Crossover Chaos V2: Slate 44 - Halloween

"No doubt. A miracle will happen for sure!"
Pokémon: Taranza
Type: Bug/Psychic
Ability: Levitate / Magic Guard (Hidden)
Stats: 90/90/80/140/90/110 (600)
Notable Moves: Bug Buzz, Psychic, Psyshock, Sticky Web, Shadow Ball, Energy Ball, Dark Pulse, Focus Blast, Aura Sphere, Power Gem, Nasty Plot, Calm Mind, Stored Power, Thunderbolt, Thunder
Taranza @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psychic / Psyshock
- Aura Sphere
- Sticky Web
- Bug Buzz / Shadow Ball

Taranza @ Life Orb / Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot / Calm Mind
- Stored Power
- Psyshock
- Aura Sphere

Reasoning: Bug is because Taranza is a spider. Psychic is because Taranza is a mage, is referred to as "brainy" and an "intellectual", and at least one of his moves in Star Allies is based on the ESP ability. Levitate is because he levitates, while Magic Guard is because he has a move in Star Allies with the same name (even if they aren't really similar). Most of his moves are based off attacks he uses in TKCD or Star Allies, while for Nasty Plot and Calm Mind see the part about him being an intellectual. Bug Buzz is just because STAB.
 
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
 
well, here goes nothing ...

Aile (Model ZX)
Typing : Steel/Fighting
Stats : 100/100/100/100/100/100 (600 total)
Ability : Double Mega Merge*

Aile(Model PX)
Typing : Steel/Ghost
Stats : 100/130/60/100/60/150 (600 total)
Ability : Double Mega Merge

Aile(Model FX)
Typing : Steel/Fire
Stats : 100/150/100/100/100/50 (600 total)
Ability : Double Mega Merge

Aile(Model LX)
Typing : Steel/Ice
Stats : 100/70/110/80/130/110 (600 total)
Ability : Double Mega Merge

Aile(Model HX)
Typing : Steel/Flying
Stats : 100/100/70/140/70/120 (600 total)
Ability : Double Mega Merge

Aile(Model OX)
Typing : Steel/Fighting
Stats : 100/160/80/150/80/150 (720 total)
Ability : No Guard
Notable Moves :
Charged Slash*,Aura Sphere, Focus Blast, Leaf Blade, Ice Beam, Blizzard, Thunder, Thunderbolt,Electro Ball,Hurricane, Air Slash, Fire Blast, Eruption, Superpower, Close Combat, Flare Blitz, Water Shuriken, Phantom Force, Shadow Sneak, Spiky Shield, Surf,Aqua-Jet, Quick Attack, Defog, Sacred Sword, Secret Sword, Pin Missile
Exclusive Z-move : Rekkouha (200BP|Steel Type|Based on Charged Slash|Requires Model O as held item|Hits all enemies in Doubles, transforms user into Model OX form for the rest of the battle)
*Charged Slash : 110 BP|95 Accuracy|10 PP|Steel type|Makes contact, 20% chance to flinch

*Double Mega Merge : When using specific moves, transforms into the corresponding form, as follows :
-Model ZX : Sacred Sword, Secret Sword, Aura Sphere, Pin Missile, Flash Cannon, Leaf Blade, Close Combat
-Model PX : Water Shuriken, Phantom Force, Shadow Sneak, Spiky Shield
-Model FX : Fire Blast, Eruption, Superpower, Focus Blast
-Model LX : Surf, Aqua-Jet, Ice Beam, Blizzard
-Model HX : Thunder, Thunderbolt, Electro Ball, Hurricane, Air Slash, Defog

Aile is the main protagonist of Mega Man ZX (No one cares about Vent). Model ZX is the standard transformation you use in the game, and as such is her base form.
Model ZX is meant to be the jack-of-all-trades form, so I went for perfect all around stats on this form to reflect that.
Model PX is basically a ninja, so giving it increased attack and speed made sense to me. Defense is lowered as a drawback (also I wanted to keep the same BST total on the standard forms. Keep that in mind, 'cause if i don't explain some stat changes then this is the answer).
Model FX gets a high attack stat to represent its ability to break things the other forms can't break. The reduced speed represents Model FX being less mobile than the other forms (notably since it can't shoot while running).
Model LX gets lowered attack stats since it's just bad at attacking in the original game. The increased speed represents its ability to freely move in the water.
Model HX keeps similar offensive prowess as Model ZX for close-ranged combat, so I didn't change the attack stat. However, the increased SpA represents Model HX being able to use devastating special attacks (notably creating tornadoes that just shred bosses' HP). Oh, and the boost in speed is here since it gives you increased aerial mobility in Mega Man ZX.
Model OX is basically Model ZX but stronger, so I gave it greatly increased attacks and speed to show that. It's also an optional transformation that you can only get during the post-game in Mega Man ZX, so I locked it behind the exclusive Z-move for that (also 'cause it would be wayyyyy too broken if you could use it freely - ok it's still broken like that). No Guard is meant to represent Model OX's overdrive allowing it to spam ridiculously strong attacks.
The ability Double Mega Merge comes from Model X's ability to combine with any other Model, allowing Aile to use the other Models. I chose to let Aile change form in the middle of the fight instead of before the fight (like, say, by holding the corresponding Model) to reflect the game letting you transform any time.
The moves that let you transform are references to attacks exclusive to each Model, or are related to the Model's element.
The Models are based on ancient Reploids, and by using the Mega Merge Aile can use their powers, so I gave a common steel typing to all forms (as one can consider she becomes part-Reploid, which is a type of robot). The secondary typing comes from each Model's abilities and origins.
- Model Z is based on Zero, which is known in the Mega Man series for being one of the greatest fighters ever, so the fighting typing made sense to me.
- Model P, F, L and H are the Biometals of Shadow, Fire, Ice and Wind, respectively, so the secondary typings of Model PX, LX, FX and HX reflect that.
-Model O is based on Omega, which uses the original body of Zero, so giving Model OX and Model ZX the same typing seemed pretty obvious.
Charged Slash is common to all forms since all of them can use charged, close-ranged attacks
Rekkouha is a move Zero could use in Mega Man X6, and a special attack Model OX can use too, so it became the Z-move that lets you activate Model OX.
Aile(Model ZX)@Life Orb
Ability : Double Mega Merge
EVs : 252Atk/4SpD/252Spe
Jolly Nature
-Charged Slash
-Superpower
-Shadow Sneak
-Flare Blitz
Aile(Model ZX)@Life Orb
Ability : Double Mega Merge
EVs : 252 SpA/4 SpD/252 Spe
Timid Nature
-Thunderbolt
-Hurricane
-Surf
-Aura Sphere
Aile(Model ZX)@Model O
Ability : Double Mega Merge
EVs : 252 atk/4 SpD/252 Spe
-Charged Slash
-Focus Blast
-Thunder
-Shadow Sneak
 
Resubbing our favorite little Heropon!
Pokémon: Riki
Type: Normal
Ability: Frisk / Fluffy / Pickpocket [HA]
Moves: Counter, Acupressure, Yawn, Rest, Thief, Heal Pulse, Wish, Stomping Tantrum, Punishment, Smack Down, Rollout, Feint Attack, Icicle Crash, Ice Beam, Toxic, Flamethrower, Fire Blast, Incinerate, Bite, Switcheroo, Knock Off, Bug Bite, Nuzzle, Sucker Punch, Play Rough
Stats: 145/67/90/80/80/108 [BST 570]

Reasoning: Riki's Normal-type because he was roped into the Heropon business solely due to debt, having been an ordinary Nopon otherwise. Def is Shulk's SpD (Riki's max Strength = Shulk's max Ether), and I extrapolated Riki's SpD from that based on Max Ether. HP and Speed were obtained through the ratios between Shulk's and Riki's Max HP and Agility, respectively. He leans towards Special Offense because plenty of Riki's arts are Special, and his prime focus is inflicting debuffs on the enemy. Frisk ties into Yoink! (The basis for Thief), an art that can steal enemy drops or stat boosts, later going into XP and AP. I was considering not having Fluffy on our Heropon, but we have a mon with 120/80/60 bulk that has that same ability, said mon being in RU. Now, let's get into his moves...

Riki Is Angry: Counter
Bitey Bitey: Bite, Bug Bite
Sneaky: Feint Attack
Hero Time: Acupressure
Bedtime: Yawn, Rest (This move puts both Riki and nearby enemies to sleep)
You Can Do It: Heal Pulse, Wish (This move heals Riki and every teammate in front of him.)
Tantrum: Stomping Tantrum
Say Sorry: Punishment
Roly-Poly: Smack Down (The art has a 30% chance to inflict Topple, but if Topple isn't inflicted, it attempts to inflict Bind instead.)
Freezinate: Icicle Crash, Ice Beam
Lurgy: Toxic
Burninate: Flamethrower, Fire Blast, Incinerate
Behave: Nuzzle
Peekaboo: Sucker Punch, Play Rough
And, of course, we have a terror lurking within the depths of Perplexing Pool's submerged castle...
Pokémon: Waterwraith
Type: Ghost/Water
Ability: Ethereal Body (Non-contact moves deal halved damage until Waterwraith is hit by a contact move.)
New Move: Ethereal Roller (It's basically a Ghost-type Icicle Crash. Makes contact. Doubles power and has perfect accuracy against targets that have used Minimize.)
Other Moves: Steamroller, Rollout, Liquidation, Phantom Force, Stomp (Japanese name is Trample), Rock Slide, Acid Armor, Gyro Ball, Rapid Spin, Bulldoze
Stats: 90/130/80/70/150/80 [BST 600]

Reasoning: Ghost/Water because while the Waterwraith's body seems to be made entirely of some watery substance (possibly ectoplasm), the Hocotate Ship's AI was only able to detect it through its optic receptors. Its ability draws from how you can't harm it with your Pikmin... Until you use the Violet Candypop Buds on the final floor, which give you the Purple Pikmin that make it vulnerable to damage if they land on it. Ethereal Roller's just there for STAB tbh, but everything else should make some sense. Rapid Spin's there because when vulnerable, it can shake off your Pikmin... And, well, rollers.
 
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Dung Defender

Honour
Raises Atk by one stage when hit by an enemy.
Stats
100/110/95/90/95/100
Dung Ball
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Non-Contact / Hits Flying types neutrally
Other Moves
Earthquake, Stone Edge, Rock Polish, X-Scissor, Belly Drum, Waterfall, Power Whip
Reasoning
Dung Defender is a Dung beetle, which makes Bug/Ground an obvious typing choice. His signature ability, Honour, is based on him reacting to defeat by becoming stronger. The stats are because Dung Defender is a fairly balanced boss, moving around quickly and hitting pretty often, but also taking a lot of hits. Dung Ball is one of Dung Defender's most common attacks which he uses in multiple forms, so I made it his signature move. The other moves are all based on attacks he does in game, with the exception of Waterfall which is a bit of a stretch. (He swims through the ground sometimes.)

 
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Voting time. Next slate starts on the 7th of December (same day Katamari Damacy Reroll comes out).
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.
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
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
Pokémon: Taranza
Type: Bug/Psychic
Ability: Levitate / Magic Guard (Hidden)
Stats: 90/90/80/140/90/110 (600)
Notable Moves: Bug Buzz, Psychic, Psyshock, Sticky Web, Shadow Ball, Energy Ball, Dark Pulse, Focus Blast, Aura Sphere, Power Gem, Nasty Plot, Calm Mind, Stored Power, Thunderbolt, Thunder
Sample Sets
Taranza @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psychic / Psyshock
- Aura Sphere
- Sticky Web
- Bug Buzz / Shadow Ball

Taranza @ Life Orb / Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot / Calm Mind
- Stored Power
- Psyshock
- Aura Sphere

Reasoning: Bug is because Taranza is a spider. Psychic is because Taranza is a mage, is referred to as "brainy" and an "intellectual", and at least one of his moves in Star Allies is based on the ESP ability. Levitate is because he levitates, while Magic Guard is because he has a move in Star Allies with the same name (even if they aren't really similar). Most of his moves are based off attacks he uses in TKCD or Star Allies, while for Nasty Plot and Calm Mind see the part about him being an intellectual. Bug Buzz is just because STAB.
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
Aile (Model ZX)
Typing : Steel/Fighting
Stats : 100/100/100/100/100/100 (600 total)
Ability : Double Mega Merge*
Alternate forms

Aile(Model PX)
Typing : Steel/Ghost
Stats : 100/130/60/100/60/150 (600 total)
Ability : Double Mega Merge

Aile(Model FX)
Typing : Steel/Fire
Stats : 100/150/100/100/100/50 (600 total)
Ability : Double Mega Merge

Aile(Model LX)
Typing : Steel/Ice
Stats : 100/70/110/80/130/110 (600 total)
Ability : Double Mega Merge

Aile(Model HX)
Typing : Steel/Flying
Stats : 100/100/70/140/70/120 (600 total)
Ability : Double Mega Merge

Notable Moves :
Charged Slash*,Aura Sphere, Focus Blast, Leaf Blade, Ice Beam, Blizzard, Thunder, Thunderbolt,Electro Ball,Hurricane, Air Slash, Fire Blast, Eruption, Superpower, Close Combat, Flare Blitz, Water Shuriken, Phantom Force, Shadow Sneak, Spiky Shield, Surf,Aqua-Jet, Quick Attack, Defog, Sacred Sword, Secret Sword, Pin Missile
Exclusive Z-move : Rekkouha (200BP|Steel Type|Based on Charged Slash|Requires Model O as held item|Hits all enemies in Doubles, transforms user into Model OX form for the rest of the battle)
*Charged Slash : 110 BP|95 Accuracy|10 PP|Steel type|Makes contact, 20% chance to flinch

*Double Mega Merge : When using specific moves, transforms into the corresponding form, as follows :
-Model ZX : Sacred Sword, Secret Sword, Aura Sphere, Pin Missile, Flash Cannon, Leaf Blade, Close Combat
-Model PX : Water Shuriken, Phantom Force, Shadow Sneak, Spiky Shield
-Model FX : Fire Blast, Eruption, Superpower, Focus Blast
-Model LX : Surf, Aqua-Jet, Ice Beam, Blizzard
-Model HX : Thunder, Thunderbolt, Electro Ball, Hurricane, Air Slash, Defog

Aile is the main protagonist of Mega Man ZX (No one cares about Vent). Model ZX is the standard transformation you use in the game, and as such is her base form.
Model ZX is meant to be the jack-of-all-trades form, so I went for perfect all around stats on this form to reflect that.
Model PX is basically a ninja, so giving it increased attack and speed made sense to me. Defense is lowered as a drawback (also I wanted to keep the same BST total on the standard forms. Keep that in mind, 'cause if i don't explain some stat changes then this is the answer).
Model FX gets a high attack stat to represent its ability to break things the other forms can't break. The reduced speed represents Model FX being less mobile than the other forms (notably since it can't shoot while running).
Model LX gets lowered attack stats since it's just bad at attacking in the original game. The increased speed represents its ability to freely move in the water.
Model HX keeps similar offensive prowess as Model ZX for close-ranged combat, so I didn't change the attack stat. However, the increased SpA represents Model HX being able to use devastating special attacks (notably creating tornadoes that just shred bosses' HP). Oh, and the boost in speed is here since it gives you increased aerial mobility in Mega Man ZX.
Model OX is basically Model ZX but stronger, so I gave it greatly increased attacks and speed to show that. It's also an optional transformation that you can only get during the post-game in Mega Man ZX, so I locked it behind the exclusive Z-move for that (also 'cause it would be wayyyyy too broken if you could use it freely - ok it's still broken like that). No Guard is meant to represent Model OX's overdrive allowing it to spam ridiculously strong attacks.
The ability Double Mega Merge comes from Model X's ability to combine with any other Model, allowing Aile to use the other Models. I chose to let Aile change form in the middle of the fight instead of before the fight (like, say, by holding the corresponding Model) to reflect the game letting you transform any time.
The moves that let you transform are references to attacks exclusive to each Model, or are related to the Model's element.
The Models are based on ancient Reploids, and by using the Mega Merge Aile can use their powers, so I gave a common steel typing to all forms (as one can consider she becomes part-Reploid, which is a type of robot). The secondary typing comes from each Model's abilities and origins.
- Model Z is based on Zero, which is known in the Mega Man series for being one of the greatest fighters ever, so the fighting typing made sense to me.
- Model P, F, L and H are the Biometals of Shadow, Fire, Ice and Wind, respectively, so the secondary typings of Model PX, LX, FX and HX reflect that.
-Model O is based on Omega, which uses the original body of Zero, so giving Model OX and Model ZX the same typing seemed pretty obvious.
Charged Slash is common to all forms since all of them can use charged, close-ranged attacks
Rekkouha is a move Zero could use in Mega Man X6, and a special attack Model OX can use too, so it became the Z-move that lets you activate Model OX.
Pokémon: Riki
Type: Normal
Ability: Frisk / Fluffy / Pickpocket [HA]
Moves: Counter, Acupressure, Yawn, Rest, Thief, Heal Pulse, Wish, Stomping Tantrum, Punishment, Smack Down, Rollout, Feint Attack, Icicle Crash, Ice Beam, Toxic, Flamethrower, Fire Blast, Incinerate, Bite, Switcheroo, Knock Off, Bug Bite, Nuzzle, Sucker Punch, Play Rough
Stats: 145/67/90/80/80/108 [BST 570]

Reasoning: Riki's Normal-type because he was roped into the Heropon business solely due to debt, having been an ordinary Nopon otherwise. Def is Shulk's SpD (Riki's max Strength = Shulk's max Ether), and I extrapolated Riki's SpD from that based on Max Ether. HP and Speed were obtained through the ratios between Shulk's and Riki's Max HP and Agility, respectively. He leans towards Special Offense because plenty of Riki's arts are Special, and his prime focus is inflicting debuffs on the enemy. Frisk ties into Yoink! (The basis for Thief), an art that can steal enemy drops or stat boosts, later going into XP and AP. I was considering not having Fluffy on our Heropon, but we have a mon with 120/80/60 bulk that has that same ability, said mon being in RU. Now, let's get into his moves...

Riki Is Angry: Counter
Bitey Bitey: Bite, Bug Bite
Sneaky: Feint Attack
Hero Time: Acupressure
Bedtime: Yawn, Rest (This move puts both Riki and nearby enemies to sleep)
You Can Do It: Heal Pulse, Wish (This move heals Riki and every teammate in front of him.)
Tantrum: Stomping Tantrum
Say Sorry: Punishment
Roly-Poly: Smack Down (The art has a 30% chance to inflict Topple, but if Topple isn't inflicted, it attempts to inflict Bind instead.)
Freezinate: Icicle Crash, Ice Beam
Lurgy: Toxic
Burninate: Flamethrower, Fire Blast, Incinerate
Behave: Nuzzle
Peekaboo: Sucker Punch, Play Rough
Pokémon: Waterwraith
Type: Ghost/Water
Ability: Ethereal Body (Non-contact moves deal halved damage until Waterwraith is hit by a contact move.)
New Move: Ethereal Roller (It's basically a Ghost-type Icicle Crash. Makes contact. Doubles power and has perfect accuracy against targets that have used Minimize.)
Other Moves: Steamroller, Rollout, Liquidation, Phantom Force, Stomp (Japanese name is Trample), Rock Slide, Acid Armor, Gyro Ball, Rapid Spin, Bulldoze
Stats: 90/130/80/70/150/80 [BST 600]

Reasoning: Ghost/Water because while the Waterwraith's body seems to be made entirely of some watery substance (possibly ectoplasm), the Hocotate Ship's AI was only able to detect it through its optic receptors. Its ability draws from how you can't harm it with your Pikmin... Until you use the Violet Candypop Buds on the final floor, which give you the Purple Pikmin that make it vulnerable to damage if they land on it. Ethereal Roller's just there for STAB tbh, but everything else should make some sense. Rapid Spin's there because when vulnerable, it can shake off your Pikmin... And, well, rollers.
Dung Defender

Honour
Raises Atk by one stage when hit by an enemy.
Stats
100/110/95/90/95/100
Dung Ball
Non-Contact / Hits Flying types neutrally
Other Moves
Earthquake, Stone Edge, Rock Polish, X-Scissor, Belly Drum, Waterfall, Power Whip
Reasoning
Dung Defender is a Dung beetle, which makes Bug/Ground an obvious typing choice. His signature ability, Honour, is based on him reacting to defeat by becoming stronger. The stats are because Dung Defender is a fairly balanced boss, moving around quickly and hitting pretty often, but also taking a lot of hits. Dung Ball is one of Dung Defender's most common attacks which he uses in multiple forms, so I made it his signature move. The other moves are all based on attacks he does in game, with the exception of Waterfall which is a bit of a stretch. (He swims through the ground sometimes.)
G-Luke
colourcodedchaos
Neosonic97
Pika Xreme
KeeganSkymin4444
Daiyaga
KirbyRider1337
Brodaha
 
Slate #20
Super Smash Bros. Ultimate




Congratulations to KirbyRider1337, KeeganSkymin4444 and Pika Xreme for winning with Waterwraith, Samus and Taranza!
KeeganSkymin4444 is the second user to earn the title Super Smash Bros.

For the bonus theme this slate, characters must have been featured in the Smash Bros series as a playable fighter, stage hazard, item, assist trophy, boss, etc. Trophies, stickers, spirits, etc. do not count.

Submit your characters for this slate by the 13th of November.
Have fun!​
 
Let's get weird again!

---
Name: Blue Shark
Game: Steel Diver, Smash 4/Ult. (Item)
Type: Water/Steel
Ability: Speed Boost
Stats: 100/80/100/120/100/80 (BST: 580)
Signature Move: Burst Torpedo
Steel | Special | 90 BP | 100% Accuracy | 16 PP | Deals damage as if both Water- and Steel-type. Super-Effective vs. Water- and Steel-types. | Z-Move: DIVE! DIVE! DIVE! (Ohthreenium-Z), Water-type, 210 BP, Special
Other Notable Moves: Hydro Pump, Surf, Flash Cannon, Fire Blast, Calm Mind, Substitute
OU Moveset:-
Sub CM
Item: Leftovers
EVs: 4 Def / 252 SpA / 252 SpD
Nature: Modest
- Substitute
- Calm Mind
- Burst Torpedo
- Fire Blast
Name: Sidestepper
Game: Mario Bros., Brawl/Smash 4/Ult. (Enemy, Mario Bros. stage)
Type: Water/Poison
Ability: Tough Claws
Stats: 65/120/85/60/95/90 (BST: 515)
Signature Move: Sewer Slam
Poison | Physical | 110 BP | 90% Accuracy | 16 PP | High critical hit ratio. 10% chance to Poison the target. | Z-Move: Acid Downpour, 185 BP, Physical
Other Notable Moves: Crabhammer, Cross Chop, Aqua Jet, Lunge, Shell Smash
OU Moveset:-
Shell Smasher
Item: White Herb
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
- Shell Smash
- Crabhammer
- Sewer Slam
- Aqua Jet/Cross Chop
Name: Mahva
Game: Kid Icarus: Uprising, Smash 4 (Smash Run enemy)
Type: Water/Psychic
Ability: Friend Guard/HA: Stamina
Stats: 100/65/95/90/155/55 (BST: 560)
Signature Move: Shield Projector
Psychic | Status | -- | N/A Accuracy | 8 PP | Protects user from enemy attacks. Priority +4. If the user is the target of a Physical move, the user's Special Defence is boosted one stage; if the user is the target of a Special move, the user's Defence is boosted one stage. | Z-Effect: Resets negative stat levels.
Other Notable Moves: Scald, Whirlpool, Psyshock, Recover, Aqua Ring, Heal Bell, Trick Room, Psychic Terrain, Calm Mind, Cosmic Power, Wish
OU Moveset:-
Cleric
Item: Leftovers
EVs: 252 HP / 252 Def / 4 SpD
Ability: Stamina
Nature: Calm/Sassy
- Shield Projector
- Wish
- Heal Bell
- Scald
Name: Octorok
Game: Legend of Zelda series, Melee (Stage enemy), Smash 4 (Smash Run enemy)
Type: Water/Rock
Ability: Skill Link
Stats: 80/105/120/65/100/40 (BST: 510)
Signature Move: Mud Spray
Water | Physical | 30 BP | 100% Accuracy | 16 PP | Hits 2-5 times. Does not make contact. | Z-move: Hydro Vortex, Physical, 100 BP
Other Notable Moves: Rock Blast, Icicle Spear, Bullet Seed, Bulk Up, Spiky Shield
OU Moveset:-
All-Out Attacker
Item: Life Orb
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Adamant
- Mud Spray
- Rock Blast
- Icicle Spear
- Bullet Seed

Trick Room Attacker
Item: Life Orb
EVs: 4 HP / 252 Atk / 252 Def
Nature: Brave
- Bulk Up
- Mud Spray
- Rock Blast
- Icicle Spear
Name: Armight
Game: Brawl (Subspace Army enemy)
Type: Water/Fighting
Ability: Technician
Stats: 75/110/85/50/75/125 (BST: 520)
Signature Move: Wave Dash
Water | Physical | 60 BP | 100% Accuracy | 16 BP | Hits twice. | Z-Move: HOHOHO!, Armightium-Z, 210 BP, Water, Physical
Other Notable Moves: Storm Throw, Substitute, Swords Dance
OU Moveset:-
SubDance
Item: Life Orb
EVs: 252 HP / 252 Atk / 4 Def
Nature: Jolly/Adamant
- Wave Dash
- Storm Throw
- Substitute
- Swords Dance
 
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Just gonna do the obvious take on this guy here.
Pokémon: Dark Pit
Type: Dark/Flying
Ability: Sniper / Defiant / Competitive [HA]
Stats: 80/120/80/110/80/110 [BST 580]
Some Moves:
Swagger, Taunt, Torment, Parting Shot, Fury Swipes, Dragon Claw, Psyshock, Venoshock, Hidden Power, Ice Beam, Blizzard, Hyper Beam, Solar Beam, Roost, Solar Beam, Smack Down, Thunderbolt, Thunder, Return, Shadow Ball, Brick Break, Flamethrower, Sludge Bomb, Fire Blast, Rock Tomb, Aerial Ace, Flame Charge, Overheat, Focus Blast, Energy Ball, False Swipe, Scald, Charge Beam, Acrobatics, Shadow Claw, Stone Edge, Swords Dance, Rock Slide, X-Scissor, Poison Jab, Grass Knot, Flash Cannon, Wild Charge, Dark Pulse, Dazzling Gleam, Confide, Dragon Pulse, Drain Punch, Drill Run, Dual Chop, Earth Power, Electroweb, Endeavor, Fire Punch, Focus Punch, Gunk Shot, Heat Wave, Ice Punch, Icy Wind, Iron Defense, Knock Off, Liquidation, Seed Bomb, Shock Wave, Signal Beam, Sky Attack, Stealth Rock, Superpower, Throat Chop, Thunder Punch, Water Pulse, Moonblast, Aqua Jet, Hydro Pump, Hammer Arm, Power-Up Punch, Close Combat, Comet Punch, Aura Sphere, Hurricane, Air Slash, Guillotine, Psycho Cut, Night Slash, Leaf Blade, Hone Claws, Incinerate, Rock Smash, Cut, Strength, Brine, Bullet Seed, Air Cutter, Swift, Twister, Double-Edge, Dynamic Punch, Zap Cannon, Razor Wind, Water Shuriken, Barrage, Magnet Bomb, Rock Blast, Flame Burst, Rock Wrecker, Secret Power, Electro Ball, Meteor Mash, Metal Claw, Mach Punch, Sacred Sword, Sky Uppercut, Crabhammer, Foul Play

Reasoning: Dark Pit has the same stat spread as good ol' Pitty, which makes him a clone... But as it turns out, that's what he literally is. Dark-type because he doesn't have any affiliations until your sights are on the Chaos Kin, where he starts to work with Viridi. (And you, considering you and her are working together to take down Hades and if you're KO'd, he gets KO'd too) Part-Flying because he actually CAN fly without outside assistance, unlike Pit, due to absorbing Pandora into his wings. (well her spirit at least; something happened to her body long before the events of the first kid icarus game) Because the chapter where Pittoo takes the wheel gives him all the same options as Pit, he gets more or less Pit's moveset, minus Amnesia and plus Swagger/Taunt/Torment. Foul Play as more Dark-type coverage for Pittoo, and Defiant/Competitive because while he does go rogue against the Underworld, his other main target is Pitty Pat. Sniper because he tries to snipe Pit from afar at some point in Chapter 6 with... the Dark Pit Staff. (Staves are basically snipers) It being named after him more or less cements its status as his preferred weapon.
And I think I've had plans for this guy some time back.
Pokémon: Ness
Type: Psychic/Normal
Ability: Healer / Guts / Forewarn [HA]
Stats: 110/110/100/110/100/70 [BST 600]
Z-Move: PSI Rockin Ω (Psychic-type Special 200BP move. Psychic and Nessium Z required.)
Some Moves: Heal Pulse, Recover, Wish, Purify, Refresh, Teleport, Psyshock, Psychic, Flash, Dazzling Gleam, Reflect, Barrier, Mirror Coat, Hypnosis, Thunder Wave, Incinerate, Shock Wave, Eerie Impulse, Hidden Power, Slam, Wood Hammer, Return, Tri Attack, Bide, Zen Headbutt
Reasoning: Bulky, with decent offense? That's Ness, alright. Recover and Heal Pulse because he can use Lifeup on any team member, himself included. Purify and Refresh because he learns Healing too, which has the same targeting. Flash and Dazzling Gleam from PSI Flash, Reflect, Mirror Coat, and Barrier from Shield (Mirror Coat because Shield β reflects damage back to the attacker), Psyshock and Psychic are STAB, Thunder Wave is Paralysis, and Hypnosis is Hypnosis. Incinerate is from PSI Fire, Shock Wave PSI Thunder, and Eerie Impulse PSI Magnet. All are from Smash Bros, but Ness doesn't get any of them in his game, hence why he didn't get any stronger attacks for the former two. Zen Headbutt's just mandatory STAB tbh. Healer because again he's got loads of healing arts, Guts because he has a rather high Guts stat, and Forewarn (Prophetic Dream) because Magicant. I WAS gonna add Facade, but with 110 HP and ATK and 100 in both defenses... No.
And, of course, this dude again...
Pokémon: Riki
Type: Normal
Ability: Frisk / Fluffy / Pickpocket [HA]
Moves: Counter, Acupressure, Yawn, Rest, Thief, Heal Pulse, Wish, Stomping Tantrum, Punishment, Smack Down, Rollout, Feint Attack, Icicle Crash, Ice Beam, Toxic, Flamethrower, Fire Blast, Incinerate, Bite, Switcheroo, Knock Off, Bug Bite, Nuzzle, Sucker Punch, Play Rough
Stats: 145/67/90/80/80/108 [BST 570]

Reasoning: Riki's Normal-type because he was roped into the Heropon business solely due to debt, having been an ordinary Nopon otherwise. Def is Shulk's SpD (Riki's max Strength = Shulk's max Ether), and I extrapolated Riki's SpD from that based on Max Ether. HP and Speed were obtained through the ratios between Shulk's and Riki's Max HP and Agility, respectively. He leans towards Special Offense because plenty of Riki's arts are Special, and his prime focus is inflicting debuffs on the enemy. Frisk ties into Yoink! (The basis for Thief), an art that can steal enemy drops or stat boosts, later going into XP and AP. I was considering not having Fluffy on our Heropon, but we have a mon with 120/80/60 bulk that has that same ability, said mon being in RU. Now, let's get into his moves...

Riki Is Angry: Counter
Bitey Bitey: Bite, Bug Bite
Sneaky: Feint Attack
Hero Time: Acupressure
Bedtime: Yawn, Rest (This move puts both Riki and nearby enemies to sleep)
You Can Do It: Heal Pulse, Wish (This move heals Riki and every teammate in front of him.)
Tantrum: Stomping Tantrum
Say Sorry: Punishment
Roly-Poly: Smack Down (The art has a 30% chance to inflict Topple, but if Topple isn't inflicted, it attempts to inflict Bind instead.)
Freezinate: Icicle Crash, Ice Beam
Lurgy: Toxic
Burninate: Flamethrower, Fire Blast, Incinerate
Behave: Nuzzle
Peekaboo: Sucker Punch, Play Rough
 
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Ah yes, the best Super Smash Bros. character...


Pokémon: Final Destination
Type:
steel.gif
fire.gif

Ability: Levitate, Flash Fire
Some Moves: Stone Edge, Steelspire, Iron Defense, Core Regenerate, Overheat, Flamethrower, Fire Blast, Thunder Wave, Discharge, Fly, Protect,
Steelspire
steel.gif
,
physical.png
/
special.png

90 BP, 100 Acc., 16 BP
High crit. ratio
Physical if Atk. is higher, Special if Sp. Atk. is higher (like Photon Geyser)
Core Regenerate
fire.gif
,
status.png

100 Acc., 8 BP
User gains 33% Max HP each turn for 2 turns (Turn 1 - 33% health gained, Turn 2 - 33% health gained again)
Stats: 103 / 83 / 109 / 89 / 139 / 59 (582 BST)

Reasoning: The typing comes from Final Destination's design; the landscape looks like metal and the red markings and core look like fire. I basically just made it a tank. I don't know what else to say.

And now, actual characters


Pokémon: Galeem
Type:
fairy.gif
flying.gif

Abilities: Dazzling, Lord of Light (HA)
Lord of Light
Galeem's
special.png
moves have their BP multiplied by 1.2x
Some Moves: Dazzling Gleam, Moonlight, Light Missile, Air Slash, Fly, Tailwind, Shadow Ball, Destiny Bond, Curse, Morning Sun, Protect, Calm Mind, Psychic, Psyshock
Light Missile
fairy.gif
,
special.png

85 BP, - Acc., 8 BP
Never misses
Stats: 109 / 61 / 53 / 149 / 139 / 79 (590 BST)

Reasoning: I don't need to explain Galeem's
fairy.gif
type. Galeem is
flying.gif
because its literally surrounded by wings. Galeem's ability 'Lord of Light' is based off of its ingame title.


Pokémon: Dharkon
Type:
dark.gif
poison.gif

Abilities: Merciless, Deity of Darkness (HA)
Deity of Darkness
Dharkon's
physical.png
moves have their BP multiplied by 1.2x
Some Moves: Gloomthorn, Night Slash, Knock Off, Hone Claws, Dark Pulse, Night Daze, Poison Jab, Gunk Shot, Toxic, Toxic Spikes, Psycho Cut, Hypnosis, Night Shade
Gloomthorn
dark.gif
,
physical.png

85 BP, - Acc., 8 BP
Never misses
30% chance to lower target's Acc. by 1 stage
Stats: 109 / 149 / 139 / 61 / 53 / 79 (590 BST)

Reasoning: Blah blah blah,
dark.gif
because darkness,
poison.gif
because thorns. 'Deity of Darkness' is NOT based off of its ingame title; 'Embodiment of Chaos and Darkness' is way too long for an ability name.


Pokémon: Galeem
Type:
fairy.gif
ghost.gif

Abilities: Serene Grace, Dazzling, Lord of Light (HA)
Lord of Light
Galeem's
special.png
moves have their BP multiplied by 1.5x
Some Moves: Dazzling Gleam, Moonblast, Moonlight, Light Missile, Shadow Ball, Hex, Destiny Bond, Curse, Spirit Shackle, Air Slash, Fly, Wing Attack, Tailwind, Morning Sun, Protect, Calm Mind, Psychic, Psyshock, Photon Geyser, Thunderbolt, Thunder, Discharge, Ice Beam, Blizzard, Flamethrower, Fire Blast, Will' O' Wisp
Light Missile
fairy.gif
,
special.png

90 BP, - Acc., 8 BP
Never misses
Stats: 157 / 89 / 97 / 149 / 139 / 139 (770 BST)

Reasoning: I don't need to explain Galeem's
fairy.gif
type. Galeem is
ghost.gif
because spirit powers and stuff.


Pokémon: Dharkon
Type:
dark.gif
poison.gif

Abilities: Levitate, Merciless, Deity of Darkness (HA)
Deity of Darkness
Dharkon's
physical.png
moves have their BP multiplied by 1.5x
Some Moves: Gloomthorn, Night Slash, Knock Off, Throat Chop, Hone Claws, Dark Pulse, Night Daze, Poison Jab, Gunk Shot, Toxic, Toxic Spikes, Psycho Cut, Hypnosis, Night Shade, Shadow Claw, Dragon Dance, Outrage, Dragon Claw, Power Whip
Gloomthorn
dark.gif
,
physical.png

90 BP, - Acc., 8 BP
Never misses
Makes contact
30% chance to lower target's Acc. by 1 stage
Stats: 157 / 149 / 139 / 89 / 97 / 139 (770 BST)

Reasoning: Blah blah blah,
dark.gif
because darkness,
poison.gif
because thorns. 'Deity of Darkness' is NOT based off of its ingame title; 'Embodiment of Chaos and Darkness' is way too long for an ability name.
 
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Time to write up some of my own, starting with my Smash Ultimate main!

"Anything can change!"


Pokémon: **Chrom** (Fire Emblem Awakening. Echo Fighter of Roy, appears in Robin's Final Smash)
Typing: Steel
Abilities: Justified/Defiant/Rightful King (HA)
Signature Ability: Rightful King- User has a high critical hit chance. User's secondary effects have a double chance of proccing (So basically, Serene Grace+Super Luck). Cannot be negated or removed.
Moves: Slash, Sacred Sword, Fury Cutter, Swords Dance, King's Shield, Exalted Slash*, Return, etc.
Signature Move: Exalted Slash- Steel-Type, Physical, 100 BP, 100 Accuracy, 10 PP. Super-Effective against Dark-types and Dragon-types.
Z-Move: Awakening Aether- Steel-Type, Physical, 100 BP. Upgrades from Exalted Slash with Chromium Z. Hits Twice. Super Effective vs. Dark-Types and Dragon-types. The first hit drains 50% of the damage dealt. The second hit is a guaranteed critical hit.
Stats: 100 HP/130 Atk/80 Def/50 SpA/60 SpD/110 Spe (BST: 530)
Reasoning: Chrom finally got his chance. The main character of Fire Emblem Awakening and the Exalt of Ylisse, Chrom appeared as a part of Robin's Final Smash in Smash 4, and in Ultimate, got promoted to a playable character and Echo Fighter of Roy.

Chrom's typing is Pure Steel, because that's really the only type that makes sense. I only listed a few moves to give him because that's all I was confident in (There could be other slashing moves or such to give him), but his move for the most part is pretty similar to that of Aegislash, including King's Shield. The main difference would be Chrom's signature move, Exalted Slash, which references Chrom's personal weapon, the Falchion. Specifically, it refers to the Exalted Falchion, which he obtains in Chapter 24 of Fire Emblem Awakening (Hence the 'SE on Dark-types' effect on top of its Dragon Slaying properties).

Awakening Aether is Chrom's Final Smash in Super Smash Bros. Ultimate, and is based on Aether's Portrayal in Fire Emblem Awakening, and here, I decided to make a nearly straight translation of that skill: Awakening Aether hits twice (and thus breaks Subs), with the first strike healing Chrom for 50% of the damage dealt, an exact copy of the first half of an Aether Proc. The second half is what has changed: Instead of ignoring half of the enemy's defense (THAT would be way too powerful, flashbacks of Gen 4 Selfdestruct), I decided to simply make it a guaranteed Critical Hit to bypass the enemy's defensive buffs, still sticking to the principle of the second half of an Aether Proc in ignoring the enemy's defenses.

His signature ability is Rightful King, based on the final skill Chrom learns in the Great Lord Class, which increases the chance of proccing in-battle skills like Aether. Here, it manifests similarly: Chrom gains an increase to both his critical hit rate AND his chance to proc secondary effects on moves. Justified and Defiant are two other abilities that make a lot of sense for Chrom.

Chrom's stat spread is based on what it was like in Fire Emblem Awakening: Chrom has high HP, Strength and Speed and Decent Defense, but his Magic and Resistance are poor in Awakening, which translates into High HP, Attack and Speed, and decent Defense, but low special stats.

"Your end has come!" (Sample Chrom set)
Chrom@Chromium Z/Choice Band
Ability: Defiant/Rightful King
Nature: Adamant or Jolly
-Exalted Slash
-Swords Dance/Filler (depending on whether Choice or Z-Move)
-Filler
-Filler

Edit: Here comes the second one! You may recognize this one from the line alone...

"Begone! You don't belong in this world, monster!"


Pokémon: **Richter Belmont** (Castlevania: Rondo of Blood. Simon Belmont's Echo Fighter.)
Typing: Steel/Fighting
Abilities: Justified/Moxie
Moves: Holy Water*, Vampire Killer*, Cross*, Axe*, Close Combat, etc.
Signature Moves
Holy Water: Water-type, Special, 100 BP, 100 Accuracy, 15 PP. Super effective against Dark-types and Ghost-types. Flying-types are immune. Damage is calculated from Richter's Attack stat. If used by Simon or Richter, they gain STAB on the move, regardless of typing.
Vampire Killer: Steel-type, Physical. 90 BP, 100 Accuracy, 20 PP. Super Effective against Dark-types and Ghost-types.
Cross: Steel-type, Physical, 30 BP, 100 Accuracy, 15 PP. Super effective against Dark-types and Ghost-types. Hits twice.
Axe: Steel-type, Physical, 70 BP, 100 Accuracy, 15 PP. Super effective against Flying-types.
Z-Moves
Hydro Storm: Water-type, Special, 240 BP. Upgraded from Richter's Holy Water using Itemcrashium Z. Super effective against Dark-types and Ghost-types. Damages both opponents in a double battle. Damage is calculated from Richter's attack stat. Richter always gains STAB on the move, regardless of typing.
Axe Sweep: Steel-type, Physical, 200 PP. Upgraded from Axe using Itemcrashium Z. Super effective against Flying-types. Breaks screens.
Grand Cross: Steel-type, Special, 190 BP. Upgraded from Cross using Itemcrashium Z. Super effective against Dark-types and Ghost-types. Not resisted by Steel-types. Bypasses Substitutes. Damage is calculated from Richter's Attack stat.
Flame Whip: Vampire Killer: Steel-type, Physical, 230 BP. Upgraded from Vampire Killer using Itemcrashium Z. Deals either Steel-type or Fire-type damage, whichever would do more damage. Super effective against Dark-types and Ghost-types.
Stats: 90 HP/130 Atk/90 Def/70 SpA/80 SpD/110 Spe (BST: 570).
Reasoning: Richter Belmont is a descendant of Simon Belmont who battled Dracula in the year 1792, during the events of Castlevania: Rondo of Blood. He later appears Symphony of the Night, which takes place 5 years later. Richter is said to be one of the most powerful Belmonts, hence his good overall stats except for special attack, and one of the only ones to be able to use Item Crashes (Which, in this case, take on the form of Z-Moves, naturally). His abilities are self-explanatory.

Richter's listed moves aside from Close Combat are based on the weapons he uses in the Castlevania series, and to be more specific, the ones that appeared in Super Smash Bros. Ultimate. The Cross, Holy Water and Vampire Killer are all effective weapons against the forces of darkness, so it seemed fitting to make them super-effective on Dark and Ghost-types. The Holy Water is ineffective against flying foes except when used for his Item Crash, so they're immune to the otherwise devastating attack. Also, the Holy Water is a weapon Richter uses, so despite its nature of leaving holy fire where it strikes, it actually does damage based on Richter's attack, as it's not magic. The Cross acts as a boomerang, coming back for a second hit, allowing Richter a way to bypass subs. The Axe, on the other hand, is designed to defeat flying foes due to its arcing movement, so it's naturally super-effective on flying types. As for his famous Vampire Killer, it's a basic weapon that's simple to use.

His Z-Moves are his Item Crashes for each item. The Flame Whip is one you may not have heard of, but if Richter tries to use an Item Crash without a subweapon equipped, he'll use the Flame Whip, which has a pretty self-explanatory effect.

Hydro Storm is his Item Crash for use with the Holy Water. It's a full-screen move that causes a massive rainstorm of Holy Water, hence why it hits both opponents in a double battle. It's also known for being the most powerful Item Crash, hence why it has the highest power, but no special effect.

In order to ensure that the other Item Crashes aren't overshadowed by Hydro Storm, I've given them other utility effects. Axe Sweep blasts clean through screens, and Grand Cross bypasses substitutes.

And my third and final idea, a character who hasn't even made it into the fight... yet.

"This is Joker. The mission is go."


Pokémon: **Joker** (Persona 5. The first DLC character in the Fighter Pass).
Typing: Dark
Abilities: Moxie/Mold Breaker/Persona Change (HA)
Signature Ability: Persona Change- Joker gains a secondary typing based on the type of move he uses. Additionally, the damage of all of his attacks is calculated based on his higher offensive stat. This ability cannot be disabled, removed or copied.
Moves: Ice Beam, Thunderbolt, Flamethrower, Aeroblast, Psychic, Psyshock, Dark Pulse, Swords Dance, Night Slash, Sucker Punch, Slash, Close Combat, Poison Jab, U-Turn, X-Scissor, Calm Mind, Baton Pass, etc.
Z-Move: Sinful Shell- Dark-type, Physical, 230 BP. Upgraded from Joker's Dark Pulse using Jokerium Z. Super-Effective against Fairy-types. Bypasses all defensive boosts of the foe.
Stats: 70 HP/ 120 Atk/70 Def/120 SpA/70 SpD/140 Spe (BST: 590)
Reasoning: And now for the character that we all never saw coming: Joker, from Persona 5. He's the first character in the Fighter Pass DLC for Super Smash Bros. Ultimate. He's the leader of the Phantom Thieves of Hearts, a group of youngsters who were wronged by corrupt adults, and head into a strange dimension called the Metaverse to steal the manifestation of their twisted desires, causing them to be wrought with guilt and confess their crimes.

Despite Joker's strong sense of honor, a Dark-type was really the only type that would make sense for Joker, due to, (although limited in what's shown due to being a player insert), having the heart of a rebellious trickster, him being a Phantom Thief, and of course his main Persona, Arsene. However, it's not always going to be his only type, due to his hidden ability.

Joker's two normal abilities are Moxie and Mold Breaker. Moxie due to being shown in cutscenes to be a big show-off, and Mold Breaker due to his rebellious nature. However, his Hidden Ability, Persona Change, is an entirely different beast. You see, in Persona 5, Joker has the power of the Wild Card. This means that, unlike most other characters in the series (In the Post-Persona 2 series, only the heroes of Persona 3 and Persona 4 otherwise have the Wild Card's power as well), Joker can have more than one Persona besides Arsene. This manifests in changing his secondary typing whenever he uses a move (If he uses a Dark-type move like Dark Pulse, it'll instead erase his secondary typing).

Each of the moves he gets that's listed is based on a type of elemental skill in Persona 5: Ice Beam is based on the Bufu line, Thunderbolt is based on the Zio line, Flamethrower is Agi, Aeroblast is Garu, Psychic and Psyshock are Psio and Dark Pulse is Eiha. He also gets buffing skills in Swords Dance and Calm Mind, and Baton Pass is the name of a technique that Joker can perform in Persona 5, so it makes sense he gets it here. The rest of his moves are based on physical (or in the case of Poison Jab, status) moves.

His Z-Move is a bit of a spoiler, so I've hidden the explanation for that in the spoiler tag below.

It's the move that he uses to finish off the final boss in Persona 5, and is the signature move of his Ultimate Persona, Satanael.

Lastly, Joker's stats. Joker's got very high speed naturally (How would he be a Phantom Thief if he wasn't fast and agile?), and his offenses are pretty good too, leaning to Arsene's decent offensive growths, but in turn, his defenses are only average at best. On top of this, since Joker will usually outspeed his foe, Persona Change can be used against him in the event that he switches to a bad type for a given matchup (E.g. trying to Ice Beam a foe only for it to have fire coverage which will promptly melt him).
 
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Samtendo09

Ability: Light Power
is a Pre-Contributor
Ah yes, the best Super Smash Bros. character...


Pokémon: Final Destination
Type: View attachment 149105View attachment 149109
Ability: Levitate, Flash Fire
Some Moves: Stone Edge, Steelspire, Iron Defense, Core Regenerate, Overheat, Flamethrower, Fire Blast, Thunder Wave, Discharge, Fly, Protect,
Steelspire
View attachment 149105, View attachment 149106 / View attachment 149107
90 BP, 100 Acc., 16 BP
High crit. ratio
Physical if Atk. is higher, Special if Sp. Atk. is higher (like Photon Geyser)
Core Regenerate
View attachment 149109, View attachment 149111
100 Acc., 8 BP
User gains 33% Max HP each turn for 2 turns (Turn 1 - 33% health gained, Turn 2 - 33% health gained again)
Stats: 103 / 83 / 109 / 89 / 139 / 59 (582 BST)

Reasoning: The typing comes from Final Destination's design; the landscape looks like metal and the red markings and core look like fire. I basically just made it a tank. I don't know what else to say.

And now, actual characters

Note: These next two might need balancing.

Pokémon: Galeem
Type: View attachment 149114View attachment 149124
Abilities: Dazzling, Lord of Light (HA)
Lord of Light
Galeem's View attachment 149107 moves have their BP multiplied by 1.2x
Some Moves: Dazzling Gleam, Moonlight, Light Missile, Air Slash, Fly, Tailwind, Shadow Ball, Destiny Bond, Curse, Morning Sun, Protect, Calm Mind, Psychic, Psyshock
Light Missile
View attachment 149114, View attachment 149107
85 BP, - Acc., 8 BP
Never misses
Stats: 109 / 61 / 53 / 149 / 139 / 79 (590 BST)

Reasoning: I don't need to explain Galeem's View attachment 149114 type. Galeem is View attachment 149124 because its literally surrounded by wings. Galeem's ability 'Lord of Light' is based off of its ingame title.


Pokémon: Dharkon
Type: View attachment 149122View attachment 149123
Abilities: Merciless, Deity of Darkness (HA)
Deity of Darkness
Dharkon's View attachment 149106 moves have their BP multiplied by 1.2x
Some Moves: Gloomthorn, Night Slash, Knock Off, Hone Claws, Dark Pulse, Night Daze, Poison Jab, Gunk Shot, Toxic, Toxic Spikes, Psycho Cut, Hypnosis, Night Shade
Gloomthorn
View attachment 149122, View attachment 149106
85 BP, - Acc., 8 BP
Never misses
30% chance to lower target's Acc. by 1 stage
Stats: 109 / 149 / 139 / 61 / 53 / 79 (590 BST)

Reasoning: Blah blah blah, View attachment 149122 because darkness, View attachment 149123 because thorns. 'Deity of Darkness' is NOT based off of its ingame title; 'Embodiment of Chaos and Darkness' is way too long for an ability name.
You made the latter two entries weaker than Ubers (stat wise at least), while in Smash Ultimate they are far mightier than average fighters. If you intend them to be usable in OU, then good, but I just want to point out the accuracy in this.
 
You made the latter two entries weaker than Ubers (stat wise at least), while in Smash Ultimate they are far mightier than average fighters. If you intend them to be usable in OU, then good, but I just want to point out the accuracy in this.
I tried to balance them, but I could make seperate Ubers versions maybe
 
Pokemon: Galeem
Type: Fairy/Psychic
Ability: Bane of Darkness (The user's Psychic type moves are super effective on Dark types, and their Fairy type moves are super effective against Poison types.)
Signature Move: Angelic Flare
- Type: Fairy
- Classification: Special
- Power: 100
- Accuracy: 100
- PP: 5 (max 8)
- Effect: Has a high critical hit ratio.
Signature Z-Move: Spear of Light
- Prerequisite Move: Angelic Flare
- Type: Fairy
- Classification: Special
- Power: 150
- Effect: Always results in a critical hit.
- Flavor: The user gathers an immense amount of light energy, and unleashes it in the form of a mighty spear, which it rams the opponent with. Always results in a critical hit.
Stats: 100/40/40/160/160/100
Notable Moveset: Psychic, Moonblast, Dazzling Gleam, Psyshock, Electro Ball, Flash Cannon, Tri Attack, Aurora Beam, Flash, Teleport, Mimic, Magnet Bomb, Ember, Laser Focus
Overview: I decided to take my own stab at the two big bads from World of Light, as a main point that is emphasized with these two is that their powers counter one another, and thusly make them even. Galeem is the main antagonist of the first part of world of light, and seeks to bathe the world in its own glow. Suffice to say, it's quite strong, which explains its high offensive stat and other good stats. However, due to the fact that we need to balance this thing for OU, its main flaw is its poor Defense and subpar Speed. Its ability, Bane of Darkness (based on its actual ingame spirit power) allows it to use either of its STABs to hit the targets of its other STAB, as well as hit new targets. However, it doesn't get the most perfect or reliable of coverage, or any setup other than Laser Focus, which keeps things from going overboard.
Sample Movesets: WIP


Pokemon: Dharkon
Type: Dark/Poison
Ability: Bane of Light (The user's Dark type moves are super effective on Fairy types, and their Poison type moves are super effective against Psychic types.)
Signature Move: Demonic Rend
- Type: Dark
- Classification: Physical
- Power: 110
- Accuracy: 100
- PP: 5 (max 8)
- Effect: Has a 40% chance to lower the foe's Speed by two stages. Targets all adjecent Pokemon in a Double Battle.
Signature Z-Move: Hammer of Darkness
- Prerequisite Move: Demonic Rend
- Type: Dark
- Classification: Physical
- Power: 190
- Effect: Lowers the opposing Pokemon's speed by one stage.
- Flavor: The user gathers together its entire dark mass and smashes it onto the foe. Lowers their Speed by one stage.
Stats: 97/142/101/65/88/100 (Total: 593)
Notable Moveset: Poison Jab, Gunk Shot, Dark Pulse, Knock Off, Glare, Hypnosis, Nightmare, Curse, Work Up, Shadow Claw, Shadow Force, Phantom Force, Teleport, Sludge Bomb, Drill Run, X-Scissor, Laser Focus
Overview: Dharkon is the opposite of Galeem. A dark entity that wants nothing more than to shroud the world in darkness. Everything about it is supposed to make you uncomfortable and wary, which is why here it has bizarre stat numbers. Like Galeem, its ability is named after the respective spirit power in game, and here it has the same effect for Dharkon's STABs. Its defenses are a little more balanced, in exchange for a lower offensive stat. Its Speed was kept the same as Galeem's Speed to show that, despite the two being polar opposites, they're equally matched.
Sample Movesets: WIP


Pokemon: Dark Samus
Type: Electric/Dark
Abilities: Mega Launcher/Sheer Force
Signature Move: Phazon Pulse
- Type: Electric
- Classification: Special
- Power: 95
- Accuracy: 100
- PP: 10 (max 16)
- Effect: When dealing damage, counts as a dual type move, the second type being Dark. Boosted by Mega Launcher.
Stats: 105 / 100 / 75 / 145 / 75 / 105
Notable Moveset: Thunderbolt, Dark Pulse, Water Pulse, Ice Beam, Flamethrower, Nasty Plot, Lock-On, Zap Cannon, Flash Cannon, Hyper Beam, Night Shade, Sonicboom, Psywave, Charge Beam
Overview: An echo fighter of a winning fighter from the last slate? Well, that explains the similar builds. Like regular Samus, Dark Samus has a plethora of moves boosted by her (its?) powerful abilities. Sheer Force in particular covers most of the strong options carried over from Samus's movepool. Phazon Pulse is interesting, since Dark and Electric don't overlap at all. It makes for a really strong move that hits everything Dark Samus would want it to hit. As for stats, Dark Samus is a bit less bulky than regular Samus, but has better physical attack (it does get physical moves not listed in Notable Moves, as does Samus) and Speed than she does.
Sample Movesets:
 
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Pika Xreme said:
Why do you never make subs?
Good question.

Go back whence you came! Trouble the soul of my mother no more!

Pokémon: Alucard
Type: Dark
Ability: Justified
Stats: 70 / 115 / 85 / 105 / 75 / 130 (580 BST)

Notable Moves: Soul Steal, Crissaegrim, Knock Off, Sacred Sword, Extreme Speed, Swords Dance, Psychic, Fire Blast, Substitute, Transform
Soul Steal | Special | Dark | 80 BP | 10 PP |Restores 75% of damage dealt
Crissaegrim | Physical | Steel | 30 BP | 30 PP | Hits four times

Reasoning: The son of Dracula's moves are taken from his abilities in Symphony of the Night where he has a range of sword and magic based attacks at his disposal as well as the ability to transform into a variety of animals and summon monsters. Soul Steal is one of his stronger magic attacks that steals HP from all on screen enemies and Crissaegrim is the one of the most powerful swords in the game that strikes multiple times per attack.

Is there something I can help you with today?

Pokémon: Isabelle
Type: Normal
Ability: Klutz
Stats: 140 / 40 / 70 / 40 / 130 / 110 (530 BST)

Notable Moves: Cheering Support, Switcheroo, Wish, Protect, Substitute, Recover, Follow Me
Cheering Support | -- BP | Normal | Status | Switches user out and heals incoming ally of any status ailments

Reasoning: Isabelle has high HP because her heart is full of kindness. She is clumsy in her appearances in Animal Crossing and is a kind, helpful person who often gives items to help out, hence the ability Klutz and the move Switcheroo that when combined make her main niche. Isabelle is always cheering on her friends so Cheering Support is a way she can still help her allies in battle along with the rest of her support moves. Of course her kind, happy-go-luck nature means she cannot learn any offensive moves.
 
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Deadline's coming up and I couldn't come up with a new sub that fit the slate, so...

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

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

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Deadline's coming up and I couldn't come up with a new sub that fit the slate, so...

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

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

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