Crossover Chaos V2: Slate 44 - Halloween

I'm kind of bummed out that this slate came before the Star Allies expansion, but...

"My subordinates call me... President Haltmann."
Pokémon: President Haltmann
Type: Steel/Electric
Ability: Galvanize / Unaware (HA)
Stats: 100/130/130/80/70/90 (600)
Notable Moves: Meteor Mash, Wild Charge, Thunder Punch, Return, Drill Run, Heavy Slam, Rock Slide, Stone Edge, Earthquake, Rapid Spin, Thunder Wave, Wish
President Haltmann @ Leftovers
Ability: Galvanize
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Return
- Meteor Mash
- Earthquake
- Stone Edge / Rapid Spin / Wish

President Haltmann @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Meteor Mash
- Wish
- Thunder Wave

Reasoning: Steel is because he fights using a mech. Electric and Galvanize is due to the fact that many of his attacks are electric, including attacks that Susie has non-elemental counterparts to. Unaware due to his memory loss. Most of his attacks are based off of moves he has in his boss fight, though Wish is because he was Star Dream's admin back when Star Dream granted wishes instead of trying to kill everything.
 

**Great Nailsage Sly** (Hollow Knight)
Type: Bug
Ability: Steelworker
Stats: 80 / 120 / 85 / 60 / 70 / 130
Signature Moves:
Dash Slash: Steel / 70 BP / 32 PP / Physical / The user switches out after attacking.
Cyclone Slash: Steel / 25 BP / 16 PP / Physical / Hits 2-5 times. Hits all adjacent pokemon. User gains a Levitate effect until the end of the turn.
Great Slash: Steel / 120 BP / 8 PP / Physical / Lowers the users Defense and Speed by one stage.
Other Moves: Swords Dance, Lunge, X-Scissor, Sacred Sword, Night Slash, Leaf Blade, Rapid Spin
Justification: Great Nailsage Sly taught the Nailmasters, but gave it up for unknown reasons to become a shopkeeper in Dirtmouth. He isn't very bulky, but very fast and powerful. 3 useful signature moves let it have variety between sets. It also has good coverage, which are also flavour due to them being Nail related. The signature moves are the Nail arts he taught the Nailmasters, which were eventually learned by the Knight you play as.
 
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Voting starts now. Voting ends on the 22nd of November
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.
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.
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.
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.
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.
Pokémon: President Haltmann
Type: Steel/Electric
Ability: Galvanize / Unaware (HA)
Stats: 100/130/130/80/70/90 (600)
Notable Moves: Meteor Mash, Wild Charge, Thunder Punch, Return, Drill Run, Heavy Slam, Rock Slide, Stone Edge, Earthquake, Rapid Spin, Thunder Wave, Wish
Sample Sets
President Haltmann @ Leftovers
Ability: Galvanize
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Return
- Meteor Mash
- Earthquake
- Stone Edge / Rapid Spin / Wish

President Haltmann @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Meteor Mash
- Wish
- Thunder Wave

Reasoning: Steel is because he fights using a mech. Electric and Galvanize is due to the fact that many of his attacks are electric, including attacks that Susie has non-elemental counterparts to. Unaware due to his memory loss. Most of his attacks are based off of moves he has in his boss fight, though Wish is because he was Star Dream's admin back when Star Dream granted wishes instead of trying to kill everything.
**Great Nailsage Sly** (Hollow Knight)
Type: Bug
Ability: Steelworker
Stats: 80 / 120 / 85 / 60 / 70 / 130
Signature Moves:
Dash Slash: Steel / 70 BP / 32 PP / Physical / The user switches out after attacking.
Cyclone Slash: Steel / 25 BP / 16 PP / Physical / Hits 2-5 times. Hits all adjacent pokemon. User gains a Levitate effect until the end of the turn.
Great Slash: Steel / 120 BP / 8 PP / Physical / Lowers the users Defense and Speed by one stage.
Other Moves: Swords Dance, Lunge, X-Scissor, Sacred Sword, Night Slash, Leaf Blade, Rapid Spin
Justification: Great Nailsage Sly taught the Nailmasters, but gave it up for unknown reasons to become a shopkeeper in Dirtmouth. He isn't very bulky, but very fast and powerful. 3 useful signature moves let it have variety between sets. It also has good coverage, which are also flavour due to them being Nail related. The signature moves are the Nail arts he taught the Nailmasters, which were eventually learned by the Knight you play as.
KirbyRider1337
Ticktock
Neosonic97
Squawkerz
KeeganSkymin4444
Scoopapa
Pika Xreme
Brodaha
 
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. She cannot keep moves that can't be learned by the normal form upon reverting.
Ability: Power of Summer (User resists Fire-Type moves, regardless of typing. 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 and Petal Dance. However, Cirno-Tan's most notable aspect is her ability. It may seem paradoxical for an Ice-Type to be designed around functioning in the sun, where Fire-Types run rampant, but with Cirno-Tan being boosted by Summer's power, she gains a great increase in power under the sun, which makes up for her type not being good in that weather normally, and she can set up permanent Sun through her Z-Move, Cold Sunflower, which is named after her Bomb from Hidden Star in Four Seasons. She CAN still use Perfect Freeze in her tanned form, but she cannot use Cold Sunflower in her Normal Form. She also resists Fire-type moves, having overcome her weakness to heat.

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

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

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

Pokémon: 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 : 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*/Master Spark Frozen*, 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. 20% 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, 40% chance to freeze the target.

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. Can damage Ghost-types. Hits the target's Defense. If upgraded from Master Spark Frozen, has a 100% chance to lower the foe's speed upon hitting.

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 abilities are all self-explanatory.

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- the Normal-type versions can hit Ghost-types just like the base move, the Ice-type versions instead either reduce speed or have a chance to freeze the target solid.

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.

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, the Shrine Maiden of Paradise, is the main character of the Touhou Project series.

One of Reimu's titles (And a spell card of hers is named after this) 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, referencing the fact that she always has the homing shot type. 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 are all part of keeping in with this, along with Reimu's signature move, Fantasy Seal. It's a technique that forcibly seals the target away, and works extremely well on youkai, hence why it's super-effective against Dark-types. It is of course based on her most common spell card throughout the series, appearing in almost every game in some form since Embodiment of Scarlet Devil. 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 ability 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.

And to bring back a super old submission...

Pokémon: Yuuka Kazami (Touhou Gensoukyou ~ Lotus Land Story)
Type: Grass
Ability: Intimidate/Pressure/Garden of the Sun (HA)
Signature Ability: Garden of the Sun- Upon being switched in, sets up Grassy Terrain and Sunny Day. (Basically Grassy Surge and Drought in a single package).
Moves: Beauties of Nature*, Master Spark (See Marisa Kirisame), Petal Blizzard, Petal Dance, Energy Ball, Frenzy Plant, Ingrain, Grassy Terrain, Sunny Day, Solar Beam, Hyper Beam, Earthquake, Stone Edge, Close Combat, Synthesis, Strength, Leech Seed, Poison Jab, Power Gem, Seed Flare, Sludge Bomb, Spiky Shield, Baneful Bunker, Sleep Powder, Poison Powder, Toxic, Stun Spore, Rototiller, Curse, Meteor Mash, Flash Cannon, Fleur Cannon, Foul Play, Sucker Punch, Play Rough, Pollen Puff, Substitute, Growth, Return.
Signature Move: Beauties of Nature- Grass-type, 90 BP. Classification based on Yuuka's higher attack stat. Sets up Grassy Terrain if it is not already set up.
Signature Z-Moves
Reflowering of Gensokyo
: Upgraded from Beauties of Nature with Yuukanium Z. Grass-type, Base 190 BP. Classification based on Yuuka's higher attack stat. If Grassy Terrain is active, consumes the Grassy Terrain to deal double damage.
Dual Spark: Upgraded from Master Spark with Yuukanium Z. Normal-type, Special. Base 120 BP. Hits twice. Can damage Ghost-types.
Stats: 120 HP/120 Atk/120 Def/120 SpA/120 SpD/5 Spe (BST: 605)
Reasoning: Yuuka Kazami is a flower youkai, which explains her typing. Her ability is the ability to manipulate flowers, which grants her pretty much every plant or flower-related move, even ones signature to a single Pokemon or line, such as Seed Flare, Fleur Cannon and Pollen Puff. It also grants her Sludge Bomb, Poison Jab, Spiky Shield and Baneful Bunker as she can manipulate flowers of all types, including poisonous ones. Her other moves as well as her stat spread (minus speed) are a note regarding how Yuuka is a very old and powerful youkai, both physically and magically and thus she learns a lot of powerful moves, such as Earthquake, Stone Edge, Close Combat, Strength, Meteor Mash, Flash Cannon, Foul Play, Sucker Punch and Play Rough. She is also often lauded as the original user of the Master Spark, which is why she is able to use it despite the fact that it is supposed to be Marisa's signature move: Marisa copied the Master Spark from Yuuka. Her actual signature move is based on one of her gauge attacks in Phantasmagoria of Flower View, and its Z-Move equivalent is the level 4 gauge attack, a Spell Card from the same game. In Lotus Land Story, she's also known to create a clone of herself to fire a second Master Spark alongside her, hence why her Z-Move upgrade for Master Spark is Dual Spark- a slightly stronger Master Spark that also hits twice. Her hidden ability is a reference to the domain she spends the most time around in Windows canon, a garden full of sunflowers (literally named the Garden of the Sun), and her normal abilities are based on Akyuu's article in Perfect Memento in Strict Sense, where she stats Yuuka has the highest threat level, which may make her come off as intimidating. However, in Touhou canon, Yuuka is the slowest playable character to date by a long shot, and as such, her base speed is absolutely abysmal. She's never going to be outspeeding anything unless you're using Trick Room, even at +6 with a Tailwind up. For reference, she speed ties with Munchlax and Shuckle. Yeah. She's that slow. If she comes out in Trick Room, though, you're basically facing something that's basically Arceus-Grass but much, MUCH faster. Needless to say, not a good time. Thankfully, it's only in Trick Room that she's so threatening. Still, 120/120/120 Bulk plus reliable recovery makes Yuuka a tough one to bring down, and she has just enough of a movepool to crush most anything that gets in her way that she's not weak to, despite Pure Grass being a bad offensive typing.

Here are some sample Yuuka sets.

"Genocide is a Game~" (Curse Yuuka)
Yuuka@Yuukanium Z/Leftovers
Ability: Intimidate/Garden of the Sun
EVs: 252 HP, 252 Atk, 4 SpD
Brave Nature
-Beauties of Nature
-Curse
-Filler
-Filler
Filler=Poison Jab/Earthquake/Stone Edge/Close Combat/Meteor Mash/Return/Play Rough/Sucker Punch/Foul Play/Baneful Bunker/Spiky Shield/Synthesis/Sleep Powder

"In a few hours, you'll become a mist of atoms~" (Specially Offensive Yuuka)
Yuuka@Yuukanium Z
Ability: Intimidate/Garden of the Sun
EVs: 252 HP, 252 SpA, 4Def/SpD
Quiet Nature
-Beauties of Nature/Seed Flare/Solar Beam (if using Garden of the Sun)
-Filler
-Filler
-Filler
Filler=Growth/Flash Cannon/Master Spark/Fleur Cannon/Sludge Bomb/Power Gem/Pollen Puff/Baneful Bunker/Spiky Shield/Stun Spore/Sleep Powder/Toxic/Leech Seed/Synthesis

"By the way, who are you?" (Tanky Yuuka)
Yuuka@Leftovers
Ability: Intimidate/Pressure/Garden of the Sun
EVs: 252 HP, the rest go into bulk as needed. Put whatever doesn't go into bulk into the preferred attacking stat.
Nature can be Sassy, Impish, Quiet or Brave depending on what you need.
-Beauties of Nature
-Synthesis
-Leech Seed
-Filler
Filler=Toxic/Stun Spore/Sleep Powder/Baneful Bunker/Spiky Shield/Grassy Terrain/Master Spark/Sludge Bomb/Stone Edge/Earthquake/Poison Jab/Foul Play/Sucker Punch/Pollen Puff/Fleur Cannon/Power Gem
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Resubbing some stuff (from v1 too)

Pokémon: Dry Bones
Type: Ghost/Ground
Ability: Shell Armor / Weak Armor / Regenerator (Hidden Ability)
Moves: Shadow Bone, Bone Club, Bone Rush, Bonemerang, Shell Smash, Bulldoze, Reanimate*, Rock Slide, Rapid Spin, Earthquake, Shadow Ball, Shadow Sneak, Shadow Claw, Earth Power, Phantom Force

Reanimate - Ghost type | Status, N/A BP, 16 PP | Heals 50% of maximum HP and heals any volatile status ailment
Stats: 75/115/135/85/65/75 | 550 BST

Dry Bones are a fun set in the Mario franchise. Regenerator and Reanimate comes from their uncanny ability to put themselves back together after being jumped on. Ghost/Ground makes sense since all bone moves are Ground and its a walking skeleton.

Pokémon: Clockwerk
Type: Flying/Steel
Ability: Regenerator / Heatproof
Moves: Brave Bird, Steel Wing, Metal Claw, Iron Head, Hurricane, Air Slash, Thunder(bolt), Sludge Bomb, Poison Gas, Plasma Launcher*, Roost, Flash Cannon, Air Slash, Feather Dance, Lava Plume, Hypnosis, Defog, Refresh, Nasty Plot
Plasma Launcher: Steel, Special, 95 BP, 90% Acc, 8 PP | 50% chance to lower opponent's SpD
Z-Move: Clockwerk's Death Ray - Steel, Special, 185 BP | Hits Steel types super effectively. | Move: Plasma Launcher | Z-Crystal: Clockwerkium Z
Stats: 150 HP / 90 Atk / 120 Def / 135 SpA / 80 SpD / 105 Spe | 680 BST


No actual Mario or Sonic subs? Madness


Pokémon: Mario
Type: Fighting / Fire
Ability: Flash Fire / Iron Fist
Stats: 140 / 120 / 55 / 100 / 65 / 95
Signature Move : Coin Smash | Fire | Physical | 120 BP | 10 PP | 90% Acc | Hits Rock types super effectively. Doubles reward money if secures KO during match. Punch Move. | Z-move 185 BP Inferno Overdrive
Moves: Flare Blitz, Bounce, Fly, Coin Smash*, Thunder Punch, Bullet Punch, Fire Punch, Hammer Arm, Drain Punch, Superpower, High Jump Kick, Flamethrower, Fire Blast, Ice Beam, Ice Punch, Knock Off
OU Moveset:
Mario @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 HP / 252 Spe
Jolly Nature
- Coin Smash
- High Jump Kick
- Thunder Punch
- Ice Punch / Knock Off / Drain Punch




Pokémon: Sonic
Type: Normal / Electric
Ability: Speed Boost / Quick Feet / Rough Skin
Stats: 75 / 115 / 75 / 70 / 85 / 155
Signature Move: Spin Dash | Electric | Physical | 85 BP | 10 PP | 90% Acc | Removes hazards, partial trapping, Leech Seed from user's side of the field. 10% chance to flinch foe. | Z-move 160 BP Gigavolt Havoc
Moves: Quick Attack, Extreme Speed, Quick Guard, Wild Charge, Rapid Spin, Return/Frustration, Facade, Thunder(bolt), U-Turn, Zing Zap, Spikes, Taunt, Roll Out
OU Moveset
Sonic @ Focus Sash
Ability: Speed Boost
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Spin Dash
- Spikes
- U-Turn / Extreme Speed
 
1542996544593.png

Paintmaster Sheo
Type:
Bug
Ability: Protean
Stats: 110 / 100 / 85 / 100 / 65 / 85
Signature Move:
Great Slash: Steel / 120 BP / 8 PP / Physical / Lowers the users Defense and Speed by one stage.
Other Moves: Water Shuriken, Close Combat, Outrage, U-Turn, Lunge, Thunderbolt, Fire Punch, Sludge Wave, Flame Charge, Bulk Up, Calm Mind
Justification: Paintmaster Sheo is a Nailmaster who retired to pursue more creative things. Because of this, I gave him Protean to represent his artistic side and the change he brought to his life. Sheo attacks with a variety of long- and close-ranged attacks, which is why he has mixed attacking stats. His above average HP and decent defenses shows his general bulkiness while still being attack-oriented. Great Slash is the nail art he teaches you as the player. A diverse movepool shows his creativity again, while also providing options for his mixed attacking stats.

I might edit more subs in later.
 

"I got just what you need."
Pokémon: Alfyn
Type: Normal
Ability: Wonder Skin
Moves: Chip Away, Flail, Ice Beam, Recover, Heal Pulse, Wish, Aromatherapy, Toxic, Will-O-Wisp, Thunder Wave, Cotton Spore, Sleep Powder, Confuse Ray, Screech, Acid Spray, Sweet Scent, Clear Smog, Safeguard, Aqua Ring, Feint, Purify, Pollen Puff
Stats: 100/100/100/70/100/70 | 540 BST
Reasoning: Representative of the Apothecary Job in Octopath Traveler. Apothecaries are known for having various means to heal their allies and hurt their enemies. Alfyn is a special Apothecary, having many more means via his Talent: Concoct. He has Wonder Skin as a parallel to Resist Ailments, one of his Support Skills.
It'd be tedious to use standard paragraph writing to specify the move associations, so...
Apothecary skills: Chip Away (axe attacks), Flail (Last Stand), Ice Beam (Icicle), Recover, Heal Pulse, Wish (First Aid), Aromatherapy (Rehabilitate), Toxic (Empoison)
Alfyn's concoctions: Will-O-Wisp (harmful Noxroot), Thunder Wave, Cotton Spore (harmful Essence of Pomegranate), Sleep Powder (harmful Sleepweed), Confuse Ray (harmful Addlewort), Screech (harmful Essence of Grape), Acid Spray (harmful Essence of Plum), Sweet Scent (harmful Olive Bloom), Clear Smog (Bizarre Incense), Safeguard (Curious Mist), Aqua Ring (Nameless Panacea), Feint (the harmful ones are effective for guard breaking), Purify (AoE healing), Pollen Puff (from the duality of concoctions)
 
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Who wants more weird old Speccy game characters? That's right, you don't! Do. I meant do. Um. SUBMISSIONS!
srsly tho yall comin in here with yer animoos and yer bug souls supporting cast and yer big two console wars furverts so yall can sit down and listen to grandma talk about the british home computer scene bitches
---
Name: Morkin
Game: The Lords of Midnight
Type: Fighting/Fairy
Ability: Infiltrator/Defiant
Stats: 75/100/75/60/75/145 (BST: 530)
Signature Move: Dragonslayer
Fairy | 100 BP | 16 PP | Physical | Accuracy: 100% | Deals +100% bonus damage to targets with a higher Attack stat than the user | Z-Move: Twinkle Tackle 180 BP Physical
Other Notable Moves: Close Combat, Flame Charge, Smart Strike, Zing Zap, Leaf Blade, Sacred Sword, Shadow Sneak, U-Turn, Dragon Dance
Justification: Morkin, son of Luxor the Moonprince, is essentially the hero of TLOM - somewhat by default, it must be said, but the hero nonetheless. TLOM is a first-person wargame... sort of, and it revolves around recruiting the titular Lords to your cause to fight for you against the Doomdark Invasion, which I'm sure is just the local girl scout troop bringing cookies around. So, the Fighting type is obvious, especially since it's coded as the "heroic" typing in Japan, but the Fairy type relates to a specific game mechanic. The Lords are split into Lords of the Free and Lords of the Fey; Morkin can only recruit the latter, hence the Fairy secondary typing. Morkin's also the quickest victory condition in the game; he's the only one who can steal Doomdark's Ice Crown, due to his immunity to the Ice Fear it produces, and that's reflected in his blistering Speed stat and the ability Infiltrator. Defiant also reflects his immunity to the Ice Fear specifically, allowing him to press on where others would falter or turn and run. His statline's rather mediocre everywhere else though, with a base 100 Attack being the only real standout. This is why Dragonslayer (named after his sword in the game) is so important; it allows him to act as an amazing scout and pivot, as well as being able to revenge-kill pretty much anything that isn't an AteSpeeder. Enjoy! =]
Name: Sabreman
Game: Sabrewulf, Underwurlde, Knight Lore, Pentagram, Mire Mare, Banjo-Kazooie (yeah, really, he shows up in that)
Type: Normal/Psychic
Ability: Pentagram (Upon being hit by a Dark-type move, this Pokémon takes no damage and its Special Attack goes up by +1 stage)
Stats: 110/80/100/120/100/70 (BST: 580)
Signature Move: Guardian Weapons
Psychic | 25 BP | 24 PP | Special | Accuracy: 90% | Hits three times. Each successive hit increases the move's base power by +25BP. Deals damage based on target's Defence stat. | Z-Move: Shattered Psyche 140 BP Special
Other Notable Moves: Tri Attack, Giga Drain, Vacuum Wave, Thunderbolt, Ice Beam, Aura Sphere, Flamethrower, Scald, Energy Ball, Shadow Ball, Calm Mind, Synthesis
Justification: Sabreman is a fixture of the Spectrum, a wandering adventurer and trained-ish wizard who has explored all the known reaches of the world and even survived a bout of lycanthropy! It did leave him somewhat... changed, though, as did his interaction with the Pentagram, an artifact of incredible magical power. He's not especially fast, but he's surprisingly bulky with not a lot to hit him super-effectively and meaning he can come in on predicted Dark-type moves for a nice boost. The unique move is based on the three weapons used to defeat the three exit bosses in Underwurlde. The other stuff comes from the various different power-ups in the games. Have fun! =]
Name: Fatty
Game: Fat Worm Blows A Sparky (this is a real game. really. i promise)
Type: Bug/Electric
Ability: Guts
Stats: 110/120/105/55/85/75 (BST: 550)
Signature Move: Spectrum Crash
Electric | 80 BP | 16 PP | Physical | Accuracy: 100% | Heals the user for 75% of the damage dealt. | Z-move: Gigavolt Havoc 160BP Physical
Other Notable Moves: Leech Life, Horn Leech, Drain Punch, Megahorn, Flare Blitz, Head Smash, Wood Hammer, Ice Fang, Crunch, Bulk Up
Justification: Fatty is eating your ZX Spectrum. That's literally the plot of the game. So you might think I'd go for biting moves given that, but that felt a bit... staid. I went for theming myself around taking damage to deal damage and being able to heal it off... at least a little bit. It also explains his typing - the world really does need a physical Electric-type attacker that isn't either hot garbage (like Luxray) or totally overpowered (like Zeraoraoraoraoramudamudamudamuda), and I'm happy to oblige with this character from a real game that really genuinely exists. They don't make games like this any more. As far as the moves go, Fatty tends to smash his face into stuff and launch food items at enemies (other things living in the Speccy), so I tried to replicate that by having him use a lot of recoil moves that leave him vulnerable, but also having a way to return himself to full strength. You can take it as read that his full move set includes all the bite moves not listed, Belch, and the three Stockpile-related moves, but they have bugger-all effect on the metagame so I left them out. =]
Name: Arachnus 4
Game: Amaurote
Type: Steel/Fire
Ability: Skill Link
Stats: 65/120/125/80/125/50 (BST: 565)
Signature Move: Bouncing Bomb
Fire | 30 BP | 24 PP | Physical | Accuracy: 90% | Hits 2-5 times. Hits all enemies. Does not make contact. | Z-Move: Corkscrew Crash 100BP Physical
Other Notable Moves: Bone Rush, Rock Blast, Bullet Seed, Pin Missile
Justification: In Amaurote, you play as the last human commander of a mech called the Arachnus 4, a four-legged fighting machine that wanders around the place at a pace that'd embarrass a glacier. You have to destroy the hordes of insects that have taken up residence in the titular city of Amaurote, and you can only attack with bouncing bombs. You can bounce them off of the walls, the edges of the stage, you name it. It really is a game about skill in placing bouncy shots - hence, Skill Link. This also explains the move pool's many multi-strike additions - yes, that includes Pin Missile, because this thing is called the Arachnus and that says bug to me. It's very much a reactive Pokémon, and its better version of EdgeQuake coverage means it can hit a variety of targets that would otherwise be wary of switching in. Enjoy! =]
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More coming when I can think of them. Enjoy! =]
 
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An old sub, but reworked a good bit.
Pokémon: Hyness
Type: Dark/Psychic
Ability: Unsteady Hood (Hyness starts out in Hooded form, where he has doubled Defense and Special Defense. When hit by an attack, he switches into Unhooded form, getting rid of his defensive buffs from Hooded form.)
Moves: Dark Pulse, Shadow Ball, Thunderbolt, Thunder, Flamethrower, Fire Blast, Ice Beam, Blizzard, Icy Wind, Psychic, Psyshock, Telekinesis, Nasty Plot, Assist, Beat Up, Snarl, Outrage, Throat Chop, Nasty Plot, Brutal Swing, Assurance, Uproar, Thousand Arrows, Frustration, Tri Attack, Knock Off, Giga Drain
Stats (Hooded): 80/80/80/120/80/80 [BST 520]
Stats (Unhooded): 80/120/80/140/80/120 [BST 620]

Reasoning: So, the first thing that comes to mind with Hyness is when you knock the hood off in his boss fight. When he takes enough damage, the hood is swatted off... and he goes completely nuts. Dark/Psychic because he's the Officiant of Doom who's trying to summon Void Termina to Kirby's universe and uses psychokinesis to carry his generals in the second phase of his boss fight. He gets Fire, Ice, and Electric moves since he uses attacks with those attributes in both phases of his fight. Dark Pulse and Shadow Ball both root to how he'll attack with shadowy blobs. Beat Up is from how he tries to bludgeon Kirby and his allies with the Jambastion generals. With the good bulk on Hooded form, think of that as something similar to Mimikyu's disguise.
Pokémon: Marino
Type: Dark/Fighting
Ability: Pickpocket / Steelworker [HA]
Moves: Drain Punch, Thief, Jump Kick, Double Team, Quick Attack, Extreme Speed, Water Shuriken, Cut, Slash, Night Slash, Knock Off, Swords Dance, Metal Claw, Aerial Ace, False Swipe, X-Scissor, Brick Break
Special Item: Quicksilver Armor (Marino can change into Quicksilver form.)
New Move: Scattered Petal (Physical Dark-type Mind Blown)
Stats (Base): 80/105/75/85/75/130 [BST 550]
Stats (Quicksilver): 80/125/85/105/85/170 [BST 650]

Reasoning: First off, the first red flag: WTF MARINO QUICKSILVER OUTSPEED EVERYTHING!? You'll normally get three turns straight with her when most others would be lucky to hit twice in a row. Hell, if your cards are played right, she'll get over ten turns in a row before the next person moves! Most of her moves either derive from A. Cutting (She uses knives and shurikens, hence Water Shuriken), or B. Her Action Trigger, the Emotional Reel (Basically try to pin down three of the same to use it). Thief and Knock Off derive from her natural pickpocketing tendencies and I'll Take That!, Double Team is from Mirage Dive, her... Special Attack within a Special Attack (She summons shadowclones and all three dropkick the target), and Jump Kick factors into that plus Marino Stamp, which is what happens if there isn't three of the same. Drain Punch is from Your Life Please!, a lifesteal move, and Scattered Petal is a move that hits all enemies for the same damage as Mirage Dive... But has a good chance of KO'ing Marino in the process. Last but not least, Dark/Fighting. She's a thief proficient in martial arts, and this being a century after the other Mega Man X games, being a humanshape reploid hints less and less as a possible Steel-type, though she DOES get Steelworker.
 
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Pokemon: Android 21
Type: Fairy/Dark
Ability: Regenerator/Dark Aura
Signature Move: Connoisseur Cut
- Type: Dark
- Classification: Physical
- Power: 80
- Accuracy: 100
- PP: 15 (max 24)
- Effect: Each time this move strikes an opposing Pokemon (up to three times), a secondary effect based on their primary type is added to the move. This effect will remain as part of the move for the rest of the match, and up to three effects can be added. Only one effect can apply with each use of the move.
Normal & Fighting: Increases the move's base power by 40.
Fire: 30% burn chance
Water: Recovers half of the damage dealt
Grass: 30% chance to apply Leech Seed
Electric: 30% paralysis chance
Ice: 20% freeze chance
Poison: 30% poison chance
Rock: 30% flinch chance
Ground: Grounds the foe.
Steel: 30% chance to raise Defense 1 stage
Ghost: 30% confusion chance
Dark: 30% Taunt chance
Psychic: 20% sleep chance
Bug: 30% Infestation chance
Flying: 30% chance to apply Tailwind
Dragon: 30% chance to raise Attack one stage
Fairy: 30% infatuation chance
Stats: 84/121/84/121/84/121 (Total: 615)
Notable Moveset: Night Slash, Close Combat, Dark Pulse, Moonblast, Aura Sphere, Focus Blast, Sludge Bomb, Nasty Plot, Taunt, Dragon Rush, Knock Off, Play Rough, Thunderbolt, Charge Beam, U-Turn, Iron Tail, Smart Strike, Earth Power, Dragon Tail, Fake Out, Mimic, Copycat, Drain Punch
Overview: Android 21 is a character created specifically for Dragon Ball FighterZ, and is (in the game) the final android created by Dr. Gero. However, she is not just a robot, but is in fact a bio-android, and in particular possesses the cells of Majin Buu, who is very dangerous due to his raw power and regenerative capabilities, which translates to the Regenerator ability. Her typing comes from the fact that she is part Majin Buu (who by nature craves destruction) and that she is an evil fighter (the evil version, at least). Her signature move comes from an actual move she can use, in which she steals a technique from the opponent to use herself. She can function as a Nasty Plot special sweeper, a mixed pivot with U-Turn and Regen, or a Dark Aura physical attacker that abuses Connoisseur Cut to spread a variety of ailments. (Something to note is that she is female, and so if she absorbs Fairy from Connoisseur Cut she will only infatuate male Pokemon.)
Sample Movesets:
The Connoisseur
Android 21 @ Black Glasses/Life Orb
Dark Aura
252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Connoisseur Cut
- Play Rough
- Close Combat/Fake Out
- U-Turn

The Schemer
Android 21 @ Life Orb/Focus Sash
Dark Aura
252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Moonblast
- Aura Sphere/Focus Blast/Sludge Bomb/Thunderbolt
- Nasty Plot

The Majin
Android 21 @ Life Orb
Regenerator
4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Moonblast
- Dark Pulse
- Aura Sphere/Sludge Bomb
- U-Turn


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: 50
- Accuracy: 100
- PP: 15 (max 24)
- Effect: If the opponent attempts to switch, this move deals 2x the damage to them before they switch out.
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
Overview: 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:
Space Warrior
Samus @ Life Orb / Assault Vest
Ability: Mega Launcher
- Charge Shot
- Aura Sphere
- Dark Pulse / Ice Beam
- Water Pulse / Ice Beam / Grapple Beam / Agility

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


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Pokemon: Dewy
Type: Water/Fairy
Ability: Temperature Manipulation (By using certain moves, Dewy will change the weather, and his form, prior to making the attack. When the weather is Clear, Rain, or Sandstorm, Dewy will be in his Dew Form. He can also change the weather to Rain by using a Water move. When the weather is Hail, he will change to Ice Form, which is Ice type. He can change the weather to Hail by using an Ice type attack. When the weather is Sunny, he will change to Mist form, which is Flying/Electric. He can change the weather to Sunny by using an Electric move. While in Mist form, Thunder and Hurricane cannot miss.)
Signature Move: Crystal Spin
- Type: Ice
- Classification: Physical
- Power: 20
- Accuracy: -
- PP: 10 (max 16)
- Effect: Hits three times. Each hit has a base power increase of three (first hit is 20, second is 30, third is 40.) This attack cannot miss.
Stats: 120/95/80/95/80/110 (Total: 580)
Stats (Ice Form): 120/130/90/60/70/110 (Total: 580)
Stats (Mist Form): 120/60/70/130/90/110 (Total: 580)
Notable Moveset: Liquidation, Scald, Surf, Aqua Jet, Water Spout, Aqua Ring, Dazzling Gleam, Moonblast, Charm, Play Nice, Ice Shard, Thunder, Thunderbolt, Hurricane, Earthquake, Earth Power, Weather Ball, Hail, Sunny Day, Rain Dance, Whirlwind, Acid Armor, Calm Mind, Recover
Overview: A semi-obscure game on the Wii stars this cute water droplet as the one who will save the environment from the evil forces of Don Hedron and the Black Water. He possesses the power of the Tree of Seven Colors, which gives him control over temperature, wind, and even the ground itself. His typing comes from being a drop of water (of course) and being a sprite of sorts that is called upon to protect nature. In Ice Form, he is solid ice, while in Mist Form he floats above the ground as a cloud of mist capable of shooting homing lightning bolts. His signature move, Crystal Spin, is based on the homing three hit combo that Ice Dewy is able to do in the game. The stats for his forms reflect the roles each form plays in game; the Ice Form is exclusively physical, while the Mist Form is exclusively special. His moveset comes from basic weather related moves and other elemental moves that give Dewy the tools he needs to be viable.
Sample Movesets:
Icy Islander
Dewy @ Life Orb
252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation
- Crystal Spin
- Earthquake
- Ice Shard / Aqua Jet

Calm Fog
Dewy @ Leftovers
252 HP / 4 SpA / 252 Spe
Timid Nature
- Calm Mind
- Recover/Hurricane
- Water Spout/Scald
- Thunder
 
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No actual Mario or Sonic subs? Madness

*snip*

Pokémon: Sonic
Type: Normal / Electric
Ability: Speed Boost / Quick Feet / Rough Skin
Stats: 75 / 115 / 75 / 70 / 85 / 155
Signature Move: Spin Dash | Electric | Physical | 85 BP | 10 PP | 90% Acc | Removes hazards, partial trapping, Leech Seed from user's side of the field. 10% chance to flinch foe. | Z-move 160 BP Gigavolt Havoc
Moves: Quick Attack, Extreme Speed, Quick Guard, Wild Charge, Rapid Spin, Return/Frustration, Facade, Thunder(bolt), U-Turn, Zing Zap, Spikes, Taunt, Roll Out
OU Moveset
Sonic @ Focus Sash
Ability: Speed Boost
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Spin Dash
- Spikes
- U-Turn / Extreme Speed
There's already a winning Sonic sub (mine)
 
Voting time. Get your votes in by the 1st of December. As Pika Xreme mentioned, Sonic was already a winner in Slate 10 so he won't be included.
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. She cannot keep moves that can't be learned by the normal form upon reverting.
Ability: Power of Summer (User resists Fire-Type moves, regardless of typing. 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 and Petal Dance. However, Cirno-Tan's most notable aspect is her ability. It may seem paradoxical for an Ice-Type to be designed around functioning in the sun, where Fire-Types run rampant, but with Cirno-Tan being boosted by Summer's power, she gains a great increase in power under the sun, which makes up for her type not being good in that weather normally, and she can set up permanent Sun through her Z-Move, Cold Sunflower, which is named after her Bomb from Hidden Star in Four Seasons. She CAN still use Perfect Freeze in her tanned form, but she cannot use Cold Sunflower in her Normal Form. She also resists Fire-type moves, having overcome her weakness to heat.

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

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

"This atmosphere... it smells of war!" (Tanned Cirno set)
Cirno-Tan@TanCirniumZ
Modest/Timid Nature
EVs: 252 Spe/252 SpA/252 SpD
Ability: Power of Summer
-Icicle Fall
-Solar Beam
-Dazzling Gleam
-Filler
Filler=Petal Dance/Energy Ball/Air Slash/Freeze-Dry/Glaciate/Icy Wind
Pokémon: 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 : 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*/Master Spark Frozen*, 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. 20% 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, 40% chance to freeze the target.

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. Can damage Ghost-types. Hits the target's Defense. If upgraded from Master Spark Frozen, has a 100% chance to lower the foe's speed upon hitting.

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 abilities are all self-explanatory.

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- the Normal-type versions can hit Ghost-types just like the base move, the Ice-type versions instead either reduce speed or have a chance to freeze the target solid.

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.
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, the Shrine Maiden of Paradise, is the main character of the Touhou Project series.

One of Reimu's titles (And a spell card of hers is named after this) 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, referencing the fact that she always has the homing shot type. 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 are all part of keeping in with this, along with Reimu's signature move, Fantasy Seal. It's a technique that forcibly seals the target away, and works extremely well on youkai, hence why it's super-effective against Dark-types. It is of course based on her most common spell card throughout the series, appearing in almost every game in some form since Embodiment of Scarlet Devil. 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 ability 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.
Pokémon: Yuuka Kazami (Touhou Gensoukyou ~ Lotus Land Story)
Type: Grass
Ability: Intimidate/Pressure/Garden of the Sun (HA)
Signature Ability: Garden of the Sun- Upon being switched in, sets up Grassy Terrain and Sunny Day. (Basically Grassy Surge and Drought in a single package).
Moves: Beauties of Nature*, Master Spark (See Marisa Kirisame), Petal Blizzard, Petal Dance, Energy Ball, Frenzy Plant, Ingrain, Grassy Terrain, Sunny Day, Solar Beam, Hyper Beam, Earthquake, Stone Edge, Close Combat, Synthesis, Strength, Leech Seed, Poison Jab, Power Gem, Seed Flare, Sludge Bomb, Spiky Shield, Baneful Bunker, Sleep Powder, Poison Powder, Toxic, Stun Spore, Rototiller, Curse, Meteor Mash, Flash Cannon, Fleur Cannon, Foul Play, Sucker Punch, Play Rough, Pollen Puff, Substitute, Growth, Return.
Signature Move: Beauties of Nature- Grass-type, 90 BP. Classification based on Yuuka's higher attack stat. Sets up Grassy Terrain if it is not already set up.
Signature Z-Moves
Reflowering of Gensokyo
: Upgraded from Beauties of Nature with Yuukanium Z. Grass-type, Base 190 BP. Classification based on Yuuka's higher attack stat. If Grassy Terrain is active, consumes the Grassy Terrain to deal double damage.
Dual Spark: Upgraded from Master Spark with Yuukanium Z. Normal-type, Special. Base 120 BP. Hits twice. Can damage Ghost-types.
Stats: 120 HP/120 Atk/120 Def/120 SpA/120 SpD/5 Spe (BST: 605)
Reasoning: Yuuka Kazami is a flower youkai, which explains her typing. Her ability is the ability to manipulate flowers, which grants her pretty much every plant or flower-related move, even ones signature to a single Pokemon or line, such as Seed Flare, Fleur Cannon and Pollen Puff. It also grants her Sludge Bomb, Poison Jab, Spiky Shield and Baneful Bunker as she can manipulate flowers of all types, including poisonous ones. Her other moves as well as her stat spread (minus speed) are a note regarding how Yuuka is a very old and powerful youkai, both physically and magically and thus she learns a lot of powerful moves, such as Earthquake, Stone Edge, Close Combat, Strength, Meteor Mash, Flash Cannon, Foul Play, Sucker Punch and Play Rough. She is also often lauded as the original user of the Master Spark, which is why she is able to use it despite the fact that it is supposed to be Marisa's signature move: Marisa copied the Master Spark from Yuuka. Her actual signature move is based on one of her gauge attacks in Phantasmagoria of Flower View, and its Z-Move equivalent is the level 4 gauge attack, a Spell Card from the same game. In Lotus Land Story, she's also known to create a clone of herself to fire a second Master Spark alongside her, hence why her Z-Move upgrade for Master Spark is Dual Spark- a slightly stronger Master Spark that also hits twice. Her hidden ability is a reference to the domain she spends the most time around in Windows canon, a garden full of sunflowers (literally named the Garden of the Sun), and her normal abilities are based on Akyuu's article in Perfect Memento in Strict Sense, where she stats Yuuka has the highest threat level, which may make her come off as intimidating. However, in Touhou canon, Yuuka is the slowest playable character to date by a long shot, and as such, her base speed is absolutely abysmal. She's never going to be outspeeding anything unless you're using Trick Room, even at +6 with a Tailwind up. For reference, she speed ties with Munchlax and Shuckle. Yeah. She's that slow. If she comes out in Trick Room, though, you're basically facing something that's basically Arceus-Grass but much, MUCH faster. Needless to say, not a good time. Thankfully, it's only in Trick Room that she's so threatening. Still, 120/120/120 Bulk plus reliable recovery makes Yuuka a tough one to bring down, and she has just enough of a movepool to crush most anything that gets in her way that she's not weak to, despite Pure Grass being a bad offensive typing.

Here are some sample Yuuka sets.

"Genocide is a Game~" (Curse Yuuka)
Yuuka@Yuukanium Z/Leftovers
Ability: Intimidate/Garden of the Sun
EVs: 252 HP, 252 Atk, 4 SpD
Brave Nature
-Beauties of Nature
-Curse
-Filler
-Filler
Filler=Poison Jab/Earthquake/Stone Edge/Close Combat/Meteor Mash/Return/Play Rough/Sucker Punch/Foul Play/Baneful Bunker/Spiky Shield/Synthesis/Sleep Powder

"In a few hours, you'll become a mist of atoms~" (Specially Offensive Yuuka)
Yuuka@Yuukanium Z
Ability: Intimidate/Garden of the Sun
EVs: 252 HP, 252 SpA, 4Def/SpD
Quiet Nature
-Beauties of Nature/Seed Flare/Solar Beam (if using Garden of the Sun)
-Filler
-Filler
-Filler
Filler=Growth/Flash Cannon/Master Spark/Fleur Cannon/Sludge Bomb/Power Gem/Pollen Puff/Baneful Bunker/Spiky Shield/Stun Spore/Sleep Powder/Toxic/Leech Seed/Synthesis

"By the way, who are you?" (Tanky Yuuka)
Yuuka@Leftovers
Ability: Intimidate/Pressure/Garden of the Sun
EVs: 252 HP, the rest go into bulk as needed. Put whatever doesn't go into bulk into the preferred attacking stat.
Nature can be Sassy, Impish, Quiet or Brave depending on what you need.
-Beauties of Nature
-Synthesis
-Leech Seed
-Filler
Filler=Toxic/Stun Spore/Sleep Powder/Baneful Bunker/Spiky Shield/Grassy Terrain/Master Spark/Sludge Bomb/Stone Edge/Earthquake/Poison Jab/Foul Play/Sucker Punch/Pollen Puff/Fleur Cannon/Power Gem
Pokémon: Dry Bones
Type: Ghost/Ground
Ability: Shell Armor / Weak Armor / Regenerator (Hidden Ability)
Moves: Shadow Bone, Bone Club, Bone Rush, Bonemerang, Shell Smash, Bulldoze, Reanimate*, Rock Slide, Rapid Spin, Earthquake, Shadow Ball, Shadow Sneak, Shadow Claw, Earth Power, Phantom Force

Reanimate - Ghost type | Status, N/A BP, 16 PP | Heals 50% of maximum HP and heals any volatile status ailment
Stats: 75/115/135/85/65/75 | 550 BST

Dry Bones are a fun set in the Mario franchise. Regenerator and Reanimate comes from their uncanny ability to put themselves back together after being jumped on. Ghost/Ground makes sense since all bone moves are Ground and its a walking skeleton.
Pokémon: Clockwerk
Type: Flying/Steel
Ability: Regenerator / Heatproof
Moves: Brave Bird, Steel Wing, Metal Claw, Iron Head, Hurricane, Air Slash, Thunder(bolt), Sludge Bomb, Poison Gas, Plasma Launcher*, Roost, Flash Cannon, Air Slash, Feather Dance, Lava Plume, Hypnosis, Defog, Refresh, Nasty Plot
Plasma Launcher: Steel, Special, 95 BP, 90% Acc, 8 PP | 50% chance to lower opponent's SpD
Z-Move: Clockwerk's Death Ray - Steel, Special, 185 BP | Hits Steel types super effectively. | Move: Plasma Launcher | Z-Crystal: Clockwerkium Z
Stats: 150 HP / 90 Atk / 120 Def / 135 SpA / 80 SpD / 105 Spe | 680 BST
Pokémon: Mario
Type: Fighting / Fire
Ability: Flash Fire / Iron Fist
Stats: 140 / 120 / 55 / 100 / 65 / 95
Signature Move : Coin Smash | Fire | Physical | 120 BP | 10 PP | 90% Acc | Hits Rock types super effectively. Doubles reward money if secures KO during match. Punch Move. | Z-move 185 BP Inferno Overdrive
Moves: Flare Blitz, Bounce, Fly, Coin Smash*, Thunder Punch, Bullet Punch, Fire Punch, Hammer Arm, Drain Punch, Superpower, High Jump Kick, Flamethrower, Fire Blast, Ice Beam, Ice Punch, Knock Off
OU Moveset:
Mario @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 HP / 252 Spe
Jolly Nature
- Coin Smash
- High Jump Kick
- Thunder Punch
- Ice Punch / Knock Off / Drain Punch
Paintmaster Sheo
Type:
Bug
Ability: Protean
Stats: 110 / 100 / 85 / 100 / 65 / 85
Signature Move:
Great Slash: Steel / 120 BP / 8 PP / Physical / Lowers the users Defense and Speed by one stage.
Other Moves: Water Shuriken, Close Combat, Outrage, U-Turn, Lunge, Thunderbolt, Fire Punch, Sludge Wave, Flame Charge, Bulk Up, Calm Mind
Justification: Paintmaster Sheo is a Nailmaster who retired to pursue more creative things. Because of this, I gave him Protean to represent his artistic side and the change he brought to his life. Sheo attacks with a variety of long- and close-ranged attacks, which is why he has mixed attacking stats. His above average HP and decent defenses shows his general bulkiness while still being attack-oriented. Great Slash is the nail art he teaches you as the player. A diverse movepool shows his creativity again, while also providing options for his mixed attacking stats.
Pokémon: Alfyn
Type: Normal
Ability: Wonder Skin
Moves: Chip Away, Flail, Ice Beam, Recover, Heal Pulse, Wish, Aromatherapy, Toxic, Will-O-Wisp, Thunder Wave, Cotton Spore, Sleep Powder, Confuse Ray, Screech, Acid Spray, Sweet Scent, Clear Smog, Safeguard, Aqua Ring, Feint, Purify, Pollen Puff
Stats: 100/100/100/70/100/70 | 540 BST
Reasoning: Representative of the Apothecary Job in Octopath Traveler. Apothecaries are known for having various means to heal their allies and hurt their enemies. Alfyn is a special Apothecary, having many more means via his Talent: Concoct. He has Wonder Skin as a parallel to Resist Ailments, one of his Support Skills.
It'd be tedious to use standard paragraph writing to specify the move associations, so...
Hide
Apothecary skills: Chip Away (axe attacks), Flail (Last Stand), Ice Beam (Icicle), Recover, Heal Pulse, Wish (First Aid), Aromatherapy (Rehabilitate), Toxic (Empoison)
Alfyn's concoctions: Will-O-Wisp (harmful Noxroot), Thunder Wave, Cotton Spore (harmful Essence of Pomegranate), Sleep Powder (harmful Sleepweed), Confuse Ray (harmful Addlewort), Screech (harmful Essence of Grape), Acid Spray (harmful Essence of Plum), Sweet Scent (harmful Olive Bloom), Clear Smog (Bizarre Incense), Safeguard (Curious Mist), Aqua Ring (Nameless Panacea), Feint (the harmful ones are effective for guard breaking), Purify (AoE healing), Pollen Puff (from the duality of concoctions)
Name: Morkin
Game: The Lords of Midnight
Type: Fighting/Fairy
Ability: Infiltrator/Defiant
Stats: 75/100/75/60/75/145 (BST: 530)
Signature Move: Dragonslayer
Fairy | 100 BP | 16 PP | Physical | Accuracy: 100% | Deals +100% bonus damage to targets with a higher Attack stat than the user | Z-Move: Twinkle Tackle 180 BP Physical
Other Notable Moves: Close Combat, Flame Charge, Smart Strike, Zing Zap, Leaf Blade, Sacred Sword, Shadow Sneak, U-Turn, Dragon Dance
Justification: Morkin, son of Luxor the Moonprince, is essentially the hero of TLOM - somewhat by default, it must be said, but the hero nonetheless. TLOM is a first-person wargame... sort of, and it revolves around recruiting the titular Lords to your cause to fight for you against the Doomdark Invasion, which I'm sure is just the local girl scout troop bringing cookies around. So, the Fighting type is obvious, especially since it's coded as the "heroic" typing in Japan, but the Fairy type relates to a specific game mechanic. The Lords are split into Lords of the Free and Lords of the Fey; Morkin can only recruit the latter, hence the Fairy secondary typing. Morkin's also the quickest victory condition in the game; he's the only one who can steal Doomdark's Ice Crown, due to his immunity to the Ice Fear it produces, and that's reflected in his blistering Speed stat and the ability Infiltrator. Defiant also reflects his immunity to the Ice Fear specifically, allowing him to press on where others would falter or turn and run. His statline's rather mediocre everywhere else though, with a base 100 Attack being the only real standout. This is why Dragonslayer (named after his sword in the game) is so important; it allows him to act as an amazing scout and pivot, as well as being able to revenge-kill pretty much anything that isn't an AteSpeeder. Enjoy! =]
Name: Sabreman
Game: Sabrewulf, Underwurlde, Knight Lore, Pentagram, Mire Mare, Banjo-Kazooie (yeah, really, he shows up in that)
Type: Normal/Psychic
Ability: Pentagram (Upon being hit by a Dark-type move, this Pokémon takes no damage and its Special Attack goes up by +1 stage)
Stats: 110/80/100/120/100/70 (BST: 580)
Signature Move: Guardian Weapons
Psychic | 25 BP | 24 PP | Special | Accuracy: 90% | Hits three times. Each successive hit increases the move's base power by +25BP. Deals damage based on target's Defence stat. | Z-Move: Shattered Psyche 140 BP Special
Other Notable Moves: Tri Attack, Giga Drain, Vacuum Wave, Thunderbolt, Ice Beam, Aura Sphere, Flamethrower, Scald, Energy Ball, Shadow Ball, Calm Mind, Synthesis
Justification: Sabreman is a fixture of the Spectrum, a wandering adventurer and trained-ish wizard who has explored all the known reaches of the world and even survived a bout of lycanthropy! It did leave him somewhat... changed, though, as did his interaction with the Pentagram, an artifact of incredible magical power. He's not especially fast, but he's surprisingly bulky with not a lot to hit him super-effectively and meaning he can come in on predicted Dark-type moves for a nice boost. The unique move is based on the three weapons used to defeat the three exit bosses in Underwurlde. The other stuff comes from the various different power-ups in the games. Have fun! =]
Name: Fatty
Game: Fat Worm Blows A Sparky (this is a real game. really. i promise)
Type: Bug/Electric
Ability: Guts
Stats: 110/120/105/55/85/75 (BST: 550)
Signature Move: Spectrum Crash
Electric | 80 BP | 16 PP | Physical | Accuracy: 100% | Heals the user for 75% of the damage dealt. | Z-move: Gigavolt Havoc 160BP Physical
Other Notable Moves: Leech Life, Horn Leech, Drain Punch, Megahorn, Flare Blitz, Head Smash, Wood Hammer, Ice Fang, Crunch, Bulk Up
Justification: Fatty is eating your ZX Spectrum. That's literally the plot of the game. So you might think I'd go for biting moves given that, but that felt a bit... staid. I went for theming myself around taking damage to deal damage and being able to heal it off... at least a little bit. It also explains his typing - the world really does need a physical Electric-type attacker that isn't either hot garbage (like Luxray) or totally overpowered (like Zeraoraoraoraoramudamudamudamuda), and I'm happy to oblige with this character from a real game that really genuinely exists. They don't make games like this any more. As far as the moves go, Fatty tends to smash his face into stuff and launch food items at enemies (other things living in the Speccy), so I tried to replicate that by having him use a lot of recoil moves that leave him vulnerable, but also having a way to return himself to full strength. You can take it as read that his full move set includes all the bite moves not listed, Belch, and the three Stockpile-related moves, but they have bugger-all effect on the metagame so I left them out. =]
Name: Arachnus 4
Game: Amaurote
Type: Steel/Fire
Ability: Skill Link
Stats: 65/120/125/80/125/50 (BST: 565)
Signature Move: Bouncing Bomb
Fire | 30 BP | 24 PP | Physical | Accuracy: 90% | Hits 2-5 times. Hits all enemies. Does not make contact. | Z-Move: Corkscrew Crash 100BP Physical
Other Notable Moves: Bone Rush, Rock Blast, Bullet Seed, Pin Missile
Justification: In Amaurote, you play as the last human commander of a mech called the Arachnus 4, a four-legged fighting machine that wanders around the place at a pace that'd embarrass a glacier. You have to destroy the hordes of insects that have taken up residence in the titular city of Amaurote, and you can only attack with bouncing bombs. You can bounce them off of the walls, the edges of the stage, you name it. It really is a game about skill in placing bouncy shots - hence, Skill Link. This also explains the move pool's many multi-strike additions - yes, that includes Pin Missile, because this thing is called the Arachnus and that says bug to me. It's very much a reactive Pokémon, and its better version of EdgeQuake coverage means it can hit a variety of targets that would otherwise be wary of switching in. Enjoy! =]
Pokémon: Hyness
Type: Dark/Psychic
Ability: Unsteady Hood (Hyness starts out in Hooded form, where he has doubled Defense and Special Defense. When hit by an attack, he switches into Unhooded form, getting rid of his defensive buffs from Hooded form.)
Moves: Dark Pulse, Shadow Ball, Thunderbolt, Thunder, Flamethrower, Fire Blast, Ice Beam, Blizzard, Icy Wind, Psychic, Psyshock, Telekinesis, Nasty Plot, Assist, Beat Up, Snarl, Outrage, Throat Chop, Nasty Plot, Brutal Swing, Assurance, Uproar, Thousand Arrows, Frustration, Tri Attack, Knock Off, Giga Drain
Stats (Hooded): 80/80/80/120/80/80 [BST 520]
Stats (Unhooded): 80/120/80/140/80/120 [BST 620]

Reasoning: So, the first thing that comes to mind with Hyness is when you knock the hood off in his boss fight. When he takes enough damage, the hood is swatted off... and he goes completely nuts. Dark/Psychic because he's the Officiant of Doom who's trying to summon Void Termina to Kirby's universe and uses psychokinesis to carry his generals in the second phase of his boss fight. He gets Fire, Ice, and Electric moves since he uses attacks with those attributes in both phases of his fight. Dark Pulse and Shadow Ball both root to how he'll attack with shadowy blobs. Beat Up is from how he tries to bludgeon Kirby and his allies with the Jambastion generals. With the good bulk on Hooded form, think of that as something similar to Mimikyu's disguise.
Pokémon: Marino
Type: Dark/Fighting
Ability: Pickpocket / Steelworker [HA]
Moves: Drain Punch, Thief, Jump Kick, Double Team, Quick Attack, Extreme Speed, Water Shuriken, Cut, Slash, Night Slash, Knock Off, Swords Dance, Metal Claw, Aerial Ace, False Swipe, X-Scissor, Brick Break
Special Item: Quicksilver Armor (Marino can change into Quicksilver form.)
New Move: Scattered Petal (Physical Dark-type Mind Blown)
Stats (Base): 80/105/75/85/75/130 [BST 550]
Stats (Quicksilver): 80/125/85/105/85/170 [BST 650]

Reasoning: First off, the first red flag: WTF MARINO QUICKSILVER OUTSPEED EVERYTHING!? You'll normally get three turns straight with her when most others would be lucky to hit twice in a row. Hell, if your cards are played right, she'll get over ten turns in a row before the next person moves! Most of her moves either derive from A. Cutting (She uses knives and shurikens, hence Water Shuriken), or B. Her Action Trigger, the Emotional Reel (Basically try to pin down three of the same to use it). Thief and Knock Off derive from her natural pickpocketing tendencies and I'll Take That!, Double Team is from Mirage Dive, her... Special Attack within a Special Attack (She summons shadowclones and all three dropkick the target), and Jump Kick factors into that plus Marino Stamp, which is what happens if there isn't three of the same. Drain Punch is from Your Life Please!, a lifesteal move, and Scattered Petal is a move that hits all enemies for the same damage as Mirage Dive... But has a good chance of KO'ing Marino in the process. Last but not least, Dark/Fighting. She's a thief proficient in martial arts, and this being a century after the other Mega Man X games, being a humanshape reploid hints less and less as a possible Steel-type, though she DOES get Steelworker.
Pokemon: Android 21
Type: Fairy/Dark
Ability: Regenerator/Dark Aura
Signature Move: Connoisseur Cut
- Type: Dark
- Classification: Physical
- Power: 80
- Accuracy: 100
- PP: 15 (max 24)
- Effect: Each time this move strikes an opposing Pokemon (up to three times), a secondary effect based on their primary type is added to the move. This effect will remain as part of the move for the rest of the match, and up to three effects can be added. Only one effect can apply with each use of the move.
Normal & Fighting: Increases the move's base power by 40.
Fire: 30% burn chance
Water: Recovers half of the damage dealt
Grass: 30% chance to apply Leech Seed
Electric: 30% paralysis chance
Ice: 20% freeze chance
Poison: 30% poison chance
Rock: 30% flinch chance
Ground: Grounds the foe.
Steel: 30% chance to raise Defense 1 stage
Ghost: 30% confusion chance
Dark: 30% Taunt chance
Psychic: 20% sleep chance
Bug: 30% Infestation chance
Flying: 30% chance to apply Tailwind
Dragon: 30% chance to raise Attack one stage
Fairy: 30% infatuation chance
Stats: 84/121/84/121/84/121 (Total: 615)
Notable Moveset: Night Slash, Close Combat, Dark Pulse, Moonblast, Aura Sphere, Focus Blast, Sludge Bomb, Nasty Plot, Taunt, Dragon Rush, Knock Off, Play Rough, Thunderbolt, Charge Beam, U-Turn, Iron Tail, Smart Strike, Earth Power, Dragon Tail, Fake Out, Mimic, Copycat, Drain Punch
Overview: Android 21 is a character created specifically for Dragon Ball FighterZ, and is (in the game) the final android created by Dr. Gero. However, she is not just a robot, but is in fact a bio-android, and in particular possesses the cells of Majin Buu, who is very dangerous due to his raw power and regenerative capabilities, which translates to the Regenerator ability. Her typing comes from the fact that she is part Majin Buu (who by nature craves destruction) and that she is an evil fighter (the evil version, at least). Her signature move comes from an actual move she can use, in which she steals a technique from the opponent to use herself. She can function as a Nasty Plot special sweeper, a mixed pivot with U-Turn and Regen, or a Dark Aura physical attacker that abuses Connoisseur Cut to spread a variety of ailments. (Something to note is that she is female, and so if she absorbs Fairy from Connoisseur Cut she will only infatuate male Pokemon.)
Sample Movesets:
The Connoisseur
Android 21 @ Black Glasses/Life Orb
Dark Aura
252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Connoisseur Cut
- Play Rough
- Close Combat/Fake Out
- U-Turn

The Schemer
Android 21 @ Life Orb/Focus Sash
Dark Aura
252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Moonblast
- Aura Sphere/Focus Blast/Sludge Bomb/Thunderbolt
- Nasty Plot

The Majin
Android 21 @ Life Orb
Regenerator
4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Moonblast
- Dark Pulse
- Aura Sphere/Sludge Bomb
- U-Turn
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: 50
- Accuracy: 100
- PP: 15 (max 24)
- Effect: If the opponent attempts to switch, this move deals 2x the damage to them before they switch out.
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
Overview: 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:
Space Warrior
Samus @ Life Orb / Assault Vest
Ability: Mega Launcher
- Charge Shot
- Aura Sphere
- Dark Pulse / Ice Beam
- Water Pulse / Ice Beam / Grapple Beam / Agility

Visor Adviser
Samus @ Choice Specs
Ability: Tinted Lens
- Charge Shot
- Focus Blast
- Ice Beam / Flamethrower
- Grapple Beam
Pokemon: Dewy
Type: Water/Fairy
Ability: Temperature Manipulation (By using certain moves, Dewy will change the weather, and his form, prior to making the attack. When the weather is Clear, Rain, or Sandstorm, Dewy will be in his Dew Form. He can also change the weather to Rain by using a Water move. When the weather is Hail, he will change to Ice Form, which is Ice type. He can change the weather to Hail by using an Ice type attack. When the weather is Sunny, he will change to Mist form, which is Flying/Electric. He can change the weather to Sunny by using an Electric move. While in Mist form, Thunder and Hurricane cannot miss.)
Signature Move: Crystal Spin
- Type: Ice
- Classification: Physical
- Power: 20
- Accuracy: -
- PP: 10 (max 16)
- Effect: Hits three times. Each hit has a base power increase of three (first hit is 20, second is 30, third is 40.) This attack cannot miss.
Stats: 120/95/80/95/80/110 (Total: 580)
Stats (Ice Form): 120/130/90/60/70/110 (Total: 580)
Stats (Mist Form): 120/60/70/130/90/110 (Total: 580)
Notable Moveset: Liquidation, Scald, Surf, Aqua Jet, Water Spout, Aqua Ring, Dazzling Gleam, Moonblast, Charm, Play Nice, Ice Shard, Thunder, Thunderbolt, Hurricane, Earthquake, Earth Power, Weather Ball, Hail, Sunny Day, Rain Dance, Whirlwind, Acid Armor, Calm Mind, Recover
Overview: A semi-obscure game on the Wii stars this cute water droplet as the one who will save the environment from the evil forces of Don Hedron and the Black Water. He possesses the power of the Tree of Seven Colors, which gives him control over temperature, wind, and even the ground itself. His typing comes from being a drop of water (of course) and being a sprite of sorts that is called upon to protect nature. In Ice Form, he is solid ice, while in Mist Form he floats above the ground as a cloud of mist capable of shooting homing lightning bolts. His signature move, Crystal Spin, is based on the homing three hit combo that Ice Dewy is able to do in the game. The stats for his forms reflect the roles each form plays in game; the Ice Form is exclusively physical, while the Mist Form is exclusively special. His moveset comes from basic weather related moves and other elemental moves that give Dewy the tools he needs to be viable.
Sample Movesets:
Icy Islander
Dewy @ Life Orb
252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation
- Crystal Spin
- Earthquake
- Ice Shard / Aqua Jet

Calm Fog
Dewy @ Leftovers
252 HP / 4 SpA / 252 Spe
Timid Nature
- Calm Mind
- Recover/Hurricane
- Water Spout/Scald
- Thunder
Neosonic97
G-Luke
Brodaha
Mygavolt
colourcodedchaos (where were you during the retro slate?)
KirbyRider1337
KeeganSkymin4444
 
Last edited:
Slate #19
Anything Goes (again)



Congratulations to G-Luke, KeeganSkymin4444 and KirbyRider1337 for winning with Dry Bones, Dewy and Hyness!
KirbyRider1337 has earned the title, NES Remix!

For those who haven't checked Discord, we're having two Anything Goes slates in a row because the next Bonus Theme will be based on an upcoming game that's coming out on the 7th.
Since this slate is going to be a little rushed, feel free to resubmit any of your old characters.
Can't wait to see all of your submissions for you favourite Katamari cousins next round!

Submit your characters for this slate by the 5th of November.
Have fun!​
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
We doing even more later

Pokémon: Mario
Type: Fighting / Fire
Ability: Flash Fire / Iron Fist
Stats: 140 / 120 / 55 / 100 / 65 / 95
Signature Move : Coin Smash | Fire | Physical | 120 BP | 10 PP | 90% Acc | Hits Rock types super effectively. Doubles reward money if secures KO during match. Punch Move. | Z-move 185 BP Inferno Overdrive
Moves: Flare Blitz, Bounce, Fly, Coin Smash*, Thunder Punch, Bullet Punch, Fire Punch, Hammer Arm, Drain Punch, Superpower, High Jump Kick, Flamethrower, Fire Blast, Ice Beam, Ice Punch, Knock Off
OU Moveset:
Mario @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 HP / 252 Spe
Jolly Nature
- Coin Smash
- High Jump Kick
- Thunder Punch
- Ice Punch / Knock Off / Drain Punch


Pokémon: Bonk Choy (Plants v. Zombies)
Type: Grass / Fighting
Ability: Iron Fist
Stats: 70 / 125 / 100 / 65 / 70 / 80 | BST: 510
Signature Move(s): Bok Punch | Grass | Physical | 90 BP | 10 PP | 90% Acc | 20% chance to confuse foe. Punch Move.
Z-move: Bok Choy Barrage | Required move: Pak Punch | 190 BP | Higher critical hit ratio | Punch move | Z-Crystal: Bonkium Z
Other Moves: Close Combat, Sky Uppercut, Seed Bomb, Mach Punch, Razor Leaf, Drain Punch, Thunder Punch, Bullet Punch, Hammer Arm, Earthquake, Rock Slide, Bulk Up, Taunt, Synthesis
Sample Sets:
Bonk Choy @ Life Orb
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Iron Fist
Adamant Nature
- Bok Punch
- Close Combat
- Thunder Punch / Rock Slide
- Mach Punch / Bullet Punch / Synthesis

Bonk Choy @ Bonkium Z
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Iron Fist
Adamant Nature
- Bulk Up
- Bok Punch
- Close Combat
- Earthquake / Thunder Punch
Justification: Bonk Choy is a playable plant in PvZ, which defeats zombies by unleashing a barrage of punches at them. Its sole ability is Iron Fist, reflecting how plants generally only have one specialty, in this case to punch hard. Its moves are all punch based barring Earthquake and Rock Slide, which I added for complimentary coverage. Synthesis is added as Sun is a major part of all plants in PvS.


Pokémon: Torchwood (Plants v. Zombies)
Type: Fire / Grass
Ability: Wildfire*
*Wildfire: Grass type moves gain a 20% chance to burn and do x1.25 damage
Stats: 90 / 100 / 140 / 90 / 80 / 55 | BST: 555
Moves: Fire Blast, Synthesis, Will O Wisp, Lava Plume, Wood Hammer, Sunny Day, Flamethrower, Solar Beam, Flare Blitz, Seed Bomb, Leech Seed, Glare, Fire Lash, Bullet Seed, Burn Up, Giga Drain
Sample Sets:
Torchwood @ Leftovers
EVs: 248 HP / 252 Def / 8 SpD
Ability: Wildfire
Relaxed Nature
- Synthesis
- Glare
- Lava Plume
- Bullet Seed / Seed Bomb

Pure Flames (Torchwood) @ Choice Band
EVs: 252 HP / 252 Atk / 4 Def
Ability: Wildfire
Adamant Nature
- Wood Hammer
- Flare Blitz
- Who
- Cares
Justification: Torchwood in PvS turns peas fired by your plants into fireballs that deal double damage to zombies, which explains its ability. Most moves are explanatory, but Glare was added due to its very intense stare that it has. It makes for a potent physical wall, burning stuff with its grass moves or clicking Glare on switchins.


Pokémon: Hypno-Shroom (Plants v. Zombies)
Type: Poison / Psychic
Ability: Comatose
Stats: 110 / 60 / 70 / 120 / 130 / 70 | BST: 560
Moves: Hypnosis, Spore, Calm Mind, Psychic, Sludge Bomb, Sludge Wave, Psyshock, Acid Spray, Toxic Spikes, Skill Swap, Psycho Shift, Topsy-Turvy, Earth Power, Recover, Stun Spore
Sample Sets:
Hypono-Shroom @ Black Sludge
EVs: 252 HP / 4 Def / 252 SpD
Ability: Comatose
Calm Nature
- Toxic Spikes / Spore
- Sludge Bomb
- Recover
- Psychic
Justification: Hypno-Shroom is a mushroom in PvZ, which forces the zombies to fight for the plants. This hypnotic powers, which can most likely be attributed to a toxin, led me to the Psychic/Poison typing. It uses Spore to cripple threats, or it can set up Toxic Spikes quite easily, racking up damage over time.
 
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Obscurity!

Name: N
Games: N: Way of the Ninja, N+, N v2.0, sundry others
Type: Dark/Fighting
Ability: Reckless
Stats: 50/140/65/70/65/160 (BST: 550)
Signature Move: Flash Step
Dark | Physical | 130 BP | 90% Accuracy | 8 PP | User takes crash damage equal to 50% of its max HP if the attack misses | Z-Move: Black Hole Eclipse, Physical, 190 BP
Other Notable Moves: High Jump Kick, Wild Charge, Extreme Speed, U-Turn, Swords Dance
OU Moveset:-
All Out Attack
Item: Choice Band
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Adamant
- Flash Step
- High Jump Kick
- Extreme Speed
- U-Turn
Name: Taffy
Game: Clay Fighter 63 1/3
Type: Fighting/Ground
Ability: Technician
Stats: 95/110/95/50/75/105 (BST: 530)
Signature Move: Bubble Gun
Ground | Physical | 60 BP | 100% Accuracy | 24 PP | 30% Flinch chance. Does not make contact. | Z-Move: CLAYTALITY (Taffium-Z): Ground, Physical, 210 BP
Other Notable Moves: Karate Chop, Bulldoze, Acrobatics, Rolling Kick, Triple Kick, Fake Out, Mach Punch, Bullet Punch, Dual Chop, Shadow Punch, Aerial Ace, U-Turn, Dragon Dance, Belly Drum
OU Movesets:-
Dragon Dance
Item: Life Orb
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Adamant/Jolly
- Dragon Dance
- Bubble Gun
- Triple Kick
- Shadow Punch
---
Drummer
Item: Figy Berry
EVs: 252 HP / 4 Atk / 252 Spe
Nature: Jolly
- Belly Drum
- Acrobatics
- Mach Punch
- Bubble Gun
---
Offensive Lead
Item: Life Orb
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Jolly
- Fake Out
- U-Turn
- Mach Punch
- Bubble Gun
Name: Lazarus Jones
Game: Ghosthunter
Type: Ghost/Fighting
Ability: Ballistic (This character's Bullet, Ball, and Bomb moves deal 50% more damage)
Stats: 75/75/85/130/95/100 (BST: 560)
Signature Move: Capture Sphere
Ghost | Special | 100 BP | Accuracy: 75% | 8 PP | Traps the target for 4-5 turns, dealing 1/16th of the target's max HP per turn and rendering them unable to switch out. Ball move. | Z-Move: Never-Ending Nightmare, 180 BP, Special
Other Notable Moves: Focus Blast, Energy Ball, Mist Ball, Sludge Bomb, Thunderbolt, Ice Beam, Searing Shot, Shadow Ball, Nasty Plot
OU Moveset:-
Nasty Plot
Item: Life Orb
EVs: 252 SpA / 4 SpD / 252 Spe
Nature: Modest/Timid
- Nasty Plot
- Capture Sphere
- Focus Blast
- Searing Shot/Ice Beam
---
More later
 
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>the next Bonus Theme will be based on an upcoming game that's coming out on the 7th.

Oh, gee. I wonder what that could be oh who am I kidding it's Super Smash Bros. Ultimate

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. She cannot keep moves that can't be learned by the normal form upon reverting.
Ability: Power of Summer (User resists Fire-Type moves, regardless of typing. 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 and Petal Dance. However, Cirno-Tan's most notable aspect is her ability. It may seem paradoxical for an Ice-Type to be designed around functioning in the sun, where Fire-Types run rampant, but with Cirno-Tan being boosted by Summer's power, she gains a great increase in power under the sun, which makes up for her type not being good in that weather normally, and she can set up permanent Sun through her Z-Move, Cold Sunflower, which is named after her Bomb from Hidden Star in Four Seasons. She CAN still use Perfect Freeze in her tanned form, but she cannot use Cold Sunflower in her Normal Form. She also resists Fire-type moves, having overcome her weakness to heat.

However, Cirno's stats are only average at best regardless of form, given how, while she is strong for her kind, she is not particularly strong by Gensokyo's standards. She NEEDS to get her gimmicks going in order to succeed. When she has her gimmicks up, she is a devastating force that can be very hard to stop. Without it though, she's fairly easy to bring down. And of course, as you may have already noticed, this submission has an obsession with the number 9, because, well, obligatory meme. It truly is THE STRONGEST number!

"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: 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 : 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*/Master Spark Frozen*, 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. 20% 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, 40% chance to freeze the target.

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. Can damage Ghost-types. Hits the target's Defense. If upgraded from Master Spark Frozen, has a 100% chance to lower the foe's speed upon hitting.

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 abilities are all self-explanatory.

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- the Normal-type versions can hit Ghost-types just like the base move, the Ice-type versions instead either reduce speed or have a chance to freeze the target solid.

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.

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, the Shrine Maiden of Paradise, is the main character of the Touhou Project series.

One of Reimu's titles (And a spell card of hers is named after this) 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, referencing the fact that she always has the homing shot type. 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 are all part of keeping in with this, along with Reimu's signature move, Fantasy Seal. It's a technique that forcibly seals the target away, and works extremely well on youkai, hence why it's super-effective against Dark-types. It is of course based on her most common spell card throughout the series, appearing in almost every game in some form since Embodiment of Scarlet Devil. 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 ability 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.

Pokémon: Yuuka Kazami (Touhou Gensoukyou ~ Lotus Land Story)
Type: Grass
Ability: Intimidate/Pressure/Garden of the Sun (HA)
Signature Ability: Garden of the Sun- Upon being switched in, sets up Grassy Terrain and Sunny Day. (Basically Grassy Surge and Drought in a single package).
Moves: Beauties of Nature*, Master Spark (See Marisa Kirisame), Petal Blizzard, Petal Dance, Energy Ball, Frenzy Plant, Ingrain, Grassy Terrain, Sunny Day, Solar Beam, Hyper Beam, Earthquake, Stone Edge, Close Combat, Synthesis, Strength, Leech Seed, Poison Jab, Power Gem, Seed Flare, Sludge Bomb, Spiky Shield, Baneful Bunker, Sleep Powder, Poison Powder, Toxic, Stun Spore, Rototiller, Curse, Meteor Mash, Flash Cannon, Fleur Cannon, Foul Play, Sucker Punch, Play Rough, Pollen Puff, Substitute, Growth, Return.
Signature Move: Beauties of Nature- Grass-type, 90 BP. Classification based on Yuuka's higher attack stat. Sets up Grassy Terrain if it is not already set up.
Signature Z-Moves
Reflowering of Gensokyo
: Upgraded from Beauties of Nature with Yuukanium Z. Grass-type, Base 190 BP. Classification based on Yuuka's higher attack stat. If Grassy Terrain is active, consumes the Grassy Terrain to deal double damage.
Dual Spark: Upgraded from Master Spark with Yuukanium Z. Normal-type, Special. Base 120 BP. Hits twice. Can damage Ghost-types.
Stats: 120 HP/120 Atk/120 Def/120 SpA/120 SpD/5 Spe (BST: 605)
Reasoning: Yuuka Kazami is a flower youkai, which explains her typing. Her ability is the ability to manipulate flowers, which grants her pretty much every plant or flower-related move, even ones signature to a single Pokemon or line, such as Seed Flare, Fleur Cannon and Pollen Puff. It also grants her Sludge Bomb, Poison Jab, Spiky Shield and Baneful Bunker as she can manipulate flowers of all types, including poisonous ones. Her other moves as well as her stat spread (minus speed) are a note regarding how Yuuka is a very old and powerful youkai, both physically and magically and thus she learns a lot of powerful moves, such as Earthquake, Stone Edge, Close Combat, Strength, Meteor Mash, Flash Cannon, Foul Play, Sucker Punch and Play Rough. She is also often lauded as the original user of the Master Spark, which is why she is able to use it despite the fact that it is supposed to be Marisa's signature move: Marisa copied the Master Spark from Yuuka. Her actual signature move is based on one of her gauge attacks in Phantasmagoria of Flower View, and its Z-Move equivalent is the level 4 gauge attack, a Spell Card from the same game. In Lotus Land Story, she's also known to create a clone of herself to fire a second Master Spark alongside her, hence why her Z-Move upgrade for Master Spark is Dual Spark- a slightly stronger Master Spark that also hits twice. Her hidden ability is a reference to the domain she spends the most time around in Windows canon, a garden full of sunflowers (literally named the Garden of the Sun), and her normal abilities are based on Akyuu's article in Perfect Memento in Strict Sense, where she stats Yuuka has the highest threat level, which may make her come off as intimidating. However, in Touhou canon, Yuuka is the slowest playable character to date by a long shot, and as such, her base speed is absolutely abysmal. She's never going to be outspeeding anything unless you're using Trick Room, even at +6 with a Tailwind up. For reference, she speed ties with Munchlax and Shuckle. Yeah. She's that slow. If she comes out in Trick Room, though, you're basically facing something that's basically Arceus-Grass but much, MUCH faster. Needless to say, not a good time. Thankfully, it's only in Trick Room that she's so threatening. Still, 120/120/120 Bulk plus reliable recovery makes Yuuka a tough one to bring down, and she has just enough of a movepool to crush most anything that gets in her way that she's not weak to, despite Pure Grass being a bad offensive typing.

Here are some sample Yuuka sets.

"Genocide is a Game~" (Curse Yuuka)
Yuuka@Yuukanium Z/Leftovers
Ability: Intimidate/Garden of the Sun
EVs: 252 HP, 252 Atk, 4 SpD
Brave Nature
-Beauties of Nature
-Curse
-Filler
-Filler
Filler=Poison Jab/Earthquake/Stone Edge/Close Combat/Meteor Mash/Return/Play Rough/Sucker Punch/Foul Play/Baneful Bunker/Spiky Shield/Synthesis/Sleep Powder

"In a few hours, you'll become a mist of atoms~" (Specially Offensive Yuuka)
Yuuka@Yuukanium Z
Ability: Intimidate/Garden of the Sun
EVs: 252 HP, 252 SpA, 4Def/SpD
Quiet Nature
-Beauties of Nature/Seed Flare/Solar Beam (if using Garden of the Sun)
-Filler
-Filler
-Filler
Filler=Growth/Flash Cannon/Master Spark/Fleur Cannon/Sludge Bomb/Power Gem/Pollen Puff/Baneful Bunker/Spiky Shield/Stun Spore/Sleep Powder/Toxic/Leech Seed/Synthesis

"By the way, who are you?" (Tanky Yuuka)
Yuuka@Leftovers
Ability: Intimidate/Pressure/Garden of the Sun
EVs: 252 HP, the rest go into bulk as needed. Put whatever doesn't go into bulk into the preferred attacking stat.
Nature can be Sassy, Impish, Quiet or Brave depending on what you need.
-Beauties of Nature
-Synthesis
-Leech Seed
-Filler
Filler=Toxic/Stun Spore/Sleep Powder/Baneful Bunker/Spiky Shield/Grassy Terrain/Master Spark/Sludge Bomb/Stone Edge/Earthquake/Poison Jab/Foul Play/Sucker Punch/Pollen Puff/Fleur Cannon/Power Gem
 
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