Crossover Chaos V2: Slate 44 - Halloween

Type: Psychic / Fairy
Ability: Levitate / Telepathy / Parental Bond
Moves: Psychic, Star Bits, Moonblast, Light Screen, Reflect, Psyshock, Minimize, Moonlight, Protect, Telekinesis, Gravity, Rapid Spin, Double-Team, Teleport, Shadow Ball, Focus Blast, Fire Blast, Calm Mind, U-Turn
Signature Move: Star Bits - 80 BP Special Psychic-type move; Type depends on IVs. 10% chance to lower foe’s SpD.
Z-Move: Power Star - 180 Power Special Psychic-type move [regardless of Star Bits’ type], 100% Chance to raise the user’s Speed one stage. Accessible with Star Bits while holding Rosalium Z.
Stats: 100/60/80/110/140/80 [570 BST]
Reasoning: Psychic type due to the obvious space aspect. Fairy due to the fact she’s a princess and all. Levitate and Telepathy are based on some of Rosalina’s abilities, while Parental Bond is due to her relationship with the Lumas. Star Bits is because they come in all sorts of colors, and plus I wanted to give Rosalina a signature move. The Z move is based off of her final smash, not to mention the fact that in her origin game, Power stars sped up the Comet Observatory. Moonlight and Moonblast are more space theming. Light Screen, Reflect and Protect involve her protective bubble. Telekinesis, Gravity, Teleport and Double-Team are more of Rosalina’s powers. Rapid Spin is due to the fact she can use the Spin Attack in 3D World. U-Turn I’m loosely using an extension of Teleport, solely because Teleport doesn’t switch you out normally. Shadow Ball, Focus Blast and Calm Mind are typical Psychic fare. Minimize is another power, although it and Double-Team are banned anyway. Finally, Fire Blast is due to the molten core at the center of the Comet Observatory.

Sample sets:

Z-Set Up (Rosalina) @ Rosalium Z
Ability: Parental Bond
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Moonblast
- Star Bits [Ground]
- Calm Mind

Screen Setter (Rosalina) @ Light Clay
Ability: Levitate / Parental Bond
EVs: 252 HP / 4 SpA / 252 Spe
Hasty / Naive Nature
- Light Screen / Reflect
- Psychic
- Moonlight
- U-Turn

Hazard Remover (Rosalina) @ Leftovers
Ability: Cold Combo
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Moonblast
- Moonlight
- U-Turn
- Rapid Spin

Bulky Attacker (Rosalina) @ Leftovers
Ability: Parental Bond
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Moonblast
- Star Bits [Ground]
- Focus Blast
- Moonlight
 

Mintly

formerly Spook
is an Artist

"In the deepest darkness, there are beasts who wear faces stolen from your memories and pluck at the strings in your heart. Know yourself, and stay strong."
Pokémon: Nosk
Type:

Ability: Face Change (This Pokemon's first move changes to the target's first move.)
Moves: Sludge Bomb, Sludge Wave, Crunch, Bug Bite, Dark Pulse, Brutal Swing, Foul Play, Snatch, Knock Off, Fell Stinger, First Impression, U-Turn, Lunge, Earthquake, Swords Dance, Substitute, Toxic, Toxic Spikes, Pursuit, Outrage, Head Smash, Screech, Roar, Mimic, Mirror Move, Copycat, Double-Edge
Stats: 98/101/73/80/73/101 BST: 526

Reasoning: "Mimics the shape of other creatures to lure prey to its lair." Nosk's shape changes to lure it's prey into it's lair, and charges around and spews infection from it's stomach. So Physical/Recoil and Poison moves fit it nicely.



"How does the world look to this creature, gazing out from within its crystal prison? Does it see only light? Is that what drives it into a frenzy?"
Pokémon: Crystal Guardian
Type:

Ability: Clear Body
Moves: Diamond Storm, Rock Tomb, Rock Throw, Rock Slide, Stone Edge, Dazzling Gleam, Bug Buzz, Bug Bite, Rock Wrecker, Stealth Rock, Charge Beam, Ice Beam, Hyper Beam, Crystal Beam, Flash, Nasty Plot, Rest, Sleep Talk, Rock Polish, Signal Beam
Crystal Beam:
Ice Beam clone.
Stats: 98/90/99/100/99/40 BST: 526

Reasoning: This Boss battle from Hollow Knight is mostly Crystal Guardian shooting beams of light at you. You find him sleeping on a bench, so Rest and Sleep talk make sense. However, he is rather slow.
 
160459

Through dream I travel, at lantern's call
To consume the flames of a kingdom's fall

Pokemon: Grimm
Type:

Ability: Flame Body / Nightmare Heart (Transform into Nightmare King Grimm upon fainting)
Moves: Inferno, Fire Blast, Flame Charge, Lunge, Hyper Voice, X-Scissor, Will-o-wisp, Dark Pulse, Fake Out, Snarl, U-Turn, Shadow Ball, Flamethrower, Swords Dance, Memento, Quiver Dance, Fiery Dance, Petal Dance, Dragon Dance, Sky Uppercut, Fire Bats (Fire, Special, 15 BP, Hits 3 Times, +1 Priority. If this pokemon is Nightmare King Grimm, hits 4 times.)
Stats: 75 / 120 / 65 / 120 / 75 / 125

160505

The expanse of dream in past was split,
One realm now must stay apart,
Darkest reaches, beating red,
Terror of sleep. The Nightmare's Heart.


Pokemon: Nightmare King Grimm
Type:

Ability: Nightmare Heart (keeps ability upon transforming, like Greninja-Ash)
Moves: Same as Grimm
Stats: 75 / 130 / 75 / 150 / 95 / 170

Reasoning: First, I'd like to say that this is obviously a pretty broken pokemon. I am aware. First, Grimm's attacks are all fire-based, so fire typing makes sense for it. Bug is due to him likely being a bug, like almost everything else in Hollow Knight. Flame Body is based on Grimm using fire attacks, and also because transforms into multiple fiery shapes throughout the battle. Most of his attacks come from attacks he uses in-game, and some of the others are based on Grimm's affiliation with dancing and rituals. Grimm is very fast simply because he is very fast in his battle. The high offenses and low defenses are due to Grimm's quick manner of attacking, and also his frail appearance. Nightmare Heart, the ability that triggers the transformation into Nightmare King Grimm, comes from the fact that when you defeat Grimm, you have the chance to fight his much harder form. The Dark typing is because Dark is often associated with Nightmares in Pokemon. Nightmare King Grimm is much faster than normal Grimm, does double damage, and also has more health, which is why it has much higher stats all around.
 
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Good time to bring back this unconventional submission.


Pokémon: Tee
Type: Steel/Psychic
Ability: Combo Attacker - The user's consecutive attacking moves are boosted additively by 0.1 per attack, capping at 1.5.
Signature Moves:
  • Tetris: Steel, Physical, 80 BP, 100% Acc, 15 PP | Tee gathers a four-layer pile of debris and clears it all with a single tetrimino. Hits Steel-types super-effectively. | Z-Move: 160 BP Corkscrew Crash
  • T-Spin: Steel, Special, 100 BP, 90% Acc, 10 PP | Tee gathers a complex pile of debris and clears it with a T-Spin. Hits Steel-types super-effectively. | Z-Move: 180 BP Corkscrew Crash
  • Garbage Clear: Steel, Other, 10 PP | Tee clears the debris around himself, restoring 40% HP while removing any hazards on the user's side of the field. | Z-Move: resets lowered stats
Other Moves: Psychic, Psycho Cut, Hidden Power, Stealth Rock, Spikes, Magic Coat, Calm Mind, Bulk Up, Stockpile, Trick Room, Wonder Room
Stats: 100/100/140/100/80/60 | 580 BST
Reasoning: Tee here is the captain of a spaceship called the SS Tetra. His specialty is Tetris, which consists of the mental manipulation of solid blocks (hence Psychic and Steel). His Ability and signature moves are based on mechanics of the game, which are further exemplified in his movepool. Psychic ties back to mental manipulation, Hidden Power from the variability of tetriminos, hazards from sending garbage to the opponent, Magic Coat from guarding against opposing garbage, setup moves from stacking blocks, and Rooms from the whimsy of Puyo Puyo Tetris. As for Psycho Cut, Tee wields a chakram with finesse.
 
Pokémon: Kaguya Houraisan
Type: Fairy
Ability: Sturdy / Cute Charm / Regenerator [HA]
Moves: Dazzling Gleam, Flamethrower, Fire Blast, Fire Lash, Moonblast, Shadow Ball, Sunny Day, Fire Punch, Flash Cannon, Signal Beam, Aurora Beam, Power Gem, Rock Tomb, Rock Slide, Stone Edge, Withdraw, Water Pulse, Wood Hammer, Grass Knot, Solar Beam, Hydro Pump, Magnet Bomb, Protect, Attract
Z-Move: End of Imperishable Night (50BP Special move. Moonblast is required. Hits five times.)
Stats: 140/70/70/120/120/60 [BST 580]

Reasoning: Fairy because Lunarians are quite mystical, not to mention she's an Hourai Immortal. In addition, Fairy typing would make her weak to Poison, which can kill Lunarians as if they were humans. (Lunarians can't die natural deaths, but non-natural deaths will do them in instead. Kaguya, having ingested the Hourai Elixir, is an exception, as she can instantly regenerate from non-natural deaths, which brings us Sturdy and Regenerator.) Moves explained as follows:
Dazzling Gleam, Flash Cannon, Signal Beam, Aurora Beam, Power Gem:
Impossible Request "Jewel from the Dragon's Neck -Five-Colored Shots-" / Divine Treasure "Brilliant Dragon Bullet".
Rock Moves, including the aforementioned Power Gem: Impossible Request "Buddha's Stone Bowl -Indomitable Will-" / Divine Treasure "Buddhist Diamond"
Fire moves: Impossible Request "Robe of Fire Rat -Unhurried Mind-" / Divine Treasure "Salamander Shield"
Withdraw, Water Pulse: Impossible Request "Swallow's Cowrie Shell -Everlasting Life-" / Divine Treasure "Life Spring Infinity" (Cowries are Sea Snails.)
Wood Hammer, Grass Knot, Solar Beam, still Power Gem and Stone Edge: Impossible Request "Bullet Branch of Hourai -Rainbow Danmaku-" / Divine Treasure "Jeweled Branch of Hourai -Dreamlike Paradise-"
Hydro Pump: Tree-Ocean of Hourai"
Moonblast, Shadow Ball: Has ties to the moon and even hid it from view.
Magnet Bomb, still Moonblast: New Impossible Request "Lunar Ilmenite" (Ilmenite is the chemical compound FeTiO3, which is weakly magnetic and is rich in Iron and Titanium, both metals, not to mention quite commonplace on the Moon.)
Protect: Can manipulate the Eternal and Instantaneous, meaning she could use this on some air in front of her to act as a shield.
(The fire moves can also tie to the Red Stone of Aja spellcard, which in the Jojo part it appears in can project lasers that can burn the flesh of said part's antagonists very easily, especially compared to humans.)
Cute Charm, Attract: Had LOADS of suitors in her backstory whom were all tasked to seek out the Impossible Requests seen in IN, drawn in by tales of her astounding beauty.
Her stats lean Special to contrast with her sworn nemesis Mokou, who uses physical attacks a lot. And now, the Z-Move. By the time she uses End of Imperishable Night, you've already won and cannot lose, so it only has 50BP per hiti. Still, there's five phases, so it hits five times, and 5*50BP still makes for a strong Z-Move.
 
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Pokémon: Reaper Destroyer
Type: Steel/Flying
Ability: Indoctrination - Any pokemon on the field with this pokemon for three or more turns will become confused
Signature Move: Reaper Laser | 140 BP | Steel type | Special | 80% Acc.
Stats: 120 / 135 / 110 / 155 / 100 / 60 | BST: 680
Moves: Reaper Laser, Flash Cannon, Extrasensory, Heavy Slam, Earthquake, Superpower, Roost, Autotomize, Metal Sound, Taunt, Torment, Disable,
Reasoning: *Spoilers*The Reapers are a fleet of a giant sentient space ships that wipes out all space-faring civilizations in the galaxy every one hundred thousand years or so. They are giant cyborg monstrosities that attack with a big, red laser. The Reaper Destroyer is one of the small ones, at 160 meters long. For reasons unknown, they let out massive blasts of low, rumbling sound when they are on the surface of a planet. They can manipulate the psychology of biological lifeforms using various subliminal methods, causing headaches, madness, and eventually a complete surrendering of will to the reaper.
 
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whoooo I'll make a quick comeback for this slate
also, 4/10 slate, not enough Moonage Daydream

Now onto a classic that is literally the slate.
161110

Pokémon: Space Invader
Type:
161113
/
161114

Ability: Levitate | Speed Boost
Moves: All Psychic moves aside from Unique moves (i.e. Psystrike, Psycho Boost) and all Special Fairy moves aside from Unique moves (i.e. Light of Ruin). All learnable TMs in Gen 6 and 7 (but as TMs). Nasty Plot. Invasion.
INVASION
-
161113
| Special | 100% Acc | 80 BP | 10 PP (16 max) | If this attack faints the opposing Pokemon, +3 Speed.
Stats: 100/80/80/135/115/90 BST 600
Reasoning: Who CAN'T remember the classic Space Invader? This little alien dude has come a long way to end up here and he'll rip through some threats. This is mostly a Specially offensive fighter, focusing on increasing speed to hit faster. Not having a base speed higher than 100, he'll need the help of Speed Boost or a nicely placed Invasion. I suggest a set using Levitate with Specs and then spamming Invasion as one of the better sets.


That's it for this. Guess I'll repost Moon though.
View attachment 139745
Moon
Type
: View attachment 139737 | View attachment 139736
Ability: Huge Power / Levitate / Aftermath
Moves: Stone Edge, Flare Blitz, Photon Geyser, Earthquake, Pursuit, Crunch, Fire Fang, Ice Fang, Thunder Fang, etc.
Z-Move: Time's Up | Flare Blitz | 200 BP | 100% to Burn
Stats: 100/100/100/100/100/100
Reasoning: If you don't find this thing creepy, you either find it funny or you're messed up somewhere. In the meanwhile, I think I did pretty well. a 200 BP non-STAB Z-Move is not as overpowered as you may think. What is overpowered is the amount of options this thing has and the solid all-around stats it has.

[/QUOTE]
 
Ooh, lemme try one!


Galaxy Man (Mega Man 9)

Pokémon: Galaxy Man
Type: Psychic/Steel
Ability: Levitate
Signature Move: Black Hole Bomb - 90 BP, Psychic, Special, 95% accuracy, 16 PP. Recovers 25% of damage dealt.
Stats: 90 / 80 / 95 / 135 / 95 / 40 [BST: 535]
Moves:
STAB: Black Hole Bomb, Extrasensory, Flash Cannon, Future Sight, Gyro Ball, Iron Head, Psychic, Psycho Cut, Psyshock, Zen Headbutt
Coverage: Aura Sphere, Dark Pulse, Earthquake, Ice Beam, Knock Off, Moonblast, Power Gem, Thunderbolt
Status/Support: Calm Mind, Hypnosis, Iron Defense, Light Screen, Lock On, Pain Split, Reflect, Shift Gear, Taunt, Trick Room
Other: Explosion
Reasoning: Galaxy Man was originally created by Dr. Light to aid humans in space exploration by calculating trajectories for rockets. However, right when his period of use had expired and he was scheduled to be deactivated, he was snatched up by the villainous Dr. Wily and reprogrammed for evil, becoming one of his Robot Masters.

His Psychic typing is derived from his affinity for space exploration, and his Steel typing is derived from him being, well, a robot. He has demonstrated the ability to hover short distances, hence my choice for Levitate as his ability. His signature move is the Black Hole Bomb, a weapon that allows him to create tiny singularities that suck in his foes and drain their energy.

I can see him being used as a bulky special-based wallbreaker or a Trick Room attacker, as his stats make him optimal for either role. Here's a sample set:

Galaxy Man @ Twisted Spoon
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 SpD (IVs: 0 Spe)
Quiet Nature
- Trick Room
- Black Hole Bomb
- Flash Cannon
- Aura Sphere
 

Pokémon: Captain Olimar
Type:

Ability: Overcoat / Pikmin Commander* - All attacks that use Pikmin deal 30% more damage.
Moves: Attack Order, Defend Order, Heal Order, U-turn, Infestation, Endeavor, Power-Up Punch, Red Pikmin Toss*, Yellow Pikmin Toss*, Blue Pikmin Toss*, Purple Pikmin Toss*, White Pikmin Toss*, Rock Pikmin Toss*, Winged Pikmin Toss*
Stats: 80 HP / 100 Atk / 90 Def / 60 SpA / 90 SpD / 100 Spe | BST: 520

Red Pikmin Toss* -
|
| 75 BP | 90 Acc | 10 PP | Deals 1/8th of the target's max HP at the end of each turn for 2 turns | Z-move: 140 BP Inferno Overdrive
Yellow Pikmin Toss* -
|
| 60 BP | 90 Acc | 10 PP | Deals 1/16th of the target's max HP at the end of each turn for 2 turns | Z-move: 120 BP Gigavolt Havoc
Blue Pikmin Toss* -
|
| 60 BP | 90 Acc | 10 PP | Deals 1/16th of the target's max HP at the end of each turn for 2 turns | Z-move: 120 BP Hydro Vortex
Purple Pikmin Toss* -
|
| 100 BP | 90 Acc | 10 PP | Deals 1/8th of the target's max HP at the end of each turn for 2 turns | Z-move: 180 BP All-Out Pummeling
White Pikmin Toss* -
|
| 60 BP | 90 Acc | 10 PP | Deals 1/16th of the target's max HP at the end of each turn for 2 turns | Z-move: 120 BP Acid Downpour
Rock Pikmin Toss* -
|
| 85 BP | 90 Acc | 10 PP | 20% chance to flinch, knocks down flying Pokemon | Z-move: 160 BP Continental Crush
Winged Pikmin Toss* -
|
| 50 BP | 90 Acc | 10 PP | Deals 1/16th of the target's max HP at the end of each turn for 2 turns, can hit targets using Fly | Z-move: 100 BP Supersonic Skystrike

Reasoning: Captain Olimar is an alien from planet Hocotate who comes to what is widely believed to be Earth, and ends up befriending the Pikmin. He is barely 1 inch tall, and his series has a lot of bug-oriented enemies, so I decided that a Bug typing would fit best for him too. It also fits the flavor for moves like Attack, Defend, and Heal Order, as he commands his Pikmin like his underlings. His abilities Overcoat refers to his space suit protecting him from the planet's toxic atmosphere, and Pikmin Commander is what he is, using his Pikmin to attack most enemies. His seven signature moves are all based on the seven different types of Pikmin he can throw at enemies, each with their own types based on their design and use. All of them except for Rock Pikmin grab onto the enemy and keep attacking to deal damage over time, hence their effects. His stats are average because he depends on the Pikmin to fight for him.



Pokémon: Thel' Vadam
Type:

Ability: Sniper / Active Camouflage* - After being sent out, the accuracy of all moves targeting this Pokemon is halved. If the Pokemon uses a non-status move or is hit by an opponent's attack, or after two turns have passed, Active Camouflage is disabled for the rest of the battle.
Moves: Sacred Sword, Focus Blast, Thunderbolt, Volt Switch, Zing Zap, Swords Dance, Calm Mind, Focus Energy, Energy Sword*, Covenant Carbine*, Plasma Grenade*
Stats: 100 HP / 120 Atk / 90 Def / 120 SpA / 90 SpD / 80 Spe | BST: 600

Energy Sword* -
|
| 100 BP | 100 Acc | 10 PP | High critical hit ratio | Z-move: 180 BP Gigavolt Havoc
Covenant Carbine* -
|
| 85 BP | 95 Acc | 15 PP | High critical hit ratio | Z-move: 160 BP All-Out Pummeling
Plasma Grenade* -
|
| 120 BP | 100 Acc | 5 PP | Deals damage at the end of the next turn | Z-move: 190 BP Gigavolt Havoc

Reasoning: Thel 'Vadam, the playable Arbiter character from the Halo series, is an alien of the Sangheili race. Fighting-type comes from his association with honor and warfare, Electric-type comes from his usage of Covenant plasma weapons, which I decided were closest to Electric-type. His signature ability Active Camouflage is based on his ability from Halo 2, where he could temporarily cloak himself before joining combat. It would disable and enter a cooldown if the Arbiter either attacked someone, fired his gun, or if he were damaged, hence the second part of the ability's description. His stats are because he is offensively oriented while not being amazingly fast. His signature moves are based on typical weapons he carries, with the Plasma Grenade having a timer before exploding.
 
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You've heard of spaceship pilots, now get ready for a whole spaceship


Pokémon: Battleship Halberd
Type: Steel/Flying
Ability: Skill Link / Speed Boost (Hidden)
Stats: 100/150/100/100/100/130 (680)
Notable Moves: Combo Cannon*, Brave Bird, Extreme Speed, Bullet Seed, Rock Blast, Dragon Claw, Shadow Claw, Circle Throw, U-Turn, Rapid Spin
*Combo Cannon: Physical Steel, 25 BP, 100% Accuracy, 30/48 PP, hits 2-5 times, 140 BP Corkscrew Crash
Halberd @ Life Orb
Ability: Skill Link
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Combo Cannon
- Bullet Seed
- Extreme Speed
- Rock Blast / U-Turn

Reasoning: It's a big-ass metal spaceship with wings, hence the Steel/Flying type. It can go really fast, hence high speed, Speed Boost, and Extreme Speed. Its main weapons are rapid fire guns, hence its signature move as well as Bullet Seed, Rock Blast, and Skill Link. It also has a claw that it uses to grab targets, hence Dragon Claw, Shadow Claw, and Circle Throw. U-Turn is based on that one point in the story where it blows Kirby away and then leaves (pretty similar to attacking and then switching). Brave Bird because winged flight. Rapid Spin because of Sail Wing from Kirby: Planet Robobot.
 

earl

(EVIOLITE COMPATIBLE)
is a Community Contributor

Guardian (Zelda Breath of the Wild)
Type: Ground / Psychic
Ability: Sniper / Long Reach | Mega Launcher (HA)
Stats: 120 / 20 / 120 / 160 / 70 / 110 (600 BST)
Notable Moves: Prismatic Laser, Psychic, Psyhock, Calm Mind, Earth Power, Focus Blast, Aura Sphere, Dark Pulse, Flash Cannon, Glare, Lock-On, Dark Pulse, Laser Focus, Guardian Laser
Guardian Laser:
Ground, 100 BP, Special, never misses. Pulse move.
Reasoning: These big old guys are known for 2 things in game: Shooting you from 10 miles away, and the music that plays the second one notices you. Ground for being made of seemingly terracotta, and Psychic for lasers.
 
It's that time again. Votes will be counted next weekend.
Type: Psychic / Fairy
Ability: Levitate / Telepathy / Parental Bond
Moves: Psychic, Star Bits, Moonblast, Light Screen, Reflect, Psyshock, Minimize, Moonlight, Protect, Telekinesis, Gravity, Rapid Spin, Double-Team, Teleport, Shadow Ball, Focus Blast, Fire Blast, Calm Mind, U-Turn
Signature Move: Star Bits - 80 BP Special Psychic-type move; Type depends on IVs. 10% chance to lower foe’s SpD.
Z-Move: Power Star - 180 Power Special Psychic-type move [regardless of Star Bits’ type], 100% Chance to raise the user’s Speed one stage. Accessible with Star Bits while holding Rosalium Z.
Stats: 100/60/80/110/140/80 [570 BST]
Reasoning: Psychic type due to the obvious space aspect. Fairy due to the fact she’s a princess and all. Levitate and Telepathy are based on some of Rosalina’s abilities, while Parental Bond is due to her relationship with the Lumas. Star Bits is because they come in all sorts of colors, and plus I wanted to give Rosalina a signature move. The Z move is based off of her final smash, not to mention the fact that in her origin game, Power stars sped up the Comet Observatory. Moonlight and Moonblast are more space theming. Light Screen, Reflect and Protect involve her protective bubble. Telekinesis, Gravity, Teleport and Double-Team are more of Rosalina’s powers. Rapid Spin is due to the fact she can use the Spin Attack in 3D World. U-Turn I’m loosely using an extension of Teleport, solely because Teleport doesn’t switch you out normally. Shadow Ball, Focus Blast and Calm Mind are typical Psychic fare. Minimize is another power, although it and Double-Team are banned anyway. Finally, Fire Blast is due to the molten core at the center of the Comet Observatory.

Sample sets:

Z-Set Up (Rosalina) @ Rosalium Z
Ability: Parental Bond
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Moonblast
- Star Bits [Ground]
- Calm Mind

Screen Setter (Rosalina) @ Light Clay
Ability: Levitate / Parental Bond
EVs: 252 HP / 4 SpA / 252 Spe
Hasty / Naive Nature
- Light Screen / Reflect
- Psychic
- Moonlight
- U-Turn

Hazard Remover (Rosalina) @ Leftovers
Ability: Cold Combo
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Moonblast
- Moonlight
- U-Turn
- Rapid Spin

Bulky Attacker (Rosalina) @ Leftovers
Ability: Parental Bond
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Moonblast
- Star Bits [Ground]
- Focus Blast
- Moonlight
Pokémon: Nosk
Type:

Ability: Face Change (This Pokemon's first move changes to the target's first move.)
Moves: Sludge Bomb, Sludge Wave, Crunch, Bug Bite, Dark Pulse, Brutal Swing, Foul Play, Snatch, Knock Off, Fell Stinger, First Impression, U-Turn, Lunge, Earthquake, Swords Dance, Substitute, Toxic, Toxic Spikes, Pursuit, Outrage, Head Smash, Screech, Roar, Mimic, Mirror Move, Copycat, Double-Edge
Stats: 98/101/73/80/73/101 BST: 526

Reasoning: "Mimics the shape of other creatures to lure prey to its lair." Nosk's shape changes to lure it's prey into it's lair, and charges around and spews infection from it's stomach. So Physical/Recoil and Poison moves fit it nicely.
Pokémon: Crystal Guardian
Type:


Ability: Clear Body
Moves: Diamond Storm, Rock Tomb, Rock Throw, Rock Slide, Stone Edge, Dazzling Gleam, Bug Buzz, Bug Bite, Rock Wrecker, Stealth Rock, Charge Beam, Ice Beam, Hyper Beam, Crystal Beam, Flash, Nasty Plot, Rest, Sleep Talk, Rock Polish, Signal Beam
Crystal Beam:
Ice Beam clone.
Stats: 98/90/99/100/99/40 BST: 526

Reasoning: This Boss battle from Hollow Knight is mostly Crystal Guardian shooting beams of light at you. You find him sleeping on a bench, so Rest and Sleep talk make sense. However, he is rather slow.
Pokemon: Grimm
Type:


Ability: Flame Body / Nightmare Heart (Transform into Nightmare King Grimm upon fainting)
Moves: Inferno, Fire Blast, Flame Charge, Lunge, Hyper Voice, X-Scissor, Will-o-wisp, Dark Pulse, Fake Out, Snarl, U-Turn, Shadow Ball, Flamethrower, Swords Dance, Memento, Quiver Dance, Fiery Dance, Petal Dance, Dragon Dance, Sky Uppercut, Fire Bats (Fire, Special, 15 BP, Hits 3 Times, +1 Priority. If this pokemon is Nightmare King Grimm, hits 4 times.)
Stats: 75 / 120 / 65 / 120 / 75 / 125

Nightmare King Grimm (Spoiler)

The expanse of dream in past was split,
One realm now must stay apart,
Darkest reaches, beating red,
Terror of sleep. The Nightmare's Heart.


Pokemon: Nightmare King Grimm
Type:

Ability: Nightmare Heart (keeps ability upon transforming, like Greninja-Ash)
Moves: Same as Grimm
Stats: 75 / 130 / 75 / 150 / 95 / 170

Reasoning: First, I'd like to say that this is obviously a pretty broken pokemon. I am aware. First, Grimm's attacks are all fire-based, so fire typing makes sense for it. Bug is due to him likely being a bug, like almost everything else in Hollow Knight. Flame Body is based on Grimm using fire attacks, and also because transforms into multiple fiery shapes throughout the battle. Most of his attacks come from attacks he uses in-game, and some of the others are based on Grimm's affiliation with dancing and rituals. Grimm is very fast simply because he is very fast in his battle. The high offenses and low defenses are due to Grimm's quick manner of attacking, and also his frail appearance. Nightmare Heart, the ability that triggers the transformation into Nightmare King Grimm, comes from the fact that when you defeat Grimm, you have the chance to fight his much harder form. The Dark typing is because Dark is often associated with Nightmares in Pokemon. Nightmare King Grimm is much faster than normal Grimm, does double damage, and also has more health, which is why it has much higher stats all around.
Pokémon: Tee
Type: Steel/Psychic
Ability: Combo Attacker - The user's consecutive attacking moves are boosted additively by 0.1 per attack, capping at 1.5.
Signature Moves:
  • Tetris: Steel, Physical, 80 BP, 100% Acc, 15 PP | Tee gathers a four-layer pile of debris and clears it all with a single tetrimino. Hits Steel-types super-effectively. | Z-Move: 160 BP Corkscrew Crash
  • T-Spin: Steel, Special, 100 BP, 90% Acc, 10 PP | Tee gathers a complex pile of debris and clears it with a T-Spin. Hits Steel-types super-effectively. | Z-Move: 180 BP Corkscrew Crash
  • Garbage Clear: Steel, Other, 10 PP | Tee clears the debris around himself, restoring 40% HP while removing any hazards on the user's side of the field. | Z-Move: resets lowered stats
Other Moves: Psychic, Psycho Cut, Hidden Power, Stealth Rock, Spikes, Magic Coat, Calm Mind, Bulk Up, Stockpile, Trick Room, Wonder Room
Stats: 100/100/140/100/80/60 | 580 BST
Reasoning: Tee here is the captain of a spaceship called the SS Tetra. His specialty is Tetris, which consists of the mental manipulation of solid blocks (hence Psychic and Steel). His Ability and signature moves are based on mechanics of the game, which are further exemplified in his movepool. Psychic ties back to mental manipulation, Hidden Power from the variability of tetriminos, hazards from sending garbage to the opponent, Magic Coat from guarding against opposing garbage, setup moves from stacking blocks, and Rooms from the whimsy of Puyo Puyo Tetris. As for Psycho Cut, Tee wields a chakram with finesse.
Pokémon: Kaguya Houraisan
Type: Fairy
Ability: Sturdy / Cute Charm / Regenerator [HA]
Moves: Dazzling Gleam, Flamethrower, Fire Blast, Fire Lash, Moonblast, Shadow Ball, Sunny Day, Fire Punch, Flash Cannon, Signal Beam, Aurora Beam, Power Gem, Rock Tomb, Rock Slide, Stone Edge, Withdraw, Water Pulse, Wood Hammer, Grass Knot, Solar Beam, Hydro Pump, Magnet Bomb, Protect, Attract
Z-Move: End of Imperishable Night (50BP Special move. Moonblast is required. Hits five times.)
Stats: 140/70/70/120/120/60 [BST 580]

Reasoning: Fairy because Lunarians are quite mystical, not to mention she's an Hourai Immortal. In addition, Fairy typing would make her weak to Poison, which can kill Lunarians as if they were humans. (Lunarians can't die natural deaths, but non-natural deaths will do them in instead. Kaguya, having ingested the Hourai Elixir, is an exception, as she can instantly regenerate from non-natural deaths, which brings us Sturdy and Regenerator.) Moves explained as follows:
Dazzling Gleam, Flash Cannon, Signal Beam, Aurora Beam, Power Gem:
Impossible Request "Jewel from the Dragon's Neck -Five-Colored Shots-" / Divine Treasure "Brilliant Dragon Bullet".
Rock Moves, including the aforementioned Power Gem: Impossible Request "Buddha's Stone Bowl -Indomitable Will-" / Divine Treasure "Buddhist Diamond"
Fire moves: Impossible Request "Robe of Fire Rat -Unhurried Mind-" / Divine Treasure "Salamander Shield"
Withdraw, Water Pulse: Impossible Request "Swallow's Cowrie Shell -Everlasting Life-" / Divine Treasure "Life Spring Infinity" (Cowries are Sea Snails.)
Wood Hammer, Grass Knot, Solar Beam, still Power Gem and Stone Edge: Impossible Request "Bullet Branch of Hourai -Rainbow Danmaku-" / Divine Treasure "Jeweled Branch of Hourai -Dreamlike Paradise-"
Hydro Pump: Tree-Ocean of Hourai"
Moonblast, Shadow Ball: Has ties to the moon and even hid it from view.
Magnet Bomb, still Moonblast: New Impossible Request "Lunar Ilmenite" (Ilmenite is the chemical compound FeTiO3, which is weakly magnetic and is rich in Iron and Titanium, both metals, not to mention quite commonplace on the Moon.)
Protect: Can manipulate the Eternal and Instantaneous, meaning she could use this on some air in front of her to act as a shield.
(The fire moves can also tie to the Red Stone of Aja spellcard, which in the Jojo part it appears in can project lasers that can burn the flesh of said part's antagonists very easily, especially compared to humans.)
Cute Charm, Attract: Had LOADS of suitors in her backstory whom were all tasked to seek out the Impossible Requests seen in IN, drawn in by tales of her astounding beauty.
Her stats lean Special to contrast with her sworn nemesis Mokou, who uses physical attacks a lot. And now, the Z-Move. By the time she uses End of Imperishable Night, you've already won and cannot lose, so it only has 50BP per hiti. Still, there's five phases, so it hits five times, and 5*50BP still makes for a strong Z-Move.
Pokémon: Reaper Destroyer
Type: Steel/Flying
Ability: Indoctrination - Any pokemon on the field with this pokemon for three or more turns will become confused
Signature Move: Reaper Laser | 140 BP | Steel type | Special | 80% Acc.
Stats: 120 / 135 / 110 / 155 / 100 / 60 | BST: 680
Moves: Reaper Laser, Flash Cannon, Extrasensory, Heavy Slam, Earthquake, Superpower, Roost, Autotomize, Metal Sound, Taunt, Torment, Disable,
Reasoning: *Spoilers*The Reapers are a fleet of a giant sentient space ships that wipes out all space-faring civilizations in the galaxy every one hundred thousand years or so. They are giant cyborg monstrosities that attack with a big, red laser. The Reaper Destroyer is one of the small ones, at 160 meters long. For reasons unknown, they let out massive blasts of low, rumbling sound when they are on the surface of a planet. They can manipulate the psychology of biological lifeforms using various subliminal methods, causing headaches, madness, and eventually a complete surrendering of will to the reaper.
Pokémon: Space Invader
Type:
161113
/
161114


Ability: Levitate | Speed Boost
Moves: All Psychic moves aside from Unique moves (i.e. Psystrike, Psycho Boost) and all Special Fairy moves aside from Unique moves (i.e. Light of Ruin). All learnable TMs in Gen 6 and 7 (but as TMs). Nasty Plot. Invasion.
INVASION
-
161113
| Special | 100% Acc | 80 BP | 10 PP (16 max) | If this attack faints the opposing Pokemon, +3 Speed.
Stats: 100/80/80/135/115/90 BST 600
Reasoning: Who CAN'T remember the classic Space Invader? This little alien dude has come a long way to end up here and he'll rip through some threats. This is mostly a Specially offensive fighter, focusing on increasing speed to hit faster. Not having a base speed higher than 100, he'll need the help of Speed Boost or a nicely placed Invasion. I suggest a set using Levitate with Specs and then spamming Invasion as one of the better sets.
Moon
Type
: Rock | Psychic
Ability: Huge Power / Levitate / Aftermath
Moves: Stone Edge, Flare Blitz, Photon Geyser, Earthquake, Pursuit, Crunch, Fire Fang, Ice Fang, Thunder Fang, etc.
Z-Move: Time's Up | Flare Blitz | 200 BP | 100% to Burn
Stats: 100/100/100/100/100/100
Reasoning: If you don't find this thing creepy, you either find it funny or you're messed up somewhere. In the meanwhile, I think I did pretty well. a 200 BP non-STAB Z-Move is not as overpowered as you may think. What is overpowered is the amount of options this thing has and the solid all-around stats it has.
Galaxy Man (Mega Man 9)

Pokémon: Galaxy Man
Type: Psychic/Steel
Ability: Levitate
Signature Move: Black Hole Bomb - 90 BP, Psychic, Special, 95% accuracy, 16 PP. Recovers 25% of damage dealt.
Stats: 90 / 80 / 95 / 135 / 95 / 40 [BST: 535]
Moves:
STAB: Black Hole Bomb, Extrasensory, Flash Cannon, Future Sight, Gyro Ball, Iron Head, Psychic, Psycho Cut, Psyshock, Zen Headbutt
Coverage: Aura Sphere, Dark Pulse, Earthquake, Ice Beam, Knock Off, Moonblast, Power Gem, Thunderbolt
Status/Support: Calm Mind, Hypnosis, Iron Defense, Light Screen, Lock On, Pain Split, Reflect, Shift Gear, Taunt, Trick Room
Other: Explosion
Reasoning: Galaxy Man was originally created by Dr. Light to aid humans in space exploration by calculating trajectories for rockets. However, right when his period of use had expired and he was scheduled to be deactivated, he was snatched up by the villainous Dr. Wily and reprogrammed for evil, becoming one of his Robot Masters.

His Psychic typing is derived from his affinity for space exploration, and his Steel typing is derived from him being, well, a robot. He has demonstrated the ability to hover short distances, hence my choice for Levitate as his ability. His signature move is the Black Hole Bomb, a weapon that allows him to create tiny singularities that suck in his foes and drain their energy.

I can see him being used as a bulky special-based wallbreaker or a Trick Room attacker, as his stats make him optimal for either role. Here's a sample set:

Galaxy Man @ Twisted Spoon
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 SpD (IVs: 0 Spe)
Quiet Nature
- Trick Room
- Black Hole Bomb
- Flash Cannon
- Aura Sphere
Pokémon: Captain Olimar
Type:

Ability: Overcoat / Pikmin Commander* - All attacks that use Pikmin deal 30% more damage.
Moves: Attack Order, Defend Order, Heal Order, U-turn, Infestation, Endeavor, Power-Up Punch, Red Pikmin Toss*, Yellow Pikmin Toss*, Blue Pikmin Toss*, Purple Pikmin Toss*, White Pikmin Toss*, Rock Pikmin Toss*, Winged Pikmin Toss*
Stats: 80 HP / 100 Atk / 90 Def / 60 SpA / 90 SpD / 100 Spe | BST: 520

Red Pikmin Toss* -
|
| 75 BP | 90 Acc | 10 PP | Deals 1/8th of the target's max HP at the end of each turn for 2 turns | Z-move: 140 BP Inferno Overdrive
Yellow Pikmin Toss* -
|
| 60 BP | 90 Acc | 10 PP | Deals 1/16th of the target's max HP at the end of each turn for 2 turns | Z-move: 120 BP Gigavolt Havoc
Blue Pikmin Toss* -
|
| 60 BP | 90 Acc | 10 PP | Deals 1/16th of the target's max HP at the end of each turn for 2 turns | Z-move: 120 BP Hydro Vortex
Purple Pikmin Toss* -
|
| 100 BP | 90 Acc | 10 PP | Deals 1/8th of the target's max HP at the end of each turn for 2 turns | Z-move: 180 BP All-Out Pummeling
White Pikmin Toss* -
|
| 60 BP | 90 Acc | 10 PP | Deals 1/16th of the target's max HP at the end of each turn for 2 turns | Z-move: 120 BP Acid Downpour
Rock Pikmin Toss* -
|
| 85 BP | 90 Acc | 10 PP | 20% chance to flinch, knocks down flying Pokemon | Z-move: 160 BP Continental Crush
Winged Pikmin Toss* -
|
| 50 BP | 90 Acc | 10 PP | Deals 1/16th of the target's max HP at the end of each turn for 2 turns, can hit targets using Fly | Z-move: 100 BP Supersonic Skystrike

Reasoning: Captain Olimar is an alien from planet Hocotate who comes to what is widely believed to be Earth, and ends up befriending the Pikmin. He is barely 1 inch tall, and his series has a lot of bug-oriented enemies, so I decided that a Bug typing would fit best for him too. It also fits the flavor for moves like Attack, Defend, and Heal Order, as he commands his Pikmin like his underlings. His abilities Overcoat refers to his space suit protecting him from the planet's toxic atmosphere, and Pikmin Commander is what he is, using his Pikmin to attack most enemies. His seven signature moves are all based on the seven different types of Pikmin he can throw at enemies, each with their own types based on their design and use. All of them except for Rock Pikmin grab onto the enemy and keep attacking to deal damage over time, hence their effects. His stats are average because he depends on the Pikmin to fight for him.
Pokémon: Thel' Vadam
Type:

Ability: Sniper / Active Camouflage* - After being sent out, the accuracy of all moves targeting this Pokemon is halved. If the Pokemon uses a non-status move or is hit by an opponent's attack, or after two turns have passed, Active Camouflage is disabled for the rest of the battle.
Moves: Sacred Sword, Focus Blast, Thunderbolt, Volt Switch, Zing Zap, Swords Dance, Calm Mind, Focus Energy, Energy Sword*, Covenant Carbine*, Plasma Grenade*
Stats: 100 HP / 120 Atk / 90 Def / 120 SpA / 90 SpD / 80 Spe | BST: 600

Energy Sword* -
|
| 100 BP | 100 Acc | 10 PP | High critical hit ratio | Z-move: 180 BP Gigavolt Havoc
Covenant Carbine* -
|
| 85 BP | 95 Acc | 15 PP | High critical hit ratio | Z-move: 160 BP All-Out Pummeling
Plasma Grenade* -
|
| 120 BP | 100 Acc | 5 PP | Deals damage at the end of the next turn | Z-move: 190 BP Gigavolt Havoc

Reasoning: Thel 'Vadam, the playable Arbiter character from the Halo series, is an alien of the Sangheili race. Fighting-type comes from his association with honor and warfare, Electric-type comes from his usage of Covenant plasma weapons, which I decided were closest to Electric-type. His signature ability Active Camouflage is based on his ability from Halo 2, where he could temporarily cloak himself before joining combat. It would disable and enter a cooldown if the Arbiter either attacked someone, fired his gun, or if he were damaged, hence the second part of the ability's description. His stats are because he is offensively oriented while not being amazingly fast. His signature moves are based on typical weapons he carries, with the Plasma Grenade having a timer before exploding.
Pokémon: Battleship Halberd
Type: Steel/Flying
Ability: Skill Link / Speed Boost (Hidden)
Stats: 100/150/100/100/100/130 (680)
Notable Moves: Combo Cannon*, Brave Bird, Extreme Speed, Bullet Seed, Rock Blast, Dragon Claw, Shadow Claw, Circle Throw, U-Turn, Rapid Spin
*Combo Cannon: Physical Steel, 25 BP, 100% Accuracy, 30/48 PP, hits 2-5 times, 140 BP Corkscrew Crash
Sample Sets
Halberd @ Life Orb
Ability: Skill Link
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Combo Cannon
- Bullet Seed
- Extreme Speed
- Rock Blast / U-Turn

Reasoning: It's a big-ass metal spaceship with wings, hence the Steel/Flying type. It can go really fast, hence high speed, Speed Boost, and Extreme Speed. Its main weapons are rapid fire guns, hence its signature move as well as Bullet Seed, Rock Blast, and Skill Link. It also has a claw that it uses to grab targets, hence Dragon Claw, Shadow Claw, and Circle Throw. U-Turn is based on that one point in the story where it blows Kirby away and then leaves (pretty similar to attacking and then switching). Brave Bird because winged flight. Rapid Spin because of Sail Wing from Kirby: Planet Robobot.
Guardian (Zelda Breath of the Wild)
Type: Ground / Psychic
Ability: Sniper / Long Reach | Mega Launcher (HA)
Stats: 120 / 20 / 120 / 160 / 70 / 110 (600 BST)
Notable Moves: Prismatic Laser, Psychic, Psyhock, Calm Mind, Earth Power, Focus Blast, Aura Sphere, Dark Pulse, Flash Cannon, Glare, Lock-On, Dark Pulse, Laser Focus, Guardian Laser
Guardian Laser:
Ground, 100 BP, Special, never misses. Pulse move.
Reasoning: These big old guys are known for 2 things in game: Shooting you from 10 miles away, and the music that plays the second one notices you. Ground for being made of seemingly terracotta, and Psychic for lasers.
Reviloja753
DatHeatmor
Brodaha
Mygavolt
KirbyRider1337
Scoopapa
Shoopz_Whisper
Blumenwitz
Origin0
Pika Xreme (honestly was expecting you to submit Planet Popstar)
leonard (from big bang theory)
 
Bah, would've resubmitted Star Force Mega Man if I wasn't away, given how he fits the bill (Fusion of a human and an alien).

Kirbyrider1337's Kaguya Houraisan
Reviloja753's Rosalina
Mygavolt's Tee
 
163038

Pokemon: Soma Cruz
Type: Normal
Ability: Soul Dominance (If this Pokemon has three specific moves within its movepool (Mystical Fire, Oblivion Wing, Lifesteal), it will become Soma-Awakened, and his lifestealing moves will steal 30% more HP from targets (like the item Big Root). If Soma-Awakened holds the Big Root item in conjunction with this ability, the maximum you will regain is 100% of the damage you deal, or in the case of Oblivion Wing, 105%. Against a target with Liquid Ooze, Soma-Awakened will not take damage, but will not heal either.)
Type (Awakened): Dark/Flying
Signature Move: Lifesteal
- Type: Dark
- Classification: Special
- Power: 80
- Accuracy: 100
- PP: 10 (max 16)
- Effect: Drains 50% of the damage you deal.
Stats: 50 / 55 / 40 / 55 / 40 / 60
Stats (Awakened): 90 / 95 / 90 / 115 / 90 / 100
Notable Moveset: Lifesteal, Sketch, other basic moves that all Pokemon get
Overview: Soma Cruz, mostly based on his Aria of Sorrow appearance, has the power to dominate the souls of monsters to utilize their techniques. This is what Sketch is based on, but that could still be a big issue on a Pokemon with high enough stats. However, Soma has relatively moderate stats. Better than those of Smeargle, but not quite enough to be absolutely terrifying. (+2 252 Atk Life Orb Soma Cruz Sunsteel Strike vs. 252 HP / 252+ Def Clefable: 291-343 (73.8 - 87%) -- guaranteed 2HKO after Leftovers recovery) On the other hand, you could also utilize the much stronger Awakened form.
Soma Cruz is the reincarnation of Dracula. In Aria of Sorrow, equipping three specific souls while taking on the fake final boss allows Soma to truly awaken as Dracula, though you eventually overcome the evil spirit of him that is trying to possess Soma.

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

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

Soma-Awakened @ Power Herb
Soul Dominance
4 HP / 252 SpA / 252 Spe
Timid Nature
- Geomancy
- Mystical Fire
- Oblivion Wing
- Lifesteal
 
"OKEH"
Pokémon: Ness
Type: Psychic/Normal
Ability: Healer / Guts / Forewarn [HA]
Stats: 110/110/100/110/100/70 [BST 600]
Z-Move: PSI Rockin Ω (Psychic-type Special 200BP move. Psychic and Nessium Z required.)
Some Moves: Heal Pulse, Recover, Wish, Purify, Refresh, Teleport, Psyshock, Psychic, Flash, Dazzling Gleam, Reflect, Barrier, Mirror Coat, Hypnosis, Thunder Wave, Incinerate, Shock Wave, Eerie Impulse, Hidden Power, Slam, Wood Hammer, Return, Tri Attack, Bide, Zen Headbutt, Facade
Reasoning: Bulky, with decent offense? That's Ness, alright. Recover and Heal Pulse because he can use Lifeup on any team member, himself included. Purify and Refresh because he learns Healing too, which has the same targeting. Flash and Dazzling Gleam from PSI Flash, Reflect, Mirror Coat, and Barrier from Shield (Mirror Coat because Shield β reflects damage back to the attacker), Psyshock and Psychic are STAB, Thunder Wave is Paralysis, and Hypnosis is Hypnosis. Incinerate is from PSI Fire, Shock Wave PSI Thunder, and Eerie Impulse PSI Magnet. All are from Smash Bros, but Ness doesn't get any of them in his game, hence why he didn't get any stronger attacks for the former two. Zen Headbutt's just mandatory STAB tbh. Healer because again he's got loads of healing arts, Guts because he has a rather high Guts stat, and Forewarn (Prophetic Dream) because Magicant. I thought STAB Facade on Guts w/110 Attack and 110/100/100 bulk might've been broken, but it seems workable I think, and considering the Bravado Ness needs to take on Giygas, it fits.
"My five requests that so many humans in the past have failed to complete... How many of them can you fulfill?"
Pokémon: Kaguya Houraisan
Type: Fairy
Ability: Sturdy / Cute Charm / Regenerator [HA]
Moves: Dazzling Gleam, Flamethrower, Fire Blast, Fire Lash, Moonblast, Shadow Ball, Sunny Day, Fire Punch, Flash Cannon, Signal Beam, Aurora Beam, Power Gem, Rock Tomb, Rock Slide, Stone Edge, Withdraw, Water Pulse, Wood Hammer, Grass Knot, Solar Beam, Hydro Pump, Magnet Bomb, Protect, Attract
Z-Move: End of Imperishable Night (40BP Special move. Moonblast is required. Hits five times.)
Stats: 140/70/70/120/120/60 [BST 580]

Reasoning: Fairy because Lunarians are quite mystical, not to mention she's an Hourai Immortal. In addition, Fairy typing would make her weak to Poison, which can kill Lunarians as if they were humans, and gives her STAB on Moonblast. (Lunarians can't die natural deaths, but non-natural deaths will do them in instead. Kaguya, having ingested the Hourai Elixir, is an exception, as she can instantly regenerate from non-natural deaths, which brings us Sturdy and Regenerator.) Moves explained as follows:
Dazzling Gleam, Flash Cannon, Signal Beam, Aurora Beam, Power Gem:
Impossible Request "Jewel from the Dragon's Neck -Five-Colored Shots-" / Divine Treasure "Brilliant Dragon Bullet".
Rock Moves, including the aforementioned Power Gem: Impossible Request "Buddha's Stone Bowl -Indomitable Will-" / Divine Treasure "Buddhist Diamond"
Fire moves: Impossible Request "Robe of Fire Rat -Unhurried Mind-" / Divine Treasure "Salamander Shield"
Withdraw, Water Pulse: Impossible Request "Swallow's Cowrie Shell -Everlasting Life-" / Divine Treasure "Life Spring Infinity" (Cowries are Sea Snails.)
Wood Hammer, Grass Knot, Solar Beam, still Power Gem and Stone Edge: Impossible Request "Bullet Branch of Hourai -Rainbow Danmaku-" / Divine Treasure "Jeweled Branch of Hourai -Dreamlike Paradise-"
Hydro Pump: Tree-Ocean of Hourai"
Moonblast, Shadow Ball: Has ties to the moon and even hid it from view.
Magnet Bomb, still Moonblast: New Impossible Request "Lunar Ilmenite" (Ilmenite is the chemical compound FeTiO3, which is weakly magnetic and is rich in Iron and Titanium, both metals, not to mention quite commonplace on the Moon.)
Protect: Can manipulate the Eternal and Instantaneous, meaning she could use this on some air in front of her to act as a shield.
(The fire moves can also tie to the Red Stone of Aja spellcard, which in the Jojo part it appears in can project lasers that can burn the flesh of said part's antagonists very easily, especially compared to humans.)
Cute Charm, Attract: Had LOADS of suitors in her backstory whom were all tasked to seek out the Impossible Requests seen in IN, drawn in by tales of her astounding beauty.
Her stats lean Special to contrast with her sworn nemesis Mokou, who uses physical attacks a lot. And now, the Z-Move. By the time she uses End of Imperishable Night, you've already won and cannot lose, so it only has 50BP per hit. Still, there's five phases, so it hits five times, and 5*40BP still makes for a strong Z-Move.
 
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"Hey."
163059
Type: Steel / Dark
Ability: Defiant / Anger Point / Strong Jaw
Moves: Axe Pummel, Crunch, Fire Fang, Ice Fang, Thunder Fang, Poison Fangs, Sucker Punch, Gunk Shot, Beat Up, Knock Off, Pursuit, Snarl, Payback, Thief, Fake Out, Taunt, Torment, Parting Shot, Snatch, Roar, Spite, Toxic, Play Rough, Outrage, Thrash, Foul Play
Signature Move: Axe Pummel - 110 BP Physical Steel-type move, 90% accuracy
Stats: 110/125/85/60/75/115 [570 BST]
Reasoning: Steel typing due to the axe Susie wields, Dark due to her bully nature and her brief time as an antagonist. I opted against Dragon, solely because her design is not enough to make her Dragon to me; if Sans is Ghost/Psychic, Susie can skip out on Dragon. Defiant is due to her rebellious nature, Anger Point is due to her short temper and her famous quote, "Quiet people piss me off". Strong Jaw is rather obvious, considering how she has threatened multiple times to bite someone's face off. Axe Pummel is based on her weapon in Deltarune. Susie then gets access to most fang moves due to Strong Jaw. All of the other moves derive from her bully nature and her personality as a whole. I will point out that Fake Out is due to her deciding not to eat Kris's face and all. Stats are what you would expect. Susie has 110 HP in Deltarune proper, so that was an easy translation. Also made Susie fast, as she is faster than Kris and whatnot.

Sample sets:

Strong Jaw Sweeper (Susie) @ Life Orb
Ability: Strong Jaw
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Axe Pummel
- Crunch
- Fire Fang / Ice Fang / Thunder Fang
- Ice Fang / Thunder Fang / Fire Fang

Offensive Utility (Susie) @ Leftovers / Assault Vest
Ability: Defiant
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Knock Off
- Parting Shot / Pursuit / Sucker Punch
- Pursuit / Toxic / Poison Fangs
- Fake Out / Sucker Punch / Taunt

Defiant Abuser (Susie) @ Leftovers
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Axe Pummel
- Crunch
- Play Rough
- Gunk Shot / Sucker Punch

"oh no......."

Type: Ghost
Ability: Incorporeal / Truant / Wimp Out
Moves: Ghastly Tears, Shadow Ball, Dazzling Gleam, Hyper Voice, Teleport, Baby-Doll Eyes, Ominous Wind, Shadow Sneak
Signature Ability: Incorporeal - The user is immune to Physical attacks.
Signature Move: Ghastly Tears - 20 BP Special Ghost-type move, +1 priority; hits 3-5 times.
Stats: 20/5/10/110/125/30 [300 BST]
Reasoning: Ghost because duh. Ghastly Tears is based on the tears Napstablook uses in his attacks. Incorporeal is based off of how ghosts work in Undertale; they cannot be physically harmed. While this may seem broken, Napstablook has piss poor stats across the board aside from Special Attack and SpD, the latter of which is useless with 20 HP. Truant is due to the infamous "Not feeling it today" attack, and Wimp Out is due to Napstablook's cowardly nature. Dazzling Gleam is due to Dapperblook, Hyper Voice because of his DJ career and the fact I was too scared to give Boomburst, Teleport because of his fading, Baby-Doll Eyes due to his eyes in the GIF, and Ominous Wind plus Shadow Sneak are basic Ghost-type moves.

Sample sets:

"here, i guess...." (Napstablook) @ Focus Sash
Ability: Incorporeal
EVs: 252 SpA / 252 SpD / 4 Spe
Modest Nature
- Ghastly Rain / Shadow Ball
- Dazzling Gleam
- Hyper Voice
- Ominous Wind
 
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