Crossover Chaos V2: Slate 44 - Halloween

Good sirs, you may know Speed, but in truth are a stranger to SPEEEEEEEEEEEEEEEEEEED. Oh wait, Sonic, but uh...
"Now the real fun starts!"
Pokémon: Marino
Type: Dark/Fighting
Ability: Pickpocket / Filter / Steelworker [HA]
Moves: Drain Punch, Thief, Jump Kick, Double Team, Quick Attack, Extreme Speed, Water Shuriken, Cut, Slash, Night Slash, Knock Off, Swords Dance, Metal Claw, Aerial Ace, False Swipe, X-Scissor, Brick Break
Special Item: Quicksilver Armor (Marino can change into Quicksilver form with this.)
New Move: Scattered Petals (Physical Dark-type Mind Blown)
Stats (Base): 80/105/75/85/75/130 [BST 550]
Stats (Quicksilver): 80/125/85/105/85/170 [BST 650]

Reasoning: First off, the first red flag: WTF MARINO QUICKSILVER OUTSPEED EVERYTHING!? You'll normally get three turns straight with her when most others would be lucky to hit twice in a row. Hell, if your cards are played right, she'll get over ten turns in a row before the next person moves! Most of her moves either derive from A. Cutting (She uses knives and shurikens, the latter of which can have elemental attributes, hence Water Shuriken), or B. Her Action Trigger, the Emotional Reel (Basically try to pin down three of the same to use it). Thief and Knock Off derive from her natural pickpocketing tendencies and I'll Take That!, Double Team is from Mirage Dive, her... Special Attack within a Special Attack (She summons shadowclones and all three dropkick the target), and Jump Kick factors into that plus Marino Stamp, which is what happens if there isn't three of the same. Drain Punch is from Your Life Please!, a lifesteal move, and Scattered Petal is a move that hits all enemies for the same damage as Mirage Dive... But has a good chance of KO'ing Marino herself in the process. Last but not least, Dark/Fighting. Fighting, Steel, and Dark ALL fit her perfectly, but I decided to give Steel the consolation prize with Steelworker. Good with martial arts and is an anti-hero, not to mention a thief. Filter also helps with accounting for her armor.
And time to throw something new in the mix...
"(...LIGHT... FOR... MONOMON...)"
Pokémon: Uumuu
Type: Electric/Water
Ability: Levitate / Overcoat / Hydration [HA]
Moves: Discharge, Recover, Scald, Thunder Wave, Thunderbolt, Bubble Beam, Bubble, Water Pulse, Acid Armor, Shock Wave
Stats: 140/60/95/105/120/60 [BST 580]

Reasoning: Enter Uumuu, a giant version of the Uomas and Oomas you fought in Fog Canyon, and one of Monomon the Teacher's last lines of defense! With Isma's Tear and/or the Shade Cloak on hand, you can explore what you couldn't explore of the Fog Canyon when you were on your way to the Fungal Wastes, and that includes the Teacher's Archives. Electric/Water because it's a giant Jellyfish thing that attacks by summoning electrical bursts. The main thing about it is that you'll have to wait until Quirrel bursts its membrane to get your chance to beat it up before it recovers, which gives it all those Water moves. (Scald because it isn't bothered by the acid in its room and it could probably store that stuff to use against you) Overcoat and Hydration both from that handy membrane, which bounces off most of The Knight's attacks and could probably absorb rain easily. Levitate because it floats, and sand and mud would probably just bounce off its membrane anyway.
 
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Pokemon: Master Chief
Type: Steel/Fighting
Ability: Regenerator / Sniper | Grenadier (HA)
Grenadier -
If the user's held item was a grenade, and it was thrown with Fling, there is a 50% chance to regenerate the item at the end of each turn
Stats: 80 / 115 / 120 / 125 / 80 / 80 | 600 BST
Custom Moves:
Battle Rifle: Steel type | Special | 35 BP | 100% acc. | 10-16 PP | hits 3 times, calculates damage using the opponent's Def stat
M6D Pistol: Steel type | Special | 45 BP | 100% acc. | 15-24 PP | +1 priority | calculates damage using the opponent's Def stat. High critical hit ratio
Custom Items:
Fragmentation Grenade | When thrown with Fling, this item deals damage the following turn, based on the SpA of the pokemon who threw it. Hits both sides in Double Battles. | 10 BP Fling
Fragmentation Grenade Damage: Fire type | Special | 150 BP
Plasma Grenade | When thrown with Fling, this item deals damage the following turn, based on the SpA of the pokemon who threw it. It has a 30% chance to "stick" the target, which prevents them from switching out until the grenade explodes. Hits both sides in Double Battles. | 10 BP Fling
Plasma Grenade Damage: Electric type | Special | 130 BP
Moves: Battle Rifle, M6D Pistol, Fling, Recycle, Heavy Slam, Close Combat,
Reasoning:
Master Chief, the main protagonist of the Halo franchise. Taken from his home as a young boy, he lived with his fellow Spartan recruits and spent his whole life training with his "family", about 120 other children. As an adult, he underwent experimental surgery that hardened his bones, strengthened his muscles, quickened his reflexes, and no doubt shrank certain parts to unusable status : ( . Only with these heightened reflexes could he control the Mjolnir armor, a nuclear-powered combat suit that makes him incredibly strong and durable ( and weighs half a ton ). Later on, the addition of Plasma Shield technology, reverse engineered from the alien Covenant, provided the final piece to the badass puzzle that is the Master Chief.

Regenerator refers to the fact that Plasma Shields regenerate after not taking damage for a certain amount of time... switching out is kind of like that. Halo's combat is built on three main parts: guns, grenades, and melee. Master Chief's movepool is small but precise, and designed to basically include each of those elements. Guns are represented by his custom Steel-type moves, grenades are held items to be flung at the enemy with powerful results, and melee is represented by Close Combat or Heavy Slam. The Battle Rifle fires a 3-round burst with each trigger pull, hence the multihit. Priority was the best way I could think of to represent a sidearm for the pistol. Grenades even function similarly to how they do in Halo multiplayer: In pokemon, the delayed explosion allows you to "trap" opponents if they can't wall both the gun attacks and the grenade. Similarly, in Halo grenades are often used to cut off an opponent fleeing your gun, or flush them out of cover so you can shoot them.
 
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RELEASE THE TOUHOUS (&Richter)

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 (Homing shots are kind of her thing in the series). 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 are not her duties. Petal Dance and Magical Leaf are the obligatory Hidden Star in Four Seasons reference, based on Reimu being infused with the power of Spring, though she doesn't get any extra form or a variant of Fantasy Seal from it.

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

And lastly, here's one from a game I've not played, but seen a lot of...

"Gentlemen?"


Pokémon: The Spy (Team Fortress 2)
Type: Dark
Abilities: Illusion/Dead Ringer* (Disguise clone)
Moves: Sucker Punch, Night Slash, Smart Strike, Fake Out, Fell Stinger, First Impression, Foul Play, Icicle Crash, Lunge, Phantom Force, etc.
Stats: 50 HP/150 Atk/40 Def/50 SpA/40 SpD/100 Spe (BST: 430)
Reasoning: The Spy is one of the nine mercenaries hired to do battle over the plot of land Twofort and as such, one of the nine playable classes in Team Fortress 2. The Spy has good speed and top-notch offensive potential (especially with backstabs, hence the extremely high attack), but GOOD GOD are his defenses awful. While his defenses aren't QUITE as bad as Deoxys-Attack, they're not THAT much better than freaking PIKACHU of all things. Needless to say, the Spy really CAN'T take a hit (Which is accurate to how he was in TF2, as the Spy has the lowest maximum health of all 9 classes). Luckily, the Spy's specialty is subterfuge and deception, so his abilities tie into this. One of the hallmarks of the Spy's kit is his Disguise Kit, which takes the form of the Illusion ability, which you may remember from our good buddy Zoroark. The Spy also has plenty of cloaking items, but the main one of note here is the Dead Ringer, which allows the Spy to, upon taking a hit, fake his own death and escape unharmed, possibly getting to backstab the guy who tried to kill him, which manifests as a clone of the unique ability of Mimikyu, granting the Spy one free hit. This grants the Spy an interesting duality, which is more threatening to hyper offense teams: Does the Spy have Illusion? Or is it a Dead Ringer Spy? The attacks and typing are fairly obvious though, although some are based more on certain weapons (For instance, Icicle Crash is based on the Spycicle).
 
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Pokemon: Soma Cruz
Type: Normal
Ability: Soul Dominance (If this Pokemon has three specific moves within its movepool (Mystical Fire, Oblivion Wing, Lifesteal), it will become Soma-Awakened, and his lifestealing moves will steal 30% more HP from targets (like the item Big Root). If Soma-Awakened holds the Big Root item in conjunction with this ability, the maximum you will regain is 100% of the damage you deal, or in the case of Oblivion Wing, 105%. Against a target with Liquid Ooze, Soma-Awakened will not take damage, but will not heal either.)
Type (Awakened): Dark/Flying
Signature Move: Lifesteal
- Type: Dark
- Classification: Special
- Power: 80
- Accuracy: 100
- PP: 10 (max 16)
- Effect: Drains 50% of the damage you deal.
Stats: 50 / 55 / 40 / 55 / 40 / 60
Stats (Awakened): 90 / 95 / 90 / 115 / 90 / 100
Notable Moveset: Lifesteal, Sketch, other basic moves that all Pokemon get
Overview: Soma Cruz, mostly based on his Aria of Sorrow appearance, has the power to dominate the souls of monsters to utilize their techniques. This is what Sketch is based on, but that could still be a big issue on a Pokemon with high enough stats. However, Soma has relatively moderate stats. Better than those of Smeargle, but not quite enough to be absolutely terrifying. (+2 252 Atk Life Orb Soma Cruz Sunsteel Strike vs. 252 HP / 252+ Def Clefable: 291-343 (73.8 - 87%) -- guaranteed 2HKO after Leftovers recovery) On the other hand, you could also utilize the much stronger Awakened form.
Soma Cruz is the reincarnation of Dracula. In Aria of Sorrow, equipping three specific souls while taking on the fake final boss allows Soma to truly awaken as Dracula, though you eventually overcome the evil spirit of him that is trying to possess Soma.

The Awakened form has considerably better stats than his normal form, and a somewhat better typing, but it is highly limited in move choice. However, you still have an extra move slot for coverage, utility, or setup, so even if he is mostly predictable, there is still an element of unpredictability. And, with his life-stealing moves, he has a very powerful way of regaining HP.
Sample Movesets:

Soma Cruz @ Focus Sash
Soul Dominance
252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shell Smash
- Spore
- Power Trip
- Sunsteel Strike

Soma-Awakened @ Power Herb
Soul Dominance
4 HP / 252 SpA / 252 Spe
Timid Nature
- Geomancy
- Mystical Fire
- Oblivion Wing
- Lifesteal


Now for some resubs!

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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: 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


You_Doodle+_2019-01-13T04_39_04Z.png

Pokemon: Dharkon
Type: Dark/Poison
Ability: Bane of Light (The user's Dark type moves are super effective on Fairy types, and their Poison type moves are super effective against Psychic types.)
Signature Move: Demonic Rend
- Type: Dark
- Classification: Physical
- Power: 110
- Accuracy: 100
- PP: 5 (max 8)
- Effect: Has a 40% chance to lower the foe's Speed by two stages. Targets all adjecent Pokemon in a Double Battle.
Signature Z-Move: Hammer of Darkness
- Prerequisite Move: Demonic Rend
- Type: Dark
- Classification: Physical
- Power: 190
- Effect: Lowers the opposing Pokemon's speed by one stage.
- Flavor: The user gathers together its entire dark mass and smashes it onto the foe. Lowers their Speed by one stage.
Stats: 97/142/101/75/88/100 (Total: 603)
Notable Moveset: Poison Jab, Gunk Shot, Dark Pulse, Knock Off, Glare, Hypnosis, Nightmare, Curse, Work Up, Shadow Claw, Shadow Force, Phantom Force, Teleport, Sludge Bomb, Drill Run, X-Scissor, Laser Focus
Overview: Dharkon is the opposite of Galeem. A dark entity that wants nothing more than to shroud the world in darkness. Everything about it is supposed to make you uncomfortable and wary, which is why here it has bizarre stat numbers. Like Galeem, its ability is named after the respective spirit power in game, and here it has the same effect for Dharkon's STABs. Its defenses are a little more balanced, in exchange for a lower offensive stat. Its Speed was kept the same as Galeem's Speed to show that, despite the two being polar opposites, they're equally matched.
Sample Movesets: WIP


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Pokemon: Hero Mii (Mage Job)
Type: Psychic
Abilities: Mage's Power (Fire, Ice, and Electric moves used by this Pokemon receive a 1.5x boost. The user's allies receive a 1.1x boost to the power of those types of moves as well.) / Magic Guard
Signature Move: Tower of Flame
- Type: Fire
- Classification: Special
- Power: 150
- Accuracy: 100
- PP: 5 (max 8)
- Effect: No additional effect.
Stats: 84 / 46 / 74 / 151 / 119 / 96 (Total: 560)
Other Notable Moves: Flamethrower, Thunderbolt, Discharge, Fire Blast, Hypnosis, Heat Wave, Ice Beam, Blizzard, Barrier, Trick, Helping Hand, Retaliate, Follow Me, Taunt, Return, Frustration
Overview: The standard Mage class for Miitopia. You might, however, notice something odd about the class. It does not possess any Psychic type moves, despite being a Psychic type. This is because the Mage in Miitopia does not possess any Psychic powers, but rather uses magic. The type most associated with magic is the Psychic type, so the Mage gets it. It has a boost to Fire, Electric, and Ice attacks, because the Mage specializes in elemental magic. (Quick note that the Miitopia mage actually does not use Ice attacks, but instead uses two different varieties of Fire attacks (those being variations of the moves "Fire" and "Explosion"). However, I included it in the Mage's powers here because of the fact that the only reason the Mage doesn't use Ice magic in Miitopia is that it would have no functional difference in the game.) The stats are for the most part based on the stats in Miitopia, while the moves are based on both the Mage's abilities and the abilities of the friendship system in Miitopia.
Sample Movesets:
Hero Mii @ Choice Scarf
Mage's Power
252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tower of Flame
- Thunder / Thunderbolt
- Blizzard / Ice Beam
- Trick

Doubles Set
Hero Mii @ Life Orb
Mage's Power
252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tower of Flame / Heat Wave
- Helping Hand
- Blizzard / Discharge
- Protect
 
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"The time has come for your planet... No! The time has come for the entire UNIVERSE to bow before me!"
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
- Nasty Plot
- Roost

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
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Some resubs

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


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

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


New Bois


Pokémon: Mii Fighter (SSB)
Type: Electric | Fighting | Steel (Gunner, Brawler and Swordmaster respectively)
Ability: Mii Mode - Switches between formes depending on what signature move is present.
Stats:
Gunner: 110 / 70 / 100 / 125 / 70 / 65 | BST: 540
Brawler: 70 / 110 / 100 / 65 / 70 / 125 | BST: 540
Swordfighter: 80 / 110 / 90 / 80 / 100 / 80 | BST: 540
Signature Move(s):
Brawler - Flashing Mach Punch | Fighting | Physical | 110 BP | 10 PP | 100% Acc | 20% chance to flinch. Punch Move.

Swordfighter - Blurring Blade | Steel | Physical | 100 BP | 10 PP | 90% Acc | 20% chance to burn.

Gunner - Charge Blast | Electric | Special | 110 BP | 10 PP | 100% Acc | 20% chance to flinch. Bomb move.

Z-move:
Omega Blitz | Required move: Flashing Mach Punch | 190 BP | Higher critical hit ratio. Grounds Foe if airborne. | Punch move | Z-Crystal: Miilium Z

Final Edge | Required move: Blurring Blade | 190 BP | Raises all stats by one stage. | Z-Crystal: Miilium Z

Full Blast | Required move: Charge Blast | 190 BP | Hits all adjacent foes. Paralyzes targets. | Bomb move | Z-Crystal: Miilium Z

Other Moves: Close Combat, Sky Uppercut, Swords Dance, Agility, Mach Punch, Focus Blast, Flash Cannon, Thunderbolt, Thunder, Thunder Punch, Ice Punch, Blaze Kick, High Jump Kick, Fire Punch, Sacred Sword, Leaf Blade, Smart Strike, Bounce, Bulk Up, Dazzling Gleam, Knock Off, U-turn, Water Shuriken,
Sample Sets:

Mii Brawler @ Life Orb
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Mii Mode
Jolly Nature
- Flashing Mach Punch
- Thunder Punch
- Swords Dance
- Knock Off

Mii Gunner @ Choice Specs
EVs: 252 HP / 252 SpA / 4 Spe
Ability: Mii Mode
Modest Nature
- Charge Blast
- Focus Blast
- U-turn
- Flash Cannon

Mii Swordfighter @ Miilium Z
EVs: 252 Atk / 4 SpD / 252 Spe
Ability: Mii Mode
Jolly Nature
- Swords Dance
- Blurring Blade
- Close Combat
- Knock Off

Justification: Mii Fighter is a playable fighter in the Super Smash Bros series, which can alternate between three different formes before battle. Being carried over to Pokemon, Mii Fighter essentially can do the same thing. Each signature move is based on an attack each fighter class learns. And their signature Z Moves are based on their Final Smash. The rest of their movepool has attacks that best translate from SSB.
 

Pokémon: Lili de Rochefort (Tekken)
Type: Fighting/Fairy
Ability: Reckless / Limber (Pixilate)
Moves: Angel Knee, High Jump Kick, Jump Kick, Play Rough, Dazzling Gleam, Focus Blast, Triple Kick, Double-Edge, Aerial Ace, U-Turn, Knock Off, Poison Jab, Low Kick, Blaze Kick, Draining Kiss, Reversal, Swords Dance, Lovely Kiss, Facade, Vacuum Wave, Fake Out, Mega Kick, Quick Attack
Angel Knee: Fairy | 130 BP | 90% Accuracy | Physical | 10 PP (max. 16) | User takes crash damage (50% of max HP) if it misses

Stats: 70/115/70/75/70/130 (BST: 530)

Reasoning: Lili's fighting-style in Tekken mostly consists of high kicks and aerial moves, which I tailored my moveset for. Fairy-typing due to her pop-star and pomp girly character. High speed because Lili's one of the faster fighters in tekken.

Lili's risky to use (much like in Tekken, blocking her attacks leaves her vulnerable a la Reckless), but its payoff reaps rewards as it can sweep and wallbreak because of its high Speed and Attack, and its movepool that takes advantage of its Reckless and Pixilate abilities. Defensive-wise, Lili's frail but her defensive typing is quite good, resisting Stealth Rock and a lot of priority moves.



Pokémon: Sunflower (Plants vs. Zombies)
Type: Grass/Fire
Ability: Drought
Moves: Synthesis, Solarbeam, Energy Ball, Flamethrower, Fire Blast, Overheat, Ember, Absorb, Mega Drain, Giga Drain, Substitute
Stats: 90/70/105/95/115/50 (BST: 525)

Reasoning: Much like in Plants vs Zombies, the Sunflower provides Sun for the team. Stats are made for it to survive longer in battle and Synthesis synergizes well with Drought. Speed is low as the Sunflower doesn't really move in battle.



Mega-evolves to Repeater
Pokémon: Peashooter (Plants vs. Zombies)
Type: Grass
Ability: Chlorophyll (Mega Launcher)
Moves: Energy Ball, Solar Beam, Synthesis, Aura Sphere, Dark Pulse, Water Pulse, Seed Bomb, Sludge Bomb, Mud Bomb, Mud Shot, Signal Beam, Bullet Seed, Rock Blast, Fury Attack, Pin Missile, Growth, Sunny Day
Stats: 80/90/70/115/75/80 (BST: 510)

Reasoning: Peashooter thrives under the Sun. Mega Launcher is its alternative ability as it launches a lot of seeds (Balls and Bombs in this case) with its mouth. Movepool consists of flavour moves that use its mouth as a launcher + moves that benefit from its abilities Peashooter mega-evolves to a powerful Repeater by holding a Leaf Stone.


Pokémon: Repeater
Type: Grass
Ability: Skill Link
Moves: Energy Ball, Solar Beam, Synthesis, Aura Sphere, Dark Pulse, Water Pulse, Seed Bomb, Sludge Bomb, Mud Bomb, Mud Shot, Signal Beam, Bullet Seed, Rock Blast, Fury Attack, Pin Missile, Growth, Sunny Day
Stats: 80/140/90/115/85/100 (BST: 610)

Reasoning: Repeater launches more seeds at the opponent and never less. Bullet Seed, in conjuction with Skill Link, makes perfect flavour while also allowing Repeater to wallbreak and break substitutes.
 
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Time to get your votes in. Voting ends on the 19th.
Pokémon: Marino
Type: Dark/Fighting
Ability: Pickpocket / Filter / Steelworker [HA]
Moves: Drain Punch, Thief, Jump Kick, Double Team, Quick Attack, Extreme Speed, Water Shuriken, Cut, Slash, Night Slash, Knock Off, Swords Dance, Metal Claw, Aerial Ace, False Swipe, X-Scissor, Brick Break
Special Item: Quicksilver Armor (Marino can change into Quicksilver form with this.)
New Move: Scattered Petals (Physical Dark-type Mind Blown)
Stats (Base): 80/105/75/85/75/130 [BST 550]
Stats (Quicksilver): 80/125/85/105/85/170 [BST 650]

Reasoning: First off, the first red flag: WTF MARINO QUICKSILVER OUTSPEED EVERYTHING!? You'll normally get three turns straight with her when most others would be lucky to hit twice in a row. Hell, if your cards are played right, she'll get over ten turns in a row before the next person moves! Most of her moves either derive from A. Cutting (She uses knives and shurikens, the latter of which can have elemental attributes, hence Water Shuriken), or B. Her Action Trigger, the Emotional Reel (Basically try to pin down three of the same to use it). Thief and Knock Off derive from her natural pickpocketing tendencies and I'll Take That!, Double Team is from Mirage Dive, her... Special Attack within a Special Attack (She summons shadowclones and all three dropkick the target), and Jump Kick factors into that plus Marino Stamp, which is what happens if there isn't three of the same. Drain Punch is from Your Life Please!, a lifesteal move, and Scattered Petal is a move that hits all enemies for the same damage as Mirage Dive... But has a good chance of KO'ing Marino herself in the process. Last but not least, Dark/Fighting. Fighting, Steel, and Dark ALL fit her perfectly, but I decided to give Steel the consolation prize with Steelworker. Good with martial arts and is an anti-hero, not to mention a thief. Filter also helps with accounting for her armor.
Pokémon: Uumuu
Type: Electric/Water
Ability: Levitate / Overcoat / Hydration [HA]
Moves: Discharge, Recover, Scald, Thunder Wave, Thunderbolt, Bubble Beam, Bubble, Water Pulse, Acid Armor, Shock Wave
Stats: 140/60/95/105/120/60 [BST 580]

Reasoning: Enter Uumuu, a giant version of the Uomas and Oomas you fought in Fog Canyon, and one of Monomon the Teacher's last lines of defense! With Isma's Tear and/or the Shade Cloak on hand, you can explore what you couldn't explore of the Fog Canyon when you were on your way to the Fungal Wastes, and that includes the Teacher's Archives. Electric/Water because it's a giant Jellyfish thing that attacks by summoning electrical bursts. The main thing about it is that you'll have to wait until Quirrel bursts its membrane to get your chance to beat it up before it recovers, which gives it all those Water moves. (Scald because it isn't bothered by the acid in its room and it could probably store that stuff to use against you) Overcoat and Hydration both from that handy membrane, which bounces off most of The Knight's attacks and could probably absorb rain easily. Levitate because it floats, and sand and mud would probably just bounce off its membrane anyway.
Pokemon: Master Chief
Type: Steel/Fighting
Ability: Regenerator / Sniper | Grenadier (HA)
Grenadier -
If the user's held item was a grenade, and it was thrown with Fling, there is a 50% chance to regenerate the item at the end of each turn
Stats: 80 / 115 / 120 / 125 / 80 / 80 | 600 BST
Custom Moves:
Battle Rifle: Steel type | Special | 35 BP | 100% acc. | 10-16 PP | hits 3 times, calculates damage using the opponent's Def stat
M6D Pistol: Steel type | Special | 45 BP | 100% acc. | 15-24 PP | +1 priority | calculates damage using the opponent's Def stat. High critical hit ratio
Custom Items:
Fragmentation Grenade | When thrown with Fling, this item deals damage the following turn, based on the SpA of the pokemon who threw it. Hits both sides in Double Battles. | 10 BP Fling
Fragmentation Grenade Damage: Fire type | Special | 150 BP
Plasma Grenade | When thrown with Fling, this item deals damage the following turn, based on the SpA of the pokemon who threw it. It has a 30% chance to "stick" the target, which prevents them from switching out until the grenade explodes. Hits both sides in Double Battles. | 10 BP Fling
Plasma Grenade Damage: Electric type | Special | 130 BP
Moves: Battle Rifle, M6D Pistol, Fling, Recycle, Heavy Slam, Close Combat,
Reasoning:
Bio
Master Chief, the main protagonist of the Halo franchise. Taken from his home as a young boy, he lived with his fellow Spartan recruits and spent his whole life training with his "family", about 120 other children. As an adult, he underwent experimental surgery that hardened his bones, strengthened his muscles, quickened his reflexes, and no doubt shrank certain parts to unusable status : ( . Only with these heightened reflexes could he control the Mjolnir armor, a nuclear-powered combat suit that makes him incredibly strong and durable ( and weighs half a ton ). Later on, the addition of Plasma Shield technology, reverse engineered from the alien Covenant, provided the final piece to the badass puzzle that is the Master Chief.

Regenerator refers to the fact that Plasma Shields regenerate after not taking damage for a certain amount of time... switching out is kind of like that. Halo's combat is built on three main parts: guns, grenades, and melee. Master Chief's movepool is small but precise, and designed to basically include each of those elements. Guns are represented by his custom Steel-type moves, grenades are held items to be flung at the enemy with powerful results, and melee is represented by Close Combat or Heavy Slam. The Battle Rifle fires a 3-round burst with each trigger pull, hence the multihit. Priority was the best way I could think of to represent a sidearm for the pistol. Grenades even function similarly to how they do in Halo multiplayer: In pokemon, the delayed explosion allows you to "trap" opponents if they can't wall both the gun attacks and the grenade. Similarly, in Halo grenades are often used to cut off an opponent fleeing your gun, or flush them out of cover so you can shoot them.
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 (Homing shots are kind of her thing in the series). 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 are not her duties. Petal Dance and Magical Leaf are the obligatory Hidden Star in Four Seasons reference, based on Reimu being infused with the power of Spring, though she doesn't get any extra form or a variant of Fantasy Seal from it.

Her signature Z-Move, Fantasy Nature, is based on her Last Word in Imperishable Night and Hopeless Masquerade. It was difficult to balance this one given how utterly broken the ability is in the actual series' canon, so this was the best I could come up with: It's a two-turn move akin to something like Shadow Force or Phantom Force. With Reimu's ultimate manifestation of her natural powers, she ignores weaknesses, resistances and abilities, and cannot be hurt during the charge turn by anything. However, due to the charge turn, it can be fairly easy to prepare for Fantasy Nature so long as you're careful, and another Semi-Invulnerable move will beat Fantasy Nature out. Still, it is an IMMENSELY powerful nuke, and if you don't have a defensive measure prepared, you're probably going to lose something, as even coming off of a meager base 100 SpA, a base 250 STAB hurts a great deal.
Pokémon: The Spy (Team Fortress 2)
Type: Dark
Abilities: Illusion/Dead Ringer* (Disguise clone)
Moves: Sucker Punch, Night Slash, Smart Strike, Fake Out, Fell Stinger, First Impression, Foul Play, Icicle Crash, Lunge, Phantom Force, etc.
Stats: 50 HP/150 Atk/40 Def/50 SpA/40 SpD/100 Spe (BST: 430)
Reasoning: The Spy is one of the nine mercenaries hired to do battle over the plot of land Twofort and as such, one of the nine playable classes in Team Fortress 2. The Spy has good speed and top-notch offensive potential (especially with backstabs, hence the extremely high attack), but GOOD GOD are his defenses awful. While his defenses aren't QUITE as bad as Deoxys-Attack, they're not THAT much better than freaking PIKACHU of all things. Needless to say, the Spy really CAN'T take a hit (Which is accurate to how he was in TF2, as the Spy has the lowest maximum health of all 9 classes). Luckily, the Spy's specialty is subterfuge and deception, so his abilities tie into this. One of the hallmarks of the Spy's kit is his Disguise Kit, which takes the form of the Illusion ability, which you may remember from our good buddy Zoroark. The Spy also has plenty of cloaking items, but the main one of note here is the Dead Ringer, which allows the Spy to, upon taking a hit, fake his own death and escape unharmed, possibly getting to backstab the guy who tried to kill him, which manifests as a clone of the unique ability of Mimikyu, granting the Spy one free hit. This grants the Spy an interesting duality, which is more threatening to hyper offense teams: Does the Spy have Illusion? Or is it a Dead Ringer Spy? The attacks and typing are fairly obvious though, although some are based more on certain weapons (For instance, Icicle Crash is based on the Spycicle).
Pokemon: Soma Cruz
Type: Normal
Ability: Soul Dominance (If this Pokemon has three specific moves within its movepool (Mystical Fire, Oblivion Wing, Lifesteal), it will become Soma-Awakened, and his lifestealing moves will steal 30% more HP from targets (like the item Big Root). If Soma-Awakened holds the Big Root item in conjunction with this ability, the maximum you will regain is 100% of the damage you deal, or in the case of Oblivion Wing, 105%. Against a target with Liquid Ooze, Soma-Awakened will not take damage, but will not heal either.)
Type (Awakened): Dark/Flying
Signature Move: Lifesteal
- Type: Dark
- Classification: Special
- Power: 80
- Accuracy: 100
- PP: 10 (max 16)
- Effect: Drains 50% of the damage you deal.
Stats: 50 / 55 / 40 / 55 / 40 / 60
Stats (Awakened): 90 / 95 / 90 / 115 / 90 / 100
Notable Moveset: Lifesteal, Sketch, other basic moves that all Pokemon get
Overview: Soma Cruz, mostly based on his Aria of Sorrow appearance, has the power to dominate the souls of monsters to utilize their techniques. This is what Sketch is based on, but that could still be a big issue on a Pokemon with high enough stats. However, Soma has relatively moderate stats. Better than those of Smeargle, but not quite enough to be absolutely terrifying. (+2 252 Atk Life Orb Soma Cruz Sunsteel Strike vs. 252 HP / 252+ Def Clefable: 291-343 (73.8 - 87%) -- guaranteed 2HKO after Leftovers recovery) On the other hand, you could also utilize the much stronger Awakened form.
Spoilers for Aria of Sorrow
Soma Cruz is the reincarnation of Dracula. In Aria of Sorrow, equipping three specific souls while taking on the fake final boss allows Soma to truly awaken as Dracula, though you eventually overcome the evil spirit of him that is trying to possess Soma.

The Awakened form has considerably better stats than his normal form, and a somewhat better typing, but it is highly limited in move choice. However, you still have an extra move slot for coverage, utility, or setup, so even if he is mostly predictable, there is still an element of unpredictability. And, with his life-stealing moves, he has a very powerful way of regaining HP.
Sample Movesets:

Soma Cruz @ Focus Sash
Soul Dominance
252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shell Smash
- Spore
- Power Trip
- Sunsteel Strike

Soma-Awakened @ Power Herb
Soul Dominance
4 HP / 252 SpA / 252 Spe
Timid Nature
- Geomancy
- Mystical Fire
- Oblivion Wing
- Lifesteal
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: 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
Pokemon: Dharkon
Type: Dark/Poison
Ability: Bane of Light (The user's Dark type moves are super effective on Fairy types, and their Poison type moves are super effective against Psychic types.)
Signature Move: Demonic Rend
- Type: Dark
- Classification: Physical
- Power: 110
- Accuracy: 100
- PP: 5 (max 8)
- Effect: Has a 40% chance to lower the foe's Speed by two stages. Targets all adjecent Pokemon in a Double Battle.
Signature Z-Move: Hammer of Darkness
- Prerequisite Move: Demonic Rend
- Type: Dark
- Classification: Physical
- Power: 190
- Effect: Lowers the opposing Pokemon's speed by one stage.
- Flavor: The user gathers together its entire dark mass and smashes it onto the foe. Lowers their Speed by one stage.
Stats: 97/142/101/75/88/100 (Total: 603)
Notable Moveset: Poison Jab, Gunk Shot, Dark Pulse, Knock Off, Glare, Hypnosis, Nightmare, Curse, Work Up, Shadow Claw, Shadow Force, Phantom Force, Teleport, Sludge Bomb, Drill Run, X-Scissor, Laser Focus
Overview: Dharkon is the opposite of Galeem. A dark entity that wants nothing more than to shroud the world in darkness. Everything about it is supposed to make you uncomfortable and wary, which is why here it has bizarre stat numbers. Like Galeem, its ability is named after the respective spirit power in game, and here it has the same effect for Dharkon's STABs. Its defenses are a little more balanced, in exchange for a lower offensive stat. Its Speed was kept the same as Galeem's Speed to show that, despite the two being polar opposites, they're equally matched.
Sample Movesets: WIP
Pokemon: Hero Mii (Mage Job)
Type: Psychic
Abilities: Mage's Power (Fire, Ice, and Electric moves used by this Pokemon receive a 1.5x boost. The user's allies receive a 1.1x boost to the power of those types of moves as well.) / Magic Guard
Signature Move: Tower of Flame
- Type: Fire
- Classification: Special
- Power: 150
- Accuracy: 100
- PP: 5 (max 8)
- Effect: No additional effect.
Stats: 84 / 46 / 74 / 151 / 119 / 96 (Total: 560)
Other Notable Moves: Flamethrower, Thunderbolt, Discharge, Fire Blast, Hypnosis, Heat Wave, Ice Beam, Blizzard, Barrier, Trick, Helping Hand, Retaliate, Follow Me, Taunt, Return, Frustration
Overview: The standard Mage class for Miitopia. You might, however, notice something odd about the class. It does not possess any Psychic type moves, despite being a Psychic type. This is because the Mage in Miitopia does not possess any Psychic powers, but rather uses magic. The type most associated with magic is the Psychic type, so the Mage gets it. It has a boost to Fire, Electric, and Ice attacks, because the Mage specializes in elemental magic. (Quick note that the Miitopia mage actually does not use Ice attacks, but instead uses two different varieties of Fire attacks (those being variations of the moves "Fire" and "Explosion"). However, I included it in the Mage's powers here because of the fact that the only reason the Mage doesn't use Ice magic in Miitopia is that it would have no functional difference in the game.) The stats are for the most part based on the stats in Miitopia, while the moves are based on both the Mage's abilities and the abilities of the friendship system in Miitopia.
Sample Movesets:
Hero Mii @ Choice Scarf
Mage's Power
252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tower of Flame
- Thunder / Thunderbolt
- Blizzard / Ice Beam
- Trick

Doubles Set
Hero Mii @ Life Orb
Mage's Power
252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tower of Flame / Heat Wave
- Helping Hand
- Blizzard / Discharge
- Protect
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
- Nasty Plot
- Roost

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
Pokémon: Clockwerk
Type: Flying/Steel
Ability: Regenerator / Heatproof
Moves: Brave Bird, Steel Wing, Metal Claw, Iron Head, Hurricane, Air Slash, Thunder(bolt), Sludge Bomb, Poison Gas, Plasma Launcher*, Roost, Flash Cannon, Air Slash, Feather Dance, Lava Plume, Hypnosis, Defog, Refresh, Nasty Plot
Plasma Launcher: Steel, Special, 95 BP, 90% Acc, 8 PP | 50% chance to lower opponent's SpD
Z-Move: Clockwerk's Death Ray - Steel, Special, 185 BP | Hits Steel types super effectively. | Move: Plasma Launcher | Z-Crystal: Clockwerkium Z
Stats: 150 HP / 90 Atk / 120 Def / 135 SpA / 80 SpD / 105 Spe | 680 BST
Pokémon: Bonk Choy (Plants v. Zombies)
Type: Grass / Fighting
Ability: Iron Fist
Stats: 70 / 125 / 100 / 65 / 70 / 80 | BST: 510
Signature Move(s): Bok Punch | Grass | Physical | 90 BP | 10 PP | 90% Acc | 20% chance to confuse foe. Punch Move.
Z-move: Bok Choy Barrage | Required move: Pak Punch | 190 BP | Higher critical hit ratio | Punch move | Z-Crystal: Bonkium Z
Other Moves: Close Combat, Sky Uppercut, Seed Bomb, Mach Punch, Razor Leaf, Drain Punch, Thunder Punch, Bullet Punch, Hammer Arm, Earthquake, Rock Slide, Bulk Up, Taunt, Synthesis
Sample Sets:
Bonk Choy @ Life Orb
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Iron Fist
Adamant Nature
- Bok Punch
- Close Combat
- Thunder Punch / Rock Slide
- Mach Punch / Bullet Punch / Synthesis

Bonk Choy @ Bonkium Z
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Iron Fist
Adamant Nature
- Bulk Up
- Bok Punch
- Close Combat
- Earthquake / Thunder Punch
Justification: Bonk Choy is a playable plant in PvZ, which defeats zombies by unleashing a barrage of punches at them. Its sole ability is Iron Fist, reflecting how plants generally only have one specialty, in this case to punch hard. Its moves are all punch based barring Earthquake and Rock Slide, which I added for complimentary coverage. Synthesis is added as Sun is a major part of all plants in PvS.
Pokémon: Mii Fighter (SSB)
Type: Electric | Fighting | Steel (Gunner, Brawler and Swordmaster respectively)
Ability: Mii Mode - Switches between formes depending on what signature move is present.
Stats:
Gunner: 110 / 70 / 100 / 125 / 70 / 65 | BST: 540
Brawler: 70 / 110 / 100 / 65 / 70 / 125 | BST: 540
Swordfighter: 80 / 110 / 90 / 80 / 100 / 80 | BST: 540
Signature Move(s):
Brawler - Flashing Mach Punch | Fighting | Physical | 110 BP | 10 PP | 100% Acc | 20% chance to flinch. Punch Move.

Swordfighter - Blurring Blade | Steel | Physical | 100 BP | 10 PP | 90% Acc | 20% chance to burn.

Gunner - Charge Blast | Electric | Special | 110 BP | 10 PP | 100% Acc | 20% chance to flinch. Bomb move.

Z-move:
Omega Blitz | Required move: Flashing Mach Punch | 190 BP | Higher critical hit ratio. Grounds Foe if airborne. | Punch move | Z-Crystal: Miilium Z

Final Edge | Required move: Blurring Blade | 190 BP | Raises all stats by one stage. | Z-Crystal: Miilium Z

Full Blast | Required move: Charge Blast | 190 BP | Hits all adjacent foes. Paralyzes targets. | Bomb move | Z-Crystal: Miilium Z

Other Moves: Close Combat, Sky Uppercut, Swords Dance, Agility, Mach Punch, Focus Blast, Flash Cannon, Thunderbolt, Thunder, Thunder Punch, Ice Punch, Blaze Kick, High Jump Kick, Fire Punch, Sacred Sword, Leaf Blade, Smart Strike, Bounce, Bulk Up, Dazzling Gleam, Knock Off, U-turn, Water Shuriken,
Sample Sets:

Mii Brawler @ Life Orb
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Mii Mode
Jolly Nature
- Flashing Mach Punch
- Thunder Punch
- Swords Dance
- Knock Off

Mii Gunner @ Choice Specs
EVs: 252 HP / 252 SpA / 4 Spe
Ability: Mii Mode
Modest Nature
- Charge Blast
- Focus Blast
- U-turn
- Flash Cannon

Mii Swordfighter @ Miilium Z
EVs: 252 Atk / 4 SpD / 252 Spe
Ability: Mii Mode
Jolly Nature
- Swords Dance
- Blurring Blade
- Close Combat
- Knock Off

Justification: Mii Fighter is a playable fighter in the Super Smash Bros series, which can alternate between three different formes before battle. Being carried over to Pokemon, Mii Fighter essentially can do the same thing. Each signature move is based on an attack each fighter class learns. And their signature Z Moves are based on their Final Smash. The rest of their movepool has attacks that best translate from SSB.
Pokémon: Lili de Rochefort (Tekken)
Type: Fighting/Fairy
Ability: Reckless / Limber (Pixilate)
Moves: Angel Knee, High Jump Kick, Jump Kick, Play Rough, Dazzling Gleam, Focus Blast, Triple Kick, Double-Edge, Aerial Ace, U-Turn, Knock Off, Poison Jab, Low Kick, Blaze Kick, Draining Kiss, Reversal, Swords Dance, Lovely Kiss, Facade, Vacuum Wave, Fake Out, Mega Kick, Quick Attack
Angel Knee: Fairy | 130 BP | 90% Accuracy | Physical | 10 PP (max. 16) | User takes crash damage (50% of max HP) if it misses

Stats: 70/115/70/75/70/130 (BST: 530)

Reasoning: Lili's fighting-style in Tekken mostly consists of high kicks and aerial moves, which I tailored my moveset for. Fairy-typing due to her pop-star and pomp girly character. High speed because Lili's one of the faster fighters in tekken.

Lili's risky to use (much like in Tekken, blocking her attacks leaves her vulnerable a la Reckless), but its payoff reaps rewards as it can sweep and wallbreak because of its high Speed and Attack, and its movepool that takes advantage of its Reckless and Pixilate abilities. Defensive-wise, Lili's frail but her defensive typing is quite good, resisting Stealth Rock and a lot of priority moves.
Pokémon: Sunflower (Plants vs. Zombies)
Type: Grass/Fire
Ability: Drought
Moves: Synthesis, Solarbeam, Energy Ball, Flamethrower, Fire Blast, Overheat, Ember, Absorb, Mega Drain, Giga Drain, Substitute
Stats: 90/70/105/95/115/50 (BST: 525)

Reasoning: Much like in Plants vs Zombies, the Sunflower provides Sun for the team. Stats are made for it to survive longer in battle and Synthesis synergizes well with Drought. Speed is low as the Sunflower doesn't really move in battle.
Pokémon: Peashooter (Plants vs. Zombies)
Type: Grass
Ability: Chlorophyll (Mega Launcher)
Moves: Energy Ball, Solar Beam, Synthesis, Aura Sphere, Dark Pulse, Water Pulse, Seed Bomb, Sludge Bomb, Mud Bomb, Mud Shot, Signal Beam, Bullet Seed, Rock Blast, Fury Attack, Pin Missile, Growth, Sunny Day
Stats: 80/90/70/115/75/80 (BST: 510)

Reasoning: Peashooter thrives under the Sun. Mega Launcher is its alternative ability as it launches a lot of seeds (Balls and Bombs in this case) with its mouth. Movepool consists of flavour moves that use its mouth as a launcher + moves that benefit from its abilities Peashooter mega-evolves to a powerful Repeater by holding a Leaf Stone.

Pokémon: Repeater
Type: Grass
Ability: Skill Link
Moves: Energy Ball, Solar Beam, Synthesis, Aura Sphere, Dark Pulse, Water Pulse, Seed Bomb, Sludge Bomb, Mud Bomb, Mud Shot, Signal Beam, Bullet Seed, Rock Blast, Fury Attack, Pin Missile, Growth, Sunny Day
Stats: 80/140/90/115/85/100 (BST: 610)

Reasoning: Repeater launches more seeds at the opponent and never less. Bullet Seed, in conjuction with Skill Link, makes perfect flavour while also allowing Repeater to wallbreak and break substitutes.
As mentioned on Discord, I'll only be able to update this pet mod on weekends starting next slate so future slates will likely have a week long submission phase and a weeklong voting phase. The other options are to have simultaneous submissions and voting or make a mini council to start voting during the week. Feel free to discuss these options or make alternate suggestions.

KirbyRider1337
Scoopapa
Neosonic97
KeeganSkymin4444
Pika Xreme
G-Luke
MegaFlareon
 
Slate #24
Choose Your Fighter!




Congratulations to Neosonic97, Pika Xreme and Scoopapa for winning with Spy, Magolor and Master Chief.
Scoopapa has earned the title, Mario + Rabbids Kingdom Battle.

This week's theme is characters that originated from or are most know for appearing in fighting games.

Also reminder that submissions and voting phases will be a week long each from now on.

Submit your characters for this slate by the 26th of January.
Have fun!​
 

"HAHAHAHAHA!"
Pokémon: Master Hand
Type: Normal
Ability: Levitate / Iron Fist (HA)
Stats: 120/120/100/100/80/80 (600)
Notable Moves: Finger Bullets*, Hold Hands, Extreme Speed, Fire Punch, Flare Blitz, Fire Blast, Eruption, Overheat, Thunder Punch, Wild Charge, Thunderbolt, Thunder, Ice Punch, Ice Beam, Blizzard, Brave Bird, Gunk Shot, Sludge Bomb, Cross Chop, Hammer Arm, Meteor Mash, Drain Punch, Mach Punch, Fake Out, Spikes, Defog, Rapid Spin, Tailwind
*Finger Bullets: Physical Normal, 40 BP, 100% Accuracy, 10/16 PP, Hits 3 times, 190 BP Breakneck Blitz
Master Hand @ Normalium Z
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Hold Hands
- Thunder Punch
- Ice Punch
- Finger Bullets

Master Hand @ Leftovers / Life Orb
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Fake Out
- Extreme Speed
- Hammer Arm / Drain Punch
- Tailwind

Reasoning: It's Master Hand, from Kirby and the Am- er, Super Smash Bros.! Normal-type because Master Hand isn't really tied to any element and seems pretty adaptable and is also a white glove. As a boss, he's bulky, and he seems to prefer physical attacks - I cut down on his speed because while he can move fast, he usually takes his sweet time between attacks. Levitate because he floats. Iron Fist because he's a fucking hand. Most of his moves are based on his attacks in Smash in some way, though some are combinations of factors rather than any one thing. Finger Bullets in particular is based on his signature move where he shoots bullets out of his fingers. Hold Hands is based on his combination attacks with Crazy Hand.
 
Characters who originate in fighting games, eh...? Oh, I know!



"I don't want to go on living the boring life of a celestial forever. That ends today!"

Pokémon: **Tenshi Hinanawi** (Touhou Hisouten ~ Scarlet Weather Rhapsody)
Type: Ground/Rock
Ability: Scarlet Temperament- Negates any benefits the opponent gains from weather and any harmful effects the weather would have on Tenshi's team. Tenshi also gains increased stats depending on the weather:
Sun/Desolate Land- Attack X1.5
Rain/Primordial Sea- Special Defense X1.5
Sand- Defense X1.5
Hail- Speed X1.5
Delta Stream- 2x All Stats.
Scarlet Temperament cannot be copied, disabled or removed.
Moves: Sword of Hisou, Earthquake, Slash, Night Slash, Stone Edge, Fury Cutter, Iron Defense, Protect, Swords Dance, All Weather moves, Etc.
Signature Move: Sword of Hisou- Ground-type, Physical, 90 BP, 100 Accuracy, 10 PP. Can damage Flying-type foes and foes with Levitate. Fails unless used by Tenshi. If there is a weather active, Sword of Hisou's power doubles and will deal typed damage depending on which would do more damage:
Sun/Desolate Land- Fire
Rain/Primordial Sea- Water
Sand- Steel
Hail- Ice
Delta Stream- Flying.
Signature Z-Move: Scarlet Weather Rapture- Ground-type, Special, 220 BP. Upgrades from Tenshi's Sword of Hisou with Tenshium Z. Can damage Flying-type foes and foes with Levitate. If there is a weather active, it is dispelled and Scarlet Weather Rapture's power is increased by 50%. If Scarlet Weather Rapture is boosted this way, it deals typed damage based on the weather dispelled. Can remove Primordial Sea, Desolate Land and Delta Stream. Typed damage is the same as Sword of Hisou's. Does damage based on Tenshi's Attack.
Stats: 120 HP/110 Atk/120 Def/50 SpA/100 SpD/60 Spd

Reasoning: Tenshi Hinanawi is a celestial who first appears in the Touhou fighting game spinoff, Scarlet Weather Rhapsody, as the game's final boss. As she did not have many of the virtues many other celestials do, due to ascending via technicality more than anything else, Tenshi grew bored with life in Heaven and thus caused trouble in Gensokyo to try to kill time. She also stole two sacred treasures in the Keystones and the Sword of Hisou, the former of which can only be wielded by the Hinanawi clan, and the latter of which can only be wielded by Celestials. The Keystone is a divine rock that is associated with either invoking or suppressing earthquakes, and given Tenshi's association with the Keystones, she was an absolute shoe-in for Rock/Ground-typing.

Tenshi's stats are based on how she plays in the fighting games for the most part. She's got powerful physical attacks and is very tough to bring down, but she's not that fast, and her Danmaku, while fairly potent, is also predictable and thus she has low SpA, and it's still on the low end of danmaku.

Her Moveset is pretty standard fare. Slashing moves revolve around her blade, Stone Edge references the Keystones (and Tenshi's use of them as Danmaku), but the real meat of Tenshi's moveset comes from her signature Sword of Hisou, the other relic Tenshi wields.

The Sword of Hisou manifests threefold in Tenshi's ability, her signature move and its Z-Move counterpart. Her ability, Scarlet Temperament, is a reference to how she was the cause of the unnatural weather in Scarlet Weather Rhapsody, and lets her manipulate the weather to her benefit- hoarding the benefits of weather to herself but taking none of the downsides. She also gains bonus stats depending on the weather, since Tenshi's movepool doesn't actually accomodate most of the benefits (or lack of downsides) of Weather. Her signature move, Sword of Hisou, is similar in this regard. She typically stabs it into the ground to cause Earthquakes, hence the Ground-typing, but flight typically doesn't allow an automatic dodge against the blade, hence why it bypasses the ground immunity granted by the Flying-type and Levitate ability. Like with Tenshi's ability, it gains benefits depending on the weather, in this case doing typed damage based on the weather in question. Scarlet Weather Rapture (Otherwise known as Scarlet Weather Rhapsody of All Humankind), the Z-Move, is based on Tenshi's rather famous last spell in her debut game. Tenshi is unleashing the Sword's full power, so it makes sense for it to simply be a hypercharged version of her signature move. It also straight-up dispels all weather instead of just benefiting from it.
 
Last edited:

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus

Pokémon: Mii Fighter (SSB)
Type: Electric | Fighting | Steel (Gunner, Brawler and Swordmaster respectively)
Ability: Mii Mode - Switches between formes depending on what signature move is present.
Stats:
Gunner: 110 / 70 / 100 / 125 / 70 / 65 | BST: 540
Brawler: 70 / 110 / 100 / 65 / 70 / 125 | BST: 540
Swordfighter: 80 / 110 / 90 / 80 / 100 / 80 | BST: 540
Signature Move(s):
Brawler - Flashing Mach Punch | Fighting | Physical | 110 BP | 10 PP | 100% Acc | 20% chance to flinch. Punch Move.

Swordfighter - Blurring Blade | Steel | Physical | 100 BP | 10 PP | 90% Acc | 20% chance to burn.

Gunner - Charge Blast | Electric | Special | 110 BP | 10 PP | 100% Acc | 20% chance to flinch. Bomb move.

Z-move:
Omega Blitz | Required move: Flashing Mach Punch | 190 BP | Higher critical hit ratio. Grounds Foe if airborne. | Punch move | Z-Crystal: Miilium Z

Final Edge | Required move: Blurring Blade | 190 BP | Raises all stats by one stage. | Z-Crystal: Miilium Z

Full Blast | Required move: Charge Blast | 190 BP | Hits all adjacent foes. Paralyzes targets. | Bomb move | Z-Crystal: Miilium Z

Other Moves: Close Combat, Sky Uppercut, Swords Dance, Agility, Mach Punch, Focus Blast, Flash Cannon, Thunderbolt, Thunder, Thunder Punch, Ice Punch, Blaze Kick, High Jump Kick, Fire Punch, Sacred Sword, Leaf Blade, Smart Strike, Bounce, Bulk Up, Dazzling Gleam, Knock Off, U-turn, Water Shuriken,
Sample Sets:

Mii Brawler @ Life Orb
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Mii Mode
Jolly Nature
- Flashing Mach Punch
- Thunder Punch
- Swords Dance
- Knock Off

Mii Gunner @ Choice Specs
EVs: 252 HP / 252 SpA / 4 Spe
Ability: Mii Mode
Modest Nature
- Charge Blast
- Focus Blast
- U-turn
- Flash Cannon

Mii Swordfighter @ Miilium Z
EVs: 252 Atk / 4 SpD / 252 Spe
Ability: Mii Mode
Jolly Nature
- Swords Dance
- Blurring Blade
- Close Combat
- Knock Off

Justification: Mii Fighter is a playable fighter in the Super Smash Bros series, which can alternate between three different formes before battle. Being carried over to Pokemon, Mii Fighter essentially can do the same thing. Each signature move is based on an attack each fighter class learns. And their signature Z Moves are based on their Final Smash. The rest of their movepool has attacks that best translate from SSB.
 
resub, not related to slate

Dung Defender

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

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