z-Moves, if the character originated from Guilty Gear, they can use Focus Energy to use their Z-Move for free. However, it will be treated as a 210 power move with an instant critical hit. (Normal Z-Move variant is banned, but not the alternate, Z-Crystal-less way.)
Stats: 90/95/80/125/95/110 (Total: 595)
Other Notable Moves: Hyper Beam, Dragon Claw, Ice Beam, Flamethrower, Crunch, Taunt, Torment, Recover, Tearful Look, Heal Bell, Dragon Tail, Fury Cutter, Icicle Crash, Flame Burst, Lava Plume, Ice Shard, Blizzard, Fire Blast, Dark Pulse, Sacred Sword, Light Screen, Reflect, Fire Punch, Thunder Punch, Ice Punch, Mirror Coat, Counter
Overview: Well, if you don't Justice and her overpowered ways, here's Dizzy, her daughter. Unlike Justice, Dizzy's more or less a support Pokemon. Her type refers to her 2 wings, Necro and Undine, though she does have Fire attack due to Necro. She does have lower overall stats but better Special stats and Speed. Her moves are also somewhat similar in distribution to Justice, but does a quite a few differences, like more support moves and stuff. She also has a new move that lets her reflect back Special Moves for a turn, as well as a different version of Gamma Ray.
Pokémon: Whispy Woods
Type: Grass
Ability: Powerful Breath* / Harvest (HA)
*Powerful Breath: Boosts Flying-type moves by 1.5x
Stats: 130/130/100/120/70/50 (600)
Notable Moves: Seed Bomb, Energy Ball, Power Whip, Whispy Inhale*, Air Bullet**, Hurricane, Synthesis, Poison Jab, Gunk Shot, Spikes, Toxic Spikes, Crunch, Dark Pulse, Shadow Ball, Flamethrower, Fire Blast, Overheat, Heavy Slam, Rock Slide, Stone Edge
*Whispy Inhale: Physical Flying-type, 90 BP, 100% Accuracy, 15/24 PP, 20% chance to drop target's Defense by 1, Biting move, 175 BP Supersonic Skystrike
**Air Bullet: Special Flying-type, 30 BP, 100% Accuracy, 15/24 PP, hits 3 times, 175 BP Supersonic Skystrike
Sample Sets
Whispy Woods @ Leftovers
Ability: Powerful Breath
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Whispy Inhale
- Seed Bomb
- Stone Edge
- Overheat

Reasoning: Whispy Woods is a tree, hence Grass type. Powerful Breath because Whispy specializes in wind-based attacks using his breath, but obviously cannot fly. Harvest and Seed Bomb are based on Whispy's apple attacks, while the Poison moves are based on the poisonous version of said attack used as Whispy's Revenge. Power Whip, Spikes, and Toxic Spikes are based on his root attacks. Energy and Synthesis are just because Grass-type. Whispy Inhale comes from the attack of the same name, as does Crunch. Air Bullet inspires the signature move of the same name, while its gust variation gives Hurricane and its dark variation gives Dark Pulse and Shadow Ball. His fiery Burst Fruits from Star Allies give him Fire moves. Heavy Slam comes from his jumping moves. Rock Slide and Stone Edge come from the stone-tossing moves he gets as Clanky Woods in Planet Robobot. His stats reflect his being a big ol tree. His speed is 50 because while he's rooted in the ground, he's not completely immobile, and can crawl and jump (!) with surprising speed.
leonard (from big bang theory)
KeeganSkymin4444
KirbyRider1337
Neosonic97
Ticktock
Pika Xreme

As mentioned above, there was a general consensus in the Discord about Sakuya's abilities and Z-move being too powerful for this mod and requires changing. Also OHKO moves are banned as a Smogon-wide clause so in turn Justice's and Dizzy's Z-moves will need to be changed.

Other than those changes please take any suggestions or constructive criticism about your submissions on board. Hopefully feedback and discussion about submissions will continue to help this pet mod grow. If you make any changes, let me know so I can update them above for voting.
 
Right. Got it (Although with Utsuho and Sakuya there are other abilities, I could just remove those in future). Sakuya's Z-Move needs nerfing though. Maybe just +1 priority?

If I would make some criticism myself, though?

KeeganSkymin4444 said:
Grapple Beam
- Type: Electric
- Classification: Special
- Power: 80
- Accuracy: 100
- PP: 15 (max 24)
- Effect: If the opponent attempts to switch, this move prevents them from doing so. It also deals 1.5x the damage on foes that try to switch.
THIS in particular is freaking busted. I don't think that having a supercharged Pursuit (The damage Samus' Grapple Beam does essentially becomes base 180 if a foe tries to switch out, that's 1.5 times an STAB Pursuit on a switching foe) that also doubles as a Pseudo-Shadow Tag against anything that wants to switch out against Samus is fair at all. I actually would have voted for Samus were it not for the presence of this. There's literally no reason to even use Charge Shot because Grapple Beam is just that ridiculously overpowered. Even if it didn't have the 'prevents the foe from switching' effect, it's STILL far too powerful (Since anything that would want to switch out would STILL need to take an essential base 180 attack to the face, and this is coming from a base 145 Special Attack).

Basically, Samus will ALWAYS defeat enemies she counters because they can't escape from her, and take bonus damage if they try to switch out. Suddenly, any character who doesn't have the coverage necessary to deal with Samus is instantly invalid as a choice because Samus can just easily trap them with Grapple Beam. This is a ridiculously problematic signature move- in fact, Ghastly Dream aside (That's Yuyuko's signature move which is banned via the OHKO clause since it has a chance to OHKO), it's THE most problematic signature move I've seen yet, and it almost makes it MANDATORY for every future submission to always have at least one of Volt Switch, U-Turn or Baton Pass JUST to escape from Samus. And that's assuming they're NOT weak to Grapple Beam or Samus' other moves.

Anywho, my votes?

KirbyRider1337's Chaos Kin
Neosonic97's Cirno
Pika Xreme's Whispy Woods.
 
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darn forgot this was the AG slate
KeeganSkymin4444's Captain Falcon
KeeganSkymin4444's Waluigi
Neosonic97's Cirno
 
Now, I can agree on the point that Grapple Beam is a bit too strong. I'll weaken it to 50 Power and just give it the regular Pursuit effect in future slates. As for my votes:

KirbyRider1337's Chaos Kin
KeeganSkymin4444's Waluigi
Neosonic97's Marisa Kirisame
 
Slate #17
Bonus Theme: Money, Money, Money (by ABBA)




Congratulations to KirbyRider1337 and KeeganSkymin4444 for winning with Chaos Kin, Captain Falcon, and Waluigi!
KeeganSkymin4444 has earned the title NES Remix.

Characters for this slate must have some sort of connection with money. They can be merchants/shopkeepers, treasure hunters, or just plain rich. Thanks to KeeganSkymin4444 for suggesting this slate.

Submit your characters for this slate by the 18th of November.
Have fun!​
 
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Pokémon: Muffet
Type: Bug/Poison
Ability: Swarm / Anticipation [HA]
Moves: Attack Order, Heal Order, Bug Bite, Spider Web, Sticky Web, String Shot, Toxic Thread, Sweet Scent, Venom Drench, Gastro Acid, Infestation, Knock Off, Assurance, Venoshock, After You, Last Resort, Retaliate, Play Rough, Poison Jab
Stats: 120/100/90/100/90/80 [BST 580]
Reasoning: Muffet is a Spider-like monster who challenges you to a battle unless you bought something from the previous room, which would cost 9999G, since someone offered her money to take your SOUL. First up, Bug/Poison. Bug's a no-brainer, as there's more terrestrial arthropods that are Bug-type than ones that aren't, and Poison is from how she turns your SOUL purple, which doesn't affect horizontal movement, but for vertical movement, you'll have to hop between the top, middle, and bottom of the screen to dodge her attacks. Her ATK is on par with most of the other mooks in the area, and her DEF is somewhat averageish. Her HP, though, is the highest in Hotland (well excluding mettaton), which can likely be attributed to her being a boss, but she still beats out So Sorry in the HP department, so... Anyways, moves. Attack and Heal Order are from her use of Spider minions throughout her fight, the former as danmaku and the latter I imagine as giving her some food to eat. The status-based Poison-type moves are from how she turns your SOUL purple, as mentioned earlier. Sweet Scent because she sells delicious treats, and the webbing-based moves (and Toxic Thread) because you get stuck in her web trying to progress when she challenges you to a fight. Last Resort is from how the use of her pet in her attacks is sparsely distributed. Finally, Retaliate is from how she mistakenly presumes you dislike spiders, such as the ones in Toriel's Ruins.

And let's be real here, if there was a slate to sub this Touhou, it would be now.
Pokémon: Jo'on Yorigami
Type: Dark
Ability: Pickpocket
Moves: Dark Pulse, Shadow Ball, Dazzling Gleam, Quick Attack, Pay Day, Incinerate, Knock Off, Nasty Plot, Fling, Whirlwind, Gust, Hurricane, Flash Cannon, Power Gem, Petal Dance, Teleport, Fire Punch, Beat Up, Brutal Swing, Sucker Punch, Foul Play, Power Trip, Thief, Throat Chop, Play Nice, Thrash, Brick Break, Drain Punch
New Move: Poverty Bomb (Dark-type. Special. 70BP. Has Knock Off effects. "Generic" Z-Move is 140BP Black Hole Eclipse.)
Exclusive Z-Move: Extortioner of the 80's (Dark-type. Physical. 160BP. Upgraded from Knock Off via Jo'onnium Z. Has Knock Off's item-removing effects. Makes contact.)
Stats: 80/115/80/105/90/130 [BST 600]
Reasoning: At first, Jo'on Yorigami might seem friendly and like someone you'd want to hang out with. Truth be told, she's actually a remorseless pickpocket who loots others for the lulz, in contrast to her sister Shion who also takes away people's wealth, but despite the worse reputation, actually has noble intentions behind the use of her powers. This is why Jo'on's Dark-type. The flashy nature of her attacks is why she gets so many light-based attacks as well. Petal Dance is the closest analogue I could find to "Queen of Bubble", a Special Attack where Jo'on dances, damaging any enemy in (melee) range. Extortioner of the 80's, on the other hand... She basically robs the poor sap dry, gives them a notice of debt, then strikes the target. Yikes. Oh yeah, that Speed stat and Quick Attack? She more or less has a flash step in her repertoire.
 
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T.I.A.

formerly Ticktock
OK, forget the 2 titans. Have a trap.


Pokemon: Bridget
Type: Normal
Abilities: Long Reach/Speed Boost/Cute Charm
Signature Moves:
Yo-Yo Extend
Type: Normal
Classification: Status
Power: -
Accuracy: -
PP: 15 (max 24)
Effect: Deploys 1 Yo-Yo for each use (can have up to 3 Yo-Yos out). Increases the user's Attack by 1 for each use.

Yo-Yo Recall
Type: Fire
Classification: Physical
Power: -
Accuracy: 100
PP: 10 (max 16)
Effect: Power and number of hits vary for how many Yo-Yos are deployed (100 Power and 1 hit for 1 Yo-Yo, 2 hits and 55 Power for 2, 40 Power and 3 hits for 3)

Signature Z-Move: Shoot The Moon
Type: Ground
Power: 200
Classification: Physical
Effect: Requires Focus Energy and Bridgetium Z. Traps the opponent for 8 turns.
Stats: 80/105/50/75/45/130 (Total: 485)
Other Notable Moves: Gear Grind, Focus Energy, Taunt, Charm, Lock-On, Flame Wheel, Agility, Return, Flame Burst, Double Hit, High Horsepower, Play Rough, Swords Dance, Knock Off, Double Edge.
Overview: OK, here's a balanced Pokemon. Bridget here is a glass cannon, meaning its kill or be killed thanks to his (yes, its a boy) high speed, decent power, and low bulk. As you noticed, he is pretty gimmicky with his Yo-Yo Extend/Recall. Its a offensive version of Stockpile, but with no Recovery. It also acts as a powerful multi-hit tool with all 3 deployed, but does lose the boost. You can try Swords Dance, but you'll die. Try to deal enough damage with him. Oh yeah, and his coverage is lackluster.
 
How about a character who's infamous for the opposite of being rich: being extremely poor and constantly fishing for money?

Say it with me now: The Hakurei Shrine's destitute miko!

"The books here are worth all the donations your shrine has received over the past five years."

"My shrine rarely has any visitors during the year."

"Oh. Then they're not worth much."


Pokémon: **Reimu Hakurei** (Touhou Reiiden ~ Highly Responsive to Prayers)
Type: Fighting/Flying
Abilities: Cloud Nine/Own Tempo/Mysterious Flying Shrine Maiden (HA)
Signature Ability: Mysterious Flying Shrine Maiden- Removes the weaknesses associated with the Flying-type from the user. Moves that cannot miss (EXCEPT Z-Moves) gain a 50% increase in damage.
Moves: Swift, Feint Attack, Magical Leaf, Fantasy Seal*, Aura Sphere, Smart Strike, Play Rough, Detect, Outrage, Trash, Close Combat, Petal Dance, Slack Off, etc.
Signature Moves: Fantasy Seal- Flying-type, 60 BP, Special, 20 PP. Cannot miss. Super-effective on Dark-Types. Calculated from Reimu's higher offensive stat.
Signature Z-Move: Fantasy Nature. Flying-Type, Special. Upgrades from Reimu's Fantasy Seal with Hakureinium Z. 250 BP. Does neutral damage to the foe, regardless of typing (Cannot deal Super-effective or not very effect damage). Ignores abilities. This move is a two-turn move: On the first, Reimu enters an invulnerable state, and on the second, Reimu attacks, leaving the invulnerable state. Damage is calculated from Reimu's higher offensive stat.
Stats: 100 HP/100 Atk/100 Def/100 SpA/100 SpD/100 Spe (BST: 600)
Reasoning: Reimu Hakurei, Shrine Maiden of Paradise. Main character of the Touhou Project series. She's related to money in the exact opposite way as mentioned in the prompt: She's extremely poor, and as evidenced in the spinoff manga Wild and Horned Hermit, she's constantly coming up with terrible get-rich quick schemes, hence the bonus.

One of Reimu's titles (And a spell card of hers) is the Mysterious Flying Shrine Maiden, and she's shown no trouble in handling the normal Flying-type weaknesses, so the ability itself manifests as a version of Delta Stream that is restricted only to Reimu herself. In addition, this ability also gives Reimu a 50% bonus damage on all moves that cannot miss with the exception of Z-Moves, including her signature Fantasy Seal, granting her a powerful special Flying-type STAB that can't miss. Speaking of typing, Reimu was a tough one to pin down at first, but eventually I came to Flying/Fighting. Flying because of the same reasons as her ability, and Fighting because in the fighting games, her moveset prominently includes usage of martial arts. Reimu's other abilities are a reference to her personality and distinct way of thinking from others in Gensokyo, and the weather she is associated with in Scarlet Weather Rhapsody, the Sunny weather (While it's translated as Sunny, its kanji's more literal translation is Pleasant Weather), so she can either avoid confusion or keep weather effects off the field. While Reimu's typing is bolstered by Mysterious Flying Shrine Maiden, removing the Flying-type associated weaknesses still doesn't give her all that great a defensive typing, as she only resists Bug, Fighting, Grass, Rock and Ground-type moves, and is weak to Psychic, Flying and Fairy-type moves (Fairies are always pranking her, after all).

Reimu's stats are because she's always the jack of all trades, master of none in any game she appears in: Her stats are 100 base across the board, not lacking nor excelling in any one area.

Her moveset typically revolves around her style of using homing attacks, like her trademark homing amulets. Moves like Aura Sphere, Smart Strike and again, Fantasy Seal, are all part of keeping in with this. Other moves like Close Combat, Detect and Play Rough are from her appearances in Fighting Games and Print Works, or in the case of Detect, based on Reimu's keen intuition. Outrage and Slack Off are based on two facets of Reimu's personality: She's quick to anger if offended (And in fanon, oftentimes gets depicted as going on a rampage due to lack of donations), but she's also very lazy when it comes to things that not her duties. Petal Dance and Magical Leaf are the obligatory Hidden Star in Four Seasons reference, based on Reimu being infused with the power of Spring, though she doesn't get any extra form or a variant of Fantasy Seal from it.

Her signature Z-Move, Fantasy Nature, is based on her Last Word in Imperishable Night and Hopeless Masquerade. It was difficult to balance this one given how utterly broken the move is in the actual series' canon, so this was the best I could come up with: It's a two-turn move akin to something like Shadow Force or Phantom Force. With Reimu's ultimate manifestation of her natural powers, she ignores weaknesses, resistances and abilities, and cannot be hurt during the charge turn by anything. However, due to the charge turn, it can be fairly easy to prepare for Fantasy Nature so long as you're careful, and another Semi-Invulnerable move will beat Fantasy Nature out. Still, it is an IMMENSELY powerful nuke, and if you don't have a defensive measure prepared, you're probably going to lose something, as even coming off of a meager base 100 SpA, a base 250 STAB hurts a great deal.
 

Pokemon: Merchant
Type: Normal (Merchant-Angered- Normal)
Abilities: Merchant's Rug (Merchant-Angered- Plated Armor)
Signature Abilities:
Merchant's Rug- If you knock out Merchant upon the first turn of it switching in, The Merchant restores all of it's HP and transforms into the Merchant-Angered. If you do not knock out The Merchant upon the first turn of it switching in, it switches out.
Plated Armor- Gain +1 Defense upon switching in, you are immune to Rough Skin/Iron Barbs/Rocky Helmet damage
Moves: Swords Dance, Pay Day, Golden Bullet, Parting Shot, Iron Defense, Sacred Sword, Fire Punch, Thunder Punch, Aerial Ace, Disable, Nasty Plot, Agility, Amnesia, Healing Wish
Signature Move: Golden Bullet- Normal Type / Physical (Contact) / 20 BP / 100% Acc / 5 PP (8 Max) / +1 Priority, Hits 2-5 Times in a turn, deals double damage if the move Pay Day was used before while Merchant is switched in.
Stats:
Merchant: 1 /50/10/50/10/100 (BST: 200)
Merchant-Angered: 100/150/65/50/65/120 (BST: 550)
Reasoning: Fun fact: The reasoning for the Merchant stats, movepool, and ability aren't actually based on the main Slay the Spire game, but a mod for Slay the Spire which makes the Merchant an enemy you can fight. The Merchant is a calm and docile character, who is the owner of a shop in the spire, which contains cards, relics, and potions. However, if you try to steal the Merchant's rug, it gets angry. If you don't want to attack Merchant after you steal his rug, he will flee. If you decide to attack the merchant, he will become angry and start to attack you. His main attack is his Golden Bullet, where he rapidly throws golden coins at you. He can also use the potions that he sells as a way to buff himself. Merchant also has Plated Armor, which increases his defense and makes him immune to damage from contact.

Competitively, Merchant is sort of similar to Wishiwashi in a way, but much better. It is really weak until you knock it out, but once you do, you must be prepared to take it out before it sweeps your entire team. A SD set is the way to go, with your main attacking moves being Golden Bullet, Sacred Sword, Fire/Thunder Punch. It can even use a gimmick set with Pay Day to greatly increase the damage of Golden Bullet (20-100 BP compared to 80-200 BP after Pay Day is used). While Merchant seems troublesome, Ghost types can deal with it effectively, as it is immune to your STAB and main coverage move.
 
Pokemon: Wario
Type: Dark/Poison
Abilities: Stench / Pickpocket / Treasure Mastery (Only affected by the beneficial effects of items)
Signature Moves:
Shake Out
- Type: Dark
- Classifiction: Physical
- Power: 90
- Accuracy: 100
- PP: 20 (max 32)
- Effect: Coins scatter everywhere. Has a 40% chance to remove the foe's item, and an additional 10% chance to confuse them.
- Flavor: The user grabs the opponent, shakes them vigorously to acquire anything they have, and then tosses them aside.

Wario Waft
- Type: Poison
- Classification: Physical
- Power: 40
- Accuracy: 100
- PP: 5
- Effect: Increases by 40 base power for each turn Wario is on the field without using this move, up to 200 power. Has a 20% chance to flinch the opponent.
Stats: 121 / 129 / 100 / 65 / 76 / 89 (Total: 580)
Notable Moveset: Poison Jab, Gunk Shot, Knock Off, Power Trip, Sucker Punch, Snatch, Thief, Bulk Up, Taunt, Poison Gas, Power Up Punch, Brick Break, Earthquake, Body Slam, Double Edge, Rock Slide, Seismic Toss, Stockpile, Swallow, Spit Up, U-Turn, Switcheroo
Overview: With this slate taking a focus on money, it would be a crime not to include Wario within a submission, the greediest of all within the Mushroom Kingdom. His adventures constantly focus around his affinity for money. This leads to his signature ability: Treasure Mastery. He can bypass the negative effects of items like Choice Scarf (or Band), Life Orb, Assault Vest, Ring Target, and others, leaving only the positive side of things (it doesn't work to nullify the "one use" effect of items like berries, but it does prevent Air Balloon from popping). This ability is, in itself, very strong, and it can be used to patch Wario's subpar Speed, poor Special Defense, buff his Attack, or remove his one weakness. His signature moves include one that has a good chance to function like Knock Off with a slight chance to confuse, and one that becomes more powerful the longer Wario doesn't use it. His coverage being a bit shallow and his stats being biased to physical attack and defense give credibility to the fact that Wario is a bruiser, and rarely solves problems by thinking through them, but rather, smashing through them.
Sample Movesets:
WIP
 

Pokemon: Tingle
Type: Normal
Ability: Balloon Ride - This pokemon's stats are doubled while holding an Air Balloon.
75 / 75 / 75 / 75 / 75 / 75
Signature Move: Rupee Storm - 100 BP Special Normal-type move, 95% acc., 50% chance to raise Special Defense two stages
Other Moves: Dazzling Gleam, Grass Knot, Surf, Mimic, Substitute, Return, U-turn,
Justification: Tingle is a bizarre character from The Legend of Zelda: the Wind Waker, that is essentially an obsessive, middle-aged Link cosplayer. He ended up having a few equally bizarre spinoff games where he somehow gets magical power from rupees, which are the currency of Hyrule, hence the money connection. Oh, in the Wind Waker as well as the spinoff games ( Ripened Tingle's Balloon Ride of Love, for instance ) he floats around on balloons. In the Wind Waker you have to shoot him down in order to talk to him.
 
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