Crossover Chaos V2: Slate 44 - Halloween

YEET

Gonna bring my Touhou subs back, and add another one on for good measure...

Pokémon : **Marisa Kirisame** (Touhou Fuumaroku ~ Story of Eastern Wonderland).
Type: Normal
Abilities: Levitate / Magician / Speed Boost (HA).
Signature Item: Mini Hakkero- When held by Marisa, boosts the power of Marisa's off-type moves by 50% (So basically everything BUT normal-type moves [and Ice-types for the alternate form] get the boost). Also acts as a unique Z-Crystal for Marisa, and thus cannot be removed from Marisa.
Moves: Master Spark*/Master Spark Frozen*, Flamethrower, Thunderbolt, Ice Beam, Draco Meteor, Dazzling Gleam, Nasty Plot, Agility, Thief, Dark Pulse, Tri-Attack, Swift, etc.
Signature Move: Master Spark- Normal-Type, Base 100 Power, 100 Accuracy, Special. 10 PP. Can damage Ghost-types.
Master Spark Frozen- Ice-Type, Base 100 Power, 100 Accuracy, Special. 10 PP. 20% chance to freeze the target.
Signature Z-Moves:
Final Spark - Upgraded from Master Spark or Master Spark Frozen with Mini-Hakkero. Inherits the typing of the move it upgrades from (So Normal if Master Spark, Ice if Master Spark Frozen), Special, Base 210 Power. Can damage Ghost-types. Hits both targets in a Double Battle. If upgraded from Master Spark Frozen, 40% chance to freeze the target.

Blazing Star -Upgraded from Master Spark or Master Spark Frozen with Mini-Hakkero. Inherits the type of the move it upgrades from (Normal if Master Spark, Ice if Master Spark Frozen), Special, Base 190 Power. Can damage Ghost-types. Hits the target's Defense. If upgraded from Master Spark Frozen, has a 100% chance to lower the foe's speed upon hitting.

Stats: 80 HP/70 Atk/50 Def/130 SpA/70 SpD/130 Spe (BST: 530).
Alternate Form: Marisa-Winter (Toggled by using the Essence of Four Seasons on Marisa out of battle. Can be reverted through using Essence of Four Seasons on Marisa-Winter out of battle. When switching from Marisa to Marisa-Winter, if Marisa knows Master Spark, it will be replaced with Master Spark Frozen, and vice-versa.)
Typing changes to Normal/Ice.
Stats and abilities remain unchanged.
Reasoning: Here we have Marisa Kirisame, the deuteragonist of the Touhou Project series, having been around since the second game in the series. Compared to the original slate, This Marisa leans more from more recent games in the series, like Hidden Star in Four Seasons. Marisa is often associated with magic, and her title is the Ordinary Magician, so it seemed fitting to make Marisa a Normal-type. But to get the most out of her coverage, Marisa has a signature item in the Mini Hakkero, which boosts her non Normal-type attacks by 50%, essentially giving them STAB too. Unlike Protean however, she does not change type. Her signature move is quite obviously her freaking huge magical laser, the Master Spark, which serves as her primary STAB move. It even works on ghosts in the series, so Ghost-types will be in for a big surprise if they think they're safe against Marisa lacking Dark Pulse, as Master Spark will blast them anyway. Only Rock- and Steel-types are safe. Her other main moves are based on attacks she uses through the series. Marisa's Hakkero has shown to have the ability to expel flames and frost as some of her shot-types, and it is a reactor, so she does get the holy trinity of Flamethrower, Thunderbolt and Ice Beam to her name. Draco Meteor is based on her star-based attacks (And one of her moves even has a nearly identical name, 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.)
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.).
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.

And for my fourth submission...

Hey, I did say that Pika Xreme making Reimu Psychic-type gave me an idea, didn't I?

"Even with all your firepower you can't match me, can you?"



Pokémon: Reisen Udongein Inaba (Touhou Eiyashou ~ Imperishable Night)
Type: Psychic
Ability: Red Eyes of Insanity
Signature Ability: Red Eyes of Insanity- Reisen's Psychic-type moves can affect Dark-type Pokemon, but only deal half damage to them. Against foes with a mental status ailment (Infatuation, Taunt, Torment, Confusion, Encore), Reisen deals guaranteed critical hits. Reisen can infatuate targets regardless of gender.
Moves: Mind Starmine, Demotivator, Tele-mesmerism, Psyshock, Confuse Ray, Glare, Hypnosis, etc.
Signature Moves
Mind Starmine: 80 BP, 100 Accuracy, 10 PP, Psychic-type, Special. Taunts the Target, stopping them from using Status moves.
Demotivator: 80 BP, 100 Accuracy, 10 PP, Psychic-type, Special. Torments the Target, preventing them from using the same move twice in a row.
Tele-mesmerism: 70 BP, 100 Accuracy, 10 PP, Psychic-type, Special. Infatuates the target, giving all of their actions a 50% chance to fail.
Z-Move: Lunatic Red Eyes- Upgrades from Glare with Udongium Z. 180 BP. Hits both targets in a double battle. Confuses, Infatuates, Taunts and Paralyzes the targets, while also trapping them for 3 turns.
Stats: 80 HP/50 Atk/70 Def/90 SpA/90 SpD/130 Spe (BST: 510)

Reasoning: Here we have Reisen Udongein Inaba, the Lunatic Lunar Rabbit. She is, as the name suggests, a Moon Rabbit, a type of rabbit youkai that originally came from the moon, who first stats in Imperishable Night.

Reisen's Ability is based on her ability in canon, which is to drive foes to insanity through her eyes. Naturally, through this, Reisen is meant to focus on the mental status ailments, which she can easily inflict through her signature moves, all of which are named after Spell Cards in the series. This focus on mental assaults is also what gives Reisen her Psychic-typing.

Her Z-Move is based on her Last Word in Imperishable Night, Glare of the Hazy Phantom Moon "Lunatic Red Eyes", where she unleashes a powerful blast of waves from her eyes (Which, naturally, drives all nearby foes insane.)

...That's it. Reisen was actually very simple to make.
 
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We agreed on the Discord to do our own versions of Peach.


"Thank you. But our princess is in another castle! ...Just kidding!"
Pokémon: Princess Peach
Type: Normal
Ability: Levitate / Grassworker*
*Grassworker: Grass moves have 1.5x power.
Stats: 110/90/70/100/130/100 (600)
Notable Moves: Recover, Heal Pulse, Wish, Calm Mind, Hyper Voice, Giga Drain, Energy Ball, Seed Bomb, High Jump Kick, Flamethrower, Fire Blast, Flare Blitz, Will-o-Wisp, Air Slash, Hurricane, Fly, Defog, Scald, Surf, Hydro Pump, Waterfall, Aromatherapy, Spore, Sweet Kiss
Princess Peach @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Wish
- Spore
- Defog
- Hyper Voice

Reasoning: The princess of the Mushroom Kingdom herself. Normal because she's a human and there's compelling reasons against any other type. Levitate because she can float, and Grassworker because while not one herself she rules over a kingdom of mushrooms. Her stats are because she has good magic and is reasonably athletic, and lean defensive because she takes a passive role in a lot of the games. She gets a good load of healing moves due to using healing magic in spinoffs. She gets Hyper Voice for STAB and Grass moves for psuedo-STAB. High Jump Kick is due to one of her special moves being a kick in one of the sports spinoffs I can't remember which. She gets Fire, Flying and Water moves from Super Princess Peach. Finally, she gets Sweet Kiss due to her giving Mario a kiss at the end of some games.


And since Kirby just turned 27, it would have been wrong for me of all people to not do any Kirby characters!


"YOU...! You think I'd forget?!"
Pokémon: Kracko
Type: Electric/Water
Ability: Levitate / Drizzle / Regenerator
Stats: 120/80/70/130/90/110 (600)
Notable Moves: Thunderbolt, Thunder, Volt Switch, Thunder Wave, Scald, Surf, Hydro Pump, Recover, Air Slash, Hurricane, Ice Beam, Flamethrower, Heat Wave, Fire Blast, Focus Blast, Energy Ball, Shadow Ball, Rapid Spin, Defog, Spikes, Tailwind
Kracko @ Waterium Z
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Thunder
- Hurricane
- Ice Beam

Reasoning: Kracko, the electrifying, one-eyed scourge of literally every sky in the Kirby universe. He's a thundercloud who attacks with lightning and rain, hence his Electric/Water typing and moves as well as Drizzle. Levitate is because he floats. Regenerator and Recover is because he can just form a new body every time he's blown up. Flying moves because he's displayed the ability to control the wind. Ice Beam because he can summon ice enemies (namely Chilly) in Kirby: Star Allies. Fire moves because he can summon fire enemies in Amazing Mirror and drop fire bombs as Parallel Big Kracko. Focus Blast, Energy Ball, and Shadow Ball are based on his Super Lightning Ball attack in Triple Deluxe. Rapid Spin because he spins in some attacks and Spikes because he's covered in spikes.
 
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I don't usually participate here, but I had to create a Princess Peach sub that was actually good.

Pokémon: Princess Peach
Franchise: Mario
Type:

Ability: Princess' Kiss (Kiss moves have +1 priority, double BP, and 25% added to their accuracy.) | Parasol (Takes half damage from Fire, Flying, and Water attacks.) | [HA] Serene Grace
Moves: Sweet Kiss Return, Draining Kiss, Sweet Kiss, Lovely Kiss, Dazzling Gleam, Tailwind, Whirlwind, Defog, Air Slash, Hurricane, Wish, Healing Wish, Recover, Aromatherapy, Heal Bell, Heal Pulse, Calm Mind, Psychic, Psyshock, Spore, Giga Drain, Safeguard, Fire Blast, Surf
Stats: 120 HP/50 Atk/70 Def/100 SpA/120 SpD/40 Spe (500 BST)

Sweet Kiss Return |
| Special | 60 BP | 16 PP | 100%
Reasoning: Peach has given kisses to Mario on several occasions, and she has used them for special moves, providing Fairy. Flying comes from her abilities to float in the air, and descend slowly using a parasol. She gets every kiss move as well as one of her own, and they each get boosts. Giga Drain and Spore come from Peach's connection with Toads. Healing and curing moves come from healing magic Peach sometimes uses. Fire Blast comes from her Rage vibe, and Surf comes from her Gloom vibe.
 

earl

(EVIOLITE COMPATIBLE)
is a Community Contributor

...
Brad Armstrong
Franchise:
LISA
Type:

Ability:
Justified / No Guard | Armstrong Style (Before using an attacking (not status) move, Brad uses Arm Thrust)
Moves: Mega Punch, Mega Kick, Headbutt, Head Smash, Skull Bash, Bulk Up, Dynamic Punch, Hammer Arm, Close Combat, Fire Punch, Fire Blast, Glare, Mach Punch, Attract, Cross Chop, Joy
Stats: 100 / 80 / 90 / 80 / 50 / 100 (500 BST)
Joy |
|
| 5 PP | Heals 50% of max HP. Grants the Overjoyed effect. While Overjoyed the user takes half damage from attacks and always inflicts critical hits with their own attacks. After 3 turns the user loses the Overjoyed effect and instead has -1 inflicted to all stats. Joy cannot be used while the user has the Overjoyed effect active.

Reasoning: Brad Armstrong is the protagonist and best/worst dad ever in LISA: The Painful. He's an ex-karate instructor and the adoptive father to the last female in existence (after an unspecified event caused every female in existence to disappear and create the ultimate sausage party on earth). After she is kidnapped one day Brad goes on a very morally ambiguous journey to get her back. Normal/Fighting because he's a pretty normal guy who knows karate. Armstrong-style is his signature karate style. Joy is the hyper-addictive super drug that Brad is hooked on. In game it boosts your defenses, heals you, and allows you to nearly always crit, but it eventually wears off and causes withdrawal, which is a very weakened state.


Buckets
Franchise:
LISA
Type:

Ability:
Super Luck
Moves: Zap Cannon, Inferno Dynamic Punch, Joy, Heads or Tails
Stats: 60 / 135 / 100 / 135 / 100 / 150 (680 BST)
Heads or Tails |
|
| 150 BP | 50 Acc | 5 PP | High critical hit rate. A fate deciding coin toss... 50/50 chance of success.

Reasoning: Buckets is a party member unlocked by winning 10 rounds of Russian Roulette in game. You play this with party members. Death is permanent. So if one lacks the morals, has enough party members, and is still decently lucky, they will unlock Buckets, another Joy-addicted man who wears a paint can atop his head and and incredibly strong with their gun- given that he gets lucky. Super luck and only 50% accurate moves fit this. Heads or Tails is one of Bucket's strongest moves in game. Steel typing due to Buckets wearing a bucket and using guns in combat.

I can only imagine how bad the migraine you'd get using this in battle would be.
 
173464

"Despair will never die!"
Pokemon: Monokuma
Series: Danganronpa
Types:
173447
173448

Abilities: Tough Claws/Fluffy/Hope Crusher(HA)
Hope Crusher - Negates the effects of any move that aids the foe's ally in doubles.

Moves: Metal Claw, Iron Head, Brutal Swing, Assurance, Slash, Night Slash, Brick Break, Bite, Crunch, Psychic Fangs, All elemental Fangs, All elemental Punches, Bullet Punch, Baddy Bad, Baton Pass, Belch, Belly Drum, Body Slam, Crush Claw, Dark Pulse, Double Edge, Double Iron Bash, Flash Cannon, Dragon Claw, Swords Dance, Embargo, Encore, Explosion, Extrasensory, Self-Destruct, Fake Out, Fake Tears, Foul Play, heavy Slam, Hone Claws, Hyper Fang, Icicle Spear, Knock-Off,Nasty Plot,Parting Shot,Perish Song,Play Rough,Poison jab,Power Trip,Protect, Psycho Cut, Punishment, Pursuit, Retaliate,Shadow Claw, Shadow Punch, Shadow Ball, Snarl, Sucker Punch,Taunt,Torment,U Turn,Yawn,Substitute, Execution*

Execution |
173448
|
173458
| - BP | 100 Acc | 10 PP | Power depends on how many pokemon the foe has knocked out.
0 KOs: 20
1 KO: 35
2 KOs: 50
3 KOs: 75
4 KOs: 95
5 KOs: 115

Stats: 60 HP/115 Atk/80 Def/125 SpA/90 SpD/100 Spe/570 BST

Reasonings: Monokuma is a robot, hence the steel typing. He is a soulless and evil being, who makes random teenagers suffer(and die) for his own entertainment, usually creating unfair rules and playing dirty and low so his little twisted game can get more exciting, explaining the dark typing. Monokuma knows Explosion and Self-Destruct because in Danganronpa 1's Prologue, he blows himself up, in an attempt to to show the teens that he isn't playing around. His main forms of attacking in-game are by using his sharp claws, and biting(in beast monokuma's case). Monokuma also comes back every time he is destroyed, due to him having thousands of exact copies of himself. In the games, every time a student kills someone else, the others must participate in a class trial to determine who the killer is. When the killer is exposed, monokuma says he prepared a very special punishment for them, the execution, his signature move. He gets Fluffy for being a small bear, although not being as squishy as a regular teddy bear. His signature ability, comes from the fact that Monokuma's creation's main purpose, is to cause despair upon the world, making everyone lose all hope. Also, the main theme of the danganronpa games are Hope vs. Despair.
Danganronpa hell, boys!
 
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T.I.A.

formerly Ticktock
View attachment 173464
"Despair will never die!"
Pokemon: Monokuma
Series: Danganronpa
Types: View attachment 173447View attachment 173448
Abilities: Tough Claws/Fluffy/Hope Crusher(HA)
Hope Crusher - Negates the effects of any move that aids the foe's ally in doubles.

Moves: Metal Claw, Iron Head, Brutal Swing, Assurance, Slash, Night Slash, Brick Break, Bite, Crunch, Psychic Fangs, All elemental Fangs, All elemental Punches, Bullet Punch, Baddy Bad, Baton Pass, Belch, Belly Drum, Body Slam, Crush Claw, Dark Pulse, Double Edge, Double Iron Bash, Flash Cannon, Dragon Claw, Swords Dance, Embargo, Encore, Explosion, Extrasensory, Self-Destruct, Fake Out, Fake Tears, Foul Play, heavy Slam, Hone Claws, Hyper Fang, Icicle Spear, Knock-Off,Nasty Plot,Parting Shot,Perish Song,Play Rough,Poison jab,Power Trip,Protect, Psycho Cut, Punishment, Pursuit, Retaliate,Shadow Claw, Shadow Punch, Shadow Ball, Snarl, Sucker Punch,Taunt,Torment,U Turn,Yawn,Substitute, Execution*

Execution | View attachment 173448 |
View attachment 173458 | - BP | 100 Acc | 10 PP | Power depends on how many pokemon the foe has knocked out.

Stats: 60 HP/115 Atk/80 Def/125 SpA/90 SpD/100 Spe/570 BST

Reasonings: Monokuma is a robot, hence the steel typing. He is a soulless and evil being, who makes random teenagers suffer(and die) for his own entertainment, usually creating unfair rules and playing dirty and low so his little twisted game can get more exciting, explaining the dark typing. Monokuma knows Explosion and Self-Destruct because in Danganronpa 1's Prologue, he blows himself up, in an attempt to to show the teens that he isn't playing around. His main forms of attacking in-game are by using his sharp claws, and biting(in beast monokuma's case). Monokuma also comes back every time he is destroyed, due to him having thousands of exact copies of himself. In the games, every time a student kills someone else, the others must participate in a class trial to determine who the killer is. When the killer is exposed, monokuma says he prepared a very special punishment for them, the execution, his signature move. He gets Fluffy for being a small bear, although not being as squishy as a regular teddy bear. His signature ability, comes from the fact that Monokuma's creation's main purpose, is to cause despair upon the world, making everyone lose all hope. Also, the main theme of the danganronpa games are Hope vs. Despair.
Danganronpa hell, boys!
Nice, but at least give a bit more information about Execution's power gain (mostly on how the base power is and how much is gained for each fainted Pokemon). At least you didn't make it a OHKO move.
 
Nice, but at least give a bit more information about Execution's power gain (mostly on how the base power is and how much is gained for each fainted Pokemon). At least you didn't make it a OHKO move.
Done. there is no fixed power increase value, it just, gets stronger. While OHKO does make more sense since it's what happens in the game, i decided to make it unique, since executions are always used on characters who kill in the games, and people who kill more than one person usually have even worse executions.
 

Pokemon: Banjo Kazooie
Stats: 90 / 120 / 90 / 60 / 90 / 100 | BST: 550
Abilities: Honey Gather / Big Pecks | Thick Fat (HA)
Custom Move: Breegull Blaster - Normal type | Physical | 95 BP | 100% Acc. | 15-24 PP | can change to Ice or Fire type depending on the user's IV's
Moves: Double Edge, Egg Bomb, Brave Bird, Fly, Drill Peck, Roost, Earthquake, Drain Punch, Iron Head, Outrage, Bulk Up, Taunt, Parting Shot, Celebrate, Slack Off
Base Forme:
Types:
Normal / Flying
Washing Machine Forme:
Types:
Water / Steel
Unique Moves: Liquidation
Dragon Kazooie Forme:
Types:
Normal / Dragon
Unique Moves: Flare Blitz
Reasoning: Banjo Kazooie, the titular bear and bird of Rareware's classic platformer. Banjo is a bear, Kazooie is a bird... when it's time to fight bad guys Kazooie gets in Banjo's backpack and the two move together as a seamless unit. Makes sense, right?
In the original Banjo Kazooie, there is a code room with letters that Banjo can ground pound in order to enter cheat codes. Some of these codes are unlocked by collecting items, some are just secret codes. If you enter WISHYWASHYBANJO then Banjo and Kazooie will get turned into a washing machine. Nothing changes functionally, they're just a washing machine now.

In Banjo Tooie you can get Kazooie transformed into a fire-breathing dragon by giving the Mega Glowbo to Humba Wumba, not to be confused with Mumbo Jumbo. There are many things that the pair can be transformed into, but these are the only two that are permanent and not locked to a single level.

Breegull Blaster comes from Kazooie's ability to cough up eggs as projectiles. In the game you collect various types of eggs, among them Fire and Ice eggs. Egg Bomb plays into this too. Normal- and Flying-type physical attacks represent melee attacks coming from Banjo or Kazooie respectively. Earthquake is for ground pound attacks, Drain Punch is because killing enemies yields honeycombs which refill Banjo's health, and Iron Head and Outrage support the alternate forms while being common enough moves for a brawler to have. Bulk Up and Thick Fat represent Banjo putting on weight prior to Nuts and Bolts, while Taunt and Parting Shot represent Kazooie's cheeky banter. Celebrate for certain ending scenes, and Slack Off due to Banjo's oft-mentioned laziness.
 
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"What am I doing!? I almost gave up! She saved me! If I don’t protect her now, who will!? I need to be stronger… I need the strength to protect those precious to me!"
152968

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

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

“Blood! Darkness! I Shall drown the world in both!”
Image result for soul calibur nightmare
Image result for night terror soul calibur

Pokémon: Nightmare/Night Terror (Soul Calibur)
Type: Dark/Ghost (Nightmare)
Type: Dark/Flying (Night Terror)
Ability: Pressure/Dark Aura
H. Ability: Soul Eater - Gains +1 Attack and +1 Special Attack when knocking out a pokemon.
Moves: Spiritomb movepool + Secret Sword, Cut, Leaf Blade, Swords Dance, Bulk Up, Smart Strike, Rapid Spin, Air Cutter, Air Slash
Stats: 100/120/90/120/90/110 (Nightmare)
Stats: 100/150/110/150/110/130 (Night Terror)
New Item: Soul Shard - Turns Nightmare into Night Terror when held
Reasoning: Dark/Ghost because Nightmare is a demonic spirit fused with a sword. Dark/Flying for Night Terror because Night Terror gains wing and flight in the transformation. Pressure is the standard Legendary ability, Dark Aura exemplifies its evil nature, and Soul Eater exemplifies its hunger for souls and pieces of itself for completion. Spiritomb and Nightmare are very similar, they are both monstrous spirits possessing objects, Nightmare willingly, Spiritomb unwillingly, both cause destruction due to it being in their nature, and both are Dark/Ghost types. Thus, Spiritomb’s movepool plus some swords moves for the Soul Edge. Stats imply great offensive and serviceable defensive power. Nightmare needs shards of itself to be complete.

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

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

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

Sakuya @ Tunium Z
Ability: Final Tuning
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Cherry Blossom
- Flare Blitz
- Sacred Sword
- Stone Edge
 
Voting time, get your votes in by next weekend. May the best Princess Peach win!

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.
Splatoon 2 Spoilers
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

Spoiler form from Splatoon 2 (meant for Ubers)

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:

Sets
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
Spoiler set
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
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
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!"
Super Dimentio

(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.
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.
Pokémon : **Marisa Kirisame** (Touhou Fuumaroku ~ Story of Eastern Wonderland).
Type: Normal
Abilities: Levitate / Magician / Speed Boost (HA).
Signature Item: Mini Hakkero- When held by Marisa, boosts the power of Marisa's off-type moves by 50% (So basically everything BUT normal-type moves [and Ice-types for the alternate form] get the boost). Also acts as a unique Z-Crystal for Marisa, and thus cannot be removed from Marisa.
Moves: Master Spark*/Master Spark Frozen*, Flamethrower, Thunderbolt, Ice Beam, Draco Meteor, Dazzling Gleam, Nasty Plot, Agility, Thief, Dark Pulse, Tri-Attack, Swift, etc.
Signature Move: Master Spark- Normal-Type, Base 100 Power, 100 Accuracy, Special. 10 PP. Can damage Ghost-types.
Master Spark Frozen- Ice-Type, Base 100 Power, 100 Accuracy, Special. 10 PP. 20% chance to freeze the target.
Signature Z-Moves:
Final Spark - Upgraded from Master Spark or Master Spark Frozen with Mini-Hakkero. Inherits the typing of the move it upgrades from (So Normal if Master Spark, Ice if Master Spark Frozen), Special, Base 210 Power. Can damage Ghost-types. Hits both targets in a Double Battle. If upgraded from Master Spark Frozen, 40% chance to freeze the target.

Blazing Star -Upgraded from Master Spark or Master Spark Frozen with Mini-Hakkero. Inherits the type of the move it upgrades from (Normal if Master Spark, Ice if Master Spark Frozen), Special, Base 190 Power. Can damage Ghost-types. Hits the target's Defense. If upgraded from Master Spark Frozen, has a 100% chance to lower the foe's speed upon hitting.

Stats: 80 HP/70 Atk/50 Def/130 SpA/70 SpD/130 Spe (BST: 530).
Alternate Form: Marisa-Winter (Toggled by using the Essence of Four Seasons on Marisa out of battle. Can be reverted through using Essence of Four Seasons on Marisa-Winter out of battle. When switching from Marisa to Marisa-Winter, if Marisa knows Master Spark, it will be replaced with Master Spark Frozen, and vice-versa.)
Typing changes to Normal/Ice.
Stats and abilities remain unchanged.
Reasoning: Here we have Marisa Kirisame, the deuteragonist of the Touhou Project series, having been around since the second game in the series. Compared to the original slate, This Marisa leans more from more recent games in the series, like Hidden Star in Four Seasons. Marisa is often associated with magic, and her title is the Ordinary Magician, so it seemed fitting to make Marisa a Normal-type. But to get the most out of her coverage, Marisa has a signature item in the Mini Hakkero, which boosts her non Normal-type attacks by 50%, essentially giving them STAB too. Unlike Protean however, she does not change type. Her signature move is quite obviously her freaking huge magical laser, the Master Spark, which serves as her primary STAB move. It even works on ghosts in the series, so Ghost-types will be in for a big surprise if they think they're safe against Marisa lacking Dark Pulse, as Master Spark will blast them anyway. Only Rock- and Steel-types are safe. Her other main moves are based on attacks she uses through the series. Marisa's Hakkero has shown to have the ability to expel flames and frost as some of her shot-types, and it is a reactor, so she does get the holy trinity of Flamethrower, Thunderbolt and Ice Beam to her name. Draco Meteor is based on her star-based attacks (And one of her moves even has a nearly identical name, 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.)
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.).
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: Reisen Udongein Inaba (Touhou Eiyashou ~ Imperishable Night)
Type: Psychic
Ability: Red Eyes of Insanity
Signature Ability: Red Eyes of Insanity- Reisen's Psychic-type moves can affect Dark-type Pokemon, but only deal half damage to them. Against foes with a mental status ailment (Infatuation, Taunt, Torment, Confusion, Encore), Reisen deals guaranteed critical hits. Reisen can infatuate targets regardless of gender.
Moves: Mind Starmine, Demotivator, Tele-mesmerism, Psyshock, Confuse Ray, Glare, Hypnosis, etc.
Signature Moves
Mind Starmine: 80 BP, 100 Accuracy, 10 PP, Psychic-type, Special. Taunts the Target, stopping them from using Status moves.
Demotivator: 80 BP, 100 Accuracy, 10 PP, Psychic-type, Special. Torments the Target, preventing them from using the same move twice in a row.
Tele-mesmerism: 70 BP, 100 Accuracy, 10 PP, Psychic-type, Special. Infatuates the target, giving all of their actions a 50% chance to fail.
Z-Move: Lunatic Red Eyes- Upgrades from Glare with Udongium Z. 180 BP. Hits both targets in a double battle. Confuses, Infatuates, Taunts and Paralyzes the targets, while also trapping them for 3 turns.
Stats: 80 HP/50 Atk/70 Def/90 SpA/90 SpD/130 Spe (BST: 510)

Reasoning: Here we have Reisen Udongein Inaba, the Lunatic Lunar Rabbit. She is, as the name suggests, a Moon Rabbit, a type of rabbit youkai that originally came from the moon, who first stats in Imperishable Night.

Reisen's Ability is based on her ability in canon, which is to drive foes to insanity through her eyes. Naturally, through this, Reisen is meant to focus on the mental status ailments, which she can easily inflict through her signature moves, all of which are named after Spell Cards in the series. This focus on mental assaults is also what gives Reisen her Psychic-typing.

Her Z-Move is based on her Last Word in Imperishable Night, Glare of the Hazy Phantom Moon "Lunatic Red Eyes", where she unleashes a powerful blast of waves from her eyes (Which, naturally, drives all nearby foes insane.)

...That's it. Reisen was actually very simple to make.
Pokémon: Princess Peach
Type: Normal
Ability: Levitate / Grassworker*
*Grassworker: Grass moves have 1.5x power.
Stats: 110/90/70/100/130/100 (600)
Notable Moves: Recover, Heal Pulse, Wish, Calm Mind, Hyper Voice, Giga Drain, Energy Ball, Seed Bomb, High Jump Kick, Flamethrower, Fire Blast, Flare Blitz, Will-o-Wisp, Air Slash, Hurricane, Fly, Defog, Scald, Surf, Hydro Pump, Waterfall, Aromatherapy, Spore, Sweet Kiss
Sample Sets
Princess Peach @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Wish
- Spore
- Defog
- Hyper Voice

Reasoning: The princess of the Mushroom Kingdom herself. Normal because she's a human and there's compelling reasons against any other type. Levitate because she can float, and Grassworker because while not one herself she rules over a kingdom of mushrooms. Her stats are because she has good magic and is reasonably athletic, and lean defensive because she takes a passive role in a lot of the games. She gets a good load of healing moves due to using healing magic in spinoffs. She gets Hyper Voice for STAB and Grass moves for psuedo-STAB. High Jump Kick is due to one of her special moves being a kick in one of the sports spinoffs I can't remember which. She gets Fire, Flying and Water moves from Super Princess Peach. Finally, she gets Sweet Kiss due to her giving Mario a kiss at the end of some games.
Pokémon: Kracko
Type: Electric/Water
Ability: Levitate / Drizzle / Regenerator
Stats: 120/80/70/130/90/110 (600)
Notable Moves: Thunderbolt, Thunder, Volt Switch, Thunder Wave, Scald, Surf, Hydro Pump, Recover, Air Slash, Hurricane, Ice Beam, Flamethrower, Heat Wave, Fire Blast, Focus Blast, Energy Ball, Shadow Ball, Rapid Spin, Defog, Spikes, Tailwind
Sample Sets
Kracko @ Waterium Z
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Thunder
- Hurricane
- Ice Beam

Reasoning: Kracko, the electrifying, one-eyed scourge of literally every sky in the Kirby universe. He's a thundercloud who attacks with lightning and rain, hence his Electric/Water typing and moves as well as Drizzle. Levitate is because he floats. Regenerator and Recover is because he can just form a new body every time he's blown up. Flying moves because he's displayed the ability to control the wind. Ice Beam because he can summon ice enemies (namely Chilly) in Kirby: Star Allies. Fire moves because he can summon fire enemies in Amazing Mirror and drop fire bombs as Parallel Big Kracko. Focus Blast, Energy Ball, and Shadow Ball are based on his Super Lightning Ball attack in Triple Deluxe. Rapid Spin because he spins in some attacks and Spikes because he's covered in spikes.
Pokémon: Princess Peach
Franchise: Mario
Type:

Ability: Princess' Kiss (Kiss moves have +1 priority, double BP, and 25% added to their accuracy.) | Parasol (Takes half damage from Fire, Flying, and Water attacks.) | [HA] Serene Grace
Moves: Sweet Kiss Return, Draining Kiss, Sweet Kiss, Lovely Kiss, Dazzling Gleam, Tailwind, Whirlwind, Defog, Air Slash, Hurricane, Wish, Healing Wish, Recover, Aromatherapy, Heal Bell, Heal Pulse, Calm Mind, Psychic, Psyshock, Spore, Giga Drain, Safeguard, Fire Blast, Surf
Stats: 120 HP/50 Atk/70 Def/100 SpA/120 SpD/40 Spe (500 BST)

Sweet Kiss Return |
| Special | 60 BP | 16 PP | 100%

Reasoning: Peach has given kisses to Mario on several occasions, and she has used them for special moves, providing Fairy. Flying comes from her abilities to float in the air, and descend slowly using a parasol. She gets every kiss move as well as one of her own, and they each get boosts. Giga Drain and Spore come from Peach's connection with Toads. Healing and curing moves come from healing magic Peach sometimes uses. Fire Blast comes from her Rage vibe, and Surf comes from her Gloom vibe.
Brad Armstrong
Franchise:
LISA
Type:

Ability:
Justified / No Guard | Armstrong Style (Before using an attacking (not status) move, Brad uses Arm Thrust)
Moves: Mega Punch, Mega Kick, Headbutt, Head Smash, Skull Bash, Bulk Up, Dynamic Punch, Hammer Arm, Close Combat, Fire Punch, Fire Blast, Glare, Mach Punch, Attract, Cross Chop, Joy
Stats: 100 / 80 / 90 / 80 / 50 / 100 (500 BST)
Joy |
|
| 5 PP | Heals 50% of max HP. Grants the Overjoyed effect. While Overjoyed the user takes half damage from attacks and always inflicts critical hits with their own attacks. After 3 turns the user loses the Overjoyed effect and instead has -1 inflicted to all stats. Joy cannot be used while the user has the Overjoyed effect active.

Reasoning: Brad Armstrong is the protagonist and best/worst dad ever in LISA: The Painful. He's an ex-karate instructor and the adoptive father to the last female in existence (after an unspecified event caused every female in existence to disappear and create the ultimate sausage party on earth). After she is kidnapped one day Brad goes on a very morally ambiguous journey to get her back. Normal/Fighting because he's a pretty normal guy who knows karate. Armstrong-style is his signature karate style. Joy is the hyper-addictive super drug that Brad is hooked on. In game it boosts your defenses, heals you, and allows you to nearly always crit, but it eventually wears off and causes withdrawal, which is a very weakened state.
Buckets
Franchise:
LISA
Type:

Ability:
Super Luck
Moves: Zap Cannon, Inferno Dynamic Punch, Joy, Heads or Tails
Stats: 60 / 135 / 100 / 135 / 100 / 150 (680 BST)
Heads or Tails |
|
| 150 BP | 50 Acc | 5 PP | High critical hit rate. A fate deciding coin toss... 50/50 chance of success.

Reasoning: Buckets is a party member unlocked by winning 10 rounds of Russian Roulette in game. You play this with party members. Death is permanent. So if one lacks the morals, has enough party members, and is still decently lucky, they will unlock Buckets, another Joy-addicted man who wears a paint can atop his head and and incredibly strong with their gun- given that he gets lucky. Super luck and only 50% accurate moves fit this. Heads or Tails is one of Bucket's strongest moves in game. Steel typing due to Buckets wearing a bucket and using guns in combat.

I can only imagine how bad the migraine you'd get using this in battle would be.
Pokemon: Monokuma
Series: Danganronpa
Types:
173447
173448
Abilities: Tough Claws/Fluffy/Hope Crusher(HA)
Hope Crusher - Negates the effects of any move that aids the foe's ally in doubles.
Moves: Metal Claw, Iron Head, Brutal Swing, Assurance, Slash, Night Slash, Brick Break, Bite, Crunch, Psychic Fangs, All elemental Fangs, All elemental Punches, Bullet Punch, Baddy Bad, Baton Pass, Belch, Belly Drum, Body Slam, Crush Claw, Dark Pulse, Double Edge, Double Iron Bash, Flash Cannon, Dragon Claw, Swords Dance, Embargo, Encore, Explosion, Extrasensory, Self-Destruct, Fake Out, Fake Tears, Foul Play, heavy Slam, Hone Claws, Hyper Fang, Icicle Spear, Knock-Off,Nasty Plot,Parting Shot,Perish Song,Play Rough,Poison jab,Power Trip,Protect, Psycho Cut, Punishment, Pursuit, Retaliate,Shadow Claw, Shadow Punch, Shadow Ball, Snarl, Sucker Punch,Taunt,Torment,U Turn,Yawn,Substitute, Execution*
Execution |
173448
|
173458
| - BP | 100 Acc | 10 PP | Power depends on how many pokemon the foe has knocked out.
0 KOs: 20
1 KO: 35
2 KOs: 50
3 KOs: 75
4 KOs: 95
5 KOs: 115

Stats: 60 HP/115 Atk/80 Def/125 SpA/90 SpD/100 Spe/570 BST

Reasonings: Monokuma is a robot, hence the steel typing. He is a soulless and evil being, who makes random teenagers suffer(and die) for his own entertainment, usually creating unfair rules and playing dirty and low so his little twisted game can get more exciting, explaining the dark typing. Monokuma knows Explosion and Self-Destruct because in Danganronpa 1's Prologue, he blows himself up, in an attempt to to show the teens that he isn't playing around. His main forms of attacking in-game are by using his sharp claws, and biting(in beast monokuma's case). Monokuma also comes back every time he is destroyed, due to him having thousands of exact copies of himself. In the games, every time a student kills someone else, the others must participate in a class trial to determine who the killer is. When the killer is exposed, monokuma says he prepared a very special punishment for them, the execution, his signature move. He gets Fluffy for being a small bear, although not being as squishy as a regular teddy bear. His signature ability, comes from the fact that Monokuma's creation's main purpose, is to cause despair upon the world, making everyone lose all hope. Also, the main theme of the danganronpa games are Hope vs. Despair.
Pokemon: Banjo Kazooie
Stats: 90 / 120 / 90 / 60 / 90 / 100 | BST: 550
Abilities: Honey Gather / Big Pecks | Thick Fat (HA)
Custom Move: Breegull Blaster - Normal type | Physical | 95 BP | 100% Acc. | 15-24 PP | can change to Ice or Fire type depending on the user's IV's
Moves: Double Edge, Egg Bomb, Brave Bird, Fly, Drill Peck, Roost, Earthquake, Drain Punch, Iron Head, Outrage, Bulk Up, Taunt, Parting Shot, Celebrate, Slack Off
Base Forme:
Types:
Normal / Flying
Washing Machine Forme:
Types:
Water / Steel
Unique Moves: Liquidation
Dragon Kazooie Forme:
Types:
Normal / Dragon
Unique Moves: Flare Blitz
Reasoning: Banjo Kazooie, the titular bear and bird of Rareware's classic platformer. Banjo is a bear, Kazooie is a bird... when it's time to fight bad guys Kazooie gets in Banjo's backpack and the two move together as a seamless unit. Makes sense, right?
references
In the original Banjo Kazooie, there is a code room with letters that Banjo can ground pound in order to enter cheat codes. Some of these codes are unlocked by collecting items, some are just secret codes. If you enter WISHYWASHYBANJO then Banjo and Kazooie will get turned into a washing machine. Nothing changes functionally, they're just a washing machine now.

In Banjo Tooie you can get Kazooie transformed into a fire-breathing dragon by giving the Mega Glowbo to Humba Wumba, not to be confused with Mumbo Jumbo. There are many things that the pair can be transformed into, but these are the only two that are permanent and not locked to a single level.

Breegull Blaster comes from Kazooie's ability to cough up eggs as projectiles. In the game you collect various types of eggs, among them Fire and Ice eggs. Egg Bomb plays into this too. Normal- and Flying-type physical attacks represent melee attacks coming from Banjo or Kazooie respectively. Earthquake is for ground pound attacks, Drain Punch is because killing enemies yields honeycombs which refill Banjo's health, and Iron Head and Outrage support the alternate forms while being common enough moves for a brawler to have. Bulk Up and Thick Fat represent Banjo putting on weight prior to Nuts and Bolts, while Taunt and Parting Shot represent Kazooie's cheeky banter. Celebrate for certain ending scenes, and Slack Off due to Banjo's oft-mentioned laziness.
Pokémon: Alto (Stella Glow)
Type: Fighting/Fairy
Ability:Justified/Steadfast
H.A. Ability: Follow Up-Can use another move after knocking out an opponent.
Moves: Extreme Speed, Swords Dance, Bulk Up, Smart Strike, Rapid Spin, Air Cutter, Air Slash, Sacred Sword, Secret Sword, Psycho Cut, Earthquake, Earth Power, Protect, Play Rough, Charm, Attract, Wide Guard, Hyper Voice, Boomburst.
Z-Move: Ragna Break-Converted from Sacred Sword using Tunium Z. Fighting, Physical, Power: 200, Accuracy: 100% Ignores all Defense and Evasion Boosts when used, but Defense and Evasion drops.
Stats: 125/125/100/75/100/100
Reasoning: Fighting is because Alto is a knight like the Swords of Justice and Gallade, as well as him having a strong sense of honor, which he shares with many Fighting-types. Fairy because he's magic and tunes the other witches. Ragna Break is from the game. Most of the attack are slashing attacks, again because he's a knight. Charm and Attract are because he can get any of the other witches in the endings, which can also be linked to Play Rough ( ͡° ͜ʖ ͡°).
Sample Sets
Life Orb
Alto @ Life Orb
Ability: Follow Up
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Play Rough
- Sacred Sword
- Extreme Speed
- Swords Dance

Ragna Break
Alto @ Tunium Z
Ability: Follow Up
EVs: 252 Hp / 252 Atk / 4 SpD
Adamant Nature
- Play Rough
- Sacred Sword
- Extreme Speed
- Bulk Up
Pokémon: Nightmare/Night Terror (Soul Calibur)
Type: Dark/Ghost (Nightmare)
Type: Dark/Flying (Night Terror)
Ability: Pressure/Dark Aura
H. Ability: Soul Eater - Gains +1 Attack and +1 Special Attack when knocking out a pokemon.
Moves: Spiritomb movepool + Secret Sword, Cut, Leaf Blade, Swords Dance, Bulk Up, Smart Strike, Rapid Spin, Air Cutter, Air Slash
Stats: 100/120/90/120/90/110 (Nightmare)
Stats: 100/150/110/150/110/130 (Night Terror)
New Item: Soul Shard - Turns Nightmare into Night Terror when held
Reasoning: Dark/Ghost because Nightmare is a demonic spirit fused with a sword. Dark/Flying for Night Terror because Night Terror gains wing and flight in the transformation. Pressure is the standard Legendary ability, Dark Aura exemplifies its evil nature, and Soul Eater exemplifies its hunger for souls and pieces of itself for completion. Spiritomb and Nightmare are very similar, they are both monstrous spirits possessing objects, Nightmare willingly, Spiritomb unwillingly, both cause destruction due to it being in their nature, and both are Dark/Ghost types. Thus, Spiritomb’s movepool plus some swords moves for the Soul Edge. Stats imply great offensive and serviceable defensive power. Nightmare needs shards of itself to be complete.
Witch
View attachment 153006
Goddess
View attachment 153007
Pokémon: Popo (Stella Glow)
Type: Flying/Fairy
Ability: Long Reach/Lightning Rod
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is in your party and has the Song Stone*.
Moves: Air Slash, Air Cutter, Hurricane, Fly, Brave Bird, Chatter, Dazzling Gleam, Moonblast, Play Rough, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Psychic, Thunderbolt, Charge Beam, Thunder, Thunder Wave, Zap Cannon, Volt Switch, Silver Wind, Ominous Wind, Focus Blast, Quiver Dance, Rain Dance.
Signature Move: Rusty Key-Flying, Status, 5 PP, Paralyzes all foes and lowers their Def and SpD by 1.
Z-Move: Volt Shower-Converted from Rusty Key using Tunium Z. Only usable in Goddess form. Flying, Special, Base 90 Power, Paralyzes all foes and lowers their Def and SpD by 2.
Stats: 100/100/50/125/75/150 (600)
Stats (Goddess): 120/130/60/155/75/160 (700)
Reasoning: Flying/Fairy because wind witch. Long Reach because she's a archer. Lightning Rod because she can control electricity. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Flying and Fairy are for STAB. Electric is for coverage, also Popo uses lightning in the game. Rain Dance because Popo makes clouds and manipulates the weather.
Sample Sets
Popo @ Life Orb
Ability: Lightning Rod/Final Tuning
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Moonblast
- Focus Blast
- Air Slash/Rusty Key
- Quiver Dance

Popo @ Damp Rock
Ability: Lightning Rod
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Moonblast
- Thunder
- Hurricane
- Rain Dance
Witch
View attachment 153014
Goddess
View attachment 153015
Pokémon: Sakuya (Stella Glow)
Type: Fire/Fairy
Ability: Magma Armor/Anger Point
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is in your party and has the Song Stone*.
Moves: Flare Blitz, Flame Charge, Fire Lash, Sacred Fire, Sizzly Slide, Heat Crash, Will-O-Wisp, Fiery Dance, Eruption, Earthquake, Earth Power, Play Rough, Moonblast, Dazzling Gleam, Air Slash, Sacred Sword, Secret Sword, Psycho Cut, Stone Edge, Swords Dance, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Sunny Day.
Signature Move: Cherry Blossom-Fire, Status, 5 PP, Raises the critical hit raito of all Pokemon on user's side of the field by 2.
Z-Move: Fiery Night-Converted from Cherry Blossom using Tunium Z. Only usable in Goddess form. Fire, Special, Base 90 Power, Raises the critical hit raito of all Pokemon on user's side of the field by 4.
Stats: 100/150/125/100/75/50 (600)
Stats (Goddess): 120/160/155/130/75/60 (700)
Reasoning: Fire/Fairy because fire witch. Magma Armor because she controls volcanoes. Anger Point because she's quick to anger and her A.I. during Chapter 3 is quite aggressive. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Fire and Fairy are for STAB. Few special being a result of her mainly physical attacks in the game. Slashing attacks are because she uses a blade.
Sample Sets
Sakuya @ Leftovers
Ability: Final Tuning
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Swords Dance
- Sizzly Slide
- Sacred Sword
- Stone Edge

Sakuya @ Tunium Z
Ability: Final Tuning
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Cherry Blossom
- Flare Blitz
- Sacred Sword
- Stone Edge
Cookie Butter
KirbyRider1337
Neosonic97
Pika Xreme
Ninetales Dragons
leonard (from big bang theory)
PunishmentTime
Scoopapa
Bmw6446
 
Slate #32
Happy Mother's Day



Congratulations to PunishmentTime, KirbyRider1337 and Scoopapa for winning with Monokuma, Princess Peach and Banjo & Kazooie. PunishmentTime has earned the title, Captain Rainbow.

It's Mother's Day this weekend so this bonus theme is for mothers and mother figures. Just because they might not be a mum, doesn't mean they can't be a mother figure.

Submissions close in one week.
Have fun!​
 
Last edited:

Cookie Butter

formerly the someone

Pokémon: Urumi Ushizaki
Typing: Water | Rock
Ability: Pressure | Weight Surge (On switch-in, this Pokemon summons Gravity).
Signature Item: Heavy Stone Baby (If the holder is Urumi Ushizaki, can use Drowning in the Sanzu. If not, holder is grounded and Speed halved.) Fling power: 130
Z-Move: Drowning in the Sanzu (160 BP | Water | must know Dive | Inflicts Drown condition.)
Drown: A Pokemon inflicted with this condition takes damage equal to N/12 of its max HP every turn, where N starts at 1 and increases by 1 every turn. Prevents the target from switching for five turns. Water-types are immune. The effect ends if either the user or the target leaves the field.
Stats: 95/105/105/40/75/100 (520)
Moves:
Physical: Stone Edge, Dive, Liquidation, Megahorn, Leech Life, Sucker Punch, Knock Off, Fling
Special: Infestation
Status: Trick, Stealth Rock, Rock Polish, Milk Drink, Protect
For Flavor: Origin Pulse, Whirlpool, Ancient Power, Smack Down, Rollout, Rock Blast, Horn Attack, Shadow Sneak
Reasoning: Urumi Ushizaki is a river-dwelling cow-spider youkai. She gives her stone baby to oblivious passerbies, only to weigh them down with her weight-increasing powers (where the abilities come from). She then emerges out of the river to attack. Her spells are based on the stone baby and drowning, which translates to Rock-type and Water-type. Some Bug-type moves were also given due to her being part spider, and cow-related moves in Milk Drink and Horn Attack as well. In current times, she is forbidden from attacking humans, so she now domesticates giant extinct fish instead, thus Origin Pulse and Ancient Power. Doubt you'll do much with that OP move because of her low SpA though. The Dark-type moves, Trick & Shadow Sneak are because she is a youkai that tricks people, gives them a bad thing to hold, sneaks in and attacks them.
Sample Set:
Urumi Ushizaki (F) @ Heavy Stone Baby
Ability: Pressure
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Milk Drink
- Dive
- Leech Life / Stone Edge
- Trick / Stone Edge

Urumi Ushizaki (F) @ Choice Band
Ability: Weight Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Megahorn
- Liquidation
- Trick / Knock Off


Pokémon: Naraku
Typing: Normal | Ghost
Ability: Steelworker | Unburden
Moves:
Physical: Return, Spirit Shackle, Shadow Sneak, Heavy Slam, Anchor Shot, High Jump Kick, Trop Kick, Rapid Spin, Acrobatics
Special: Hurricane, Shadow Ball, Water Shuriken
Status: Autotomize, Calm Mind, Healing Wish
For Flavor: All other Kick moves, Phantom Force, Gyro Ball
Stats: 75/135/70/75/70/105 (530)

Form: Naraku-Shinobi Transformation (works like Ultra Necrozma, must be holding Secret Ninja Art Scroll and can use Z-Move after transforming)
Ability: Steelworker
Stats: 75/155/70/125/70/135 (630)
Z-Move: Six Paths of Samsara (200 BP | Steel | upgraded from Heavy Slam | Removes entry hazards on the user's side of the field.)

Reasoning:
  • Naraku is a Shinobi, priestess, but more importantly the guardian of the Reincarnation Sphere, a jewel that holds Kagura. Naraku was trained from birth to help Kagura, a young child that is born every 100 years to annihilate Yoma (demons). After Kagura was reincarnated, Naraku acts as her mother.
  • Naraku's Ghost type comes from the fact that she's tasked with Kagura's reincarnation, all of her attacks are named after the afterlife and/or underworld, and even her name comes from Naraka (Buddhist hell). But otherwise she is a normal, living human being, thus the Normal primary type.
  • Unburden is based on Frantic mode, a mechanic in all Senran Kagura games where a character strips most of their clothes and gains more power and speed. Steelworker comes from the fact that Naraku mainly uses two giant steel balls to fight, that she can increase or decrease the size of at will.
  • All of her Steel-moves are related to the steel balls. She often kicks the steel balls like a paddleball, or spins furiously creating a hurricane. As for other moves, they come from the fact that she's a Shinobi that exclusively uses her feet and throwing weapons to attack. Trop Kick specifically is because her clan (is heavily implied but not confirmed to) come from the tropical island where the Kagura Millennium Festival takes place. Healing Wish is related again to her overseeing the Reincarnation Sphere and wishing for Kagura to reincarnate.

  • Shinobi Transformation comes from another mechanic in Senran Kagura games, where a character gains a boost in attack and speed, but keeps their clothes. Only transformed characters can use their Secret Ninja Arts. One of her Secret Ninja Arts, the one chosen to be her Z-Move is Six Paths of Samsara, the one in the pic.
Sample Sets:
Naraku @ Grassy Seed
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Return
- High Jump Kick
- Spirit Shackle
- Trop Kick / Acrobatics

Naraku @ Secret Ninja Art Scroll
Ability: Steelworker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Heavy Slam
- Shadow Sneak / Spirit Shackle
- High Jump Kick
- Healing Wish

Pokémon: Cooking Mama
Type: Normal
Ability: Sweet Veil | Skill Link | Harvest
Moves: Scald, Softboiled, Rapid Spin, Arm Thrust, Bullet Seed, Icicle Spear, Gear Grind, Smart Strike, Slash, Return, Sweet Kiss, Sweet Scent, Aromatic Mist, Play Nice, Stockpile, Swallow, Rototiller, Petal Blizzard, Petal Dance, Natural Gift, Rollout, Overheat
Signature Item: Mama Lunch Box - If holder is Cooking Mama, heals by 1/8 max HP at the end of every turn.
Stats: 100/100/100/100/100/100

Reasoning:
Icicle Spear = Ice cubes
Arm Thrust = Pounding mochi
Bullet Seed = Sesame seeds
Gear Grind = Grinding meat
Rototiller, Petal Blizzard, Petal Dance, Natural Gift and Harvest = Gardening Mama spin-off
Scald = boiling water
Rollout = rolling out pizza dough
Softboiled = boiling eggs
Rapid Spin = stand mixer
Sweet Veil, Sweet Kiss and Sweet Scent = sweep recipes
Overheat = when you burn a recipe

Sample Set:
Cooking Mama @ Mama Lunch Box
Ability: Sweet Veil
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Scald
- Softboiled
- Rapid Spin
- Overheat / Stockpile
 
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"How bothersome..."
Pokémon: Kyoko
Type: Ice
Ability: Crystal Barrier (Kyoko takes halved damage from all incoming damaging moves (Kinda like Fur Coat but SpD is doubled too), but said incoming damaging moves have perfect accuracy.)
Moves: Light Screen, Reflect, Aurora Veil, Ice Beam, Ice Shard, Icicle Crash, Icy Wind, Avalanche, Freeze-Dry, Water Pulse, Hail, Magic Coat, Mirror Coat, Blizzard, Aurora Beam, Flash Cannon, Protect, Iron Defense, Icicle Spear, Barrier
Stats: 90/50/60/60/60/50 [BST 370]
Kyoko is the brains of the Shifu Brands and the Stage 5 Boss of SUGURI, later reappearing in both Acceleration of SUGURI games and in 100% Orange Juice, the latter as DLC alongside fellow SUGURIverse character Alte. She is one of the first Shifu Brands to have received their enhancements, the man who enhanced her being SUGURI's Big Bad and penultimate boss Shifu, who in turn is implied to have been responsible for (re)discovering Suguri's planet: Planet Earth. Unfortunately, Kyoko seemed to be pained all over (maybe from the alterations, maybe from other things), but was able to use icy crystals for defensive tactics. She is seen as motherly by her fellow Shifu Brands, and in fact even appreciates it.
Reasoning: You might be curious about Kyoko's bad stats, but combined with her ability, she basically hits 90/169/138 bulk on Physical sets and 90/138/169 on Special, making her a good defensive choice if need be. (Basically imagine 90/60/138 bulk with Fur Coat) Her stat spread is entirely based on 100% Orange Juice (5HP/-1ATK/+3DEF/-2EVA), packing the highest Defense in the game (Untied among playable, and tied with one of the bosses when counting enemy NPCs), as well as her lore (She's easily one of the weakest Shifu Brands physically, implying her barriers are keeping her safe, which is how she relies on her ability in this mod to back up that +3DEF in 100% OJ Proper), but she's also tied with many others for the worst Attack of anyone in the game. HP's average though, so 90 works, but she has -2EVA... Which is meaningless considering her inability to evade, which adds this effect into her ability.

Her Ice-typing is from how nearly all of her attacks involve ice crystals, be they for defense or offense, or just ice in general, since said ice crystals leave behind trails of cold air, indicating their temperature. The aforementioned barrier manipulation gives her Protect and Iron Defense, on top of Screens, Magic Coat, and Mirror Coat. Her movepool's based on both her Crystal Barrier hyper in 100% Orange Juice and her moves in Acceleration of SUGURI 2.
 
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Pokémon: Zerg Broodmother
Type: Bug / Psychic
Ability: Spawn Creep
Spawn Creep - summons the terrain effect Creep for 5 turns. During Creep, Bug types' Speed is raised by 50% and Dark type moves deal 50% damage.
Signature Move: Baneling Barrage - Poison Type | Physical | 25 BP | 80% Acc. | 5-8 PP | Hits 3 times. First hit lowers Def 1 stage. Super Effective vs. Steel types.
Signature Z-Move: Bane Rain - Poison Type | Physical | 175 BP | Super Effective vs. Steel types ( Zergium Z )
Moves: Megahorn, X-Scissor, Leech Life, Bug Buzz, Zen Headbutt, Psycho Cut, Psychic, Bulk Up, Recover, Superpower, Slash, Night Slash, Smart Strike,
Stats: 175 / 125 / 80 / 85 / 60 / 55 | BST: 580
Reasoning: Zerg Broodmothers are advanced versions of zerg queens. Queens defend the hive, spread creep along the ground, and spawn the larvae that grow into all the other zerg beasties. Broodmothers do all of this, and also exert telepathic control over lesser zerg creatures, and can mutate genes in order to create new ones to fit their purposes. Banelings are little green acid-filled critters whose purpose in life is to run close to the enemy and explode. They are very good at destroying metal vehicles, hence the Steel effectiveness. Creep is a sort of living ground covering that zerg units can move faster over. It also provides battlefield vision to the zerg, so wherever they have creep, they are never in the dark.
 
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"For the record: You ARE adopted, and that's TERRIBLE."
Pokémon: GLaDOS
Type: Poison/Steel
Ability: Deadly Neurotoxin* / Battery (HA)
*Deadly Neurotoxin: Changes the weather to Toxic Clouds. This damages Pokémon for 1/16th of their HP at the end of each turn, unless they're Poison, Ghost, or Steel-type, or have the abilities Poison Heal or Immunity. Lasts for 5 turns (extended to 8 if holding the Toxic Rock, an item I just made up for this purpose)
Stats: 120/80/130/130/90/50 (600)
Notable Moves: Sludge Bomb, Flash Cannon, Recover, Flamethrower, Fire Blast, Overheat, Energy Ball, Giga Drain, Leaf Storm, Defog, Stealth Rock, Spikes, Toxic Spikes, Sticky Web, Taunt, Haze, Nasty Plot, Parting Shot
GLaDOS @ Toxic Rock / Black Sludge
Ability: Deadly Neurotoxin
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Sludge Bomb
- Flamethrower / Fire Blast
- Recover
- Stealh Rock / Nasty Plot / Sticky Web / Flash Cannon

Reasoning: The homicidal, testing-addict AI that operates the Aperture Science Testing Facility. Her Poison typing, signature ability, and Haze all reflect her love of killing people with neurotoxic gas. Steel type for the obvious reasons. Battery and Grass moves reflect her brief (half of Portal 2) stint as a potato battery. Recover due to being able to repair herself. Fire moves because she also has some fondness for burning things and people, though not as much as poisoning them. He has moves that control hazards due to being able to manipulate the environment of the testing facility. Taunt, Nasty Plot, and Parting Shot are due to her fondness for insults and manipulation.

As for her fitting the slate: the translation for the Turret Opera, presumably written by her, refers to Chell as "[her] daughter". Also she refers to Chell as adopted several times. She's definitely not a good mom but she's a mom nonetheless.


Dyna Blade has disrupted the crops. There must be a reason. But first, this has to stop!
Pokémon: Dyna Blade
Type: Steel/Flying
Ability: Pressure / Reckless (HA)
Stats: 100/135/120/80/80/85 (600)
Notable Moves: Iron Head, Brave Bird, Drill Peck, Fireball (see Bowser), Flare Blitz, High Jump Kick, Head Smash, Roost, Extreme Speed, Agility, Will-o-Wisp
Dyna Blade @ Leftovers
Ability: Reckless
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Brave Bird
- Flare Blitz
- Head Smash / High Jump Kick
- Roost

Reasoning: The giant bird who stole Dream Land's crops in order to feed her chicks, and later helped Kirby take down the Halberd as thanks for his actions as a babysitter. Steel/Flying because she's a bird with metal wings. Pressure because Pressure, and Reckless because of her "strategy" against the Halberd, as well as her having a shitload of recoil moves. Her moves mostly reflect her attacks in-game: charging, spitting fireballs, headbutting, and stomping. She also gets Roost and Drill Peck because birb.
 
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Solaros & Lunaris

Hold that faith that is made of steel
is a Site Content Manageris an official Team Rateris a Forum Moderatoris a Community Contributoris a Contributor to Smogon
Ability: Deadly Neurotoxin* / Battery (HA)
*Deadly Neurotoxin: Changes the weather to Toxic Clouds. This damages Pokémon for 1/16th of their HP at the end of each turn, unless they're Poison, Ghost, or Steel-type. Lasts for 5 turns (extended to 8 if holding the Toxic Rock, an item I just made up for this purpose)
Imo Poison Heal mons shouldn’t be affected by this (although I don’t think there are any with PH rn, for future reference ig?)
 

Pokémon: **Pam** (Brawl Stars)
Type:

Ability: Triage / Mama's Hug (This Pokemon heals itself and its allies 1/32 of their health when dealing damage with a STAB attack.)
Moves: Recover, Wish, Spikes, Flash Cannon, Heal Pulse, Draining Kiss, Discharge, Scrapstorm (Steel / Special / 25 BP / 10 PP / 90% Accuracy / Hits 2-5 Times)
Z-Move: Mama's Kiss (Steel / Status / 1 PP / Requires Superium-Z and Scrapstorm. Heals all allied status conditions and restores 1/6 of all allies HP.)
Stats: 108/62/72/90/102/66

Reasoning: Pam is a support-oriented brawler from Brawl Stars. I chose pure Steel type because she is a junker who attacks with a barrage of metal scrap and also builds a healing turret from a metal material. Triage is because she is a healing brawler who is largely based around providing cover fire and placing healing turrets to help allies. Pam's Star Power is now her HA, Mama's Hug, which is basically the same effect as in-game but translated to Pokemon. Scrapstorm is also a translation of Pam's normal attack, which shoots a bunch of scrap metal from her gun. Her Super, which places a healing turret in-game, is a powerful Z-move that can have a big effect on a match by healing all non-fainted allies and curing status. Her stats are based around her being a fairly bulky, not very fast character with decent offensive prowess in-game who becomes really good because of her suppor capabilities.

Singles:
Pam @ Superium Z / Leftovers
Ability: Mama's Hug
- Scrapstorm
- Spikes
- Recover / Wish
- Discharge

Doubles:
Pam @ Superium Z
Ability: Triage
- Scrapstorm
- Heal Pulse
- Recover
- Draining Kiss
 
Prove yourself... Prove to me you are strong enough to survive.
Image result for toriel

Pokémon: Toriel
Type: Fire/Fairy
Ability: Flame Body/Healer
H. Ability: Serene Grace
Moves: Flamethrower, Fire Blast, Flare Blitz, Flame Charge, Fire Lash, Sacred Fire, Sizzly Slide, Heat Crash, Will-O-Wisp, Fiery Dance, Eruption, Heat Wave, Earthquake, Earth Power, Play Rough, Moonblast, Dazzling Gleam, Disarming Voice, Hyper Beam, Giga Impact, Wish, Thunderbolt, Thunder, Calm Mind, Discharge, Rest, Heal Bell, Ally Switch, .
Sig move: Butterscotch-Cinnamon Pie | Normal | Status | 30PP | Heals the target for 50% of Toriel’s max health.
Sig Move: Heartache | Fire | Special | 150 Base Power | 25PP | 100% Accuracy | 40% chance of burning. The lower the opponent's HP, the less accurate this attack gets.
100% Health = 100% Accuracy
10% Health = 10% Accuracy
Stats: 150/10/50/135/165/90
Reasoning: Fire because her main method of battle is fireballs. Fairy because she’s a monster, a creature made almost entirely out of magic. Flame Body because it helps hatch eggs, befitting her motherly nature, taking care of children out of the goodness of her heart, whether. Healer also does this, healing other allies from status conditions. Her movepool is mostly Fire and Fairy attacks, with ample support on the side. Butterscotch-Cinnamon Pie comes from her fav food and love of baking. Heartache comes from the battle she has with Frisk and her unwillingness to hit them when they are low on health. Her stats reflect her strengths. In a magic battle, she’s the strongest. But one physical swing from a toy knife or stick from a high level frisk will one shot her easily.

“Blood! Darkness! I Shall drown the world in both!”
Image result for soul calibur nightmare
Image result for night terror soul calibur

Pokémon: Nightmare/Night Terror (Soul Calibur)
Type: Dark/Ghost (Nightmare)
Type: Dark/Flying (Night Terror)
Ability: Pressure/Dark Aura
H. Ability: Soul Eater - Gains +1 Attack and +1 Special Attack when knocking out a pokemon.
Moves: Spiritomb movepool + Secret Sword, Cut, Leaf Blade, Swords Dance, Bulk Up, Smart Strike, Rapid Spin, Air Cutter, Air Slash
Stats: 100/120/90/120/90/110 (Nightmare)
Stats: 100/150/110/150/110/130 (Night Terror)
New Item: Soul Shard - Turns Nightmare into Night Terror when held
Reasoning: Dark/Ghost because Nightmare is a demonic spirit fused with a sword. Dark/Flying for Night Terror because Night Terror gains wing and flight in the transformation. Pressure is the standard Legendary ability, Dark Aura exemplifies its evil nature, and Soul Eater exemplifies its hunger for souls and pieces of itself for completion. Spiritomb and Nightmare are very similar, they are both monstrous spirits possessing objects, Nightmare willingly, Spiritomb unwillingly, both cause destruction due to it being in their nature, and both are Dark/Ghost types. Thus, Spiritomb’s movepool plus some swords moves for the Soul Edge. Stats imply great offensive and serviceable defensive power. Nightmare needs shards of itself to be complete.

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

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

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

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