Crossover Chaos V2: Slate 44 - Halloween

I know it's out of season for this, but what the hell...

HASHIRE SORI YO
KAZE NO YOU NI
TSUKIMIHARA WO
PADORU PADORU



Anyway, with the obligatory joke with Nero winning a submission out of the way, time to get to brainstorming- wait a minute...

Characters that are mythological creatures, from ancient civilisations or from a high-fantasy setting
Did somebody say... TOUHOU PROJECT?





Pokémon: **Cirno** (Touhou Koumakyou ~ Embodiment of Scarlet Devil. Touhou's basically a Fantasy Kitchen Sink, and Cirno herself is a fairy.)
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. Touhou is basically a Fantasy Kitchen Sink.).
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, that being Star Sign "Dragon Meteor"), as 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. Touhou Project is a Fantasy Kitchen Sink.)
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, Thrash, Close Combat, Petal Dance, Slack Off, etc.
Signature Moves: Fantasy Seal- Flying-type, 60 BP, Special, 20 PP. Cannot miss. Super-effective on Dark-Types. Calculated from Reimu's higher offensive stat.
Signature Z-Move: Fantasy Nature. Flying-Type, Special. Upgrades from Reimu's Fantasy Seal with Hakureinium Z. 250 BP. Does neutral damage to the foe, regardless of typing (Cannot deal Super-effective or not very effect damage). Ignores abilities. This move is a two-turn move: On the first, Reimu enters an invulnerable state, and on the second, Reimu attacks, leaving the invulnerable state. Damage is calculated from Reimu's higher offensive stat.
Stats: 100 HP/100 Atk/100 Def/100 SpA/100 SpD/100 Spe (BST: 600)
Reasoning: Reimu Hakurei, the Shrine Maiden of Paradise, is the main character of the Touhou Project series.

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

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

Her moveset typically revolves around her style of using homing attacks, like her trademark homing amulets. Moves like Aura Sphere, Smart Strike are all part of keeping in with this, along with Reimu's signature move, Fantasy Seal. It's a technique that forcibly seals the target away, and works extremely well on youkai, hence why it's super-effective against Dark-types. It is of course based on her most common spell card throughout the series, appearing in almost every game in some form since Embodiment of Scarlet Devil. Other moves like Close Combat, Detect and Play Rough are from her appearances in Fighting Games and Print Works, or in the case of Detect, based on Reimu's keen intuition. Outrage and Slack Off are based on two facets of Reimu's personality: She's quick to anger if offended (And in fanon, oftentimes gets depicted as going on a rampage due to lack of donations), but she's also very lazy when it comes to things that not her duties. Petal Dance and Magical Leaf are the obligatory Hidden Star in Four Seasons reference, based on Reimu being infused with the power of Spring, though she doesn't get any extra form or a variant of Fantasy Seal from it.

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



Pokémon: **Youmu Konpaku** (Touhou Youyoumu ~ Perfect Cherry Blossom. She's half-phantom and Touhou is a Fantasy Kitchen Sink).
Type: Ghost/Steel
Ability: Phantom Half
Signature Ability: Phantom Half- Youmu's attacks strike a second time at 35% power. The damage of the second hit is always dealt as Ghost-type damage, regardless of what type of move Youmu is using (And is subject to Ghost-type weaknesses and resistances). Cannot be disabled or removed.
Moves: Sacred Sword, Night Slash, Petal Blizzard, Roukanken, Hakurouken, Swords Dance, Agility, etc.
Signature Moves
Roukanken: Steel-type, 100 Power, 100 Accuracy, 10 PP, Physical. Ignores the target's stat changes. Super-effective on Ghost-types. 210 BP Corkscrew Crash.
Hakurouken: Ghost-type, 90 Power, 100 Accuracy, 10 PP, Physical. Can damage foes that are normally immune to Ghost-type moves (e.g. Normal-types), removing their Ghost-type immunity until they are switched out (Basically a reskinned Thousand Arrows, except Ghost-type and single-target). 200 BP Never-Ending Nightmare.
Stats: 90 HP/125 Atk/100 Def/50 SpA/70 SpD/140 Spe (BST: 575)

Reasoning: Youmu Konpaku, the Half-Phantom, Half-Human Gardener, is... well, a half-human half-phantom hybrid who first appears as the Stage 5 Boss of Perfect Cherry Blossom. She serves Yuyuko Saigyouji, and acts as her gardener (Although realistically she's closer to a maid, like a certain other silver-haired servant) and swordsmanship instructor (Not that she's ever seen giving Yuyuko lessons). She's an expert swordswoman herself and wields two swords that have been passed down through the Konpaku lineage for generations: The Roukanken and the Hakurouken, which manifest as her signature moves.

If you look at an image of Youmu, you'll see a white blob of some sort floating behind Youmu. This... is also Youmu, or to be more specific, her phantom half, which manifests as Youmu's first and only ability, manifesting as a slightly stronger version of Parental Bond which only deals Ghost-type damage (This means that the ability is useless against Normal-types unless she uses Hakurouken on them). Her other moves are mostly self-explanatory, except for perhaps Petal Blizzard. That move is specifically based on one of Youmu's spell cards from the fighting games. Specifically, Sword Skill "Cherry Blossom Flashing".

Youmu's stats are fairly straightforward as well. As a half-phantom, Youmu is naturally more resilient to physical attacks than an ordinary human would be so her defense is a fair bit higher than her special defense, and she has decent HP. In the fighting games, Youmu's projectiles are some of the worst in the game, which naturally translates to awful special attack. But in return, her melee attacks are fast and powerful, hence she has good attack and is blisteringly fast.
 
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Cookie Butter

formerly the someone
Pokémon: Tamamo no Mae (Fate/Extra series | Fate/Extella series | Fate/Grand Order)
Type:
/

Ability: Fluffy/Boundless Sunlight
Signature Ability:
Boundless Sunlight: Summons harsh sunlight for 5 turns. Doubles the duration of the user's field effects, including this Ability. In 9 Tails form, summons extremely harsh sunlight instead.
Signature Item:
Weight Stone: After 9 full turns of being on field with this item, transforms into Tamamo-9 Tails. Turns don't have to be consecutive. Doesn't revert transformation when switching out.
Moves:
Flamethrower, Fire Blast, Shadow Ball, Ice Beam, Blizzard, Aeroblast, Hurricane, Thunderbolt, Thunder, Ancient Power, Hidden Power
Spectral Thief
Fox's Wedding, Yata no Kagami, Will-o-Wisp, Nasty Plot, Stealth Rock
Signature Moves:
Fox's Wedding:
-type,
, --- BP, --- Accuracy, 5 PP. Heals 50% of max HP at the end of the next turn to the Pokemon at the user's position. The Pokémon that was healed has its Special Attack increased by 1 stage.
Z-Move effect: Increases own Speed by 2 stages.
Yata no Kagami:
-type,
, --- BP, --- Accuracy, 10 PP. Sets Yata no Kagami screen on the user's side of the field. For 5 turns, the user and its party members take 0.5x damage from physical and special attacks, and recover 2 PP per turn. Doesn't stack with other screens.
Z-Move effect: Sets Eightfold Blessing of Amaterasu, a field effect which lets Tamamo use Z-Moves for 5 turns even if they have been used before, and heals the user's side of the field by 1/16 max HP. Doesn't stack.
Stats (1 Tail): 114 HP/30 Atk/80 Def/81 SpA/100 SpD/81 Spe (BST: 486)
Stats (9 Tails): 179 HP/70 Atk/100 Def/150 SpA/120 SpD/110 Spe (BST: 729)
Reasoning:
  • Typing: Fire/Ghost because evil Japanese fox ghost that's the incarnation of the Japanese Sun goddess and uses fire magic (among other elements) to attack.
  • Abilities:
    • Fluffy because she has fluffy tails. In Fate/Grand Order, she has a Shapeshift skill that increases her Defense by 60%, pretty similar effect to Fluffy.
    • Boundless Sunlight is an upgrade to her Witchcraft skill in FGO. It increases the whole party's Noble Phantasm damage and makes opponent take longer to use their Noble Phantasm for a turn. Since it has a name related to Sun, Sun increases party's Fire damage and makes opponent's Water moves weaker, I thought it fit well. Also, it doubles turn effects because Tamamo has the Territory Creation skill, making her able to set "special terrain that is advantageous to oneself" in a short amount of time easily.
  • Moves: Based on her multiple spells. Things like Ice, Flying and Electric come from her "Bestial Sky" and "Merciful Sky" skills and her nameless move animations showing thunders and stuff.
    • Fox's Wedding: another one of Tamamo's skills. In lore it is a "a sun shower of blessings is shed and souvenirs are pushed on ally-like individual in congratulations." In-game it heals an ally and increases the power of their Arts attacks (which are like the equivalent of Special attacks in Pokemon, as opposed to Buster attacks that are more like Physical attacks)
    • Yata no Kagami: the mirror that Tamamo uses as her main weapon. It has a special Z-Move effect because it is the mirror Tamamo uses to activate her Noble Phantasm (see Z-Move for info).
  • Items: Another name for Tamamo's mirror. She cut her own tails and stats with one, but after 1000 years of training, she can gain her nine tails back. No one wants to play for 1000 turns so I turned it into 9.

  • Z-Move: Basically taken directly from lore. "The energy drawn in allows her to use her curses without the need to expend any magical energy for a limited time, comparable to performing as if she has an infinite magical energy supply."
  • Stats: her BST is 9*9*6 and some stats are 9*9. Her 9 tails form is 9*9*9. Because her stats in lore are all related to 9 since she is a nine-tailed fox. To quote our friend Neosonic, "Tamamo's stats are reflective of how she is in Fate/Extra- Magical juggernaut, and she's kinda fast, but her physical stats are awful, and she'll crumple to even a weak physical attack."

Pokémon: Shuten-douji (Fate/Grand Order)
Type:
/

Ability: Alcoholic Fruit/Oni Kind Demon
Signature Abilities
Alcoholic Fruit: On switch-in, lowers the target's evasiveness by 2 stages. Can poison foes regardless of type.
Oni Kind Demon: Increases Attack and the power of Fire-type moves by 50%. Stacks.
Moves:
Poison Sake, Draco Meteor, Dragon Pulse, Fire Blast, Petal Dance
Flare Blitz, Dragon Hammer, Dragon Rush, Gunk Shot, Shadow Bone, Bonemerang
Nasty Plot, Dragon Dance, Teeter Dance, Toxic
Signature Move:
Poison Sake:
-type,
, 100 BP, 100% Accuracy, 10 PP. 30% chance to badly poison the target.
Signature Z-Move:
Multitude of Colors - Providential Oni Poison - Upgraded from Poison Sake with Onipoisonium-Z. 200 BP,
-type,
. 100% chance of badly poisoning the opposing Pokémon. 15% chance to inflict Taunt, Torment, confusion, to lower opponent's chance for a critical hit by 1, to lower each of the opponent's stats by 1 (including evasion and accuracy) and to remove opponent's ability. Each effect is calculated separately, including stat drops.
Stats: 120 HP/80 Atk/90 Def/120 SpA/100 SpD/110 Spe (BST: 600)
Reasoning:
  • Typing: Shuten-douji is a one-of-a-kind oni descended from the legendary dragon Yamata-no-Orochi. Both in game and in lore, she has the Dragon trait. She also loves to drink literal poison, and uses said poison to attack. In Fate/Grand Order, she's basicallt THE poison party member and actually the only character that increases damage taken from poison.
  • Abilities:
    • Alcoholic Fruit: One of Shuten-douji's skills. "Target can be made drunk through a tone of voice, a sigh, or even just a gaze, that possesses the fragrance of a fruit's melting tipsiness." Basically can make anyone and everyone drunk with a sweet scent of fruit, so the effects of Corrosion and Sweet Scent were added.
    • Oni Kind Demon: Another one of Shuten-douji's skills. "A Skill that represents the superpower as well as the demonic nature of an Oni. A mixed Skill of Natural Monster, Monstrous Strength, Charisma, Mana Burst, etc. The version of Mana Burst depends on the user, but it is usually 'Heat' " Basically, in lore, it is a combination of skills that increase raw strenght and ability to release fire with magical energy. So, naturally, Attack and Fire moves are increased in power. In game, it also increases attack.
  • Moves:
    • Her signature move is based on the divine oni-poison sake, a poison made by the Japanese gods to kill oni, but Shuten ended up liking it and drinking it as an alcoholic beverage. Because it is divine, I gave it somewhat of a legendary signature move BP.
    • The rest seems pretty self-explanatory for a magical dragon beast to get most of those moves. Petal Dance because she is heavily associated with fruits and sweet scents. Nasty Plot is because she has the Chaotic Evil alignment in Fate/Grand Order, and in her legend plotted to take over a city. Also, Shuten is a bone collector. She even has the ability to magically take away bones from others' bodies, instantly killing them. That's why she gets Bone moves.

  • Z-Move: Shuten-douji's strongest move, her Noble Phantasm. It is the attack with the most amount of debuffs in her game, so naturally I tried to replicate that. She has effects like poisoning foes, but also reducing attack, reducing, defense and even Skill Seal, which is the Pokémon equivalent of preventing abilities and moves alike. In Fate/Grand Order, they're all guaranteed to hit but don't have high multipliers. Since Pokémon stat boosts (and stat downs) have set multipliers, I had to balanced it in a way that it's not guaranteed.
  • Stats: Shuten has the Battle Continuation skill, meaning she has the ability to survive for a long time, that's why she has high HP. She's one of the strongest Servants in lore, so her BST is high. In-game she has one of the highest attacking stats, but the weak Assassin-class multiplies her attack by x0.9 making her above average but not insanely strong, so I gave her just that.

Pokémon: Beowulf (Fate/Grand Order)
Type:

Ability: Inspired Hero/Dragon Steak
Signature Abilities
Inspired Hero: Increases own critical hit ratio by 1 stage. Own critical hits deal 50% more damage.
Dragon Steak: This Pokemon is immune to Dragon-type moves, deals double damage to Dragon-type foes and restores 1/4 of its maximum HP, rounded down, when hit by a Dragon-type move.
Moves:
Close Combat, Hammer Arm, Power-up Punch, Cross Chop, Night Slash, Slash, Wood Hammer, Dragon Hammer, Double Iron Bash, Outrage, Thrash
Laser Focus, Focus Energy, Swords Dance
Signature Items:
Hrunting: If held by Beowulf, its critical hit ratio is raised by 1 stage and accuracy is increased by 20%. Allows Beowulf to use its signature Z-move.
Naegling: If held by Beowulf, its Fighting-type moves become strong against types that aren't weak to Fighting but weak against Steel. Allows Beowulf to use its signature Z-move.
Signature Z-Move:
Grendel Buster-Primal Conflict: Upgraded from Close Combat with Hrunting or Naegling. 200 BP,
-type,
. Increases Beowulf's Attack, Speed and accuracy by 2, but destroys Beowulf's item.
Stats: 120 HP/150 Atk/70 Def/50 SpA/70 SpD/110 Spe (BST: 570)
Reasoning:
  • Typing: Fighting type because he is a honorable hero of old. He also loves to get into fights, and is most known for defeating monsters BAREHANDED (in the Fate interpretation he punches things really hard after his swords break).
  • Abilities:
    • Inspired Hero: An upgrade that Beowulf gets to his Instict skill. "The ability to instantly identify “the best personal course of action” during combat." In the Fate/Grand Order game, it gives him critical damage up, critical stars (critical stars give characters a chance to land a crit), and critical star gather (characters get more critical stars than their other party members, increasing their chance to crit).
    • Dragon Steak: In Fate, Beowulf hunted dragons for fun and for food when he was alive. It is said that he killed hundreds of them. He loves to eat dragon steaks and even gives one to the game's protagonist as a gift. The ability effects represent eating (immunity + HP recovery) and represent hunting (increased damage).
  • Items:
    • Hrunting: One of Beowulf's swords. Called the "Hound of the Red Plains." In Fate lore, it can smell the opponent's blood and "launch the most optimal slash with a mere ordinary swing." It fits with Instict description so I gave them a similar effect.
    • Naegling: One of Beowulf's swords. Called the "Iron Hammer Snake Smash." It is actually a giant club made of steel, "a sword with a fundamental purpose of smashing targets in close range, and it is equivalent to having no cutting ability." So it gives Beowulf's moves some resemblance of Steel-type moves.
  • Moves: In order:
    • status moves related to "performing the most advantageous attack," ties into his Instict skill and Hrunting.
    • slashing moves and moves related to swords for obvious reasons.
    • blunt moves using his sword-hammer-club thing.
    • barehanded moves for obvious reasons.
    • moves related to going out of control, due to Beowulf being a Berserker-class Servant and having a low level Mad Enhancement skill, meaning he can get out of control when fighting sometimes.

  • Z-Move: Beowulf's true Noble Phantasm, his strongest attack that he can only use after destroying his own swords. It is based on the legend about him defeating Grendel and his mother, two giant monsters, barehanded after his swords broke. In Fate/Grand Order, it is impossible for this move to miss. Good thing Z-Moves don't miss. In lore, he gains a massive power boost and "this Noble Phantasm temporarily revives the amazing power he had in life" so I decided to increase his Attack and Speed stats.
  • Stats: Beowulf has the Battle Continuation skill, meaning he has the ability to survive for a long time, that's why he has high HP. As for Attack, he has Mad Enhancement and Berserk skills that both increase damage. In game, they increase Buster damage, which are usually Physical attacks. He is also part of the Berserker class, which means more increased damage, but he has disadvantage against other classes in-game (but not in lore), so I gave him mediocre defenses.


Listen to this while reading.
Pokémon: Jewipede (Pokémon Clover)
Type: Bug/Normal
Ability: Pressure / Jewelry
Signature Ability:
Jewelry: The user finds a gem matching the type of one of its attacks at the end of the turn
Moves:
Bug Buzz, Focus Blast, Giga Drain, Earth Power, Ice Beam, Thunderbolt, Sludge Bomb, Swindle, Meme
Megahorn, Leech Life, First Impression, U-Turn, Extreme Speed, Body Slam, Fake Out, Foul Play, Crunch, Earthquake
Lovely Kiss, Switcheroo, Thunder Wave, Taunt, Swords Dance, Calm Mind, Roar, Stealth Rock
Signature Move:
Swindle:
-type,
, 100 BP, 100% Accuracy, 10 PP. Steals the target's held item if it is holding any.
Meme:
-type,
, 65 BP, 100% Accuracy, 10 PP. 10% chance of raising the user's Attack, Defense, Special Attack, Special Defense, and Speed by one stage each.
Stats: 105/90/150/90/150/95 (BST: 680)
Reasoning: "Why is this in the mythology slate?"
Pokédex entry
Legends has it that if you don't talk about this with 9001 friends, Jewipede will eat your dick.
Everything is taken directly from Pokémon Clover, moves, stats, everything.


Listen to this while reading.
Pokémon: Pegatinium (Spectrobes: Origins)
Type: Flying/Steel
Ability: Clear Body
Moves:
Light Bridge, Moonblast, Psyshock
Extreme Speed, Iron Wing, Wild Charge

Signature Move:
Light Bridge:
-type,
, 70 BP, 100% Accuracy, 10 PP. If successful, the user switches out and is replaced immediately by a selected party member. Replacement takes no damage from entry hazards if there are any.
Stats: 100/100/100/100/100/170 (BST: 670)
Reasoning:
 
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Dragons count, right? They sorta have to...


Landia has lived on Halcandra since ancient times, protecting the land and guarding the world’s most legendary items, but…
Pokémon: Landia
Type: Dragon/Flying
Ability (1 Head): Pressue / Stakeout (Hidden)
Ability (4 Heads): 4 Heads* / Stakeout (Hidden)
*4 Heads: Attacks only have 0.3x power and have halved secondary effect chances, but hit four times. Does not apply to fixed damage moves.
Stats (1 Head): 70/110/70/130/70/110 (560)
Stats (4 Heads): 130/130/90/150/90/90 (680)
Notable Moves: Dragon Pulse, Draco Meteor, Dragon Rush, Dragon Tail, Air Slash, Hurricane, Brave Bird, Acrobatics, Flamethrower, Fire Blast, Flare Blitz, Thunderbolt, Thunder, Wild Charge, Focus Blast, Thunder Wave, Rapid Spin, Roost
Landia-4 @ Leftovers
Ability: 4 Heads
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Dragon Pulse
- Air Slash
- Flamethrower
- Roost

Reasoning: Landia is a dragon that flies, hence Dragon/Flying. Pressure is common on legendaries, while I felt that Stakeout reflected its actions towards Magolor when he returned to Halcandra. Landia is a four-headed dragon that can split into four one-headed dragons (or four dragons that can fuse into a single dragon with four heads, it's never clear which), which is the origin of its form changes and its signature ability. Its attacks are mostly based on attacks it uses in the games - except for Draco Meteor and Roost, which were given for reasons that should be clear enough from looking at it and its type.


And if Neosonic's gonna bring his Reimu back, I'll do the same for mine. (This is from all the way back in v1!)

"Whatever, I won't lose! Let's go!"
Pokémon: Reimu Hakurei
Type: Flying/Psychic
Ability: Super Luck / Sacred Barrier*
*Sacred Barrier: Immune to Dark and Ghost.
Stats: 110/80/110/100/140/60 (600)
Notable Moves: Fantasy Seal*, Slack Off, Rapid Spin, Reflect, Light Screen, Psychic, Psyshock, Earth Power
*Fantasy Seal: Special Flying, 90 BP, -% Accuracy, 15/24 PP, Always hits and is super effective against Dark and Ghost.
Signature Z-Move: Fantasy Nature: Special Flying, 175 BP. User is invulnerable the turn the move is used. The invulnerability comes into play at the start of the turn, before the move is used. Upgraded from Fantasy Seal with the Hakureium Z.
Reimu Hakurei @ Leftovers
Ability: Sacred Barrier
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Slack Off
- Rapid Spin
- Fantasy Seal
- Toxic

Reimu Hakurei @ Leftovers / Groundium Z
Ability: Sacred Barrier
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Slack Off
- Fantasy Seal
- Psyshock
- Earth Power

Reimu Hakurei @ Light Clay
Ability: Sacred Barrier
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Reflect
- Light Screen
- Rapid Spin
- Slack Off

Reasoning: Like most other Touhou characters, Reimu is capable of flight, but she's much more strongly associated with the power than other Touhou characters (it's listed as an ability of hers, but not for anyone else), so she gets Flying-type. Reimu focuses a lot on using barriers, which are associated with the Psychic type, and she can also teleport, also associated with the Psychic type, so despite not actually being psychic, she's Psychic-type by any reasonable definition. She has Super Luck because she's often incredibly lucky. Sacred Barrier is because 25% of her job description is sealing away evil spirits, so it wouldn't make sense for her to be weak to the types associated with them (as shown by Spiritomb, an evil spirit that is Dark/Ghost). Fantasy Seal, her signature move, also reflects this. She gets Slack Off because she's a lazy asshole who slacks off a lot. Psyshock is just STAB, and screens have been gone over above. Rapid Spin and Earth Power are (loosely) based off of some of her attacks in the fighting game spinoffs.
 
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Why yes, I will just keep resubbing Zelda characters



Pokémon: *Ghirahim
Type: Steel / Dark
Ability: Sword Spirit - User's slashing moves do 50% more damage. User takes 50% damage from slashing moves.
Moves: Swords Dance, Smart Strike, Night Slash, Knock Off, Sacred Sword, Taunt, Nasty Plot, Night Daze, Flash Cannon
Stats: 80 / 140 / 90 / 80 / 80 / 110 | BST: 580
Reasoning: Ghirahim, self proclaimed Demon Lord who clashes with Link multiple times throughout Skyward Sword. He seeks to capture Zelda, needing her spirit in order to resurrect his master, Demise. *Spoilers* He also happens to be a sword spirit, as at the end of the game Demise is resurrected and Ghirahim turns into his sword. Steel type comes from the sword relation, Dark from being a demon. *End Spoilers* He generally fights with a sword, hence moves like Sacred Sword, Smart Strike, and Night Slash. I think the stat spread represents Ghirahim's vain and flambouyant personality; although similar to Fi's, the offenses are less balanced in favor of a massive attack stat. Ghirahim wants to pick his battles so he's only seen winning in dominating fashion.
 

"Can you...take me to Elysium?"
Pokémon: **Pyra**
Type:

Ability: Power of the Aegis (gains ability to change into Mythra in battle [similar to Mega Evolution but reversible])
Notable Moves: Burning Sword*, most fire moves, sword-based moves, etc.
Burning Sword:
|
| 100 BP | 100% accuracy | 5 (8) PP | 50% chance to burn target | can only be used by Pyra

Stats: 70 / 140 / 85 / 90 / 70 / 115 (570 BST)

Pokémon: **Mythra**
Type:

Ability: Power of the Aegis (gains ability to change into Pyra [similar to Mega Evolution but reversible])
Notable Moves: Sacred Arrow*, Calm Mind, Focus Blast, Thunder, etc.
Sacred Arrow:
|
| 125 BP | 100% accuracy | 5 (8) PP | can only be used by Mythra

Stats: 70 / 90 / 70 / 140 / 85 / 115 (570 BST)

Reasoning: Pyra and Mythra are the legendary Aegis Blade. While they are the same Blade, they have different personalities, abilities and can switch from one to the other at any time during combat. Pyra is a Fire elemental Blade whose level 4 special is Burning Sword, a powerful strike of a sword that bursts into flames upon impact. Mythra on the other hand is a Light elemental Blade (Psychic type) whose level 4 special is Sacred Arrow, a volley of arrows made of light from the heavens to strike enemies. Both Pyra and Mythra's moves and abilities reflect their abilities in Xenoblade 2.

"I will destroy everything... I will create a monument to non-existence!"
Pokémon: **Kefka Palazzo**
Type:

Ability: Prankster, Moody
Notable Moves: Dazzling Gleam, Dark Pulse, Nasty Plot, Toxic, Blizzard, Thunder, Swagger, Oblivion Wing, Parting Shot
Stats: 80 / 75 / 60 / 115 / 120 / 130 (580 BST)

Reasoning: Kefka Palazzo is the main antagonist in FFVI and the best villain in Final Fantasy. He is hellbent on destroying everything if only to create chaos through destruction. His maniacal, chaotic and evil nature give him the Fairy/Dark combination that also fits with his abilities, Prankster and Moody. His moves are based on his attacks and abilities in FFVI and his stats also reflect his in game stats.


Type:

Ability: Heartless Angel (reduces enemy to Pokemon 1 HP upon Mega Evolving but Kefka has a 1/3 chance of doing nothing each turn)
Stats: 80 / 80 / 80 / 150 / 145 / 145 (680 BST)

Reasoning: Kefka Mega Evolves to become the God of Magic. At the start of the final encounter with Kefka in FFVI, he reduces your entire party to 1 HP with his Heartless Angel attack. Throughout the fight Kefka may not not attack due to charging a powerful counterattack. These two attacks combine to make up his signature ability of the same name.
 
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Pokemon: **The Prince of All Cosmos** (Katamari Damacy)
Type: Psychic
Ability: Regenerator / Katamari Boost (Boost all stats by one stage when getting a KO or switching in on hazards. Removes hazards, but boost does not stack with multiple layers.)
Moves: Rapid Spin, U-Turn, Shore Up, Earthquake, Moonblast, Aurora Beam, Waterfall, Rock Polish, Fly, Bulk Up, Katamari Dash (Psychic, Physical, 80 BP, 8 PP, +2 Priority)
Stats: 50 / 90 / 70 / 60 / 70 / 100

Reasoning: Space is often associated with Psychic type in pokemon, and because The Prince is from space and is trying to make new stars, he gets Psychic type. Regenerator is because he is constantly rolling items onto his Katamari to regenerate the stars which the King of All Cosmos carelessly knocked down. Katamari Boost is an ability to promote snowball sweeping, which is exactly what The Prince does. His movepool is all based around things he does in-game in some way or another. The fairly low stats are because the Prince is very small, only around 5 cm, but clearly has the strength to push around a ball almost 1 km in diameter. He fits the theme because he recreates stars and also constellations, using what they are shaped like. I think this is enough to justify it because constellations are large parts of ancient mythology.
 
Voting starts now and ends in a week.
Pokémon: **Cirno** (Touhou Koumakyou ~ Embodiment of Scarlet Devil. Touhou's basically a Fantasy Kitchen Sink, and Cirno herself is a fairy.)
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. Touhou is basically a Fantasy Kitchen Sink.).
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, that being Star Sign "Dragon Meteor"), as 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. Touhou Project is a Fantasy Kitchen Sink.)
Type: Fighting/Flying
Abilities: Cloud Nine/Own Tempo/Mysterious Flying Shrine Maiden (HA)
Signature Ability: Mysterious Flying Shrine Maiden- Removes the weaknesses associated with the Flying-type from the user. Moves that cannot miss (EXCEPT Z-Moves) gain a 50% increase in damage.
Moves: Swift, Feint Attack, Magical Leaf, Fantasy Seal*, Aura Sphere, Smart Strike, Play Rough, Detect, Outrage, Trash, Close Combat, Petal Dance, Slack Off, etc.
Signature Moves: Fantasy Seal- Flying-type, 60 BP, Special, 20 PP. Cannot miss. Super-effective on Dark-Types. Calculated from Reimu's higher offensive stat.
Signature Z-Move: Fantasy Nature. Flying-Type, Special. Upgrades from Reimu's Fantasy Seal with Hakureinium Z. 250 BP. Does neutral damage to the foe, regardless of typing (Cannot deal Super-effective or not very effect damage). Ignores abilities. This move is a two-turn move: On the first, Reimu enters an invulnerable state, and on the second, Reimu attacks, leaving the invulnerable state. Damage is calculated from Reimu's higher offensive stat.
Stats: 100 HP/100 Atk/100 Def/100 SpA/100 SpD/100 Spe (BST: 600)
Reasoning: Reimu Hakurei, the Shrine Maiden of Paradise, is the main character of the Touhou Project series.

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

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

Her moveset typically revolves around her style of using homing attacks, like her trademark homing amulets. Moves like Aura Sphere, Smart Strike are all part of keeping in with this, along with Reimu's signature move, Fantasy Seal. It's a technique that forcibly seals the target away, and works extremely well on youkai, hence why it's super-effective against Dark-types. It is of course based on her most common spell card throughout the series, appearing in almost every game in some form since Embodiment of Scarlet Devil. Other moves like Close Combat, Detect and Play Rough are from her appearances in Fighting Games and Print Works, or in the case of Detect, based on Reimu's keen intuition. Outrage and Slack Off are based on two facets of Reimu's personality: She's quick to anger if offended (And in fanon, oftentimes gets depicted as going on a rampage due to lack of donations), but she's also very lazy when it comes to things that not her duties. Petal Dance and Magical Leaf are the obligatory Hidden Star in Four Seasons reference, based on Reimu being infused with the power of Spring, though she doesn't get any extra form or a variant of Fantasy Seal from it.

Her signature Z-Move, Fantasy Nature, is based on her Last Word in Imperishable Night and Hopeless Masquerade. It was difficult to balance this one given how utterly broken the ability is in the actual series' canon, so this was the best I could come up with: It's a two-turn move akin to something like Shadow Force or Phantom Force. With Reimu's ultimate manifestation of her natural powers, she ignores weaknesses, resistances and abilities, and cannot be hurt during the charge turn by anything. However, due to the charge turn, it can be fairly easy to prepare for Fantasy Nature so long as you're careful, and another Semi-Invulnerable move will beat Fantasy Nature out. Still, it is an IMMENSELY powerful nuke, and if you don't have a defensive measure prepared, you're probably going to lose something, as even coming off of a meager base 100 SpA, a base 250 STAB hurts a great deal.
Pokémon: **Youmu Konpaku** (Touhou Youyoumu ~ Perfect Cherry Blossom. She's half-phantom and Touhou is a Fantasy Kitchen Sink).
Type: Ghost/Steel
Ability: Phantom Half
Signature Ability: Phantom Half- Youmu's attacks strike a second time at 35% power. The damage of the second hit is always dealt as Ghost-type damage, regardless of what type of move Youmu is using (And is subject to Ghost-type weaknesses and resistances). Cannot be disabled or removed.
Moves: Sacred Sword, Night Slash, Petal Blizzard, Roukanken, Hakurouken, Swords Dance, Agility, etc.
Signature Moves
Roukanken: Steel-type, 100 Power, 100 Accuracy, 10 PP, Physical. Ignores the target's stat changes. Super-effective on Ghost-types. 210 BP Corkscrew Crash.
Hakurouken: Ghost-type, 90 Power, 100 Accuracy, 10 PP, Physical. Can damage foes that are normally immune to Ghost-type moves (e.g. Normal-types), removing their Ghost-type immunity until they are switched out (Basically a reskinned Thousand Arrows, except Ghost-type and single-target). 200 BP Never-Ending Nightmare.
Stats: 90 HP/125 Atk/100 Def/50 SpA/70 SpD/140 Spe (BST: 575)

Reasoning: Youmu Konpaku, the Half-Phantom, Half-Human Gardener, is... well, a half-human half-phantom hybrid who first appears as the Stage 5 Boss of Perfect Cherry Blossom. She serves Yuyuko Saigyouji, and acts as her gardener (Although realistically she's closer to a maid, like a certain other silver-haired servant) and swordsmanship instructor (Not that she's ever seen giving Yuyuko lessons). She's an expert swordswoman herself and wields two swords that have been passed down through the Konpaku lineage for generations: The Roukanken and the Hakurouken, which manifest as her signature moves.

If you look at an image of Youmu, you'll see a white blob of some sort floating behind Youmu. This... is also Youmu, or to be more specific, her phantom half, which manifests as Youmu's first and only ability, manifesting as a slightly stronger version of Parental Bond which only deals Ghost-type damage (This means that the ability is useless against Normal-types unless she uses Hakurouken on them). Her other moves are mostly self-explanatory, except for perhaps Petal Blizzard. That move is specifically based on one of Youmu's spell cards from the fighting games. Specifically, Sword Skill "Cherry Blossom Flashing".

Youmu's stats are fairly straightforward as well. As a half-phantom, Youmu is naturally more resilient to physical attacks than an ordinary human would be so her defense is a fair bit higher than her special defense, and she has decent HP. In the fighting games, Youmu's projectiles are some of the worst in the game, which naturally translates to awful special attack. But in return, her melee attacks are fast and powerful, hence she has good attack and is blisteringly fast.
Pokémon: Tamamo no Mae (Fate/Extra series | Fate/Extella series | Fate/Grand Order)
Type:
/

Ability: Fluffy/Boundless Sunlight
Signature Ability:
Boundless Sunlight: Summons harsh sunlight for 5 turns. Doubles the duration of the user's field effects, including this Ability. In 9 Tails form, summons extremely harsh sunlight instead.
Signature Item:
Weight Stone: After 9 full turns of being on field with this item, transforms into Tamamo-9 Tails. Turns don't have to be consecutive. Doesn't revert transformation when switching out.
Moves:
Flamethrower, Fire Blast, Shadow Ball, Ice Beam, Blizzard, Aeroblast, Hurricane, Thunderbolt, Thunder, Ancient Power, Hidden Power
Spectral Thief
Fox's Wedding, Yata no Kagami, Will-o-Wisp, Nasty Plot, Stealth Rock
Signature Moves:
Fox's Wedding:

-type,
, --- BP, --- Accuracy, 5 PP. Heals 50% of max HP at the end of the next turn to the Pokemon at the user's position. The Pokémon that was healed has its Special Attack increased by 1 stage.
Z-Move effect: Increases own Speed by 2 stages.

Yata no Kagami:
-type,
, --- BP, --- Accuracy, 10 PP. Sets Yata no Kagami screen on the user's side of the field. For 5 turns, the user and its party members take 0.5x damage from physical and special attacks, and recover 2 PP per turn. Doesn't stack with other screens.
Z-Move effect: Sets Eightfold Blessing of Amaterasu, a field effect which lets Tamamo use Z-Moves for 5 turns even if they have been used before, and heals the user's side of the field by 1/16 max HP. Doesn't stack.
Stats (1 Tail): 114 HP/30 Atk/80 Def/81 SpA/100 SpD/81 Spe (BST: 486)
Stats (9 Tails): 179 HP/70 Atk/100 Def/150 SpA/120 SpD/110 Spe (BST: 729)
Reasoning:
  • Typing: Fire/Ghost because evil Japanese fox ghost that's the incarnation of the Japanese Sun goddess and uses fire magic (among other elements) to attack.
  • Abilities:
    • Fluffy because she has fluffy tails. In Fate/Grand Order, she has a Shapeshift skill that increases her Defense by 60%, pretty similar effect to Fluffy.
    • Boundless Sunlight is an upgrade to her Witchcraft skill in FGO. It increases the whole party's Noble Phantasm damage and makes opponent take longer to use their Noble Phantasm for a turn. Since it has a name related to Sun, Sun increases party's Fire damage and makes opponent's Water moves weaker, I thought it fit well. Also, it doubles turn effects because Tamamo has the Territory Creation skill, making her able to set "special terrain that is advantageous to oneself" in a short amount of time easily.
  • Moves: Based on her multiple spells. Things like Ice, Flying and Electric come from her "Bestial Sky" and "Merciful Sky" skills and her nameless move animations showing thunders and stuff.
    • Fox's Wedding: another one of Tamamo's skills. In lore it is a "a sun shower of blessings is shed and souvenirs are pushed on ally-like individual in congratulations." In-game it heals an ally and increases the power of their Arts attacks (which are like the equivalent of Special attacks in Pokemon, as opposed to Buster attacks that are more like Physical attacks)
    • Yata no Kagami: the mirror that Tamamo uses as her main weapon. It has a special Z-Move effect because it is the mirror Tamamo uses to activate her Noble Phantasm (see Z-Move for info).
  • Items: Another name for Tamamo's mirror. She cut her own tails and stats with one, but after 1000 years of training, she can gain her nine tails back. No one wants to play for 1000 turns so I turned it into 9.
  • Z-Move: Basically taken directly from lore. "The energy drawn in allows her to use her curses without the need to expend any magical energy for a limited time, comparable to performing as if she has an infinite magical energy supply."
  • Stats: her BST is 9*9*6 and some stats are 9*9. Her 9 tails form is 9*9*9. Because her stats in lore are all related to 9 since she is a nine-tailed fox. To quote our friend Neosonic, "Tamamo's stats are reflective of how she is in Fate/Extra- Magical juggernaut, and she's kinda fast, but her physical stats are awful, and she'll crumple to even a weak physical attack."
Pokémon: Shuten-douji (Fate/Grand Order)
Type:
/

Ability: Alcoholic Fruit/Oni Kind Demon
Signature Abilities
Alcoholic Fruit: On switch-in, lowers the target's evasiveness by 2 stages. Can poison foes regardless of type.
Oni Kind Demon: Increases Attack and the power of Fire-type moves by 50%. Stacks.
Moves:
Poison Sake, Draco Meteor, Dragon Pulse, Fire Blast, Petal Dance
Flare Blitz, Dragon Hammer, Dragon Rush, Gunk Shot, Shadow Bone, Bonemerang

Nasty Plot, Dragon Dance, Teeter Dance, Toxic
Signature Move:
Poison Sake:
-type,
, 100 BP, 100% Accuracy, 10 PP. 30% chance to badly poison the target.
Signature Z-Move:
Multitude of Colors - Providential Oni Poison - Upgraded from Poison Sake with Onipoisonium-Z. 200 BP,
-type,
. 100% chance of badly poisoning the opposing Pokémon. 15% chance to inflict Taunt, Torment, confusion, to lower opponent's chance for a critical hit by 1, to lower each of the opponent's stats by 1 (including evasion and accuracy) and to remove opponent's ability. Each effect is calculated separately, including stat drops.
Stats: 120 HP/80 Atk/90 Def/120 SpA/100 SpD/110 Spe (BST: 600)
Reasoning:
  • Typing: Shuten-douji is a one-of-a-kind oni descended from the legendary dragon Yamata-no-Orochi. Both in game and in lore, she has the Dragon trait. She also loves to drink literal poison, and uses said poison to attack. In Fate/Grand Order, she's basicallt THE poison party member and actually the only character that increases damage taken from poison.
  • Abilities:
    • Alcoholic Fruit: One of Shuten-douji's skills. "Target can be made drunk through a tone of voice, a sigh, or even just a gaze, that possesses the fragrance of a fruit's melting tipsiness." Basically can make anyone and everyone drunk with a sweet scent of fruit, so the effects of Corrosion and Sweet Scent were added.
    • Oni Kind Demon: Another one of Shuten-douji's skills. "A Skill that represents the superpower as well as the demonic nature of an Oni. A mixed Skill of Natural Monster, Monstrous Strength, Charisma, Mana Burst, etc. The version of Mana Burst depends on the user, but it is usually 'Heat' " Basically, in lore, it is a combination of skills that increase raw strenght and ability to release fire with magical energy. So, naturally, Attack and Fire moves are increased in power. In game, it also increases attack.
  • Moves:
    • Her signature move is based on the divine oni-poison sake, a poison made by the Japanese gods to kill oni, but Shuten ended up liking it and drinking it as an alcoholic beverage. Because it is divine, I gave it somewhat of a legendary signature move BP.
    • The rest seems pretty self-explanatory for a magical dragon beast to get most of those moves. Petal Dance because she is heavily associated with fruits and sweet scents. Nasty Plot is because she has the Chaotic Evil alignment in Fate/Grand Order, and in her legend plotted to take over a city. Also, Shuten is a bone collector. She even has the ability to magically take away bones from others' bodies, instantly killing them. That's why she gets Bone moves.
  • Z-Move: Shuten-douji's strongest move, her Noble Phantasm. It is the attack with the most amount of debuffs in her game, so naturally I tried to replicate that. She has effects like poisoning foes, but also reducing attack, reducing, defense and even Skill Seal, which is the Pokémon equivalent of preventing abilities and moves alike. In Fate/Grand Order, they're all guaranteed to hit but don't have high multipliers. Since Pokémon stat boosts (and stat downs) have set multipliers, I had to balanced it in a way that it's not guaranteed.
  • Stats: Shuten has the Battle Continuation skill, meaning she has the ability to survive for a long time, that's why she has high HP. She's one of the strongest Servants in lore, so her BST is high. In-game she has one of the highest attacking stats, but the weak Assassin-class multiplies her attack by x0.9 making her above average but not insanely strong, so I gave her just that.
Pokémon: Beowulf (Fate/Grand Order)
Type:

Ability: Inspired Hero/Dragon Steak
Signature Abilities
Inspired Hero: Increases own critical hit ratio by 1 stage. Own critical hits deal 50% more damage.
Dragon Steak: This Pokemon is immune to Dragon-type moves, deals double damage to Dragon-type foes and restores 1/4 of its maximum HP, rounded down, when hit by a Dragon-type move.
Moves:
Close Combat, Hammer Arm, Power-up Punch, Cross Chop, Night Slash, Slash, Wood Hammer, Dragon Hammer, Double Iron Bash, Outrage, Thrash
Laser Focus, Focus Energy, Swords Dance
Signature Items:
Hrunting: If held by Beowulf, its critical hit ratio is raised by 1 stage and accuracy is increased by 20%. Allows Beowulf to use its signature Z-move.
Naegling: If held by Beowulf, its Fighting-type moves become strong against types that aren't weak to Fighting but weak against Steel. Allows Beowulf to use its signature Z-move.
Signature Z-Move:
Grendel Buster-Primal Conflict: Upgraded from Close Combat with Hrunting or Naegling. 200 BP,
-type,
. Increases Beowulf's Attack, Speed and accuracy by 2, but destroys Beowulf's item.
Stats: 120 HP/150 Atk/70 Def/50 SpA/70 SpD/110 Spe (BST: 570)
Reasoning:
  • Typing: Fighting type because he is a honorable hero of old. He also loves to get into fights, and is most known for defeating monsters BAREHANDED (in the Fate interpretation he punches things really hard after his swords break).
  • Abilities:
    • Inspired Hero: An upgrade that Beowulf gets to his Instict skill. "The ability to instantly identify “the best personal course of action” during combat." In the Fate/Grand Order game, it gives him critical damage up, critical stars (critical stars give characters a chance to land a crit), and critical star gather (characters get more critical stars than their other party members, increasing their chance to crit).
    • Dragon Steak: In Fate, Beowulf hunted dragons for fun and for food when he was alive. It is said that he killed hundreds of them. He loves to eat dragon steaks and even gives one to the game's protagonist as a gift. The ability effects represent eating (immunity + HP recovery) and represent hunting (increased damage).
  • Items:
    • Hrunting: One of Beowulf's swords. Called the "Hound of the Red Plains." In Fate lore, it can smell the opponent's blood and "launch the most optimal slash with a mere ordinary swing." It fits with Instict description so I gave them a similar effect.
    • Naegling: One of Beowulf's swords. Called the "Iron Hammer Snake Smash." It is actually a giant club made of steel, "a sword with a fundamental purpose of smashing targets in close range, and it is equivalent to having no cutting ability." So it gives Beowulf's moves some resemblance of Steel-type moves.
  • Moves: In order:
    • status moves related to "performing the most advantageous attack," ties into his Instict skill and Hrunting.
    • slashing moves and moves related to swords for obvious reasons.
    • blunt moves using his sword-hammer-club thing.
    • barehanded moves for obvious reasons.
    • moves related to going out of control, due to Beowulf being a Berserker-class Servant and having a low level Mad Enhancement skill, meaning he can get out of control when fighting sometimes.
  • Z-Move: Beowulf's true Noble Phantasm, his strongest attack that he can only use after destroying his own swords. It is based on the legend about him defeating Grendel and his mother, two giant monsters, barehanded after his swords broke. In Fate/Grand Order, it is impossible for this move to miss. Good thing Z-Moves don't miss. In lore, he gains a massive power boost and "this Noble Phantasm temporarily revives the amazing power he had in life" so I decided to increase his Attack and Speed stats.
  • Stats: Beowulf has the Battle Continuation skill, meaning he has the ability to survive for a long time, that's why he has high HP. As for Attack, he has Mad Enhancement and Berserk skills that both increase damage. In game, they increase Buster damage, which are usually Physical attacks. He is also part of the Berserker class, which means more increased damage, but he has disadvantage against other classes in-game (but not in lore), so I gave him mediocre defenses.
Pokémon: Jewipede (Pokémon Clover)
Type: Bug/Normal
Ability: Pressure / Jewelry
Signature Ability:
Jewelry: The user finds a gem matching the type of one of its attacks at the end of the turn
Moves:
Bug Buzz, Focus Blast, Giga Drain, Earth Power, Ice Beam, Thunderbolt, Sludge Bomb, Swindle, Meme
Megahorn, Leech Life, First Impression, U-Turn, Extreme Speed, Body Slam, Fake Out, Foul Play, Crunch, Earthquake
Lovely Kiss, Switcheroo, Thunder Wave, Taunt, Swords Dance, Calm Mind, Roar, Stealth Rock
Signature Move:
Swindle:
-type,
, 100 BP, 100% Accuracy, 10 PP. Steals the target's held item if it is holding any
Meme:
-type,
, 65 BP, 100% Accuracy, 10 PP. 10% chance of raising the user's Attack, Defense, Special Attack, Special Defense, and Speed by one stage each.
Stats: 105/90/150/90/150/95 (BST: 680)
Reasoning: "Why is this in the mythology slate?"
Pokédex entry
Legends has it that if you don't talk about this with 9001 friends, Jewipede will eat your dick.
Everything is taken directly from Pokémon Clover, moves, stats, everything.
Pokémon: Pegatinium (Spectrobes: Origins)
Type: Flying/Steel
Ability: Clear Body
Moves:
Light Bridge, Moonblast, Psyshock
Extreme Speed, Iron Wing, Wild Charge

Signature Move:
Light Bridge:
-type,
, 70 BP, 100% Accuracy, 10 PP. If successful, the user switches out and is replaced immediately by a selected party member. Replacement takes no damage from entry hazards if there are any.
Stats: 100/100/100/100/100/170 (BST: 670)
Reasoning:
Pokémon: Landia
Type: Dragon/Flying
Ability (1 Head): Pressue / Stakeout (Hidden)
Ability (4 Heads): 4 Heads* / Stakeout (Hidden)
*4 Heads: Attacks only have 0.3x power and have halved secondary effect chances, but hit four times. Does not apply to fixed damage moves.
Stats (1 Head): 70/110/70/130/70/110 (560)
Stats (4 Heads): 130/130/90/150/90/90 (680)
Notable Moves: Dragon Pulse, Draco Meteor, Dragon Rush, Dragon Tail, Air Slash, Hurricane, Brave Bird, Acrobatics, Flamethrower, Fire Blast, Flare Blitz, Thunderbolt, Thunder, Wild Charge, Focus Blast, Thunder Wave, Rapid Spin, Roost
Sample Sets
Landia-4 @ Leftovers
Ability: 4 Heads
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Dragon Pulse
- Air Slash
- Flamethrower
- Roost

Reasoning: Landia is a dragon that flies, hence Dragon/Flying. Pressure is common on legendaries, while I felt that Stakeout reflected its actions towards Magolor when he returned to Halcandra. Landia is a four-headed dragon that can split into four one-headed dragons (or four dragons that can fuse into a single dragon with four heads, it's never clear which), which is the origin of its form changes and its signature ability. Its attacks are mostly based on attacks it uses in the games - except for Draco Meteor and Roost, which were given for reasons that should be clear enough from looking at it and its type.
Pokémon: Reimu Hakurei
Type: Flying/Psychic
Ability: Super Luck / Sacred Barrier*
*Sacred Barrier: Immune to Dark and Ghost.
Stats: 110/80/110/100/140/60 (600)
Notable Moves: Fantasy Seal*, Slack Off, Rapid Spin, Reflect, Light Screen, Psychic, Psyshock, Earth Power
*Fantasy Seal: Special Flying, 90 BP, -% Accuracy, 15/24 PP, Always hits and is super effective against Dark and Ghost.
Sample Sets
Reimu Hakurei @ Leftovers
Ability: Sacred Barrier
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Slack Off
- Rapid Spin
- Fantasy Seal
- Toxic

Reimu Hakurei @ Leftovers / Groundium Z
Ability: Sacred Barrier
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Slack Off
- Fantasy Seal
- Psyshock
- Earth Power

Reimu Hakurei @ Light Clay
Ability: Sacred Barrier
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Reflect
- Light Screen
- Rapid Spin
- Slack Off

Reasoning: Like most other Touhou characters, Reimu is capable of flight, but she's much more strongly associated with the power than other Touhou characters (it's listed as an ability of hers, but not for anyone else), so she gets Flying-type. Reimu focuses a lot on using barriers, which are associated with the Psychic type, and she can also teleport, also associated with the Psychic type, so despite not actually being psychic, she's Psychic-type by any reasonable definition. She has Super Luck because she's often incredibly lucky. Sacred Barrier is because 25% of her job description is sealing away evil spirits, so it wouldn't make sense for her to be weak to the types associated with them (as shown by Spiritomb, an evil spirit that is Dark/Ghost). Fantasy Seal, her signature move, also reflects this. She gets Slack Off because she's a lazy asshole who slacks off a lot. Psyshock is just STAB, and screens have been gone over above. Rapid Spin and Earth Power are (loosely) based off of some of her attacks in the fighting game spinoffs.
Pokémon: *Ghirahim
Type: Steel / Dark
Ability: Sword Spirit - User's slashing moves do 50% more damage. User takes 50% damage from slashing moves.
Moves: Swords Dance, Smart Strike, Night Slash, Knock Off, Sacred Sword, Taunt, Nasty Plot, Night Daze, Flash Cannon
Stats: 80 / 140 / 90 / 80 / 80 / 110 | BST: 580
Reasoning: Ghirahim, self proclaimed Demon Lord who clashes with Link multiple times throughout Skyward Sword. He seeks to capture Zelda, needing her spirit in order to resurrect his master, Demise. *Spoilers* He also happens to be a sword spirit, as at the end of the game Demise is resurrected and Ghirahim turns into his sword. Steel type comes from the sword relation, Dark from being a demon. *End Spoilers* He generally fights with a sword, hence moves like Sacred Sword, Smart Strike, and Night Slash. I think the stat spread represents Ghirahim's vain and flambouyant personality; although similar to Fi's, the offenses are less balanced in favor of a massive attack stat. Ghirahim wants to pick his battles so he's only seen winning in dominating fashion.
Pokémon: **Pyra**
Type:

Ability: Power of the Aegis (gains ability to change into Mythra in battle [similar to Mega Evolution but reversible])
Notable Moves: Burning Sword*, most fire moves, sword-based moves, etc.
Burning Sword:
|
|
100 BP | 100% accuracy | 5 (8) PP | 50% chance to burn target | Can only be used by Pyra
Stats: 70 / 140 / 85 / 90 / 70 / 115 (570 BST)


Pokémon: **Mythra**
Type:

Ability: Power of the Aegis (gains ability to change into Pyra [similar to Mega Evolution but reversible])
Notable Moves: Sacred Arrow*, Calm Mind, Focus Blast, Thunder, etc.
Sacred Arrow:
|
| 125 BP | 100% accuracy | 5 (8) PP | can only be used by Mythra

Stats: 70 / 90 / 70 / 140 / 85 / 115 (570 BST)

Reasoning: Pyra and Mythra are the legendary Aegis Blade. While they are the same Blade, they have different personalities, abilities and can switch from one to the other at any time during combat. Pyra is a Fire elemental Blade whose level 4 special is Burning Sword, a powerful strike of a sword that bursts into flames upon impact. Mythra on the other hand is a Light elemental Blade (Psychic type) whose level 4 special is Sacred Arrow, a volley of arrows made of light from the heavens to strike enemies. Both Pyra and Mythra's moves and abilities reflect their abilities in Xenoblade 2.
Pokémon: **Kefka Palazzo**
Type:

Ability: Prankster, Moody
Notable Moves: Dazzling Gleam, Dark Pulse, Nasty Plot, Toxic, Blizzard, Thunder, Swagger, Oblivion Wing, Parting Shot
Stats: 80 / 75 / 60 / 115 / 120 / 130 (580 BST)

Reasoning: Kefka Palazzo is the main antagonist in FFVI and the best villain in Final Fantasy. He is hellbent on destroying everything if only to create chaos through destruction. His maniacal, chaotic and evil nature give him the Fairy/Dark combination that also fits with his abilities, Prankster and Moody. His moves are based on his attacks and abilities in FFVI and his stats also reflect his in game stats.
Type:

Ability: Heartless Angel (reduces enemy to Pokemon 1 HP upon Mega Evolving but Kefka has a 1/3 chance of doing nothing each turn)
Stats: 80 / 80 / 80 / 150 / 145 / 145 (680 BST)

Reasoning: Kefka Mega Evolves to become the God of Magic. At the start of the final encounter with Kefka in FFVI, he reduces your entire party to 1 HP with his Heartless Angel attack. Throughout the fight Kefka may not not attack due to charging a powerful counterattack. These two attacks combine to make up his signature ability of the same name.
Pokemon: **The Prince of All Cosmos** (Katamari Damacy)
Type: Psychic
Ability: Regenerator / Katamari Boost (Boost all stats by one stage when getting a KO or switching in on hazards. Removes hazards, but boost does not stack with multiple layers.)
Moves: Rapid Spin, U-Turn, Shore Up, Earthquake, Moonblast, Aurora Beam, Waterfall, Rock Polish, Fly, Bulk Up, Katamari Dash (Psychic, Physical, 80 BP, 8 PP, +2 Priority)
Stats: 50 / 90 / 70 / 60 / 70 / 100

Reasoning: Space is often associated with Psychic type in pokemon, and because The Prince is from space and is trying to make new stars, he gets Psychic type. Regenerator is because he is constantly rolling items onto his Katamari to regenerate the stars which the King of All Cosmos carelessly knocked down. Katamari Boost is an ability to promote snowball sweeping, which is exactly what The Prince does. His movepool is all based around things he does in-game in some way or another. The fairly low stats are because the Prince is very small, only around 5 cm, but clearly has the strength to push around a ball almost 1 km in diameter. He fits the theme because he recreates stars and also constellations, using what they are shaped like. I think this is enough to justify it because constellations are large parts of ancient mythology.
Neosonic97
Cookie Butter
Pika Xreme
Scoopapa
Brodaha
 
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Gave my Reimu a Z-Move, as suggested on the Discord.
I dunno, the primary reason I wouldn't vote for it is that I just don't see Reimu as a Psychic type.
What, is your Reimu trying to imitate a certain moon bunny?

Though that has given me an idea for the next slate...
 

T.I.A.

formerly Ticktock
I dunno, the primary reason I wouldn't vote for it is that I just don't see Reimu as a Psychic type.
What, is your Reimu trying to imitate a certain moon bunny?

Though that has given me an idea for the next slate...
Well, if a Magic-type existed, I guess Reimu (and definately Marisa) would be a good Normal/Magic type.

And Reisen would definitely be cool to see. Maybe I'll make Eirin and Kaguya (if I recalled it didn't win) to go along with her and my Mokou to complete the Eientei group.
 
Well, if a Magic-type existed, I guess Reimu (and definately Marisa) would be a good Normal/Magic type.

And Reisen would definitely be cool to see. Maybe I'll make Eirin and Kaguya (if I recalled it didn't win) to go along with her and my Mokou to complete the Eientei group.
Well, Reimu would more be a Light or Holy type, if anything, given how her powers are holy in nature (When some of your spell cards have 'Divine Arts' as a prefix...), not magical.

Marisa would definitely be a Normal-type though.
 

T.I.A.

formerly Ticktock
Well, Reimu would more be a Light or Holy type, if anything, given how her powers are holy in nature (When some of your spell cards have 'Divine Arts' as a prefix...), not magical.

Marisa would definitely be a Normal-type though.
Magic/Light then.
 

Cookie Butter

formerly the someone
Neosonic97 Ticktock
Reimu makes barriers. Barrier, Light Screen, Reflect, etc are all Psychic. Also her "Dream Sign" spell cards fit Psychic as well (Dream Eater and Rest are Psychic).
Reimu definitely wouldn't be Magic-type if that existed, but would be Light/Holy-type.
 
Neosonic97 Ticktock
Reimu makes barriers. Barrier, Light Screen, Reflect, etc are all Psychic. Also her "Dream Sign" spell cards fit Psychic as well (Dream Eater and Rest are Psychic).
Reimu definitely wouldn't be Magic-type if that existed, but would be Light/Holy-type.
To be fair, making barriers isn't Reimu's only ability (Not to mention that barriers, while not universal, are pretty common in Gensokyo. If anything Reimu's more notable for her cheat ability, as Marisa puts it, which lets her understand and dismantle even the strongest barriers).

I'm also not seeing the Psychic typing for stuff like Evil Sealing Circle (The "Dream Sign" spell card that comes to mind, which notably, has nothing to do with dreams). Also would that make 'Spirit Sign' spell cards (read: Fantasy Seal) Ghost-type?
 
I dunno, the primary reason I wouldn't vote for it is that I just don't see Reimu as a Psychic type.
What, is your Reimu trying to imitate a certain moon bunny?

Though that has given me an idea for the next slate...
Psychic-type has Reflect, Light Screen, Teleport, Rest, Miracle Eye, Imprison, all that good stuff. It's not being used strictly for psychic powers. Star Dream, Taranza, and Magolor's powers aren't psionic in nature either.

To be fair, making barriers isn't Reimu's only ability (Not to mention that barriers, while not universal, are pretty common in Gensokyo. If anything Reimu's more notable for her cheat ability, as Marisa puts it, which lets her understand and dismantle even the strongest barriers).
Flying is universal in Gensokyo and yet we both agree Reimu is Flying-type.
 

Cookie Butter

formerly the someone

Pokémon: Callie
Typing: Poison / Normal
Ability: Dancer / Inky Voice (This Pokemon's sound-based moves become Poison-type moves.)
Moves:
Physical: Steamroller, Splat Roller
Special: Sludge Bomb, Boomburst, Fiery Dance
Status: Parting Shot, Sing, Perish Song, Teeter Dance, Toxic Spikes, Spikes, Stealth Rock
Signature Move: Splat Roller (80 BP | Poison | Physical | Lowers opponent's Speed by 1.)
Signature Z-Move: Bomb Rush (40 BP | Poison | Special | Upgrades from Sludge Bomb with Calamarium-Z | Hits five times. The terrain becomes Inky Terrain.)
Stats: 70/110/65/130/65/110 (550)
Reasoning: Type is the same as Inkling because she's an Inkling. Stats are a slightly altered versions of normal Inkling, because she's, well... an Inkling. Callie's more frail but hits harder because she prefers to go all out, based on her personality and Splatfest themes. Marie on the other hand would more defensive if she were to be submitted. (https://splatoonwiki.org/wiki/Go_all_out!_vs._Focus_on_healing). Callie is also physical unlike Inkling because she prefers the Roller weapons. Also why she gets it as a move. Splat Roller lowers speed because it inks the ground, and ink lowers speed.
She gets sound and dance moves because, unlike most other Inklings, she's an idol that... sings and dances. However, she hasn't been shown using many of the weapons that Inklings use, so she doesn't get moves such as Hydro Pump or Flamethrower. Bomb Rush is a Special in Splatoon, also the only Special that Callie was shown using, thus the Z-Move. Callie's theme song is also called "Bomb Rush Blush" so she is closely related to the move.
Callie gets Perish Song and Parting Shot as references to her being kidnapped and brainwashed during the Splatoon 2 story mode. It is also revealed that the brainwashed Callie is the one responsible for "renovations" in Octo Canyon, adding many traps and dangers to it, that is why I gave her entry hazards.

Sets:
Scarfed Sp. Attacker
Callie @ Choice Scarf
Ability: Inky Voice
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Fiery Dance
- Toxic Spikes / Spikes / Stealth Rock
- Parting Shot
Inky Voice removes Callie's Normal STAB option, but gives her strong Poison STAB in Boomburst, and you can use Status moves on the other slots. Overall functions very differently from the Inkling sub, even though they share type and some moves.

Utility Pivot
Callie @ Focus Sash
Ability: Dancer
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 Atk
- Splat Roller
- Stealth Rock / Spikes
- Toxic Spikes / Spikes
- Parting Shot
A support role that can set dual hazards and force switches by lowering opponent's Attack, Special Attack and Speed. This one is the most different to the Inkling sub, it's even physical.

Special Wallbreaker
Callie @ Calamarium-Z
Ability: Dancer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid/Modest Nature
IVs: 0 Atk
- Boomburst
- Sludge Bomb
- Fiery Dance
- Parting Shot
This one is more similar to Inkling sub, but still is pretty different. Can get SpA boosts off of Fiery Dance and has a strong Z-Move, but has no Hydro Pump coverage like Inkling and no way to increase Speed. Also can only set Inky Terrain once, while Inkling can do it multiple times.

Pokémon: DJ Octavio-Octobot King
Type: Poison/Steel
Abilities: Levitate / Octarian Arsenal / Iron Fist
Octarian Arsenal: Poison-type moves are calculated from DJ Octavio's higher attack stat.
Stats: 120/130/90/110/80/100 (610)
Signature Z-Move: Massive Octobomb (200 BP | Poison | Special | Upgrades from Sludge Bomb with Wasabium-Z | The terrain becomes Inky Terrain.)
Moves:
Physical: Poison Jab, Gunk Shot, Double Iron Bash, Bullet Punch, Hammer Arm, Focus Punch, Thunder Punch, Wild Charge, Drain Punch, Sucker Punch, Thief, Pursuit
Special: Sludge Bomb, Octazooka, Boomburst, Thunderbolt
Status: Acid Armor, Baneful Bunker, Nasty Plot, Toxic


Out of battle alternate form. Use the Hypnoshades on Callie and DJ Octavio, like the DNA Splicers on Kyurem and Reshiram/Zekrom.
Form: DJ Octavio-Octobot King II
Typing: Poison/Steel
Ability: Levitate / Octarian Arsenal / Inky Voice
Moves: DJ Octavio's and Callie's movepools combined. Can use both of their Z-Moves.
Stats: 120/140/90/140/90/100 (680)


Reasoning:

Physical Tank
DJ Octavio @ Assault Vest
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Double Iron Bash
- Drain Punch
- Poison Jab
- Sucker Punch

Physical Wallbreaker
DJ Octavio @ Wasabium-Z
Ability: Octarian Arsenal
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Double Iron Bash
- Sludge Bomb
- Hammer Arm
- Pursuit / Sucker Punch
Special Wallbreaker
DJ Octavio-Octobot King II @ Life Orb
Ability: Inky Voice
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Nasty Plot
- Boomburst
- Thunderbolt
- Fiery Dance

Pokémon: Commander Tartar
Typing: Grass/Steel
Ability: Liquid Ooze / Gooey / Disguise
Signature Move: Sanitize (70 BP | Grass | Special | 10% chance to confuse. This move's type effectiveness against Poison is changed to be super effective.)
Moves:
Physical: Rapid Spin, Knock Off, Gyro Ball, Frustration, Spark
Special: Sludge Bomb, Sanitize, Energy Ball, Thunderbolt, Techno Blast, Acid, Acid Spray
Status: Nasty Plot, Acid Armor, Iron Defense, Confuse Ray, Thunder Wave, Trick, Hypnosis, Magnet Rise
Stats: 55/95/105/95/80/50 (480)

Out of battle alternate form. Use the Four Thangs on Commander Tartar. (Meant for Ubers)
Form: Commander Tartar-NILS Statue
Typing: Grass/Rock
Signature Ability: Solar Charge - Increases the power of user's Grass- and Electric-type moves, but only if the weather is clear or Sunny, and if Inky Terrain isn't in effect.
Stats: 150/100/125/140/110/55 (680)
Moves: Same as above + Solar Beam, Gunk Shot, Hydro Pump, Heavy Slam, Parabolic Charge, Zap Cannon, Charge
Reasoning:

Pokémon: Seija Kijin
Typing: Dark/Normal
Ability: Contrary | Reverse Ideology
Signature Move: ( BP | Dark | )
Z-Move: ( BP | Dark | must know )
Moves:
Physical: Rapid Spin, Knock Off, Gyro Ball, Frustration, Spark
Special: Sludge Bomb, Sanitize, Energy Ball, Thunderbolt, Techno Blast, Acid, Acid Spray
Status: Nasty Plot, Acid Armor, Iron Defense, Confuse Ray, Thunder Wave, Trick, Hypnosis, Magnet Rise
Stats: 35/55/40/50/50/90

Reasoning:
 
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"It would be so very DULL if your journey ended so easily... Instead, it ends with...magic!"
Pokémon: Dimentio
Typing: Psychic
Ability: Dimensional Mastery (It's CAP's Persistent but renamed.) / Levitate
Some Moves: Psychic Terrain, Trick Room, Magic Room, Wonder Room, Block, Incinerate, Double Team, Psyshock, Telekinesis, Psychic, Reflect, Light Screen, Teleport, Shock Wave, Dark Pulse, Hypnosis, Worry Seed, Nasty Plot, Confuse Ray, Hyperspace Hole, Protect, Safeguard, Laser Focus, Ally Switch, Magic Coat, Trick, Lucky Chant, Confide, Signal Beam, Quash, Sleep Talk, Payback, Spite, Grudge, Knock Off
Stats: 80/64/64/144/112/96 [BST 560]

Reasoning: Dimentio's Psychic typing owes itself entirely to his magic and ability to manipulate dimensions, which is where he gets Dimensional Mastery (It extends Rooms), Psychic Terrain (Dimension D; It applies to everyone so long as they're grounded), and the Room Moves, not to mention Hyperspace Hole. Due to always floating and never walking, he gets Levitate. He tends to use glowing Light projectiles in battle that I feel Psyshock and Signal Beam would fit well. Teleport from his unique "Dimension Flipping" animation, Worry Seed and Hypnosis from Floro Sprouts. Dark Pulse and Nasty Plot because he's really just a nutjob loon hell-bent on deleting reality. Block and Incinerate because he can box in targets then burn them alive. Such barriers also help him get Screens and Protect. Confuse Ray and Shock Wave, finally, owe themselves entirely to how Fracktail ends up hostile. The HP stat is pulled directly from his boss fight in Chapter 8-3, and all his other stats are multiples of 16 (Attack and Defense outright being Powers of 2 as well), with a specially oriented stat spread due to how he prefers magic.
However, he has another forme...

"GREEEEEEN!"

(Use the Chaos Heart on Dimentio and Luigi outside of battle to forme-change Dimentio into this, and again to reverse the process.)
Pokémon: Super Dimentio
Type: Psychic/Dark
Ability: Dimensional Mastery (See Base)
Stats: 200/144/64/128/96/48 [BST 680]
Some Moves: Base's movepool + Attack Order, Hammer Arm, Mega Punch, Bounce, Body Slam, Stomp, Mega Punch, Zen Headbutt, Brutal Swing, Heavy Slam, Lock-On, Focus Energy, Self-Destruct, Rapid Spin
Reasoning: Dimentio's part-Dark here thanks to the reveal of his true, unhinged, psychotic nature, plus the influence of the Chaos Heart. HP is, again, taken right from his boss fight in Chapter 8. He's more of a physical attacker here due to how he fights in the final battle, which is where these new moves come from. I think this forme might end up in Ubers due to his access to Trick Room on top of that lacking 48 Speed, as exploitable as that Psychic/Dark typing is for a Bug-type move, especially from the physical side.

"Oh, Mario! Glad to see you're still traveling! Tiara and I have decided to take a trip around the world. It'll be nice to see all of these places we "visited" before, but on our own terms."
Pokémon: Princess Peach
Typing: Normal/Fairy
Ability: Serene Grace / Triage / Sweet Veil
New Move: Frying Pan (Steel-type physical Venoshock clone that deals more damage against burned targets.)
New Z-Move: Peach Blossom (Aromatherapy but it also has the effects of pre-Gen VII Dark Void and restores 25% of each team member's health, including both herself and benched party members.)
Other Moves: Aromatherapy, Protect, Heal Pulse, Floral Healing, Safeguard, Recover, Cotton Spore, Heal Block, Flare Blitz, Work Up, Rapid Spin, Play Rough, Overheat, Flame Charge, Calm Mind, Sing, Soak, Rest, Psychic, Telekinesis, Wake-Up Slap, Double Slap, Return, Charm, Sweet Kiss, Spore, Sleep Powder, Lucky Chant
Stats: 100/90/85/105/125/95 [BST 600]

Reasoning: Peach is a human (an uncommon sight in the Marioverse outside of New Donk City if you want to count those guys), which earns her the Normal type, but being a princess with lots of support and healing magic, the Fairy type works too. She's a composite of her various incarnations, though Super Mario RPG (Frying Pan, Slap moves, Aromatherapy, Heal Pulse, Floral Healing, Recover, Heal Block) and Super Princess Peach (Recover (again) and Flare Blitz through Rest) get special focus, not to mention Super Paper Mario gives her Protect. Psychic and Telekinesis because of some magic she uses in the beginning of Mario and Luigi: Bowser's Inside Story. Safeguard I feel would also fit her nicely, shielding teammates from statuses and all.
 
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