Crossover Chaos V2: Slate 44 - Halloween

You_Doodle+_2018-12-18T02_25_14Z.png

Pokemon: Yarn Yoshi
Type: Normal/Dragon
Ability: Fluffy/Crafty (If this Pokemon is holding a consumable item other than a berry, it will use it for its positive effects immediately upon entering the battle, regardless of the conditions, and before entry hazards affect it)
Signature Move: Yarn Ball
- Type: Normal
- Classification: Physical
- Power: 80
- Accuracy: 100
- PP: 20 (max 32)
- Effect: Lowers the opposing Pokemon's Speed by one stage.
Stats: 120/100/67/93/90/100 (Total: 570)
Notable Moveset: Dragon Hammer, Dragon Dance, Cotton Guard, Softboiled, Egg Bomb, Return, Stomp, High Jump Kick, Bounce, Lick, Stockpile, Spit Up, Swallow, Knock Off, Bullet Seed, Crafty Shield, Baby-Doll Eyes, Rollout, Earthquake, Helping Hand
Overview: I crafted this submission for Yarn Yoshi with care. Normal typing is from mundane materials, Dragon is from regular Yoshi's loose connection with dragons. His abilities come from him being an adorable stuffed toy, and Crafty in particular gives him an assortment of unique sets involving its effect. Yarn Ball is based on how you can throw a ball of yarn at foes to either take them out or impede their movement. His low defense comes from being a plush, but that can be patched up with Fluffy or a Cotton Guard. Bullet Seed comes from the watermelon, which lets Yoshi spit seeds as a weapon. His main Dragon STAB comes from the fact that he becomes a hammer when he ground pounds.
Sample Movesets:

That One Altaria Set T
Yarn Yoshi @ Weakness Policy/Leftovers
Ability: Crafty/Fluffy
252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Cotton Guard/Return/Dragon Hammer
- Dragon Dance
- Softboiled
- Return/Dragon Hammer/Earthquake

Stop. Hammer Time. (Disrupter)
Yarn Yoshi @ Red Card
Ability: Crafty
252 HP / 4 Atk / 252 Spe
- Dragon Hammer
- Yarn Ball
- Knock Off
- Softboiled
 
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Mintly

formerly Spook
is an Artist

"I CAN DO ANYTHING!!"

"There is no strategy to defeat the enemy. Good luck!"

Pokémon: Jevil
Type:

Ability: Prankster
Moves: Trick, Switcheroo, Trick Room, Wonder Room, Magic Room, Wild Card*, Psychic, Dark Pulse, U-Turn, Rapid Spin, Hypnosis, Devilsknife* Destiny Bond, Night Slash, Psycho Cut, Trump Card, Shadow Ball, Counter, Mirror Coat, Teleport, Present, Rest, Sleep Talk, Metronome, Nasty Plot, Swords Dance
Stats: 80/110/95/110/105/105

Wild Card -
-
- 95 BP - 95 Acc - 16 PP - Inflicts random Chaos. 25% Chance to be Spades, Which is
and
. 25% Chance to be Clubs, Which is
and
. 25% Chance to be Diamonds, Which is
and
. 25% Chance to be Hearts, Which is
and
.

Devilsknife -
-
- 120 BP - 100 Acc - 16 PP - Lasts 2 to 3 Turns. Confuses the user afterwards

Reasoning: Jevil is a Darkner, a species in DELTARUNE made out of darkness. hence the Dark type. He also is mentally insane, as well as tells prophecies of what's to come. hence the Psychic type. Dark and Psychic feel like a perfect match joined together for Jevil. His Room moves come from his use of a spinning carousel attack, as well as U-Turn and Rapid Spin, while also referencing the Pirouette ACT. Hypnosis comes from the Hypnosis ACT, too. Wild Card and Trump Card make use of his theme, which is the Joker card in a standard 52-Card Deck. Devilsknife is his signature attack, turning him into a knife that spins around the box.

You thought this was over? "KIDDING! HERE'S MY FINAL CHAOS!"
Z-Move: Final Chaos -
-
- 210 - -- Acc - 1 PP - Jevil uses Rest afterwards. Requires Jevilium Z

Chaos, Chaos! (Jevil) @ Jevilium Z
Ability: Prankster
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Psycho Cut
- Devilsknife
- Sleep Talk
- U Turn

Uee Hee Hee! (Jevil) @ Choice Scarf
Ability: Prankster
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rapid Spin
- Trick
- U Turn
- Wild Card





"To my people, I'm a hero. To you? I'M THE BAD GUY!"

"Abandoned by the Lightners, his heart became cracked with hatred. "

Pokémon: King
Type:

Ability: Sheer Force / Merciless / Gluttony
Moves: Knock Off, Wrap, Bind, Crunch, Bite, Ice Fang, Fire Fang, Thunder Fang, Brutal Swing, Sucker Punch, Swords Dance, Spade Shot* Spade Pierce* Earthquake, Outrage, Pursuit, Foul Play, Lick, Zen Headbutt
Stats: 155/120/140/65/135/45

Spade Shot -
-
- 50 BP - 95 Acc - 16 PP - Hits 2-3 times. Hurts King by 5% for each hit.
Spade Pierce -
-
- 90 BP - 100 Acc - 32 PP - Traps the target. Has 10% Chance to lower target's defense.

Reasoning: The father of Lancer and King of the Dark World. Having rule over said world, and being a Darkner himself makes him Dark-type. It also suits his personality, which is a ruthless king who, by order of the mysterious Knight, is protecting the Dark Fountain from the Lighteners. All of his moves refer to his overall brute strength and power, with several fang moves and Lick originating from his stomach-mouth. Spade Shot and Spade Pierce are his special moves, which originate from his attacks.


Trick Room @ Life Orb
Ability: Sheer Force
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Spade Pierce
- Fire Fang
- Earthquake
- Swords Dance

Offensive Stall (King) @ Leftovers
Ability: Merciless
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
- Zen Headbutt
- Toxic
- Spade Shot
- Spade Pierce
 
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"Bravo, Kirby. You've truly earned your reputation as a hero."
Pokémon: Magolor
Type: Psychic
Type (as Magolor-Crowned): Psychic/Dark
Type (as Magolor Soul): Ghost/Dark
Ability: Levitate
Stats: 90/100/85/130/85/110 (600)
Stats (Magolor-Crowned): 100/120/100/150/100/110 (680)
Stats (Magolor Soul): 100/150/120/180/120/110 (780)
(Magolor Soul is accessed like a Primal Reversion, by giving Magolor-Crowned the Soul Orb.)
Notable Moves: Nasty Plot, Psychic, Psyshock, Shadow Ball, Dark Pulse, Knock Off, Night Slash, Flamethrower, Fire Blast, Thunderbolt, Thunder, Wild Charge, Ice Beam, Blizzard, Icicle Crash, Ice Hammer, Psycho Cut, Sacred Sword, Aura Sphere, Focus Blast, Seed Bomb, Leaf Blade, Wood Hammer, Energy Ball, Stone Edge, Power Gem, Dragon Rush, Dragon Pulse, Brave Bird, Flash Cannon, X-Scissor, Signal Beam, Rapid Spin, Roost, Spikes
Magolor @ Life Orb / Focus Sash / Leftovers
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Nasty Plot
- Psychic
- Dark Pulse
- Aura Sphere

Magolor Soul @ Soul Orb
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Shadow Ball
- Aura Sphere
- Roost
- Nasty Plot

Reasoning: Psychic-type because Magolor is a wizard, he does some generally Psychic-type-y stuff, some of his Star Allies moves are vaguely similar to ESP (not to the same extent as Taranza though), and his Friend Star element (Zap) is the same as ESP's. He gets Dark with the Master Crown due to the crown's association with Dark Matter, and becomes Ghost as Magolor Soul for reasons that should be obvious enough. His magic is powerful, hence his focus on Special Attack, and he's fast with teleportation and flight (but slower than Marx and Daroach), hence his good speed. He's not so shabby with physical attacks either, hence why... well, he's not so shabby with physical attacks. Levitate because he levitates.
Evil plans: Nasty Plot
STAB: Psychic, Psyshock
Magic Sphere: Shadow Ball, Dark Pulse, Aura Sphere, Focus Blast, Energy Ball
Super Dispel: Knock Off
Ultra Sword: Night Slash, Psycho Cut, Sacred Sword, Leaf Blade, X-Scissor
Monster Flame: Flamethrower, Fire Blast, Dragon Pulse
Flare Beam: Thunderbolt, Thunder, Wild Charge
Grand Hammer: Ice Beam, Blizzard, Icicle Crash, Ice Hammer, Wood Hammer, Stone Edge
Gem Apple Bombs: Seed Bomb, Power Gem
Magalor Rush: Dragon Rush, Brave Bird, Rapid Spin
Super Beam: Flash Cannon, Signal Beam
wings: Roost
Deadly Needles: Spikes
 
Voting time. Next slate starts on the 27th of December.
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.
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: Hypno-Shroom (Plants v. Zombies)
Type: Poison / Psychic
Ability: Contrary / Telepathy
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: Contrary
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.
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, Stone Edge, Earthquake
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
- Stone Edge
- Earthquake
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: Nagito Komaeda
Type: Fairy/Dark
Ability: Serene Grace (Merciless)
Moves: Arm Thrust, Double Slap, Fury Attack, Triple Kick, Glare, Confuse Ray, Knock Off, Play Rough, Feint Attack, Dark Pulse, Moonblast, Night Slash, Pursuit, Acupressure, Detect, Lucky Chant, Wish, Heal Bell, Recover, Healing Wish, Explosion, Fake Out, Final Gambit, Parting Shot, Roulette*
*Physical Steel-Type move that works similarly to Magnitude, but with 6 levels with even chances. It can be 0 BP, 20 BP, 40 BP, 60 BP, 90 BP, or 120 BP. 100 Accuracy.
Stats: 125/90/65/90/70/101 (541)

Reasoning: Typing is Fairy/Dark. The Fairy typing is based on the subject of his twisted obsession, Hope, which he believes is absolute good, which the fairy type could often represent. The Dark type is from the "twisted obsession" part, and its extreme levels leading to questionable actions. Serene Grace is a reference to his lucky talent, alongside relating to his cunning and intelligence. Merciless is his willingness to do anything for hope (including kill), along with another loosely luck-related ability. His moveset includes plenty of luck-related moves referencing his talent (including glare and confuse ray, with their parahax and confusionhax), STAB moves (with some possible serene grace shenanigans), and the healing-related moves involving his Hope obsession: him hoping for healing, whether for him or allies. Especially Healing Wish can reference him wanting to be a stepping stone for hope. Explosion, Final Gambit, Parting Shot, and in a way Fake Out happen to involve a couple fairly big spoilers. If you know the game, you get the references. His signature move Roulette also involves a rather big spoiler, but also fits his luck talent once more. Is a signature move not the same type as the pokemon ok? Even if it hasn't happened before, I still say its probably fine. His stats are mostly average considering he is a human, besides the high HP and 101 speed tier. The high HP pairs with the healing moves and another considerable spoiler.
Reasoning: Spoiler Edition
Explosion & Fake Out: At a point in the game, Nagito sets off a bomb in a building, explaining the Explosion part. He then proceeds to threaten them with a supposed even bigger bomb, big enough to destroy an entire island. As it turns around, the bombs were a fake. Hence Fake Out.
Final Gambit & Parting Shot: Remember his want to be a stepping stone for hope? You could say he did that correctly at the cost of his life. Thus, his death, or final gambit, or parting shot. Healing Wish also sort of relates to this, even if less so.
Roulette: At one point in the game, he plays a game of Russian Roulette with only a 1/6 chance of him living and a 5/6 chance of his death. He lives. Congrats. The Steel Type in it is, of course, the fact it relates to a gun in a way.
High HP: He is one of the last two to die in the game. He manages to live for quite a long while. Along with the healing moves, I feel this is a reasonable enough stat choice.
Pokémon: Sarah Kerrigan
Type: Psychic / Ground
Ability: Regenerator
Stats: 80 / 105 / 90 / 145 / 100 / 80 | BST: 600
Moves:
Custom Moves:
Kinetic Blast 110 BP Special Psychic-type move, 90% acc.,
Attacking: Earthquake, Earth Power, Thunderbolt, Energy Ball, Shadow Ball, Aura Sphere, Focus Blast,
Status: Nasty Plot, Calm Mind, Swords Dance, Recover, Taunt, Parting Shot
Reasoning: Sarah Kerrigan, one of the main characters of the Starcraft series. Previously a special ops agent with "psionic" ( basically psychic ) powers, she was captured by the Zerg, a "race" of gene-shifting, hive mind-controlled monsters that attack planets and turn them into hives. The Zerg, sensing her abilities, mutated her into a backup hive mind, and in so doing create one of the most powerful entities in the Starcraft lore.

Psychic type references her psionic powers, while Ground reprensents Zerg's affinity with burrowing and the terrain effect "creep". Regeneration is one of her commonly depicted powers, coming back after being killed in missions and regenerating limbs in cutscenes; hence, she gets Regenerator. An offensive stat spread fits the way she tends to play in Starcraft; strong offense and fast regeneration. Kinetic Blast is one of her spells in Heart of the Swarm, and it just does a lot of damage to a single target. Her coverage moves are based on visual similarities between the moves in question and her psionic abilities, as well as common moves for a Psychic type to learn.
Pokémon: Swarm Queen
Type: Psychic / Bug
Ability: Spawn Creep
Spawn Creep - On switchin, changes the terrain to "Creep" for 5 turns ( 8 if a Terrain Extender is held ). Creep raises the speed of Bug types by 50%, and lessens the power of Grass-type moves. Only affects grounded pokemon ( like all terrain ).
Stats: 175 / 105 / 60 / 80 / 75 / 45 | BST: 525
Moves:
Custom Move:
Creep Tumor - Changes the terrain to "Creep" for 5 turns ( 8 if a Terrain Extender is held ).
Attacking: Zen Headbutt, Psychic, Psyshock, Lunge, Drill Run, Earth Power, Bug Buzz,
Status: Wish, Healing Wish, Aromatherapy, Recover, Swords Dance, Taunt
Reasoning: The Swarm Queen is a major support unit for the Zerg in Starcraft II. They are used to produce larvae (more on them below) heal friendly units, and spread a terrain effect called "creep". Creep provides a speed bonus to all Zerg units, in addition to some other effects. It is also a brownish-purple gooey mess that chokes out other live forms on the planet, hence the weakening of Grass moves. Queens are therefore a ubiquitous sight in any Zerg base. Its cleric movepool references its ingame healing abilities. Although Ground type would also make some sense, it gets Psychic type as Queens have psionic powers, and Bug due to Zerg's bug-like nature. Her 175 base HP stat matches her ingame HP stat, and Queens are horribly slow off of creep, hence the low Speed.
Pokémon: Zerg Larvae
Larval Forme
Type: Bug / Ground
Ability: Multiscale | Zerg Carapace (HA)
Zerg Carapace - Raises both defenses by 50% in Creep
Stats: 25 / 10 / 225 / 10 / 225 / 10 | BST: 500
Moves:
Attacking:
Drill Run, Dig, U-turn, X-Scissor, Knock Off, Zen Headbutt, Gunk Shot, Heavy Slam
Status: Swords Dance, Agility, Iron Defense
Reasoning: The Zerg Larvae is actually comically hard to kill in Starcraft II, having only 25 HP but a staggering 10 armor, only hard hitting units can really damage them at all. They also insta-die off of creep, but I didn't really want to mimic that here. Larvae are used to create basically every Zerg unit except for Queens. Thus, it makes sense for it to have many different pokemon formes to morph into; it literally morphs into these things in Starcraft.

Zergling Forme
Custom Move: Zerg Talon - 100 BP Physical Bug-type move; if used by Zerg Larva, transforms into Zergling Forme
Ability: Swarm | Zerg Rush (HA)
Zerg Rush - Bug, Ground and Psychic attacks do 30% more damage when Creep is in effect
Stats: 35 / 125 / 105 / 35 / 80 / 145 | BST: 525
Reasoning: A speed demon that specializes in swarming pretty much any exposed ground units and bringing them down with ( apparently ) a flurry of talons. It too has the same base HP stat as its ingame HP. It has poor coverage against Flying types, but of course the Zergling can't hit air units in Starcraft. Swarm is just a perfect ability for it, and one of these Zerg had to have it.

Hydralisk Forme
Custom Move: Grooved Spines - 90 BP Physical Bug-type move, hits Flying-types for neutral damage, non-contact; if used by Zerg Larva, transforms into Hydralisk Forme
Ability: Long Reach | Zerg Rush (HA)
Stats: 90 / 140 / 65 / 75 / 85 / 95 | BST: 550
Reasoning: The Hydralisk is most known for shooting bony spikes with armor piercing force. In game, it is a glass cannon, so it is here, too. It's capable of hitting air units in the game, hence the custom move for hitting Flying types. Grooved Spines is the name of an ingame range upgrade, but it does describe the projectile they shoot.

Ultralisk Forme
Custom Move: Burrow Charge - 120 BP Physical Ground-type move, 85% acc.; if used by Zerg Larva, transforms into Ultralisk Forme
Ability: Battle Armor | Zerg Rush (HA)
Stats: 250 / 110 / 85 / 40 / 40 / 55 | BST: 600
Reasoning: The Ultralisk is basically a gigantic monster that chews on opponents with its giant mandible-scythe things. It has 500 HP ingame, so in keeping ( somewhat ) with the other formes base HP stats matching their ingame HP stats, this one has 250 base HP. Burrow Charge is an ingame ability that involves burrowing under ground. Battle Armor references the Ultralisks particularly upgradeable armor.
Pokémon: Joker (Persona 5).
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: Joker'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 the signature move of his ultimate Persona who only appears at the very end of Persona 5, 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).
Pokémon: Richter Belmont (Castlevania: Rondo of Blood.)
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.
Pokémon: Cirno (Touhou Koumakyou ~ Embodiment of Scarlet Devil)
Type: Ice/Fairy (obviously)
Abilities: Snow Warning/Levitate/Freeze Atmosphere (HA)
Signature Ability: Freeze Atmosphere - Upon switching in, turns the Terrain into Frozen Terrain until the terrain is changed or removed. Frozen Terrain reduces the speed of all grounded non-Ice Type Pokemon by half and boosts the power of Ice-Type moves by 50%, while weakening the power of Fire-type moves by 50%. Nature Power becomes Ice Beam in Frozen Terrain.
Moves: Icicle Fall*, Ice Beam, Icicle Crash, Play Rough, Dazzling Gleam, Freeze-Dry, Blizzard, Hail, Aurora Veil, Glaciate, pretty much every Ice-Type move, Energy Ball, Nature Power.
Signature Move: Icicle Fall- Base 99 Power, 99 Accuracy, Ice-Type, 29 PP, Special. Calculated from Cirno's higher attack stat and the target's lower defense stat. 9% chance to Freeze the target. Icium Z turns it into 190BP Subzero Slammer.
Z-Move: Perfect Freeze- Base 199 power, Ice-Type, Special. Upgraded from Cirno's/Cirno-Tan's Icicle Fall using Cirnium Z. Calculated using Cirno's higher attack stat and the target's lower defense stat. Sets up permanent Hail. Super Effective against Fire-Types.
Stats: 99 HP/99 Atk/99 Def/99 SpA/99 SpD/99 Spe (BST: 594)

Alternate Form: Tanned Cirno [Cirno-Tan]

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

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

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

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

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

"This atmosphere... it smells of war!" (Tanned Cirno set)
Cirno-Tan@TanCirniumZ
Modest/Timid Nature
EVs: 252 Spe/252 SpA/252 SpD
Ability: Power of Summer
-Icicle Fall
-Solar Beam
-Dazzling Gleam
-Filler
Filler=Petal Dance/Energy Ball/Air Slash/Freeze-Dry/Glaciate/Icy Wind
Pokémon : 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.
Pokemon: Yarn Yoshi
Type: Normal/Dragon
Ability: Fluffy/Crafty (If this Pokemon is holding a consumable item other than a berry, it will use it for its positive effects immediately upon entering the battle, regardless of the conditions, and before entry hazards affect it)
Signature Move: Yarn Ball
- Type: Normal
- Classification: Physical
- Power: 80
- Accuracy: 100
- PP: 20 (max 32)
- Effect: Lowers the opposing Pokemon's Speed by one stage.
Stats: 120/100/67/93/90/100 (Total: 570)
Notable Moveset: Dragon Hammer, Dragon Dance, Cotton Guard, Softboiled, Egg Bomb, Return, Stomp, High Jump Kick, Bounce, Lick, Stockpile, Spit Up, Swallow, Knock Off, Bullet Seed, Crafty Shield, Baby-Doll Eyes, Rollout, Earthquake, Helping Hand
Overview: I crafted this submission for Yarn Yoshi with care. Normal typing is from mundane materials, Dragon is from regular Yoshi's loose connection with dragons. His abilities come from him being an adorable stuffed toy, and Crafty in particular gives him an assortment of unique sets involving its effect. Yarn Ball is based on how you can throw a ball of yarn at foes to either take them out or impede their movement. His low defense comes from being a plush, but that can be patched up with Fluffy or a Cotton Guard. Bullet Seed comes from the watermelon, which lets Yoshi spit seeds as a weapon. His main Dragon STAB comes from the fact that he becomes a hammer when he ground pounds.
Sample Movesets:

That One Altaria Set T
Yarn Yoshi @ Weakness Policy/Leftovers
Ability: Crafty/Fluffy
252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Cotton Guard/Return/Dragon Hammer
- Dragon Dance
- Softboiled
- Return/Dragon Hammer/Earthquake

Stop. Hammer Time. (Disrupter)
Yarn Yoshi @ Red Card
Ability: Crafty
252 HP / 4 Atk / 252 Spe
- Dragon Hammer
- Yarn Ball
- Knock Off
- Softboiled
"There is no strategy to defeat the enemy. Good luck!"

Pokémon: Jevil
Type:

Ability: Prankster
Moves: Trick, Switcheroo, Trick Room, Wonder Room, Magic Room, Wild Card*, Psychic, Dark Pulse, U-Turn, Rapid Spin, Hypnosis, Devilsknife* Destiny Bond, Night Slash, Psycho Cut, Trump Card, Shadow Ball, Counter, Mirror Coat, Teleport, Present, Rest, Sleep Talk, Metronome, Nasty Plot, Swords Dance
Stats: 80/110/95/110/105/105

Wild Card -
-
- 95 BP - 95 Acc - 16 PP - Inflicts random Chaos. 25% Chance to be Spades, Which is
and
. 25% Chance to be Clubs, Which is
and
. 25% Chance to be Diamonds, Which is
and
. 25% Chance to be Hearts, Which is
and
.

Devilsknife -
-
- 120 BP - 100 Acc - 16 PP - Lasts 2 to 3 Turns. Confuses the user afterwards
Reasoning: Jevil is a Darkner, a species in DELTARUNE made out of darkness. hence the Dark type. He also is mentally insane, as well as tells prophecies of what's to come. hence the Psychic type. Dark and Psychic feel like a perfect match joined together for Jevil. His Room moves come from his use of a spinning carousel attack, as well as U-Turn and Rapid Spin, while also referencing the Pirouette ACT. Hypnosis comes from the Hypnosis ACT, too. Wild Card and Trump Card make use of his theme, which is the Joker card in a standard 52-Card Deck. Devilsknife is his signature attack, turning him into a knife that spins around the box.

You thought this was over? "KIDDING! HERE'S MY FINAL CHAOS!"
Z-Move: Final Chaos -
-

- 210 - -- Acc - 1 PP - Jevil uses Rest afterwards. Requires Jevilium Z

Chaos, Chaos! (Jevil) @ Jevilium Z
Ability: Prankster
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Psycho Cut
- Devilsknife
- Sleep Talk
- U Turn

Uee Hee Hee! (Jevil) @ Choice Scarf
Ability: Prankster
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rapid Spin
- Trick
- U Turn
- Wild Card
"Abandoned by the Lightners, his heart became cracked with hatred. "

Pokémon: King
Type:

Ability: Sheer Force / Merciless / Gluttony
Moves: Knock Off, Wrap, Bind, Crunch, Bite, Ice Fang, Fire Fang, Thunder Fang, Brutal Swing, Sucker Punch, Swords Dance, Spade Shot* Spade Pierce* Earthquake, Outrage, Pursuit, Foul Play, Lick, Zen Headbutt
Stats: 155/120/140/65/135/45

Spade Shot -
-
- 50 BP - 95 Acc - 16 PP - Hits 2-3 times. Hurts King by 5% for each hit.
Spade Pierce -
-
- 90 BP - 100 Acc - 32 PP - Traps the target. Has 10% Chance to lower target's defense.

Reasoning: The father of Lancer and King of the Dark World. Having rule over said world, and being a Darkner himself makes him Dark-type. It also suits his personality, which is a ruthless king who, by order of the mysterious Knight, is protecting the Dark Fountain from the Lighteners. All of his moves refer to his overall brute strength and power, with several fang moves and Lick originating from his stomach-mouth. Spade Shot and Spade Pierce are his special moves, which originate from his attacks.


Trick Room @ Life Orb
Ability: Sheer Force
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Spade Pierce
- Fire Fang
- Earthquake
- Swords Dance

Offensive Stall (King) @ Leftovers
Ability: Merciless
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
- Zen Headbutt
- Toxic
- Spade Shot
- Spade Pierce
Pokémon: Magolor
Type: Psychic
Type (as Magolor-Crowned): Psychic/Dark
Type (as Magolor Soul): Ghost/Dark
Ability: Levitate
Stats: 90/100/85/130/85/110 (600)
Stats (Magolor-Crowned): 100/120/100/150/100/110 (680)
Stats (Magolor Soul): 100/150/120/180/120/110 (780)
(Magolor Soul is accessed like a Primal Reversion, by giving Magolor-Crowned the Soul Orb.)
Notable Moves: Nasty Plot, Psychic, Psyshock, Shadow Ball, Dark Pulse, Knock Off, Night Slash, Flamethrower, Fire Blast, Thunderbolt, Thunder, Wild Charge, Ice Beam, Blizzard, Icicle Crash, Ice Hammer, Psycho Cut, Sacred Sword, Aura Sphere, Focus Blast, Seed Bomb, Leaf Blade, Wood Hammer, Energy Ball, Stone Edge, Power Gem, Dragon Rush, Dragon Pulse, Brave Bird, Flash Cannon, X-Scissor, Signal Beam, Rapid Spin, Roost, Spikes
Sample Sets
Magolor @ Life Orb / Focus Sash / Leftovers
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Nasty Plot
- Psychic
- Dark Pulse
- Aura Sphere

Magolor Soul @ Soul Orb
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Shadow Ball
- Aura Sphere
- Roost
- Nasty Plot

Reasoning: Psychic-type because Magolor is a wizard, he does some generally Psychic-type-y stuff, some of his Star Allies moves are vaguely similar to ESP (not to the same extent as Taranza though), and his Friend Star element (Zap) is the same as ESP's. He gets Dark with the Master Crown due to the crown's association with Dark Matter, and becomes Ghost as Magolor Soul for reasons that should be obvious enough. His magic is powerful, hence his focus on Special Attack, and he's fast with teleportation and flight (but slower than Marx and Daroach), hence his good speed. He's not so shabby with physical attacks either, hence why... well, he's not so shabby with physical attacks. Levitate because he levitates.
Move Reasoning
Evil plans: Nasty Plot
STAB: Psychic, Psyshock
Magic Sphere: Shadow Ball, Dark Pulse, Aura Sphere, Focus Blast, Energy Ball
Super Dispel: Knock Off
Ultra Sword: Night Slash, Psycho Cut, Sacred Sword, Leaf Blade, X-Scissor
Monster Flame: Flamethrower, Fire Blast, Dragon Pulse
Flare Beam: Thunderbolt, Thunder, Wild Charge
Grand Hammer: Ice Beam, Blizzard, Icicle Crash, Ice Hammer, Wood Hammer, Stone Edge
Gem Apple Bombs: Seed Bomb, Power Gem
Magalor Rush: Dragon Rush, Brave Bird, Rapid Spin
Super Beam: Flash Cannon, Signal Beam
wings: Roost
Deadly Needles: Spikes
KirbyRider1337
G-Luke
Squidy822
Scoopapa
Neosonic97
KeeganSkymin4444
DatHeatmor
Pika Xreme

Hope you all have a Merry Christmas and a safe and happy holiday!
 
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Slate #22
Party Time!


Congratulations to Neosonic97, KirbyRider1337 and DatHeatmor for winning with Joker, Riki and Jevil
DatHeatmor has earned the title, Captain Rainbow.

This slate is all about celebrating the holidays and bringing in the new year. Any character that has anything to do with parties, celebrations or holidays in general (such as Christmas) are included. Edit: Including any dancing/singing characters as well.

Submit your characters for this slate by the 4th of January.
Have fun!​
 
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"Here we go!"
Pokémon: Mario
Type: Normal/Fire
Ability: Thick Fat / Sheer Force (Hidden)
Stats: 100/110/90/100/90/110 (600)
Notable Moves: Fireball (see Bowser), Flamethrower, Fire Blast, Flare Blitz, Body Slam, Tri Attack, High Jump Kick, Wood Hammer, Icicle Crash, Ice Punch, Ice Beam, Blizzard, Waterfall, Scald, Bulk Up, Drain Punch, Rock Slide, Stone Edge, Milk Drink, Rapid Spin
Mario @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fireball
- Body Slam
- Waterfall
- Flare Blitz

Reasoning: Mario is Normal because he's a pretty normal human who's generally portrayed as average (and because Luigi's Normal-type too). Mario's second type is Fire, because he's often associated with the element of Fire in spin-offs, and this is also where he gets his Fire moves. Thick Fat is because he's rather chubby, while Sheer Force is due to him occasionally favoring power over skill in spin-offs, especially compared to Luigi (or in Mario Golf). Both abilities are also relatively common, tying back into Mario's averageness. Mario's stats are well-balanced with no particular flaws, but favors Attack and Speed over the defenses, like how he is in the RPGs. I hope that it's obvious where Body Slam and High Jump Kick originate. Tri Attack is based (loosely) on the Double Cherry. Wood Hammer is based on the Hammer from the RPGs as well as Donkey Kong. Ice moves are based on Ice Mario. He gets Water attacks from FLUDD. Bulk Up is based on lots of powers that allow him to grow. Drain Punch because he can punch in Super Mario 64. Rock Slide and Stone Edge are based off Tanooki Mario and Rock Mario. He gets Rapid Spin because of the variety of spinning moves he can use. Finally, he gets Milk Drink because of a "Got Milk?" ad he starred in once.
 
Pokemon: Boxy
Type: Normal/Fairy
Ability: Magic Jaw (All bite moves of 70 Base Power or lower receive a power boost of 2x.)/Moody
Signature Move: Super Present
- Type: Normal
- Classification: Physical
- Power: Varies
- Accuracy: 100
- PP: 10 (max 16)
- Effect: Has a 10% chance of having 90 Base Power, a 40% chance of having 105 Base Power, a 40% chance of having 120 Base Power, and a 10% chance to heal the user by 25% of their maximum HP. When turned into a Z-Move using Normalium Z, calculates the new power based on having 90 Power. (175)
Stats: 80/110/85/70/105/110 (Total: 560)
Notable Moveset: Play Rough, Return, Frustration, Hyper Fang, Bite, Crunch, Fire Fang, Ice Fang, Poison Fang, Psychic Fangs, Super Fang, Thunder Fang, Present, Double Edge, Stockpile, Spit Up, Swallow, Magical Leaf, Leaf Blade, Magic Coat, Quick Attack, Agility, Celebrate
Overview: What's a better way to celebrate than with an enemy based on a present? In particular, Boxy's main methods of attacking are biting, lunging, and spitting presents at Kirby. I've given it a jaw based ability which doubles the power of the lower power biting moves, making Bite stronger than Crunch, and giving it strong elemental coverage to work with. Moody comes from the random nature of both its presents and the Magic ability that it gives to Kirby. Normal typing comes from being a relatively ordinary Kirby miniboss, without any elemental affinities, and for Normal STAB, we have Double Edge and Return (and Frustration), but we also have an improved version of Present, which has an 80% chance of being stronger than Return, out of which 40% it is the same power as Double Edge without recoil. 10% of the time it'll be weaker than Return, but not by too much, and the final 10% still benefits you. Fairy comes from a couple of things: one being its association with magic (it gives the Magic ability, which is also why it gets Magic Coat and its ability is called Magic Jaw), the other being the fact that it's a mimic, and thus is associated with trickery (see Mawile, Klefki). Fairy STAB is Play Rough, because it's a physical based Fairy. Finally, other moves it gets are based on other details. Stockpile and the related moves are mostly because it seems to have a load of things within its mouth, and so I felt like it could utilize the technique easily. Magical Leaf and Leaf Blade come from the "leaves" on its tail, which I feel like could be used to attack in a Pokemon game. Quick Attack and Agility come from its charging move, just like Double Edge. And Celebrate and Present come from the fact that it is a present.
Sample Moveset:

Boxy @ Normalium Z/Life Orb
Magic Jaw
252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return / Double Edge / Super Present
- Play Rough / Bite / Elemental Fang Move
- Bite / Elemental Fang Move / Psychic Fangs
- Celebrate / Agility
 
"What am I doing!? I almost gave up! She saved me! If I don’t protect her now, who will!? I need to be stronger… I need the strength to protect those precious to me!"
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Pokémon: Alto (Stella Glow)
Type: Fighting/Fairy
Ability:Justified/Steadfast
H.A. Ability: Follow Up-Can use another move after knocking out an opponent.
Moves: Extreme Speed, Swords Dance, Bulk Up, Smart Strike, Rapid Spin, Air Cutter, Air Slash, Sacred Sword, Secret Sword, Psycho Cut, Earthquake, Earth Power, Protect, Play Rough, Charm, Attract, Wide Guard, Hyper Voice, Boomburst.
Z-Move: Ragna Break-Converted from Sacred Sword using Tunium Z. Fighting, Physical, Power: 200, Accuracy: 100% Ignores all Defense and Evasion Boosts when used, but Defense and Evasion drops.
Stats: 125/125/100/75/100/100
Reasoning: Fighting is because Alto is a knight like the Swords of Justice and Gallade, as well as him having a strong sense of honor, which he shares with many Fighting-types. Fairy because he's magic and tunes the other witches. Ragna Break is from the game. Most of the attack are slashing attacks, again because he's a knight. Charm and Attract are because he can get any of the other witches in the endings, which can also be linked to Play Rough ( ͡° ͜ʖ ͡°).
Life Orb
Alto @ Life Orb
Ability: Follow Up
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Play Rough
- Sacred Sword
- Extreme Speed
- Swords Dance

Ragna Break
Alto @ Tunium Z
Ability: Follow Up
EVs: 252 Hp / 252 Atk / 4 SpD
Adamant Nature
- Play Rough
- Sacred Sword
- Extreme Speed
- Bulk Up

"It's OK, everyone. You can leave it to me."
Witch
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Goddess
152974

Pokémon: Lisette (Stella Glow)
Type: Water/Fairy
Ability:Water Veil/Liquid Voice
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is on the field and has the Song Stone*.
Stats: 100/50/100/150/125/75 (600)
Stats (Goddess): 120/60/130/160/155/75 (700)
Moves: Aqua Jet, Hydro Pump, Scald, Surf, Ice Beam, Icy Wind, Blizzard, Icicle Crash, Dazzling Gleam, Moonblast, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Psychic, Calm Mind, Rest, Sleep Talk, Snore, Wish, Heal Bell, Heal Pulse, Healing Wish, Light Screen, Reflect, Rain Dance.
Signature Move: To the Sea-Water, Status, 5 PP, Heals all Pokemon on the user's side to full.
Z-Move: Levia-Converted from To the Sea using Tunium Z. Only usable in Goddess form. Water, Status, Heals whole party to full, cures all status conditions on the user's side.
Reasoning: Water/Fairy because water witch. Water Veil being a passive ability from her game. Liquid Voice as she's a singer. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Water and Fairy are for STAB. Ice is for coverage, also Lisette uses Ice attacks in the game. Calm Mind is because she keeps the group grounded in the game, and is the most stable of the witches.
Lisette @ Choice Specs
Ability: Final Tuning
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Hydro Pump
- Moonblast
- Scald
- Psychic

Lisette @ Leftovers
Ability: Final Tuning
EVs: 252 HP / 160 Def / 96 SpA
Modest Nature
- Calm Mind
- Moonblast
- Scald
- Wish

Crosette (Lisette) @ Leftovers
Ability: Final Tuning
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
- Calm Mind
- Rest
- Sleep Talk
- Scald

Lisette @ Tunium Z
Ability: Final Tuning
EVs: 252 HP / 248 Def / 8 Spe
Bold Nature
- Scald
- Toxic
- To the Sea
- Icy Wind

"It's a rule that you should take care of weary travelers!"
Witch
View attachment 153006
Goddess
View attachment 153007
Pokémon: Popo (Stella Glow)
Type: Flying/Fairy
Ability: Long Reach/Lightning Rod
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is on the field and has the Song Stone*.
Moves: Air Slash, Air Cutter, Hurricane, Fly, Brave Bird, Chatter, Dazzling Gleam, Moonblast, Play Rough, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Psychic, Thunderbolt, Charge Beam, Thunder, Thunder Wave, Zap Cannon, Volt Switch, Silver Wind, Ominous Wind, Focus Blast, Quiver Dance, Rain Dance.
Signature Move: Rusty Key-Flying, Status, 5 PP, Paralyzes all foes and lowers their Def and SpD by 1.
Z-Move: Volt Shower-Converted from Rusty Key using Tunium Z. Only usable in Goddess form. Flying, Special, Base 90 Power, Paralyzes all foes and lowers their Def and SpD by 2.
Stats: 100/100/50/125/75/150 (600)
Stats (Goddess): 120/130/60/155/75/160 (700)
Reasoning: Flying/Fairy because wind witch. Long Reach because she's a archer. Lightning Rod because she can control electricity. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Flying and Fairy are for STAB. Electric is for coverage, also Popo uses lightning in the game. Rain Dance because Popo makes clouds and manipulates the weather.
Popo @ Life Orb
Ability: Lightning Rod/Final Tuning
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Moonblast
- Focus Blast
- Air Slash/Rusty Key
- Quiver Dance

Popo @ Damp Rock
Ability: Lightning Rod
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Moonblast
- Thunder
- Hurricane
- Rain Dance

"As if I care-It's not like I asked them to wait for me, and since when did you become so full of yourself to talk back to me?"
Witch
View attachment 153014
Goddess
View attachment 153015
Pokémon: Sakuya (Stella Glow)
Type: Fire/Fairy
Ability: Magma Armor/Anger Point
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is on the field and has the Song Stone*.
Moves: Flare Blitz, Flame Charge, Fire Lash, Sacred Fire, Sizzly Slide, Heat Crash, Will-O-Wisp, Fiery Dance, Eruption, Earthquake, Earth Power, Play Rough, Moonblast, Dazzling Gleam, Air Slash, Sacred Sword, Secret Sword, Psycho Cut, Stone Edge, Swords Dance, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Sunny Day.
Signature Move: Cherry Blossom-Fire, Status, 5 PP, Raises the critical hit raito of all Pokemon on user's side of the field by 2.
Z-Move: Fiery Night-Converted from Cherry Blossom using Tunium Z. Only usable in Goddess form. Fire, Special, Base 90 Power, Raises the critical hit raito of all Pokemon on user's side of the field by 4.
Stats: 100/150/125/100/75/50 (600)
Stats (Goddess): 120/160/155/130/75/60 (700)
Reasoning: Fire/Fairy because fire witch. Magma Armor because she controls volcanoes. Anger Point because she's quick to anger and her A.I. during Chapter 3 is quite aggressive. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Fire and Fairy are for STAB. Few special being a result of her mainly physical attacks in the game. Slashing attacks are because she uses a blade.
Sakuya @ Leftovers
Ability: Final Tuning
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Swords Dance
- Sizzly Slide
- Sacred Sword
- Stone Edge

Sakuya @ Tunium Z
Ability: Final Tuning
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Cherry Blossom
- Flare Blitz
- Sacred Sword
- Stone Edge

"I don't like...being alone...I need to make mor."
Witch
View attachment 153016
Goddess
View attachment 153017
Pokémon: Mordimort (Stella Glow)
Type: Ground/Fairy
Ability:Levitate/Sand Stream
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is on the field and has the Song Stone*.
Moves: Earthquake, Earth Power, Bulldoze, Fissure, Magnitude, Mud Bomb, Mud Shot, Mud Sport, Mud-Slap, Shore Up, Spikes, Stealth Rock, Toxic Spikes, Play Rough, Dazzling Gleam, Moonblast, Psychic, Engergy Ball, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Helping Hand, Stock Pile.
Signature Move: Reddened Galaxy-Puts all foes to sleep and raises the SpD stats of all Pokemon on user's side by 1.
Z-Move: Dark Labyrinth-Converted from Reddened Galaxy using Tunium Z. Only usable in Goddess form. Earth, Special, Base 90 Power, Puts all foes to sleep and raises the SpA and SpD stats of all Pokemon on user's side by 1.
Stats: 100/75/150/100/125/50
Stats (Goddess): 120/75/160/130/155/60
Reasoning: Ground/Fairy because earth witch. Levitate because she moves by floating. Sand Stream because she used to live in the desert and controlled most of it. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Ground and Fairy are for STAB. Entry Hazards reflect Mordimort's powers in game. Mud attacks reflect her ability to make people out of mud.
Mordimort @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock/Spikes/Toxic Spikes
- Earth Power
- Moonblast
- Shore Up

Mordimort @ Tunium Z
Ability: Final Tuning
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Earth Power
- Stealth Rock/Spikes
- Reddened Galaxy
- Shore Up

*Song Stone-Song-based moves have their power multiplied by 1.5. If held by Alto, it transforms Lisette, Popo, Sakuya, and Mordimort into their Goddess forms when he is on the field with them.
 

Attachments

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"I have to say, I'm an instant fan. Looks like you've got a date with an angel! "
View attachment 152879
Pokémon: Alice Angel
Type: Water/Dark
Ability: Competitive/Liquid Voice
H.A. Ability: Instruments of Cyanide-Sound based moves get a 1.5 base power boost and have a 20% chance to Badly Poison opponents.
Notable Moves: Hydro Pump, Surf, Scald, Octazooka, Swagger, Taunt, Torment, Dark Pulse, Snatch, Snarl, Boomburst, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Roar, Uproar, Acid, Acid Spray, Gastro Acid, Sludge, Sludge Bomb, Toxic, Thunderbolt, Thunder, Focus Blast, Dazzling Gleam
Stats: 60/50/75/165/135/105
Reasoning: She's Water/Dark because she's made out of ink, a black liquid. Also, she's evil. Competitive is because Susie (Alice's original actor) was so jealous of Allison taking her job, it pushed her to eviscerating Boris's to use their parts to make herself more beautiful. Liquid Voice is because she's a singer. Instruments of Cyanide is because of the danger her ink poses, and this song. The stats are because Alice doesn't do much on her, relying on trickery and experiments. Water and Dark moves are for STAB, though Octoazooka is there because it shoots ink. Sound based moves are for the abilities. Poison moves are because ink in that period was toxic. TM Moves are for coverage.
Alice Angel @ Choice Specs
Ability: Instruments of Cyanide
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Snarl
- Sludge Bomb
- Thunderbolt/Thunder/Focus Blast
"What am I doing!? I almost gave up! She saved me! If I don’t protect her now, who will!? I need to be stronger… I need the strength to protect those precious to me!"
View attachment 152968
Pokémon: Alto
Type: Fighting/Fairy
Ability:Justified/Steadfast
H.A. Ability: Follow Up-Can use another move after knocking out an opponent.
Moves: Extreme Speed, Swords Dance, Bulk Up, Smart Strike, Rapid Spin, Air Cutter, Air Slash, Sacred Sword, Secret Sword, Psycho Cut, Protect, Play Rough, Charm, Attract, Wide Guard.
Z-Move: Ragna Break-Converted from Sacred Sword using Tunium Z. Fighting, Physical, Power: 200, Accuracy: 100% Ignores all Defense and Evasion Boosts when used, but Defense and Evasion drops.
Stats: 125/125/100/75/100/100
Reasoning: Fighting is because Alto is a knight like the Swords of Justice and Gallade, as well as him having a strong sense of honor, which he shares with many Fighting-types. Fairy because he's magic and tunes the other witches. Ragna Break is from the game. Most of the attack are slashing attacks, again because he's a knight. Charm and Attract are because he can get any of the other witches in the endings, which can also be linked to Play Rough ( ͡° ͜ʖ ͡°).
Life Orb
Alto @ Life Orb
Ability: Follow Up
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Play Rough
- Sacred Sword
- Extreme Speed
- Swords Dance

Ragna Break
Alto @ Tunium Z
Ability: Follow Up
EVs: 252 Hp / 252 Atk / 4 SpD
Adamant Nature
- Play Rough
- Sacred Sword
- Extreme Speed
- Bulk Up

"It's OK, everyone. You can leave it to me."
Witch
View attachment 152973
Goddess
View attachment 152974
Pokémon: Lisette
Type: Water/Fairy
Ability:Water Veil/Liquid Voice
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is on the field and has the Song Stone*.
Stats: 100/50/100/150/125/75 (600)
Stats (Goddess): 120/60/130/160/155/75 (700)
Moves: Aqua Jet, Hydro Pump, Scald, Surf, Ice Beam, Icy Wind, Blizzard, Icicle Crash, Dazzling Gleam, Moonblast, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Psychic, Calm Mind, Rest, Sleep Talk, Snore, Wish, Heal Bell, Heal Pulse, Healing Wish, Light Screen, Reflect, Rain Dance.
Signature Move: To the Sea-Water, Status, 5 PP, Heals all Pokemon on the user's side to full.
Z-Move: Levia-Converted from To the Sea using Tunium Z. Only usable in Goddess form. Water, Status, Heals whole party to full, cures all status conditions on the user's side.
Reasoning: Water/Fairy because water witch. Water Veil being a passive ability from her game. Liquid Voice as she's a singer. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Water and Fairy are for STAB. Ice is for coverage, also Lisette uses Ice attacks in the game. Calm Mind is because she keeps the group grounded in the game, and is the most stable of the witches.
Lisette @ Choice Specs
Ability: Final Tuning
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Hydro Pump
- Moonblast
- Scald
- Psychic

Lisette @ Leftovers
Ability: Final Tuning
EVs: 252 HP / 160 Def / 96 SpA
Modest Nature
- Calm Mind
- Moonblast
- Scald
- Wish

Crosette (Lisette) @ Leftovers
Ability: Final Tuning
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
- Calm Mind
- Rest
- Sleep Talk
- Scald

Lisette @ Tunium Z
Ability: Final Tuning
EVs: 252 HP / 248 Def / 8 Spe
Bold Nature
- Scald
- Toxic
- To the Sea
- Icy Wind

I'll post the others later.

*Song Stone-Song-based moves have their power multiplied by 1.5. If held by Alto, it transforms Lisette, Popo, Sakuya, Mordimort, and Hilda into their Goddess forms when he is on the field with them.
Can you say what series/games your subs are from? I don't have any clue...
 
new spammable source weeeee


I wonder what the type could be...
Pokémon: Fire Dragon
Type:
fire.gif
dragon.gif

Ability: Levitate/Flash Fire/Tough Claws
Moves: Fire Breath, Flamethrower, Fire Blast, Lava Plume, Inferno, Flare Blitz, Fire Fang, Will-O-Wisp, Dragon Breath, Dragon Pulse, Draco Meteor, Dragon Claw, Outrage, Air Slash, Hurricane, Fly, Night Slash, Ice Beam, Ice Fang, Thunder Fang
Typing:
fire.gif

Category:
special.png

Base Power: 95
Accuracy: 100
Power Point: 16
Effect: Targets all opponents on the field, burns all targets for 3 turns (after the 3 turns, the burn is healed).
Z-Move: (Optional)
Stats: 71/113/89/127/97/101 (598 BST)

Reasoning: Fire Dragon is
fire.gif
dragon.gif
because it's a fiery dragon. 11/10 explanation
It has Levitate because it can fly, Flash Fire because it's literally standing on lava, and Tough Claws because of his claws.
The signature move, Fire Breath, comes from the spell's casting animation, where Fire Dragon... breathes fire...
Most of the other moves are because of the spell casting animation or the fact that Fire Dragon is a dragon (fangs, wings, more versatile moves, etc.)


I think this is Christmas-y enough
Pokémon: Snowball Barrage
Type:
ice.gif
steel.gif

Ability: Slush Rush/Cannoneer (Increases BP of ballistic moves by 1.5x and changes their category to the Pokemon's higher attack stat)
Moves: Ice Beam, Snowball, Ice Ball, Hail, Energy Ball, Bullet Seed, Seed Bomb, Focus Blast, Magnet Bomb, Autotomize, Mud Bomb, Rock Blast, Shadow Ball, Sludge Bomb
Typing:
ice.gif

Category:
special.png

Base Power: 80
Accuracy: 100
Power Point: 16
Effect: Targets all opponents on the field, affected by Bulletproof and Cannoneer (ballistic move).
Z-Move: (Optional)
Stats: 71/113/113/127/109/59 (598 BST)

Reasoning: Snowball Barrage is
ice.gif
for obvious reasons and
steel.gif
because of the cannon.
It has Slush Rush because it's riding a sled on ice and Cannonneer because of the cannon.
The signature move, Snowball, comes from the spell's casting animation, where the cannon shoots snowballs.
Most other moves are ballistic.

Edit #1:

S P O O P Y (Halloween if you couldn't tell)
Pokémon: Avenging Fossil
Type:
rock.gif
dark.gif

Ability: Rock Head/Intimidate
Moves: Head Smash, Stone Edge, Rock Tomb, Rollout, Stealth Rock, Crunch, Shaking Scales, Earthquake, Bulldoze, Fissure, Iron Tail
Typing:
dark.gif

Category:
physical.png

Base Power: 110
Accuracy: 100
Power Point: 8
Effect: Reduces user's Sp. Def. by 1 stage, sound-based (basically just a Clanging Scales clone).
Z-Move: (Optional)
Stats: 127/167/131/71/67/61 (624 BST)

Reasoning: Avenging Fossil is
rock.gif
because fossils.
It has Rock Head because it has a rock head and Intimidate because it's intimidating.
Shaking Scales is a Clanging Scales clone based off the DOT part of the spell animation.
 
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Pokémon: Pauline
Type: Normal
Ability: Lead Singer (boosts sound-based moves by x1.2)
Stats: 90 / 80 / 70 / 100 / 90 / 125 (555 BST)

Notable Moves: Sound-based moves
Exclusive Z-Move: Jump Up, Super Star! (requires Hyper Voice)
Jump Up, Super Star | 200 BP | Normal | Special | Boosts next sound-based move by x1.1; sound-based.

Reasoning: One of the first female characters in video game history got thrust back into the spotlight as the mayor of New Donk City and jazz singer in Mario Odyssey, something that is reflected in her ability that boosts sound-based moves as well as her learnset comprising of all sound-based moves. In Mario Tennis Aces she is a speedy style character, making speed her highest stat. Her exclusive Z-move, Jump Up, Super Star, is one of the most recognisable pieces of music in recent video game history (even being a Top 40 single).
Voting will start sometime tomorrow. Also don't forget to include asterisks to denote if a character matches the bonus theme (especially for more obscure characters).
 
Welp, I had basically nothing for this theme. But apparently bonus themes are optional, so I'm told. So here's Nagito again, this time with a few tweaks.

View attachment 150129
Pokémon: Nagito Komaeda
Type: Dark/Fairy
Ability: Serene Grace (Merciless)
Moves: Arm Thrust, Double Slap, Fury Attack, Triple Kick, Glare, Confuse Ray, Knock Off, Play Rough, Feint Attack, Dark Pulse, Moonblast, Night Slash, Pursuit, Acupressure, Detect, Nasty Plot, Lucky Chant, Wish, Heal Bell, Recover, Healing Wish, Explosion, Fake Out, Final Gambit, Parting Shot, Roulette*
*Physical Steel-Type move that works similarly to Magnitude, but with 6 levels with even chances. It can be 0 BP, 20 BP, 40 BP, 60 BP, 90 BP, or 120 BP. 100 Accuracy.
Stats: 125/85/75/90/85/100 (560)

Reasoning: Typing is Dark/Fairy. The Fairy typing is based on the subject of his twisted obsession, Hope, which he believes is absolute good, which the fairy type could represent. The Dark type is from the "twisted obsession" part, and its extreme levels leading to questionable actions. Serene Grace is a reference to his lucky talent, alongside relating to his cunning and intelligence. Merciless is his willingness to do anything for hope (including kill), along with another loosely luck-related ability. His moveset includes plenty of luck-related moves referencing his talent (including glare and confuse ray, with their parahax and confusionhax), STAB moves (with some possible serene grace shenanigans), and the healing-related moves involving his Hope obsession: him hoping for healing, whether for him or allies. Especially Healing Wish can reference him wanting to be a stepping stone for hope, even to the point of resulting in his death. Explosion, Final Gambit, Parting Shot, and in a way Fake Out happen to involve a couple fairly big spoilers. If you know the game, you get the references. His signature move Roulette also involves a rather big spoiler, but also fits his luck talent once more. Is a signature move not the same type as the pokemon ok? Even if it hasn't happened before, I still say its probably fine. Nasty Plot is another nod to his considerably high intelligence. His stats are mostly average considering he is a human, besides the high HP. The high HP pairs with the healing moves and another considerable spoiler. The stats also have a fair bias towards Special, yet another nod to his intellect.
Explosion & Fake Out: At a point in the game, Nagito sets off a bomb in a building, explaining the Explosion part. He then proceeds to threaten them with a supposed even bigger bomb, big enough to destroy an entire island. As it turns out, the bombs were a fake. Hence Fake Out.
Final Gambit & Parting Shot: Remember his want to be a stepping stone for hope? You could say he did that correctly at the cost of his life. Thus, his death, or final gambit, or parting shot. Healing Wish also sort of relates to this, even if less so.
Roulette: At one point in the game, he plays a game of Russian Roulette with only a 1/6 chance of him living and a 5/6 chance of his death. He lives. Congrats. The Steel Type in it is, of course, the fact it relates to a gun in a way.
High HP: He is one of the last two to die in the game. He manages to live for quite a long while. Along with the healing moves, I feel this is a reasonable enough stat choice.
 
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"Yoshi!"
Pokémon: Yoshi
Typing: Dragon/Normal
Ability: Stamina / Hustle / Scrappy [HA]
Moves: Dragon Pulse, Dual Chop, Dragon Rush, Dragon Tail, Egg Bomb, Barrage, Softboiled, Bullet Seed, Seed Bomb, Flamethrower, Fire Blast, Ice Beam, Blizzard, Frost Breath, Headbutt, Iron Head, Iron Tail, Beat Up, Bulldoze, Lick, Stockpile, Spit Up, Swallow, Bulldoze, Earthquake, Stomp, Baby-Doll Eyes, Thief, Fling, Rollout, Withdraw, Iron Defense
Stats: 100/120/85/100/80/115

Reasoning: And our infamous Tax-Evading Dinosaur enters the fray! Normal/Dragon because Drampa, considering both have a history with helping young children and all, plus he's even associated with Dragons loads of times, which is my prime reason. (Galaxy 2 even refers to Yoshis as Space Dragons) Stamina because fellow steed Mudsdale has it, Hustle because Yoshi's enthusiastic, and Scrappy because 1. Yoshi can bank eggs into hitting Boos, and 2. He certainly does have that spunk to him. Lick because that's his main form of attack in Mario games and shares this role with Egg throwing in his own games. Stockpile/Spit Up/Swallow is a reference to how you can eat enemies then either spit them out at other things or convert them into eggs. Dragon Pulse is obligatory STAB (plus fellow physically oriented dino axew gets it by level up soooo), Flamethrower/Fire Blast from Fire Watermelons (plus other things like literal flames and red shells), Ice Moves from Ice Watermelons, Seed moves from Normal Watermelons. Bulldoze and Earthquake because of what happens when you feed him a Yellow Shell. Baby-Doll Eyes because, well... Yoshi's eyes are round, of course. Yoshi focuses on Speed due to being a Speed-based character in Mario sports spin-offs, but leans more towards physical offense because you think an egg WOULDN'T hurt from him? Thief from how he can store items by licking them, which more or less could also attribute to him using his tongue to yoink the enemy's item and spitting it back out to claim as his own. Fling obviously from throwing eggs. Other moves based off of Smash. (Beat Up specifically is his Final Smash in Ultimate, where he sics tons of other Yoshis on the target)
 
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Pokémon: Vivienne ( Dragon Age: Inquisition )
Typing: Ice
Ability: Magic Guard
Moves: Blizzard, Ice Beam, Freeze Dry, Thunderbolt, Flamethrower, Secret Sword, Pain Split, Hex, Will-o-Wisp, Barrier, Recover Calm Mind, Nasty Plot,
Stats: 70 / 65 / 85 / 130 / 130 / 100
Reasoning: Vivienne is a party member from Dragon Age Inquisition. She is essentially the only Mage involved in politics anywhere in her part of the world. In the Dragon Age universe, most mages are kept in schools / prisons known as circles. Mages can project their spirits to a realm called the Fade ( a place where non-magic users only go in their dreams ) and this connection makes them susceptible to the spirits that live there. An evil spirit can use a corrupt or weak mage to travel into the real world and wreck havoc, hence the strict, authoritarian security. Vivienne became the leader of her circle, a position that allows her to travel beyond the confines of its walls more freely than most, and used this freedom to become a major player in the political landscape of her country, Orlais ( kind of like medieval France ). Orlais has a large noble class that is commonly seen engaging in political subterfuge, blackmail, assassinations, and all that jazz. And this stuff goes on at big balls thrown in fancy palaces - hence the party connection.

Her attacks are based on her ingame abilities. She is mainly focused into two skill trees: ( although you can actually reallocate her skills differently if you want ). Winter, and Knight Enchanter. Winter contails Ice attacks, and is her main tree when you first get her as a character. Later on, she specializes in Knight Enchantress, a sort of "melee mage" specialization that includes summoning a magical sword ( hence Secret Sword ). Both of these specializations are pretty defensive in nature. She also has access to Fire, Lightning, and Spirit trees, which are where some of her coverge and support moves come from.
 
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Voting time. Next slate starts on the 7th of January. Please check the Discord for potential upcoming changes to the submission and voting slates.
Pokémon: Mario
Type: Normal/Fire
Ability: Thick Fat / Sheer Force (Hidden)
Stats: 100/110/90/100/90/110 (600)
Notable Moves: Fireball (see Bowser), Flamethrower, Fire Blast, Flare Blitz, Body Slam, Tri Attack, High Jump Kick, Wood Hammer, Icicle Crash, Ice Punch, Ice Beam, Blizzard, Waterfall, Scald, Bulk Up, Drain Punch, Rock Slide, Stone Edge, Milk Drink, Rapid Spin
Sample Sets
Mario @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fireball
- Body Slam
- Waterfall
- Flare Blitz

Reasoning: Mario is Normal because he's a pretty normal human who's generally portrayed as average (and because Luigi's Normal-type too). Mario's second type is Fire, because he's often associated with the element of Fire in spin-offs, and this is also where he gets his Fire moves. Thick Fat is because he's rather chubby, while Sheer Force is due to him occasionally favoring power over skill in spin-offs, especially compared to Luigi (or in Mario Golf). Both abilities are also relatively common, tying back into Mario's averageness. Mario's stats are well-balanced with no particular flaws, but favors Attack and Speed over the defenses, like how he is in the RPGs. I hope that it's obvious where Body Slam and High Jump Kick originate. Tri Attack is based (loosely) on the Double Cherry. Wood Hammer is based on the Hammer from the RPGs as well as Donkey Kong. Ice moves are based on Ice Mario. He gets Water attacks from FLUDD. Bulk Up is based on lots of powers that allow him to grow. Drain Punch because he can punch in Super Mario 64. Rock Slide and Stone Edge are based off Tanooki Mario and Rock Mario. He gets Rapid Spin because of the variety of spinning moves he can use. Finally, he gets Milk Drink because of a "Got Milk?" ad he starred in once.
Pokemon: Boxy
Type: Normal/Fairy
Ability: Magic Jaw (All bite moves of 70 Base Power or lower receive a power boost of 2x.)/Moody
Signature Move: Super Present
- Type: Normal
- Classification: Physical
- Power: Varies
- Accuracy: 100
- PP: 10 (max 16)
- Effect: Has a 10% chance of having 90 Base Power, a 40% chance of having 105 Base Power, a 40% chance of having 120 Base Power, and a 10% chance to heal the user by 25% of their maximum HP. When turned into a Z-Move using Normalium Z, calculates the new power based on having 90 Power. (175)
Stats: 80/110/85/70/105/110 (Total: 560)
Notable Moveset: Play Rough, Return, Frustration, Hyper Fang, Bite, Crunch, Fire Fang, Ice Fang, Poison Fang, Psychic Fangs, Super Fang, Thunder Fang, Present, Double Edge, Stockpile, Spit Up, Swallow, Magical Leaf, Leaf Blade, Magic Coat, Quick Attack, Agility, Celebrate
Overview: What's a better way to celebrate than with an enemy based on a present? In particular, Boxy's main methods of attacking are biting, lunging, and spitting presents at Kirby. I've given it a jaw based ability which doubles the power of the lower power biting moves, making Bite stronger than Crunch, and giving it strong elemental coverage to work with. Moody comes from the random nature of both its presents and the Magic ability that it gives to Kirby. Normal typing comes from being a relatively ordinary Kirby miniboss, without any elemental affinities, and for Normal STAB, we have Double Edge and Return (and Frustration), but we also have an improved version of Present, which has an 80% chance of being stronger than Return, out of which 40% it is the same power as Double Edge without recoil. 10% of the time it'll be weaker than Return, but not by too much, and the final 10% still benefits you. Fairy comes from a couple of things: one being its association with magic (it gives the Magic ability, which is also why it gets Magic Coat and its ability is called Magic Jaw), the other being the fact that it's a mimic, and thus is associated with trickery (see Mawile, Klefki). Fairy STAB is Play Rough, because it's a physical based Fairy. Finally, other moves it gets are based on other details. Stockpile and the related moves are mostly because it seems to have a load of things within its mouth, and so I felt like it could utilize the technique easily. Magical Leaf and Leaf Blade come from the "leaves" on its tail, which I feel like could be used to attack in a Pokemon game. Quick Attack and Agility come from its charging move, just like Double Edge. And Celebrate and Present come from the fact that it is a present.
Sample Moveset:

Boxy @ Normalium Z/Life Orb
Magic Jaw
252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return / Double Edge / Super Present
- Play Rough / Bite / Elemental Fang Move
- Bite / Elemental Fang Move / Psychic Fangs
- Celebrate / Agility
Pokémon: Alto (Stella Glow)
Type: Fighting/Fairy
Ability:Justified/Steadfast
H.A. Ability: Follow Up-Can use another move after knocking out an opponent.
Moves: Extreme Speed, Swords Dance, Bulk Up, Smart Strike, Rapid Spin, Air Cutter, Air Slash, Sacred Sword, Secret Sword, Psycho Cut, Earthquake, Earth Power, Protect, Play Rough, Charm, Attract, Wide Guard, Hyper Voice, Boomburst.
Z-Move: Ragna Break-Converted from Sacred Sword using Tunium Z. Fighting, Physical, Power: 200, Accuracy: 100% Ignores all Defense and Evasion Boosts when used, but Defense and Evasion drops.
Stats: 125/125/100/75/100/100
Reasoning: Fighting is because Alto is a knight like the Swords of Justice and Gallade, as well as him having a strong sense of honor, which he shares with many Fighting-types. Fairy because he's magic and tunes the other witches. Ragna Break is from the game. Most of the attack are slashing attacks, again because he's a knight. Charm and Attract are because he can get any of the other witches in the endings, which can also be linked to Play Rough ( ͡° ͜ʖ ͡°).
Sample Sets
Life Orb
Alto @ Life Orb
Ability: Follow Up
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Play Rough
- Sacred Sword
- Extreme Speed
- Swords Dance

Ragna Break
Alto @ Tunium Z
Ability: Follow Up
EVs: 252 Hp / 252 Atk / 4 SpD
Adamant Nature
- Play Rough
- Sacred Sword
- Extreme Speed
- Bulk Up
Witch
Goddess

Pokémon: Lisette (Stella Glow)
Type: Water/Fairy
Ability:Water Veil/Liquid Voice
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is on the field and has the Song Stone*.
Stats: 100/50/100/150/125/75 (600)
Stats (Goddess): 120/60/130/160/155/75 (700)
Moves: Aqua Jet, Hydro Pump, Scald, Surf, Ice Beam, Icy Wind, Blizzard, Icicle Crash, Dazzling Gleam, Moonblast, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Psychic, Calm Mind, Rest, Sleep Talk, Snore, Wish, Heal Bell, Heal Pulse, Healing Wish, Light Screen, Reflect, Rain Dance.
Signature Move: To the Sea-Water, Status, 5 PP, Heals all Pokemon on the user's side to full.
Z-Move: Levia-Converted from To the Sea using Tunium Z. Only usable in Goddess form. Water, Status, Heals whole party to full, cures all status conditions on the user's side.
Reasoning: Water/Fairy because water witch. Water Veil being a passive ability from her game. Liquid Voice as she's a singer. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Water and Fairy are for STAB. Ice is for coverage, also Lisette uses Ice attacks in the game. Calm Mind is because she keeps the group grounded in the game, and is the most stable of the witches.
Sample Sets
Lisette @ Choice Specs
Ability: Final Tuning
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Hydro Pump
- Moonblast
- Scald
- Psychic

Lisette @ Leftovers
Ability: Final Tuning
EVs: 252 HP / 160 Def / 96 SpA
Modest Nature
- Calm Mind
- Moonblast
- Scald
- Wish

Crosette (Lisette) @ Leftovers
Ability: Final Tuning
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
- Calm Mind
- Rest
- Sleep Talk
- Scald

Lisette @ Tunium Z
Ability: Final Tuning
EVs: 252 HP / 248 Def / 8 Spe
Bold Nature
- Scald
- Toxic
- To the Sea
- Icy Wind
Pokémon: Popo (Stella Glow)
Type: Flying/Fairy
Ability: Long Reach/Lightning Rod
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is on the field and has the Song Stone*.
Moves: Air Slash, Air Cutter, Hurricane, Fly, Brave Bird, Chatter, Dazzling Gleam, Moonblast, Play Rough, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Psychic, Thunderbolt, Charge Beam, Thunder, Thunder Wave, Zap Cannon, Volt Switch, Silver Wind, Ominous Wind, Focus Blast, Quiver Dance, Rain Dance.
Signature Move: Rusty Key-Flying, Status, 5 PP, Paralyzes all foes and lowers their Def and SpD by 1.
Z-Move: Volt Shower-Converted from Rusty Key using Tunium Z. Only usable in Goddess form. Flying, Special, Base 90 Power, Paralyzes all foes and lowers their Def and SpD by 2.
Stats: 100/100/50/125/75/150 (600)
Stats (Goddess): 120/130/60/155/75/160 (700)
Reasoning: Flying/Fairy because wind witch. Long Reach because she's a archer. Lightning Rod because she can control electricity. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Flying and Fairy are for STAB. Electric is for coverage, also Popo uses lightning in the game. Rain Dance because Popo makes clouds and manipulates the weather.
Sample Sets
Popo @ Life Orb
Ability: Lightning Rod/Final Tuning
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Moonblast
- Focus Blast
- Air Slash/Rusty Key
- Quiver Dance

Popo @ Damp Rock
Ability: Lightning Rod
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Moonblast
- Thunder
- Hurricane
- Rain Dance
Pokémon: Sakuya (Stella Glow)
Type: Fire/Fairy
Ability: Magma Armor/Anger Point
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is on the field and has the Song Stone*.
Moves: Flare Blitz, Flame Charge, Fire Lash, Sacred Fire, Sizzly Slide, Heat Crash, Will-O-Wisp, Fiery Dance, Eruption, Earthquake, Earth Power, Play Rough, Moonblast, Dazzling Gleam, Air Slash, Sacred Sword, Secret Sword, Psycho Cut, Stone Edge, Swords Dance, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Sunny Day.
Signature Move: Cherry Blossom-Fire, Status, 5 PP, Raises the critical hit raito of all Pokemon on user's side of the field by 2.
Z-Move: Fiery Night-Converted from Cherry Blossom using Tunium Z. Only usable in Goddess form. Fire, Special, Base 90 Power, Raises the critical hit raito of all Pokemon on user's side of the field by 4.
Stats: 100/150/125/100/75/50 (600)
Stats (Goddess): 120/160/155/130/75/60 (700)
Reasoning: Fire/Fairy because fire witch. Magma Armor because she controls volcanoes. Anger Point because she's quick to anger and her A.I. during Chapter 3 is quite aggressive. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Fire and Fairy are for STAB. Few special being a result of her mainly physical attacks in the game. Slashing attacks are because she uses a blade.
Sample Sets
Sakuya @ Leftovers
Ability: Final Tuning
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Swords Dance
- Sizzly Slide
- Sacred Sword
- Stone Edge

Sakuya @ Tunium Z
Ability: Final Tuning
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Cherry Blossom
- Flare Blitz
- Sacred Sword
- Stone Edge
Pokémon: Mordimort (Stella Glow)
Type: Ground/Fairy
Ability:Levitate/Sand Stream
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is on the field and has the Song Stone*.
Moves: Earthquake, Earth Power, Bulldoze, Fissure, Magnitude, Mud Bomb, Mud Shot, Mud Sport, Mud-Slap, Shore Up, Spikes, Stealth Rock, Toxic Spikes, Play Rough, Dazzling Gleam, Moonblast, Psychic, Engergy Ball, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Helping Hand, Stock Pile.
Signature Move: Reddened Galaxy-Puts all foes to sleep and raises the SpD stats of all Pokemon on user's side by 1.
Z-Move: Dark Labyrinth-Converted from Reddened Galaxy using Tunium Z. Only usable in Goddess form. Earth, Special, Base 90 Power, Puts all foes to sleep and raises the SpA and SpD stats of all Pokemon on user's side by 1.
Stats: 100/75/150/100/125/50
Stats (Goddess): 120/75/160/130/155/60
Reasoning: Ground/Fairy because earth witch. Levitate because she moves by floating. Sand Stream because used to live in the desert. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Ground and Fairy are for STAB. Entry Hazards reflect Mordimort's powers in game. Mud attacks reflect her ability to make people out of mud.
Sample Sets
Mordimort @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock/Spikes/Toxic Spikes
- Earth Power
- Moonblast
- Shore Up

Mordimort @ Tunium Z
Ability: Final Tuning
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Earth Power
- Stealth Rock/Spikes
- Reddened Galaxy
- Shore Up
Pokémon: Fire Dragon
Type:

Ability: Levitate/Flash Fire/Tough Claws
Moves: Fire Breath, Flamethrower, Fire Blast, Lava Plume, Inferno, Flare Blitz, Fire Fang, Will-O-Wisp, Dragon Breath, Dragon Pulse, Draco Meteor, Dragon Claw, Outrage, Air Slash, Hurricane, Fly, Night Slash, Ice Beam, Ice Fang, Thunder Fang
Fire Breath
Typing:

Category:

Base Power: 95
Accuracy: 100
Power Point: 16
Effect: Targets all opponents on the field, burns all targets for 3 turns (after the 3 turns, the burn is healed).
Z-Move: (Optional)
Stats: 71/113/89/127/97/101 (598 BST)

Reasoning: Fire Dragon is
because it's a fiery dragon. 11/10 explanation
It has Levitate because it can fly, Flash Fire because it's literally standing on lava, and Tough Claws because of his claws.
The signature move, Fire Breath, comes from the spell's casting animation, where Fire Dragon... breathes fire...
Most of the other moves are because of the spell casting animation or the fact that Fire Dragon is a dragon (fangs, wings, more versatile moves, etc.)
Ability: Slush Rush/Cannoneer (Increases BP of ballistic moves by 1.5x and changes their category to the Pokemon's higher attack stat)
Moves: Ice Beam, Snowball, Ice Ball, Hail, Energy Ball, Bullet Seed, Seed Bomb, Focus Blast, Magnet Bomb, Autotomize, Mud Bomb, Rock Blast, Shadow Ball, Sludge Bomb
Snowball
Typing:

Category:

Base Power: 80
Accuracy: 100
Power Point: 16
Effect: Targets all opponents on the field, affected by Bulletproof and Cannoneer (ballistic move).
Z-Move: (Optional)
Stats: 71/113/113/127/109/59 (598 BST)

Reasoning: Snowball Barrage is
for obvious reasons and
because of the cannon.
It has Slush Rush because it's riding a sled on ice and Cannonneer because of the cannon.
The signature move, Snowball, comes from the spell's casting animation, where the cannon shoots snowballs.
Most other moves are ballistic.
Pokémon: Avenging Fossil
Type:

Ability: Rock Head/Intimidate
Moves: Head Smash, Stone Edge, Rock Tomb, Rollout, Stealth Rock, Crunch, Shaking Scales, Earthquake, Bulldoze, Fissure, Iron Tail
Shaking Scales
Typing:

Category:

Base Power: 110
Accuracy: 100
Power Point: 8
Effect: Reduces user's Sp. Def. by 1 stage, sound-based (basically just a Clanging Scales clone).
Z-Move: (Optional)
Stats: 127/167/131/71/67/61 (624 BST)

Reasoning: Avenging Fossil is
because fossils.
It has Rock Head because it has a rock head and Intimidate because it's intimidating.
Shaking Scales is a Clanging Scales clone based off the DOT part of the spell animation.
Pokémon: Pauline
Type: Normal
Ability: Lead Singer (boosts sound-based moves by x1.2)
Stats: 90 / 80 / 70 / 100 / 90 / 125 (555 BST)

Notable Moves: Sound-based moves
Exclusive Z-Move: Jump Up, Super Star! (requires Hyper Voice)
Jump Up, Super Star | 200 BP | Normal | Special | Boosts next sound-based move by x1.1; sound-based.

Reasoning: One of the first female characters in video game history got thrust back into the spotlight as the mayor of New Donk City and jazz singer in Mario Odyssey, something that is reflected in her ability that boosts sound-based moves as well as her learnset comprising of all sound-based moves. In Mario Tennis Aces she is a speedy style character, making speed her highest stat. Her exclusive Z-move, Jump Up, Super Star, is one of the most recognisable pieces of music in recent video game history (even being a Top 40 single).
Pokémon: Nagito Komaeda
Type: Dark/Fairy
Ability: Serene Grace (Merciless)
Moves: Arm Thrust, Double Slap, Fury Attack, Triple Kick, Glare, Confuse Ray, Knock Off, Play Rough, Feint Attack, Dark Pulse, Moonblast, Night Slash, Pursuit, Acupressure, Detect, Nasty Plot, Lucky Chant, Wish, Heal Bell, Recover, Healing Wish, Explosion, Fake Out, Final Gambit, Parting Shot, Roulette*
*Physical Steel-Type move that works similarly to Magnitude, but with 6 levels with even chances. It can be 0 BP, 20 BP, 40 BP, 60 BP, 90 BP, or 120 BP. 100 Accuracy.
Stats: 125/85/75/90/85/100 (560)

Reasoning: Typing is Dark/Fairy. The Fairy typing is based on the subject of his twisted obsession, Hope, which he believes is absolute good, which the fairy type could represent. The Dark type is from the "twisted obsession" part, and its extreme levels leading to questionable actions. Serene Grace is a reference to his lucky talent, alongside relating to his cunning and intelligence. Merciless is his willingness to do anything for hope (including kill), along with another loosely luck-related ability. His moveset includes plenty of luck-related moves referencing his talent (including glare and confuse ray, with their parahax and confusionhax), STAB moves (with some possible serene grace shenanigans), and the healing-related moves involving his Hope obsession: him hoping for healing, whether for him or allies. Especially Healing Wish can reference him wanting to be a stepping stone for hope, even to the point of resulting in his death. Explosion, Final Gambit, Parting Shot, and in a way Fake Out happen to involve a couple fairly big spoilers. If you know the game, you get the references. His signature move Roulette also involves a rather big spoiler, but also fits his luck talent once more. Is a signature move not the same type as the pokemon ok? Even if it hasn't happened before, I still say its probably fine. Nasty Plot is another nod to his considerably high intelligence. His stats are mostly average considering he is a human, besides the high HP. The high HP pairs with the healing moves and another considerable spoiler. The stats also have a fair bias towards Special, yet another nod to his intellect.
Reasoning: Spoiler Edition
Explosion & Fake Out: At a point in the game, Nagito sets off a bomb in a building, explaining the Explosion part. He then proceeds to threaten them with a supposed even bigger bomb, big enough to destroy an entire island. As it turns out, the bombs were a fake. Hence Fake Out.
Final Gambit & Parting Shot: Remember his want to be a stepping stone for hope? You could say he did that correctly at the cost of his life. Thus, his death, or final gambit, or parting shot. Healing Wish also sort of relates to this, even if less so.
Roulette: At one point in the game, he plays a game of Russian Roulette with only a 1/6 chance of him living and a 5/6 chance of his death. He lives. Congrats. The Steel Type in it is, of course, the fact it relates to a gun in a way.
High HP: He is one of the last two to die in the game. He manages to live for quite a long while. Along with the healing moves, I feel this is a reasonable enough stat choice.
Pokémon: Yoshi
Typing: Dragon/Normal
Ability: Stamina / Hustle / Scrappy [HA]
Moves: Dragon Pulse, Dual Chop, Dragon Rush, Dragon Tail, Egg Bomb, Barrage, Softboiled, Bullet Seed, Seed Bomb, Flamethrower, Fire Blast, Ice Beam, Blizzard, Frost Breath, Headbutt, Iron Head, Iron Tail, Beat Up, Bulldoze, Lick, Stockpile, Spit Up, Swallow, Bulldoze, Earthquake, Stomp, Baby-Doll Eyes, Thief, Fling, Rollout, Withdraw, Iron Defense
Stats: 100/120/85/100/80/115

Reasoning: And our infamous Tax-Evading Dinosaur enters the fray! Normal/Dragon because Drampa, considering both have a history with helping young children and all, plus he's even associated with Dragons loads of times, which is my prime reason. (Galaxy 2 even refers to Yoshis as Space Dragons) Stamina because fellow steed Mudsdale has it, Hustle because Yoshi's enthusiastic, and Scrappy because 1. Yoshi can bank eggs into hitting Boos, and 2. He certainly does have that spunk to him. Lick because that's his main form of attack in Mario games and shares this role with Egg throwing in his own games. Stockpile/Spit Up/Swallow is a reference to how you can eat enemies then either spit them out at other things or convert them into eggs. Dragon Pulse is obligatory STAB (plus fellow physically oriented dino axew gets it by level up soooo), Flamethrower/Fire Blast from Fire Watermelons (plus other things like literal flames and red shells), Ice Moves from Ice Watermelons, Seed moves from Normal Watermelons. Bulldoze and Earthquake because of what happens when you feed him a Yellow Shell. Baby-Doll Eyes because, well... Yoshi's eyes are round, of course. Yoshi focuses on Speed due to being a Speed-based character in Mario sports spin-offs, but leans more towards physical offense because you think an egg WOULDN'T hurt from him? Thief from how he can store items by licking them, which more or less could also attribute to him using his tongue to yoink the enemy's item and spitting it back out to claim as his own. Fling obviously from throwing eggs. Other moves based off of Smash. (Beat Up specifically is his Final Smash in Ultimate, where he sics tons of other Yoshis on the target)
Pokémon: Vivienne ( Dragon Age: Inquisition )
Typing: Ice
Ability: Magic Guard
Moves: Blizzard, Ice Beam, Freeze Dry, Thunderbolt, Flamethrower, Secret Sword, Pain Split, Hex, Will-o-Wisp, Barrier, Recover Calm Mind, Nasty Plot,
Stats: 70 / 65 / 85 / 130 / 130 / 100
Reasoning: Vivienne is a party member from Dragon Age Inquisition. She is essentially the only Mage involved in politics anywhere in her part of the world. In the Dragon Age universe, most mages are kept in schools / prisons known as circles. Mages can project their spirits to a realm called the Fade ( a place where non-magic users only go in their dreams ) and this connection makes them susceptible to the spirits that live there. An evil spirit can use a corrupt or weak mage to travel into the real world and wreck havoc, hence the strict, authoritarian security. Vivienne became the leader of her circle, a position that allows her to travel beyond the confines of its walls more freely than most, and used this freedom to become a major player in the political landscape of her country, Orlais ( kind of like medieval France ). Orlais has a large noble class that is commonly seen engaging in political subterfuge, blackmail, assassinations, and all that jazz. And this stuff goes on at big balls thrown in fancy palaces - hence the party connection.

Her attacks are based on her ingame abilities. She is mainly focused into two skill trees: ( although you can actually reallocate her skills differently if you want ). Winter, and Knight Enchanter. Winter contails Ice attacks, and is her main tree when you first get her as a character. Later on, she specializes in Knight Enchantress, a sort of "melee mage" specialization that includes summoning a magical sword ( hence Secret Sword ). Both of these specializations are pretty defensive in nature. She also has access to Fire, Lightning, and Spirit trees, which are where some of her coverge and support moves come from.
Pika Xreme
KeeganSkymin4444
Bmw6446
PsuedoRidge
Squidy822
KirbyRider1337
Scoopapa
 
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